gaming machines

The gaming machine enhances player engagement by executing dynamic display effects and varying lottery results, addressing the lack of engaging presentations in existing machines.

JP7802415B2Active Publication Date: 2026-01-20SANSEI R&D KK
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Patent Information

Application Number
JP2025051155
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-26
Publication Date
2026-01-20
Estimated Expiration
2045-03-26

AI Technical Summary

Technical Problem

Existing gaming machines lack an engaging presentation that utilizes the presence of changing displays effectively.

Method used

A gaming machine that executes a winning/losing lottery based on lottery information, performs a variation performance according to the lottery result, and displays pre-change and during-change indicators on a display area, including specific in-variation effects and variable display effects.

Benefits of technology

The gaming machine provides an interesting presentation that enhances player engagement through dynamic display effects and varying lottery results, increasing player interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting performance using the existence of a varying display.SOLUTION: A game machine 1 is capable of executing a specific varying display performance that constitutes a variation performance started immediately after prize winning, which is the variation performance to be started by the occurrence of starting prize-winning in a non-variation state where the variation performance is not executed. The specific varying display performance is a performance which is not displayed at a normal display position where the varying display (so-called "variation holding") has to be displayed originally, until a specified period passes after the start of the variation performance started immediately after prize winning.SELECTED DRAWING: Figure 86
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] The so-called "pending change" (display of the change in progress) is displayed at a predetermined position (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-124538 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that can execute an interesting presentation that utilizes the presence of a changing display. [Means for solving the problem]

[0005] The gaming machine according to the present invention, which has been made to solve the above problems, A winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when a game ball enters the starting area as a starting winning opportunity; A performance execution means for executing a variation performance from when the decorative pattern starts to vary until it stops in a manner according to the winning / losing lottery result; A display means having a display area in which a display during change indicating that the change performance for the corresponding winning / losing lottery result has started but not finished, and a display before change indicating that the winning / losing lottery information has already been acquired but the change performance for the corresponding winning / losing lottery result has not started are displayed; Equipped with It is possible to execute a specific in-variation display effect (for example, see FIG. 86(c)) as a component of the winning-immediately-starting variable effect, which is the variable effect that starts when the starting winning occurs (for example, see FIG. 86(b)) in a non-variation state (for example, see FIG. 86(a)) in which the variable effect is not being executed, The specific variable display effect (see, for example, FIG. 86(c)) is a display in which the variable display is not displayed in the normal display position (see, for example, FIG. 86(d)) where it should be displayed until a specified time has elapsed since the winning immediately start variable effect started. It is characterized by: [Effects of the Invention]

[0006] The gaming machine according to the present invention is capable of executing an interesting presentation that utilizes the presence of the in-change display. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first winning / losing lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second winning / losing lottery. [Figure 4] A diagram to explain the display modes of the pre-change display and the change-in-progress display. [Figure 5] This is a diagram to explain variable configuration presentation A (variable configuration presentation in which a pre-suggestion image can be displayed). [Figure 6] This is a diagram to explain variable configuration performance B (effect of advance suggestion image). [Figure 7] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 9]FIG. 10 is a diagram for explaining specific example 1-7. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-8. [Figure 11] FIG. 11 is a diagram for explaining specific example 1-11. [Figure 12] FIG. 10 is a diagram for explaining specific example 1-13. [Figure 13] (a) shows candidates that can become the first effect image (first candidate image) and candidates that can become the second effect image (second candidate image), and (b) shows the relationship between the patterns (combinations) of the first and second effect images and the probability of winning a specific battle effect. [Figure 14] This is a diagram to explain the post-image suggestion effect (specific battle effect). [Figure 15] FIG. 10 is a diagram for explaining an image suggestion effect. [Figure 16] FIG. 16 is a diagram for explaining the image suggestion effect (continuation of FIG. 16). [Figure 17] This is a diagram for explaining the change (simultaneous change) of both the first candidate image and the second candidate image in the image suggestion presentation. [Figure 18] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 19] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 20] FIG. 10 is a diagram for explaining specific example 2-9. [Figure 21] FIG. 11 is a diagram for explaining specific example 2-11. [Figure 22] FIG. 10 is a diagram for explaining specific example 2-12. [Figure 23] FIG. 10 is a diagram for explaining specific light-emitting effects. [Figure 24] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 25] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 26] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 27] FIG. 10 is a diagram for explaining specific example 3-10. [Figure 28]A figure to explain specific example 3-11 (when a specific light-emitting effect occurs during target variation). [Figure 29] A figure to explain specific example 3-11 (when a specific light-emitting effect occurs due to a pre-reading change). [Figure 30] FIG. 10 is a diagram for explaining specific example 3-12. [Figure 31] 10A and 10B are diagrams for explaining target stage images (mode-corresponding images, common images); [Figure 32] This is a diagram showing the presentation pattern at each step of the gradual image presentation generated in presentation mode A. [Figure 33] This is a diagram showing the presentation pattern at each step of the gradual image presentation generated in presentation mode B. [Figure 34] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 35] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 36] FIG. 10 is a diagram for explaining specific example 4-5. [Figure 37] FIG. 10 is a diagram for explaining specific example 4-7. [Figure 38] FIG. 10 is a diagram for explaining specific example 4-9. [Figure 39] FIG. 10 is a diagram for explaining a prescribed special effect (prescribed condition). [Figure 40] FIG. 10 is a diagram for explaining specific example 5-2. [Figure 41] FIG. 10 is a diagram for explaining specific example 5-4. [Figure 42] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 43] FIG. 10 is a diagram for explaining specific example 5-7. [Figure 44] FIG. 10 is a diagram for explaining a specific control state. [Figure 45] 6A and 6B are diagrams for explaining specific examples 6-1 and 6-4. [Figure 46] FIG. 10 is a diagram for explaining specific example 6-7 (a diagram showing an example contrary to the example explained as specific example 6-7). [Figure 47]FIG. 10 is a diagram for explaining specific example 6-9. [Figure 48] FIG. 10 is a diagram for explaining a right acquisition game. [Figure 49] A diagram to explain the right use effect and special confirmation effect. [Figure 50] FIG. 10 is a diagram for explaining specific example 7-1. [Figure 51] FIG. 10 is a diagram for explaining specific example 7-3. [Figure 52] FIG. 10 is a diagram for explaining specific example 7-5. [Figure 53] FIG. 10 is a diagram for explaining specific example 7-6. [Figure 54] FIG. 10 is a diagram for explaining specific example 7-8. [Figure 55] FIG. 10 is a diagram for explaining specific examples 7-10. [Figure 56] A diagram to explain specific configuration performance X. [Figure 57] A diagram to explain specific configuration performance Y. [Figure 58] FIG. 8 is a diagram for explaining specific example 8-2. [Figure 59] FIG. 10 is a diagram for explaining specific example 8-9. [Figure 60] FIG. 59 is a diagram for explaining specific example 8-9 (continuation of FIG. 59). [Figure 61] FIG. 10 is a diagram (part 1) for explaining specific example 8-12. [Figure 62] FIG. 11 is a second diagram for explaining specific example 8-12. [Figure 63] FIG. 10 is a diagram for explaining specific example 8-13. [Figure 64] FIG. 10 is a diagram for explaining specific example 8-14. [Figure 65] FIG. 10 is a diagram for explaining a specific sound effect. [Figure 66] 9A and 9B are diagrams for explaining specific example 9-1 (specific example 9-1-1, specific example 9-1-2). [Figure 67] FIG. 9 is a diagram for explaining specific example 9-3. [Figure 68]FIG. 9 is a diagram for explaining specific example 9-4. [Figure 69] FIG. 9 is a diagram for explaining specific example 9-6. [Figure 70] This is a diagram to explain the pre-selection and the selection reflection effect that starts with content corresponding to the selection made in the pre-selection. [Figure 71] A figure showing an example of a normal selection reflection effect (no specific change occurs). [Figure 72] A diagram showing an example of a special mode of selection reflection effect (specific change occurrence). [Figure 73] FIG. 10 is a diagram for explaining specific example 10-1. [Figure 74] FIG. 10 is a diagram for explaining specific example 10-2. [Figure 75] FIG. 10 is a diagram for explaining specific example 10-6. [Figure 76] FIG. 10 is a diagram for explaining specific example 10-7. [Figure 77] FIG. 10 is a diagram for explaining specific example 10-8. [Figure 78] FIG. 10 is a diagram showing an example of an image selection performance and a subsequent performance. [Figure 79] This is a diagram to explain that if an image selection effect occurs in a target state, a specific selection result is an advantageous result for the player (and if an image selection effect occurs in a non-target state, a specific selection result is an unfavorable result for the player). [Figure 80] FIG. 11 is a diagram for explaining specific example 11-1. [Figure 81] FIG. 11 is a diagram for explaining specific example 11-2. [Figure 82] FIG. 11 is a diagram for explaining specific example 11-5. [Figure 83] FIG. 11 is a diagram for explaining specific example 11-7. [Figure 84] FIG. 11 is a diagram for explaining specific example 11-8. [Figure 85] FIG. 11 is a diagram for explaining specific example 11-9. [Figure 86] A diagram to explain the display effects during specific fluctuations. [Figure 87] FIG. 12 is a diagram for explaining specific example 12-1. [Figure 88] FIG. 12 is a diagram for explaining specific example 12-2. [Figure 89] FIG. 12 is a diagram for explaining specific example 12-3. [Figure 90] FIG. 12 is a diagram for explaining specific example 12-5. [Figure 91] FIG. 12 is a diagram for explaining specific example 12-8. [Figure 92] FIG. 12 is a diagram for explaining specific example 12-9. [Figure 93] FIG. 93 is a diagram for explaining a specific example 12-9 (an example different from the example shown in FIG. 92). [Figure 94] A diagram for explaining a specific stage presentation (first stage). [Figure 95] A diagram for explaining the specific stage presentation (second stage). [Figure 96] A diagram for explaining the specific stage presentation (third stage). [Figure 97] FIG. 13 is a diagram for explaining specific example 13-1. [Figure 98] FIG. 13 is a diagram for explaining specific example 13-2. [Figure 99] FIG. 13 is a diagram for explaining specific example 13-4. [Figure 100] FIG. 13 is a diagram for explaining specific example 13-5. [Figure 101] FIG. 13 is a diagram for explaining specific example 13-6. [Figure 102] FIG. 13 is a diagram for explaining specific example 13-8. [Figure 103] FIG. 13 is a diagram for explaining specific example 13-9. [Figure 104] FIG. 10 is a diagram for explaining the special reach effect R1. [Figure 105] FIG. 10 is a diagram for explaining the special reach effect R2. [Figure 106] This is a diagram to explain the advantageous effects when winning. [Figure 107] FIG. 14 is a diagram for explaining specific example 14-2. [Figure 108] FIG. 14 is a diagram for explaining specific example 14-3. [Figure 109] FIG. 14 is a diagram for explaining specific example 14-5. [Figure 110] FIG. 14 is a diagram for explaining specific example 14-10. [Figure 111] FIG. 10 is a diagram for explaining a normal sensor response period. [Figure 112] FIG. 10 is a diagram for explaining a specific sensor response period. [Figure 113] (a) is a diagram to explain the difference between a specific sensor response period and a normal sensor response period, (b) is a diagram showing candidate images that can be displayed as normal response images and specific response images, and (c) is a diagram showing candidate images that can be displayed as non-specific response images. [Figure 114] FIG. 15 is a diagram for explaining specific example 15-2-1. [Figure 115] FIG. 15 is a diagram for explaining specific example 15-2-2. [Figure 116] FIG. 15 is a diagram for explaining specific example 15-3. [Figure 117] FIG. 15 is a diagram for explaining specific example 15-4. [Figure 118] FIG. 15 is a diagram for explaining specific example 15-7. [Figure 119] FIG. 15 is a diagram for explaining specific example 15-8. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. In the following description, the term "image" includes not only still images but also moving images, unless otherwise specified. In addition, unless otherwise specified, the following description is based on the assumption that the player plays according to instructions (i.e., the player plays normally without performing any special gameplay). Furthermore, when a phrase such as "a gaming ball enters XX (wins)," strictly speaking, it means that the sensor installed in XX has detected the gaming ball that has entered. Furthermore, when a phrase such as "when XX is operated," strictly speaking, it means that XX has been detected to have moved to a predetermined position due to the operation. Furthermore, the various values ​​(probability, number of times, etc.) described below can be increased or decreased as appropriate, provided that the changes do not result in a loss of distinctive features. In the following description, a "closed" state of various areas refers to a state in which game balls normally cannot enter the area, assuming normal game play, while an "open" state refers to a state in which game balls can enter the area, assuming normal game play (even if the game ball entrance is open, a state in which game balls cannot pass through the entrance during normal game play is considered "closed"). Also, in each diagram, elements unrelated to the features explained using that diagram may be omitted. Also, additional elements in the following description (numbers ("first," "second," etc.), various alphabets, etc.) are added to distinguish types and do not have any meaning in themselves.

[0009] <Basic configuration of gaming machine> The overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1 etc. Note that detailed description of well-known configurations will be omitted (the same configuration as that of a general gaming machine can be adopted). The gaming machine 1 includes a gaming board 90. The gaming board 90 is a structure that is roughly rectangular when viewed from the front. A gaming area 902 into which gaming balls flow down is configured in front of the gaming board 90. A well-known launching device 908 (launching handle) is provided below the gaming board 90. A player can launch gaming balls (gaming balls stored in an upper tray) toward the gaming area 902 by operating the launching device 908. The gaming balls launched from the launching device 908 reach the gaming area 902 through a passage formed by a guide rail 903.

[0010] The game area 902 is provided with various winning areas into which game balls can enter (such as a starting area 904 and a big prize area 906), and an outlet 907 (an outlet through which game balls that do not enter any of the winning areas (so-called out balls) are discharged). The game area 902 is also provided with a plurality of game pins as obstacles that change the way game balls flow when they collide with them. Game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins. When a game ball flowing down the game area 902 enters a winning area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are paid out by a payout device.

[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is a main display device having a display area 911 where decorative symbols 80 and the like are displayed. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the height of the gaming machine 1 so as to match the line of sight of the player.

[0012] The gaming machine 1 is equipped with a speaker 67 (sound output means). Basically, various effects that occur as part of variable effects (described later) are accompanied by unique effect sounds that correspond to each of the various effects (the unique effect sounds are output from the speaker 67).

[0013] Note that explanations of general components such as the frame of the gaming machine 1, the structure (upper tray) that forms a space for storing the gaming balls that are shot, and the structure (lower tray) that forms a space for storing the gaming balls that overflow from the upper tray will be omitted. These components can be the same as those in known gaming machines.

[0014] The lottery for the jackpot is executed by a win / lose lottery means constructed on a control board (main control board) not shown, based on win / lose lottery information acquired when a gaming ball enters the start area 904. In this embodiment, a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area) are provided as the start area 904. The first start area 904a is provided in a position into which a gaming ball may enter by launching the gaming ball so that it flows down the left side of the display area 911 (the left side of the gaming area 902) (performing a "left hit"). The second start area 904b is provided in a position into which a gaming ball may enter by launching the gaming ball so that it flows down the right side of the display area 911 (the right side of the gaming area 902) (performing a "right hit").

[0015] When the gaming ball enters the starting area 904, a numerical value is obtained from a random number source as winning / losing lottery information (the winning / losing lottery information obtained when the gaming ball enters the first starting area 904a is called the first winning / losing lottery information, and the winning / losing lottery information obtained when the gaming ball enters the second starting area 904b is called the second winning / losing lottery information), and if the numerical value is the same as the predetermined winning value, it is a winning jackpot, and if it is different, it is a losing jackpot.

[0016] When a win / loss lottery is executed by the win / loss lottery means, the result of the win / loss lottery is notified by a fluctuation effect (a performance from the start of the fluctuation of the decorative symbols 80 (decorative symbol group 80g) until the decorative symbols 80 completely stop in a combination that indicates the win / loss lottery result, that is, a performance during one fluctuation. In the following explanation, this may also be simply referred to as "fluctuation" or "rotation"). Note that the decorative symbols 80 may also be in a known pseudo-stop state (a state in which the symbols are slightly oscillating; also referred to as a provisional stop (state)) that makes it appear to the player that they have stopped. Since the decorative symbols 80 in the pseudo-stop state are not completely stopped (because the selection has not been confirmed), their type may change (in the drawings, the target decorative symbol 80 may be shown as oscillating to represent the pseudo-stop state of the decorative symbol 80).

[0017] In this embodiment, the variable effect is executed for the winning / losing lottery results corresponding to the order in which the winning / losing lottery information was acquired. However, if new winning / losing lottery information is acquired when the variable effect for a certain winning / losing lottery result has not been completed (when there is winning / losing lottery information for which notification of the winning / losing lottery result has not been completed), the newly acquired winning / losing lottery information is stored in a storage means (RAM, not shown) up to a predetermined number as pre-variation winning / losing lottery information (described later).

[0018] The acquired winning / losing lottery information (for which the notification of the corresponding winning / losing lottery result has not been completed) is classified into "pre-change winning / losing lottery information" for which the variable presentation for the corresponding winning / losing lottery result has not yet begun (the equivalent of the first winning / losing lottery information is referred to as the first pre-change winning / losing lottery information, and the equivalent of the second winning / losing lottery information is referred to as the second pre-change winning / losing lottery information), and "on-going winning / losing lottery information" for which the variable presentation for the corresponding winning / losing lottery result has begun but the variable presentation has not yet ended (the equivalent of the first winning / losing lottery information is referred to as the first on-going winning / losing lottery information, and the equivalent of the second winning / losing lottery information is referred to as the second on-going winning / losing lottery information). In this embodiment, the maximum number of first pre-change winning / losing lottery information that the storage means can store is four, and the maximum number of second pre-change winning / losing lottery information that can be stored is also four. In addition, in this embodiment, there is a maximum of one piece of information on the winning / losing lottery during fluctuation at a given time (it is not possible for both the first piece of information on the winning / losing lottery during fluctuation and the second piece of information on the winning / losing lottery during fluctuation to exist (i.e., the fluctuations of special chart 1 and special chart 2 do not proceed together)).

[0019] During the variation effect, a pre-variation display 72, which is an image (icon) indicating the presence of pre-variation win / loss lottery information, and a during-variation display 71, which is an image (icon) indicating the presence of during-variation win / loss lottery information, are displayed in real time (see FIG. 2). In this embodiment, the during-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may also be displayed on a different display device. In this embodiment, in a game state in which a game ball should be fired aiming at the first starting area 904a (a game state in which a "left hit" should be made), first win / loss lottery information is acquired, so the pre-variation display 72 indicating the presence of the first pre-variation win / loss lottery information and the first during-variation win / loss lottery information and the during-variation display 71 are displayed (the pre-variation display 72 and the during-variation display 71 indicating the presence of second win / loss lottery information are not displayed or are displayed smaller than the pre-variation display 72 and the during-variation display 71 indicating the presence of the first win / loss lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where "right hit" should be made), second win / loss lottery information is acquired, so the pre-change display 72 and the during-change display 71 indicating the presence of the second pre-change win / loss lottery information and the second during-change win / loss lottery information are displayed (the pre-change display 72 and the during-change display 71 indicating the presence of the first win / loss lottery information are not displayed or are displayed smaller than the pre-change display 72 and the during-change display 71 indicating the presence of the second win / loss lottery information). As described above, since the maximum number of first pre-change win / loss lottery information stored in this embodiment is four, the maximum number of pre-change displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of during-change displays 71 displayed is one). Furthermore, since the maximum number of pieces of second pre-change win / lose lottery information that can be stored is four, the maximum number of pre-change displays 72 that are displayed in a game state in which the game ball should be fired aiming at the second starting area 904b is also four (naturally, the maximum number of during-change displays 71 that are displayed is one).

[0020] The order in which the notification of the winning / losing lottery results corresponding to each pre-change display 72 is completed (the so-called "consumption order") is earlier the closer it is to the changing display 71. In other words, the pre-change displays 72 are displayed in an order such that the earlier the consumption order, the closer it is to the changing display 71. Each time the notification of the winning / losing lottery is completed (the change ends), the position in which the pre-change display 72 is displayed changes (each pre-change display 72 moves to a position according to the "consumption order"). Furthermore, the pre-change display 72 with the earliest consumption order becomes the changing display 71 (moves to a position where the changing display 71 is displayed) upon completion of the notification of the winning / losing lottery (the change ends). Strictly speaking, the winning / losing lottery by the winning / losing lottery means is executed simultaneously with the start of the corresponding change presentation (the execution timing of such winning / losing lottery is not clearly indicated to the player). Therefore, the pre-change display 72 is sometimes referred to as a "pending (display)" because it indicates the existence of winning / losing lottery information for which the corresponding winning / losing lottery has not been executed (pre-change winning / losing lottery information). The number of pre-change win / loss lottery information items can be considered to represent the number of win / loss lotteries that are promised to be held in the future (the number of win / loss lottery rights already acquired). Therefore, the greater the number of pre-change win / loss lottery information items (reserved display), the higher the probability that the future win / loss lottery result at that time will be a jackpot. Furthermore, the during-change display 71 indicates the presence of win / loss lottery information for which the corresponding win / loss lottery has been held, but for which a variation effect to notify the result of the win / loss lottery is currently in progress (in an "active" state), and is therefore sometimes referred to as an "active display." Furthermore, because a variation effect to notify the result of the corresponding win / loss lottery is currently in progress (the so-called "pertinent variation" is currently being executed), it is sometimes referred to as a "pertinent variation reserved." In other words, the pre-change display 71 may also be treated as being included in the category of "reserved." In this embodiment, the during-change display 71 is larger than the pre-change display 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described below) is the same (similar). Instead of having such a similar relationship, the basic shapes (external shapes, etc.) of the changing display 71 and the pre-changing display 72 may be completely different.

[0021] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begin to fluctuate, and eventually, one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the types of decorative symbols 80 are the same or different is determined by whether the characters contained in each decorative symbol 80 are the same or different. In this embodiment, the various decorative symbols 80 include any of the numbers "1" to "7." If the numbers are the same, they are considered to be the same type, and if the numbers are different, they are considered to be different types. In the following description, the various decorative symbols 80 may be represented by the numbers contained in the decorative symbol 80, such as the decorative symbol 80 "1." The same type of decorative symbol 80 may also be configured to have different appearances (e.g., different number designs). Each decorative pattern group 80g includes all types of decorative patterns 80 (all of the decorative patterns 80 of "1" to "7"). The various decorative patterns 80 may include elements other than numbers. For example, they may include characters associated with each number (type).

[0022] The combinations of decorative patterns 80 (left decorative pattern 80L, center decorative pattern 80C, right decorative pattern 80R arranged from the left) selected from each decorative pattern group 80g and stopped are roughly divided into winning combinations that indicate a win in the lottery and losing combinations that indicate a loss. In this embodiment, a winning combination is when all three decorative patterns 80 are the same type, and a losing combination is when all three decorative patterns 80 are not the same type.

[0023] In this embodiment, the fluctuation of each decorative symbol group 80g may be temporarily stopped (pseudo-stopped). Note that a temporary stop (pseudo-stopped) refers to a state in which the fluctuation does not completely stop but appears to the player to be stopped (for example, a state in which it is slightly swaying). By temporarily stopping (pseudo-stopping) the fluctuation in this way, it is possible to create a so-called chance eye in the middle of the fluctuation performance.

[0024] In addition, an image showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such an image is omitted in each drawing). For example, a small pattern (so-called small pattern) that starts to change when the variable effect starts and stops in a manner according to the result of the winning / losing lottery when the variable effect ends may be displayed. However, the player can enjoy the game without being aware of this type of image. In other words, it is basically possible to understand the result of the winning / losing lottery by looking at the decorative pattern 80 and various effects.

[0025] Also, like known gaming machines, lamps that indicate various types of information are provided outside the display area 911. The lighting patterns of the lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the results of the first win / lose lottery and the second win / lose lottery are generally referred to as "special symbols." Also, the lighting patterns of the lamps corresponding to the results of the regular lottery (regular lotteries will be described later) are generally referred to as "regular symbols."

[0026] By winning the first or second win / loss lottery, the player is awarded a special prize (jackpot). The player plays the game with the aim of winning the special prize (jackpot). That is, to take the first or second win / loss lottery, the player launches a game ball toward the first starting area 904a or the second starting area 904b. The game state in which the player plays the game with the aim of winning the special prize (jackpot) is broadly divided into a normal game state and a specific game state that is more advantageous to the player than the normal game state (see FIG. 3(a)). In this embodiment, the specific game states include a first specific game state and a second specific game state that is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.

[0027] The normal gaming state is a low base state in which it is difficult for a gaming ball to enter the starting area 904, and the specific gaming state is a high base state in which it is easier for a gaming ball to enter the starting area 904 (easier to enter than in the low base state). The normal gaming state is a state in which the gaming ball should be launched aiming at the first starting area 904a (a state in which a "left hit" should be performed). The specific gaming state is a state in which the gaming ball should be launched aiming at the second starting area 904b (a state in which a "right hit" should be performed). The high base state is a state in which it is easier to win the normal lottery compared to the low base state. The normal lottery is a lottery that is executed when a gaming ball enters the normal area 905. The second starting area 904b is a normally closed area that is opened by winning the normal lottery. In other words, a gaming ball will not enter the second starting area 904b unless it wins the normal lottery. When a player wins the regular lottery, an opening / closing member (a so-called electric chute) provided at the entrance to the second starting area 904b moves to the open position, opening the second starting area 904b. The opening / closing member in the open position serves to receive gaming balls flowing down from above and guide the gaming balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, gaming balls can enter the second starting area 904b relatively easily.

[0028] The normal area 905 is positioned so that a gaming ball "hit to the right" can enter (see FIG. 1). Therefore, if a player continues to hit the right side in the specific gaming mode, a normal lottery is executed, and if the normal lottery is won, the gaming ball frequently enters the second starting area 904b. On the other hand, in the normal gaming mode, since it is difficult to win the normal lottery, the second starting area 904b is rarely opened even with a right hit, and right hitting is set to be a loss for the player. In this embodiment, in the normal gaming mode, even if the normal lottery is won, the opening time of the second starting area 904b is extremely short, making it virtually impossible for a gaming ball to enter the second starting area 904b. The winning probability of the normal lottery in the normal gaming mode may be set to 0%, so that a gaming ball cannot enter the second starting area 904b. Because of this configuration, the normal gaming mode is a state in which a player aims to enter the first starting area 904a by hitting the left side and win a bonus (jackpot) after passing the first winning / losing lottery. In addition, the specific game state is a state in which the game ball is made to enter the second starting area 904b by hitting it from the right, and the aim is to win a special prize (jackpot) after a second winning / losing lottery.

[0029] When a gaming ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (e.g., one ball) are paid out (the number of prize balls awarded when the ball enters the first starting area 904a may differ from the number of prize balls awarded when the ball enters the second starting area 904b). Therefore, in the specific gaming state, players can play without losing as many balls as in the normal gaming state. In the technical field, the number of prize balls awarded per number of balls fired is referred to as the "base" when a jackpot is not being won. The specific gaming state is a "high base state" in which the base is (relatively) high, while the normal gaming state is a "low base state" in which the base is (relatively) low. The high base state is a state in which gaming balls are more likely to enter the starting area 904 than the low base state, making it easier to enter the lottery for winning or losing. Therefore, the average time required for one variable effect (variation time) is shorter in the specific gaming state than in the normal gaming state (the so-called "time-saving" effect). Based on this, the high base state can be said to be a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Note that because of this configuration, the average stay time in the normal game state when playing continuously is longer than in the specific game state (the sum of the stay times in the first specific game state and the second specific game state).

[0030] The normal gaming state and the first specific gaming state are states in which the probability of winning the win / lose lottery is relatively low (low probability state), while the second specific gaming state is a state in which the probability of winning the win / lose lottery is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the winning probability (jackpot probability) in the low probability state is approximately 1 / 319, and the winning probability (jackpot probability) in the high probability state is approximately 1 / 99. The normal gaming state is a state in which a player hits the ball with the left hand, aiming to win a special prize (jackpot) through a first win / lose lottery with a low probability (approximately 1 / 319). The first specific gaming state is a state in which a player hits the ball with the right hand, aiming to win a special prize (jackpot) through a second win / lose lottery with a low probability (approximately 1 / 319). The second specific gaming state is a state in which a player hits the ball with the right hand, aiming to win a special prize (jackpot) through a second win / lose lottery with a high probability (approximately 1 / 99).

[0031] A jackpot (benefit) is awarded by winning the first or second win / loss lottery. In this embodiment, three types of jackpots are provided (see FIG. 3(a)): a normal jackpot (normal benefit), a first specific jackpot (first specific benefit), and a second specific jackpot (second specific benefit). The first specific jackpot is a jackpot that transitions to a first specific gaming state after the completion of a jackpot game (all unit games). In other words, the acquisition of a first specific jackpot (first specific benefit) is a transition condition (start condition) for the first specific gaming state. The second specific jackpot is a jackpot that transitions to a second specific gaming state after the completion of a jackpot game (all unit games). In other words, the acquisition of a second specific jackpot (second specific benefit) is a transition condition (start condition) for the second specific gaming state. Since the second specific gaming state is a more advantageous gaming state than the first specific gaming state, from that perspective, the second specific jackpot can be considered a more advantageous jackpot for the player than the first specific jackpot. Note that providing these three types of jackpots is merely an example. For example, a setting may be made in which there is no normal jackpot (when a jackpot is won, the game state is always shifted to a specific game state).

[0032] In this embodiment, the allocation of the jackpot (benefit) acquired through the first win / loss lottery (special drawing 1 lottery) is different from the allocation of the jackpot (benefit) acquired through the second win / loss lottery (special drawing 1 lottery) (see Figure 3(b)). A jackpot acquired through the first win / loss lottery may be a normal jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all jackpots acquired through the second win / loss lottery (100%) are second specific jackpots. This means that after transitioning to the specific gaming state, the second specific gaming state, which is the most advantageous gaming state for the player, will continue as long as the player acquires a jackpot (continues to win) through the second win / loss lottery.

[0033] The first specific gaming state and the second specific gaming state end when a predetermined end condition is met (see FIG. 3(a)). In this embodiment, the first specific gaming state ends when the win / loss lottery results in 100 consecutive losses. Because the first specific gaming state is a low-probability state, the first specific gaming state can be said to be a state in which a player aims to win a low-probability lottery (approximately 1 / 319) before 100 lotteries are executed. Also, in this embodiment, the second specific gaming state ends when the win / loss lottery results in 150 consecutive losses. Because the second specific gaming state is a high-probability state, the second specific gaming state can be said to be a state in which a player aims to win a high-probability lottery (approximately 1 / 99) before 150 lotteries are executed. In other words, the gaming machine 1 according to this embodiment has a so-called ST-type gameplay (the state in which a player aims to win a high-probability lottery before a predetermined number of consecutive losses is actually referred to as the "ST (state)"). The probability of losing 150 consecutive high-probability lotteries (approximately 1 / 99) (the probability that the second specific game state will end without winning the high-probability lottery at the time the second specific game state begins) is approximately 22%, so the so-called continuation rate is approximately 78%. Note that this type of ST-type gameplay is merely an example. For example, in the high-probability state, it is possible to win both a jackpot that continues the high-probability state (high-probability jackpot) and a jackpot that ends the high-probability state (transition to a low-probability state) and to create a so-called loop-type gameplay in which the high-probability state continues until a low-probability jackpot is won.

[0034] In this embodiment, even if the power of the gaming machine 1 is turned OFF (even if the power OFF→ON operation is performed), the gaming state is maintained. However, if a predetermined reset operation that can only be performed by a gaming store employee (a person who has access to the gaming machine's interior) is performed, the gaming state will be restored to the normal gaming state (a gaming store employee can forcibly transition to the normal gaming state, which is the "default" gaming state). It is not normal for a player to stop playing in a specific gaming state that is advantageous to the player, and even if the gaming store closes in a specific gaming state, the gaming store will likely perform a reset operation. Therefore, when the gaming store opens (the so-called early morning state), the gaming state is usually the normal gaming state. Therefore, the player will basically start playing in the normal gaming state.

[0035] When a jackpot (bonus) is won after a lottery, a jackpot game (bonus game) is executed. The jackpot game is a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed by an opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the jackpot area 906 after it is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, at least 10 gaming balls enter the big prize area 906 in one unit game (a so-called over-win may occur, where more than 10 gaming balls enter the big prize area 906). A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a big prize game can be set appropriately. In this embodiment, all big prizes are 10-round jackpots. In this embodiment, the number of prize balls paid out when one gaming ball enters the big prize area 906 is 15. Therefore, in the case of a 10-round jackpot, at least 1,500 prize balls are paid out.

[0036] The pre-change display 72 (hold display) and the changing display 71 (active display) are sometimes collectively referred to as "hold," and the state of this "hold" indicates its reliability (the likelihood that the corresponding win / lose lottery result will be a jackpot). The pre-change display 72 and the changing display 71 can take on one of several different forms (see Figure 4) depending on their reliability (hereinafter, the forms that the pre-change display 72 and the changing display 71 can take on may also be referred to as "display forms"). Note that the reliability of the pre-change display 72 and the changing display 71 refers to the reliability at the time each display form is displayed, and the reliability may increase with subsequent changes in the display form (hereinafter, such changes may also be referred to as "hold change (effect)"). Furthermore, the relationship between the high and low reliability of each display form refers to the relationship within the same gaming state. In this embodiment, the reliability is indicated by the display mode of the reserve (reserve change) in all of the normal game state, the first specific game state, and the second specific game state, and a higher reliability of one display mode than another display mode means that the reliability is higher when a different display mode is used than when a certain display mode is used in the same game state.

[0037] The display modes are broadly divided into a normal display mode 70n and a special display mode 70s. The normal display mode 70n is the standard display mode (default mode). The pre-change display 72 and the changing display 71 have the highest probability of becoming the normal display mode 70n (the probability of becoming the normal display mode 70n is higher than the probability of becoming any of the special display modes 70s (the probability that the pre-change display 72 and the changing display 71 will be the normal display mode 70n is preferably 90% or higher)). The special display mode 70s is a display mode that suggests a higher reliability than the normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in the normal game state are provided: a first special display mode 701s, a second special display mode 702s, a third special display mode 703s, and a fourth special display mode 704s (a description of the special display modes in the specific game state will be omitted). The reliability of the target winning / losing lottery result increases in this order (with the fourth special display mode 704s being the highest). The fourth special display mode 704s is displayed only if the target winning / losing lottery result is a jackpot (reliability = 100%). The display modes may be any mode that allows a player to clearly distinguish between them. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (in the drawings, the colors of the special display modes 70s are indicated by letters. Those without letters indicating the color are the normal display mode 70n). Different display modes may differ in ways other than color (for example, by different external shapes).

[0038] The display modes of the pre-change display 72 and the during-change display 71 can change in a direction that increases reliability (the hold change effect only occurs in a direction that increases reliability). The effect can change whether the state is the pre-change display 72 (i.e., before the target change has started) or the during-change display 71 (i.e., during the target change). The specific form of the so-called hold change effect may be any. In this embodiment, the display modes of the pre-change display 72 and the during-change display 71 may change suddenly (a sudden hold change effect may occur), or the display modes of the pre-change display 72 and the during-change display 71 may change as a result of the display of an image that acts on them (a hold change effect may occur in which an acting image that causes a change in the display mode is displayed). The final display mode of the during-change display 71 in the target change is the final reliability suggested by the during-change display 71. When the target change effect starts, the pre-change display 72 (the one that is first in the order of consumption) becomes the during-change display 71, but the display mode is carried over at that time. For example, if the pre-fluctuation display 72 (first in the order of consumption) immediately before the target fluctuation starts is in the second special display mode 702s, the target fluctuation will start with the fluctuation display 71 in the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-fluctuation display 72 (first in the order of consumption) becomes the fluctuation display 71. In this embodiment, when multiple pre-fluctuation displays 72 and fluctuation displays 71 are displayed together, two or more special display modes 70s may be displayed.

[0039] The gaming machine 1 is provided with a plurality of types of operation means that can be operated by the player. In this embodiment, a push button 61, a cross key 62, and a special operation unit 65 are provided. The push button 61 can be operated by pushing it downward. The cross key 62 can be operated in any direction, up, down, left, or right. The special operation unit 65 can be operated by pushing it backward.

[0040] The following describes the effects that can be executed by the gaming machine 1 according to this embodiment, as well as the functions and characteristics of the gaming machine 1. Note that the gaming machine 1 may be configured to be able to execute (have only some of) the effects described below.

[0041] <Variable composition performance (pre-suggested image)> The gaming machine 1 according to this embodiment can execute a variable configuration effect, which will be described in detail below, as one type of effect that can occur during a variable configuration effect. In the following description of the variable configuration effect, the win / loss lottery result that is the subject of the reliability suggestion by the variable configuration effect is sometimes referred to as the target win / loss lottery result, and the variable effect corresponding to the target win / loss lottery result is sometimes referred to as the target variable effect (target change). Note that the variable configuration effect only occurs when a change satisfies a predetermined execution condition. Also, in this embodiment, the variable configuration effect can occur in the normal game state. However, it may also occur in the specific game state. Also, in this embodiment, the variable configuration effect can occur when a reach is achieved (when the decorative patterns 80 selected from two of the three decorative pattern groups 80g and displayed are the same type). However, it may also occur when a reach is not achieved.

[0042] Variable configuration effects can be variable configuration effect A (see FIG. 5) or variable configuration effect B (see FIG. 6). As will be described later, variable configuration effect B can occur after variable configuration effect A (after variable configuration effect A has reached an unfavorable ending). Both variable configuration effects can lead to a favorable ending in which an image is displayed indicating that the situation is favorable to the player, or an unfavorable ending (worse than the favorable ending) in which an image is displayed indicating that the situation is unfavorable to the player. Note that the favorable ending may also be a so-called reversal pattern in which an unfavorable ending appears to have been reached but is then reversed.

[0043] In this embodiment, variable configuration presentation A (see FIG. 5) is a presentation in which character C (indicated by the letter "C" in the drawings), a character on the player's side, is displayed. Character C acts toward achieving a goal (see FIG. 5(a)). Achieving the goal results in a favorable outcome (see FIG. 5(b-1)), and not achieving the goal results in an unfavorable outcome (see FIG. 5(b-2)). Also, variable configuration presentation B (see FIG. 6) in this embodiment is a presentation in which the same character (character C) as in variable configuration presentation A is displayed as the player's character. Character C acts toward a different goal from that in variable configuration presentation A (see FIG. 6(a)). Achieving the goal results in a favorable outcome (see FIG. 6(b-1)), and not achieving the goal results in an unfavorable outcome (see FIG. 6(b-2)). Note that the specific aspects of variable configuration presentation A and variable configuration presentation B are merely examples, and the specific aspects can be modified as appropriate, except as specifically described below.

[0044] When variable configuration effect A occurs, if the variable configuration effect A reaches a favorable outcome (see Figure 5(b-1)), the result of the target winning / losing lottery is confirmed to be a jackpot. In other words, if the result of the target winning / losing lottery is a jackpot, variable configuration effect A may reach a favorable outcome, and if it is a loss, variable configuration effect A may not reach a favorable outcome. However, even if the result of the target winning / losing lottery is a jackpot, variable configuration effect A may reach an unfavorable outcome (see Figure 5(b-2)). In other words, the result of the target winning / losing lottery is not confirmed at the time when variable configuration effect A reaches an unfavorable outcome (immediately after an unfavorable outcome). In this embodiment, when an unfavorable outcome occurs, the three decorative patterns 80 are pseudo-stopped in a combination that represents a loss (a losing combination), suggesting to the player that a loss may or may not be confirmed.

[0045] After variable configuration performance A reaches an unfavorable ending (see FIG. 5(b-2)), variable configuration performance B may occur (see FIG. 6(a)). In this embodiment, variable configuration performance B occurs only when variable configuration performance A reaches an unfavorable ending. After an image indicating that variable configuration performance A has reached an unfavorable ending is displayed (see FIG. 5(b-2)), variable configuration performance B begins when a predetermined development image 11 (continuation image) is displayed (see FIG. 5(c-2)). If the development image 11 is not displayed (see FIG. 5(c-1)), variable configuration performance B does not occur. If variable configuration performance A reaches an unfavorable ending and variable configuration performance B does not occur, the result of the target win / loss lottery is confirmed to be a lose (the three decorative patterns 80 completely stop in a losing combination) (see FIG. 5(c-1)). In other words, when the development image 11 is displayed (developed into variable configuration presentation B), there is still a possibility that the result of the target winning / losing lottery will be a jackpot, but when the development image 11 is not displayed (does not develop into variable configuration presentation B), it is confirmed that the result of the target winning / losing lottery will be a loss.

[0046] When the development image 11 is displayed (see FIG. 5(c-2)), variable configuration effect B starts (see FIG. 6(a)). Variable configuration effect B leads to a favorable ending (see FIG. 6(b-1)) if the result of the target winning / losing lottery is a jackpot, and leads to an unfavorable ending (see FIG. 6(b-2)) if the result is a loss. As mentioned above, variable configuration effect A still has the possibility of being a jackpot even if it leads to an unfavorable ending, but variable configuration effect B determines a loss if it leads to an unfavorable ending. In other words, variable configuration effect B differs from variable configuration effect A in that it determines the result of the target winning / losing lottery regardless of the ending. Furthermore, because variable configuration effect B is executed as a result of the development of variable configuration effect A, the probability that variable configuration effect B will result in a favorable ending (meaning the probability of a favorable ending at the time variable configuration effect B starts) is higher than the probability that variable configuration effect A will result in a favorable ending (meaning the probability of a favorable ending at the time variable configuration effect A starts). Therefore, if the result of the target lottery is a jackpot, it is more likely that a jackpot will be announced when variable configuration effect A reaches an unfavorable ending and then variable configuration effect B reaches a favorable ending, rather than when variable configuration effect A reaches a favorable ending. Note that it is preferable that the probability that variable configuration effect A will reach a favorable ending is less than 10% (based on the time when variable configuration effect A started).

[0047] Variable configuration effect B is an effect that can occur when variable configuration effect A leads to an unfavorable ending. When variable configuration effect A leads to an unfavorable ending, the pre-suggestion image 10 may be displayed. The pre-suggestion image 10 is not displayed when variable configuration effect A leads to a favorable ending. The unfavorable ending of variable configuration effect A (see Figure 5(b-2)) can be divided into a pattern in which the pre-suggestion image 10 is not displayed (see Figure 5(b-2-1)) and a pattern in which the pre-suggestion image 10 is displayed (see Figure 5(b-2-2)). The pre-suggestion image 10 is not displayed normally (default pattern). In other words, when variable configuration effect A leads to an unfavorable ending, the probability that the pre-suggestion image 10 will not be displayed is higher than the probability that the pre-suggestion image 10 will be displayed. The pre-suggestion image 10 can be displayed at a time when it is not determined whether variable configuration effect B will occur (a time earlier than the time when the above-mentioned development image 11 can be displayed). Note that the time when the pre-suggestion image 10 can be displayed is a time when there is no possibility of a favorable ending in the so-called reversal pattern. In this embodiment, the display of the advance suggestion image 10 does not indicate an increased probability of occurrence of the variable configuration effect B. Even when the advance suggestion image 10 is displayed (see FIG. 5(b-2-2)), the variable configuration effect B may not occur (see FIG. 5(c-1)).

[0048] The display of the pre-suggestion image 10 (see Figure 5(b-2-2)) suggests that if variable configuration performance B occurs, the probability that variable configuration performance B will lead to a favorable ending (see Figure 6(b-1)) has increased. In other words, assuming that variable configuration performance B occurs, the probability that variable configuration performance B will lead to a favorable ending (see Figure 6(b-1)) is higher when the pre-suggestion image 10 is displayed (see Figure 5(b-2-2)) than when the pre-suggestion image 10 is not displayed (see Figure 5(b-2-1)) in variable configuration performance A (unfavorable ending) (the probability that variable configuration performance B will lead to a favorable ending at the start of variable configuration performance B is higher when the pre-suggestion image 10 is displayed than when it is not displayed). Therefore, if the pre-suggestion image 10 is displayed but variable configuration performance B does not occur, there is no significance (effect) at all for the pre-suggestion image 10 being displayed.

[0049] It is preferable that the pre-suggestion image 10 contains content that suggests its characteristics. In this embodiment, the pre-suggestion image 10 contains the words "Chance if it develops" (see FIG. 5(b-2-2)). Since "development" means that variable configuration performance B occurs, it can be understood that if variable configuration performance B occurs, it is a "chance."

[0050] In this way, in this embodiment, when variable configuration performance A leads to an unfavorable ending, the advance suggestion image 10 may be displayed (see FIG. 5(b-2-2)). When the advance suggestion image 10 is displayed, if variable configuration performance B occurs, there is hope for a favorable ending, so an interesting gameplay can be realized in which the player will more strongly hope for variable configuration performance B to occur.

[0051] Below, we will explain specific examples in which the above-mentioned variable configuration performance has been improved, embodied, modified, etc. In addition, to the extent possible, a configuration in which multiple techniques described using the following specific examples are combined and applied may be used.

[0052] 〇Specific example 1-1 The variable configuration performance A (see Figure 7(a)) is assumed to have a predetermined period (effective operation period) (see Figure 7(b)) during which operation of a predetermined operation means (target operation means) is valid before the conclusion is reached.The probability that the pre-suggestion image 10 will be displayed when the variable configuration performance A reaches an unfavorable conclusion (the probability that it will not be Figure 7(c-1) but (c-2)) differs depending on whether the operation of the target operation means during the effective operation period is an operation (specific operation) that satisfies a predetermined condition (see Figure 7(b-1)) or not (see Figure 7(b-2)). Specifically, if variable configuration performance A ends in an unfavorable way (see Figures 7(c-1) and (c-2)), and then variable configuration performance B is started, and the variable configuration performance B ends in a favorable way (see Figure 7(d)) ​​(if it is internally determined that variable configuration performance B will end in a favorable way), the probability that the pre-suggestion image 10 will be displayed when variable configuration performance A ends in an unfavorable way (the probability that it will not end in Figure 7(c-1) but in (c-2)) is made different depending on whether the operation of the operating means in the previous operation valid period has become a specific operation (see Figure 7(b-1)) or not (see Figure 7(b-2)).

[0053] Any operation of the operation means may be required during the operation valid period (it may be one type or two or more types), and various operation modes are also possible. For example, variable configuration effect A may have an operation valid period in which continuous operation (rapid hitting) of the push button 61 is required before reaching the ending (see FIG. 7(b)). An operation that satisfies a predetermined condition (specific operation) is performed when the push button 61 is operated a predetermined number of times during the operation valid period. The predetermined number of times may be set to the same each time (e.g., 10 times) or may be set to vary each time (e.g., between 5 and 15 times). In this way, during the operation valid period, the player's active operation of the operation means may result in an operation that satisfies the predetermined condition; however, no operation of the operation means at all does not result in an operation that satisfies the predetermined condition. Note that the degree of operation of the operation means during the operation valid period does not affect the outcome of variable configuration effect A. It is preferable that the operation valid period be set even if variable configuration effect A results in a favorable ending (the operation valid period is set regardless of the outcome of variable configuration effect A). When variable configuration presentation A starts, it is internally determined whether it will result in a favorable or unfavorable ending, and if it will result in a favorable ending, the advance suggestion image 10 will not be displayed, so the degree of operation of the operating means during the effective operation period does not affect the presentation of a favorable ending.

[0054] If the setting is such that the probability that the pre-suggestion image 10 will be displayed when variable configuration performance A ends unfavorably (the probability that it will not become Figure 7(c-1) but (c-2)) is higher when the operation of the target operation means during the valid operation period is an operation (specific operation) that satisfies the specified conditions (see Figure 7(b-1)) than when it is not (see Figure 7(b-2)), then the more actively you participate in the performance (operate the operation means) during the valid operation period, the higher the probability that you will enjoy the suggestive effect of the pre-suggestion image 10 (if you want to make it easier to predict the outcome of variable configuration performance B, you can simply operate the target operation means actively).

[0055] On the other hand, conversely, if the setting is such that the probability that the pre-suggestion image 10 will be displayed when variable configuration performance A ends unfavorably (the probability that it will end up being (c-2) rather than (c-1) in Figure 7) is higher when the operation of the target operation means during the valid operation period does not result in an operation that satisfies the specified conditions (specific operation) (see Figure 7(b-2)) than when it does result in a specific operation (see Figure 7(b-1)), then the more actively you are involved in the performance (operating the operation means) during the valid operation period, the less likely it is that the pre-suggestion image 10 will be displayed, and the more likely it will be that the outcome of variable configuration performance B will be difficult to predict (if you want to make the outcome of variable configuration performance B difficult to predict and enjoy it to the end, you can simply operate the target operation means actively).

[0056] During the valid operation period, the player may not be requested to operate the target operation means. In other words, although a player who has obtained information from a magazine, the Internet, etc. may be aware of the existence of the valid operation period, the presentation may be a so-called hidden operation presentation (hidden button presentation) in which no operation is requested (an image prompting the operation is not displayed in the display area 911).

[0057] 〇Specific example 1-2 In variable configuration presentation A, a so-called reversal pattern advantageous outcome (a situation where an unfavorable outcome is initially seen and then reversed) does not occur. By doing so, when an image showing that the player is in an unfavorable situation is displayed in variable configuration presentation A, there is no possibility that it will be reversed and become an advantageous outcome, so an easy-to-understand gameplay can be realized in which the player will hope for the display of advance suggestion image 10 or the occurrence of variable configuration presentation B.

[0058] It is preferable that variable configuration effect B be set so that a favorable outcome of a reversal pattern can occur. Since variable configuration effect B does not have the possibility of further development when an unfavorable outcome is reached, it is preferable that a case occur in which an unfavorable outcome appears to have been reached but is then reversed.

[0059] 〇Specific example 1-3 Unlike the above embodiment, variable configuration effect B is always generated whenever variable configuration effect A leads to an unfavorable ending. In other words, if variable configuration effect A occurs and it does not lead to a favorable ending, variable configuration effect B is confirmed to be executed. In this case, since variable configuration effect B is always generated when variable configuration effect A leads to an unfavorable ending, the gameplay is such that the display of advance suggestion image 10 at an unfavorable ending does not end up being wasted (the display of advance suggestion image 10 does not result in a meaningless result).

[0060] However, if this example is done as described above, the occurrence of variable configuration effect B is confirmed when variable configuration effect A reaches an unfavorable ending, so there is a disadvantage in that the gameplay will not be such that the player would be more likely to hope for variable configuration effect B to occur when the advance suggestion image 10 is displayed as in the above embodiment.

[0061] 〇Specific example 1-4 Unlike the above embodiment, variable configuration effect B can occur even when variable configuration effect A does not reach an unfavorable ending. In other words, the condition for variable configuration effect A reaching an unfavorable ending is not set as a condition for variable configuration effect B to occur. However, it is preferable that the probability of variable configuration effect B occurring is higher when variable configuration effect A reaches an unfavorable ending than when it does not occur. In other words, it is preferable to maintain that variable configuration effect A reaching an unfavorable ending is an event that suggests the occurrence of variable configuration effect B.

[0062] 〇Specific example 1-5 If variable configuration performance A ends unfavorably, the probability that variable configuration performance B will occur is higher when the advance suggestion image 10 is displayed than when the advance suggestion image 10 is not displayed. Also, as in the above embodiment, assuming that variable configuration performance B has occurred, the probability that variable configuration performance B will end favorably at the start of variable configuration performance B is higher when the advance suggestion image 10 is displayed than when it is not displayed. In this way, the presence or absence of the advance suggestion image 10 when variable configuration performance A ends unfavorably indicates the probability that variable configuration performance B will occur and the probability that variable configuration performance B will end favorably if variable configuration performance B occurs.

[0063] In addition, if this example is used, it is possible to configure the game so that variable configuration effect B will occur whenever the advance suggestion image 10 is displayed (if the advance suggestion image 10 is not displayed, there is a possibility that variable configuration effect B will not occur, but if the advance suggestion image 10 is displayed, it is confirmed that variable configuration effect B will occur). However, if this is done, the occurrence of variable configuration effect B is confirmed at the time the advance suggestion image 10 is displayed, so there is a disadvantage that it does not result in gameplay in which players would more strongly desire the occurrence of variable configuration effect B when the advance suggestion image 10 is displayed, as in the above embodiment.

[0064] 〇Specific example 1-6 In the case where a character is displayed in both variable configuration performance A and variable configuration performance B, the character displayed in variable configuration performance A (see FIG. 8(a)) and the character displayed in variable configuration performance B (see FIG. 8(b)) are assumed to be different types (in FIG. 8, the characters displayed in variable configuration performance A are marked with "CA" and the characters displayed in variable configuration performance B are marked with "CB"). This has the advantage of making the switch from variable configuration performance A to variable configuration performance B clear.

[0065] On the other hand, if the same character is displayed in variable configuration performance A and variable configuration performance B, as in the above embodiment, there is an advantage in that it is clear that variable configuration performance A and variable configuration performance B are related (variable configuration performance A and variable configuration performance B are connected performances).

[0066] 〇Specific example 1-7 It is assumed that a plurality of different types of images are provided as the pre-suggestion image 10 that can be displayed when variable configuration performance A reaches an unfavorable ending. When variable configuration performance A reaches an unfavorable ending, the pre-suggestion image 10 may not be displayed, or the pre-suggestion image 10 may be displayed, but when the pre-suggestion image 10 is displayed, one of a plurality of types of images is displayed. For example, it is assumed that a first pre-suggestion image 101 (see Figure 9(b)) and a second pre-suggestion image 102 (see Figure 9(C)) are provided as the pre-suggestion image 10. When variable configuration performance A reaches an unfavorable ending, the pre-suggestion image 10 will not be displayed (see Figure 9(a)), the first pre-suggestion image 101 will be displayed (see Figure 9(b)), or the second pre-suggestion image 102 will be displayed (see Figure 9(c)). When a variable configuration effect B occurs, the probability that the variable configuration effect B will lead to a favorable outcome is higher when the first advance suggestion image 101 is displayed than when the advance suggestion image 10 is not displayed, and higher when the second advance suggestion image 102 is displayed than when the first advance suggestion image 101 is displayed (see Figure 9).

[0067] By following this example, when the variable configuration presentation A reaches an unfavorable ending, the player will pay attention to whether or not the advance suggestion image 10 is displayed, and when the advance suggestion image 10 is displayed, the player will also pay attention to the type of image.

[0068] 〇Specific example 1-8 The advance suggestion image 10 does not have to include content suggesting its characteristics as in the above embodiment. For example, the character C displayed when the variable configuration performance A reaches an unfavorable ending is usually displayed in a certain mode (normal mode) (see FIG. 10(a)), and may also be displayed in a mode (special mode) different from the certain mode (see FIG. 10(b)). Furthermore, when the variable configuration performance B occurs, the probability that the variable configuration performance B will reach a favorable ending is higher when the character C in a special mode (character C's mode has changed to a mode different from normal) (see FIG. 10(b)) than when the character C in the normal mode is displayed when an unfavorable ending is reached (see FIG. 10(a)). In this way, the character C in the special mode becomes a performance form that functions as the advance suggestion image 10.

[0069] 〇Specific example 1-9 Variable configuration effect B merely indicates the probability (reliability) that the target winning / losing lottery result will be a jackpot, and does not notify the target winning / losing lottery result based on its outcome (even if the variable configuration effect ends in a favorable outcome, it is not confirmed that the target winning / losing lottery result is a jackpot). In other words, when variable configuration effect B occurs after variable configuration effect A ends in an unfavorable outcome, the probability that the target winning / losing lottery result will be a jackpot is higher if the variable configuration effect B ends in a favorable outcome than if the variable configuration effect B ends in an unfavorable outcome, and even if the outcome is favorable, it is not confirmed that the target winning / losing lottery result is a jackpot (it remains a so-called chance increase).

[0070] In this case, whether or not the advance suggestion image 10 is displayed when variable configuration performance A results in an unfavorable ending will function as an indication of the probability of the occurrence of a "favorable ending of variable configuration performance B" (as a so-called chance increase), but will not guarantee a jackpot.

[0071] In addition, the setting may be such that even if variable configuration presentation B results in an unfavorable ending, the result of the target winning / losing lottery may still be a jackpot, or the setting may be such that when an unfavorable ending occurs, the result of the target winning / losing lottery is confirmed to be a loss.

[0072] 〇Specific example 1-10 Even if variable configuration performance A results in a favorable outcome, the result of the target winning / losing lottery is not determined to be a jackpot. In other words, when variable configuration performance A results in a favorable outcome, the probability that the result of the target winning / losing lottery will be a jackpot is higher than when variable configuration performance A results in an unfavorable outcome, and even if the result is favorable, the result of the target winning / losing lottery may be a loss.

[0073] In addition, the setting may be such that even if variable configuration effect A ends unfavorably and variable configuration effect B does not occur, the result of the target winning / losing lottery may still be a jackpot, or the setting may be such that the result of the target winning / losing lottery has no chance of being a jackpot (it is confirmed to be a loss).

[0074] 〇Specific example 1-11 It is assumed that there are multiple types of variable configuration effects B that can develop (continue) after variable configuration effect A reaches an unfavorable ending. In other words, it is assumed that two or more types of variable configuration effects B (effects with different images displayed in the display area 911) are provided as developments from variable configuration effect A (unfavorable ending). Note that the two or more types of variable configuration effects B all lead to either a favorable ending or an unfavorable ending, and the probability (reliability) of reaching a favorable ending differs depending on the type.

[0075] For example, when variable configuration performance A reaches an unfavorable ending (see FIG. 11(a)) and then develops (see FIG. 11(b)), variable configuration performance B1 may occur (see FIG. 11(c-1)) or variable configuration performance B2 may occur (see FIG. 11(c-2)). In this case, if the advance suggestion image 10 is displayed when variable configuration performance A reaches an unfavorable ending (see FIG. 11(a-2)), regardless of whether variable configuration performance B1 or variable configuration performance B2 occurs thereafter, this increases the probability that the variable configuration performance B1 or variable configuration performance B2 will result in a favorable ending. In other words, if variable configuration performance A reaches an unfavorable ending and then variable configuration performance B1 occurs, the probability that the variable configuration performance B1 will result in a favorable ending is higher when the advance suggestion image 10 is displayed (see FIG. 11(a-2)) than when the advance suggestion image 10 is not displayed at the unfavorable ending of variable configuration performance A (see FIG. 11(a-1)) (see FIG. 11(c-1)). Furthermore, even if variable configuration performance A ends unfavorably and then variable configuration performance B2 occurs, the probability that variable configuration performance B2 will end favorably is higher when the pre-suggestion image 10 is displayed (see FIG. 11(a-2)) than when the pre-suggestion image 10 is not displayed at the unfavorable ending of variable configuration performance A (see FIG. 11(a-1)) (see FIG. 11(c-2)). In other words, the effect of displaying the pre-suggestion image 10 is effective whether variable configuration performance B1 or variable configuration performance B2 occurs. By doing this, when the pre-suggestion image 10 is displayed at the unfavorable ending of variable configuration performance A, a gameplay feature is realized in which it is a chance whether any of the multiple types of variable configuration performance B occurs.

[0076] 〇Specific example 1-12 In the above embodiment, when variable configuration presentation A results in an unfavorable outcome (the point at which the advance suggestion image 10 may be displayed), the three decorative symbols 80 are pseudo-stopped in a combination that indicates a loss (the pseudo-stopped decorative symbols 80 suggest that a loss may be confirmed) (see FIG. 5(b-2)). However, it is also possible to prevent such pseudo-stop display of a combination that indicates a loss. Because the image of variable configuration presentation A shows that the situation has become unfavorable for the player (that the goal has not been achieved), it is not necessary to use the decorative symbols 80 to suggest that a loss may be confirmed.

[0077] 〇Specific example 1-13 There is a difference in the presentation between variable configuration presentation B (hereinafter referred to as variable configuration presentation Bn) (see Figure 12(b-1)) that occurs when the advance suggestion image 10 is not displayed (see Figure 12(a-1)) at the time of an unfavorable ending of the variable configuration presentation, and variable configuration presentation B (hereinafter referred to as variable configuration presentation Bs) (see Figure 12(b-2)) that occurs when the advance suggestion image 10 is displayed (see Figure 12(a-2)). Specifically, in variable configuration presentation Bs, an image (hereinafter referred to as unique image S) that is not displayed in variable configuration presentation Ba is displayed (see Figure 12(b-2)). The unique image S is displayed before the outcome of variable configuration presentation Bs is revealed.

[0078] By doing this, even after the variable configuration performance B has started, it becomes possible to know whether the variable configuration performance B has undergone the display of the advance suggestion image 10. In addition, the effect of the advance suggestion image 10 is emphasized even during the variable configuration performance B (variable configuration performance Bb).

[0079] In this example, it is preferable that the pre-suggestion image 10 and the unique image S contain common image components. For example, the pre-suggestion image 10 and the unique image S are both images containing a certain type of character (common character D (indicated with D in the drawings)) (see Figures 12(a-2) and (b-2)). By doing so, it becomes easy to understand that the unique image S is displayed in the subsequent variable configuration performance B (variable configuration performance Bb) as a result of the display of the pre-suggestion image 10.

[0080] <Image suggestion production> The gaming machine 1 according to this embodiment can execute an image suggestion effect as one type of effect that constitutes a variable effect. In the following description of the image suggestion effect, a variable effect that includes an image suggestion effect is sometimes referred to as a target variable effect (target variable), and the winning / losing lottery result corresponding to the target variable effect is sometimes referred to as a target winning / losing lottery result. Note that the image suggestion effect only occurs when a variation satisfies a predetermined execution condition. In addition, in this embodiment, the image suggestion effect can occur in a normal game state. However, it may also occur in a specific game state.

[0081] The image suggestion effect suggests the probability that an event advantageous to the player will occur based on the relationship between the first effect image 12 and the second effect image 13. In this embodiment, the image suggestion effect suggests the probability (reliability) that the target win / loss lottery result will be a jackpot. Note that, although the image suggestion effect in this embodiment can occur when a reach is achieved, it may also occur when a reach is not achieved. Any of multiple first candidate images (see FIG. 13(a-1)) can be selected as the first effect image 12. Any of multiple second candidate images (see FIG. 13(a-2)) can be selected as the second effect image 13. In this embodiment, the image suggestion effect can occur before a battle effect (specific battle effect) in which a player's character (ally character: indicated by the character "aji" in the drawings) and an enemy character fight. In other words, the image suggestion effect in this embodiment can be said to be a pre-effect that occurs before the specific battle effect (the specific battle effect can be said to be a post-effect that occurs after the image suggestion effect (hereinafter, an effect corresponding to the specific battle effect in this embodiment will also be referred to as a post-effect)). The thing shown as first effect image 12 appears as an enemy character in the specific battle effect. In this embodiment, one of "enemy character A" (shown in the drawings with the letters "enemy A"), "enemy character B" (shown in the drawings with the letters "enemy B"), and "enemy character C" (shown in the drawings with the letters "enemy C") appears. In other words, three types of enemy characters A to C (images representing them) are first candidate images, and one of them appears in the specific battle effect as first effect image 12. Meanwhile, the thing shown as second effect image 13 appears as a weapon used by an ally character to attack an enemy character in the specific battle effect. In this embodiment, one of "sword," "whip," and "spear" appears. That is, the three types of second candidate images are "sword," "whip," and "spear" (images representing them), and one of them is used as the second effect image 13 and appears in the specific battle effect.

[0082] Each of enemy characters A to C has a specific relationship with one of the weapons (not having a specific relationship is called a non-specific relationship). "Enemy character A" has a specific relationship with "sword" (but has no specific relationship with "whip" or "spear"). "Enemy character B" has a specific relationship with "whip" (but has no specific relationship with "sword" or "spear"). "Enemy character C" has a specific relationship with "spear" (but has no specific relationship with "sword" or "whip") (see Figure 13(a) (those connected by dotted lines have a specific relationship)). As will be described later, when a specific battle is played out between first performance image 12 (enemy character) and second performance image 13 (weapon) that have a specific relationship, there is a high probability of a winning outcome, and therefore a "weapon" that has a specific relationship with a certain "enemy character" is a weapon that is suitable for attacking that enemy character. In this embodiment, any one of the multiple types of enemy characters (first candidate images) is set to have a specific relationship with any one of the multiple types of weapons (second candidate images) (an "overlap" such that a certain type of image has a specific relationship with two or more types of images is prevented (a 1:1 specific relationship is set)). Hereinafter, with regard to the relationship between first effect image 12 (enemy character) and second effect image 13 (weapon), "enemy character A" and "sword" are set to have a specific relationship A, "enemy character A" and "whip" are set to have a non-specific relationship A1, "enemy character A" and "spear" are set to have a non-specific relationship A2, "enemy character B" and "whip" are set to have a specific relationship B, "enemy character B" and "sword" are set to have a non-specific relationship B1, "enemy character B" and "spear" are set to have a non-specific relationship B2, "enemy character C" and "spear" are set to have a specific relationship C, "enemy character C" and "sword" are set to have a non-specific relationship C1, and "enemy character C" and "whip" are set to have a non-specific relationship C2 (see FIG. 13(b)).

[0083] The specific battle effect (see FIG. 14) leads to a winning ending (an ending advantageous to the player) (see FIG. 14(b-1)) in which the ally character defeats the enemy character if the result of the target hit / miss lottery is a jackpot, and leads to a losing ending (an ending unfavorable to the player) (see FIG. 14(b-2)) in which the ally character is defeated by the enemy character if the result is a miss (note that a so-called reversal pattern may occur in which a losing ending appears to have been reached but is then reversed as a winning ending). In other words, the specific battle effect is a type of reach effect (super reach effect). The probability that the specific battle effect will lead to a winning ending (the reliability of the target hit / miss lottery result) is set higher when the relationship between the first effect image 12 (enemy character) and the second effect image 13 (weapon) is a specific relationship than when they are not. As shown in Figure 13(b), in this embodiment, the specific relationships A, B, and C all have a higher probability of reaching a winning outcome (reliability of the target winning / losing lottery result) than the non-specific relationships A1, A2, B1, B2, C1, and C2.

[0084] In this embodiment, the reliability differs between specific relationships and between non-specific relationships. In this embodiment, enemy character B is considered a weaker enemy than enemy character A, and enemy character C is considered a weaker enemy than enemy character B. In other words, enemy character B has a higher probability of victory than enemy character A, and enemy character C has a higher probability of victory than enemy character B. In this embodiment, the whip is considered a stronger weapon than the sword, and the spear is considered a stronger weapon than the whip. In other words, the probability of victory is higher when the whip is displayed than when the sword is displayed, and when the spear is displayed than when the whip is displayed. Therefore, as shown in FIG. 13(b), when comparing specific relationships, the probability of a winning outcome is higher in the order of specific relationship A<specific relationship B<specific relationship C (high reliability of the target winning / losing lottery result). When comparing non-specific relationships, the probability of a winning outcome is higher in the order of non-specific relationship A1<non-specific relationship A2<non-specific relationship B1<non-specific relationship B2<non-specific relationship C1<non-specific relationship C2 (high reliability of the target winning / losing lottery result).

[0085] In the image suggestion effect, an "enemy character" is selected (one of multiple first candidate images) and a "weapon" is selected (one of multiple second candidate images). In this embodiment, when the image suggestion effect is started (see FIG. 15(a)), a first selection is made (see FIG. 15(b)), indicating that one of multiple enemy characters (first candidate images) has been selected. Then, a second selection is made (see FIG. 15(c)), indicating that one of multiple weapons (second candidate images) has been selected. In this manner, a state (hereinafter referred to as the reference state) is reached (see FIG. 16(a)), indicating that one enemy character (one of the first candidate images) and one weapon (one of the second candidate images) have been selected (see FIG. 16(a)). Note that in the reference state, it is preferable that the unselected candidate images are hidden. Alternatively, the unselected candidate images may be displayed. In this case, the selected candidate image is made more "prominent" than the unselected candidate images, so that it is clear that the image in the "prominent" state has been selected (for example, the selected candidate image is opaque, and the unselected candidate images are translucent).

[0086] Normally, the image suggestion effect ends as is, and a specific battle effect begins. In other words, the type of enemy character (a type of first candidate image) and type of weapon (a type of second candidate image) shown in the reference state (see FIG. 16(a)) do not change, and a specific battle effect begins with the first effect image 12 and the second effect image 13 (see FIG. 16(c-1)), which is considered normal (default). Because the relationship between the type of enemy character and the type of weapon shown initially (in the reference state) does not change, the image suggestion effect can be said to be a "non-changing mode" (compared to the "changing mode" described below).

[0087] On the other hand, in the image suggestion effect, at least one of a type of enemy character (a type of first candidate image) and a type of weapon (a type of second candidate image) shown in the reference state (see FIG. 16(a)) may change (see FIG. 16(b)). When this change occurs, a specific battle effect is initiated in which the enemy character and weapon after the change are the first effect image 12 and the second effect image 13 (see FIG. 16(c-2)). Because the relationship between the type of enemy character and the type of weapon shown initially (in the reference state) changes, this image suggestion effect can be said to be a "changed state." Note that in this embodiment, only changes that increase the reliability (see FIG. 13(b)) of the first effect image 12 and the second effect image 13 are allowed. Therefore, if the relationship between the first candidate image and the second candidate image shown in the reference state is specific relationship C (the most reliable relationship), no change in the image occurs (a non-changed image suggestion effect is allowed).

[0088] In this embodiment, the "change mode" can be a "one-sided change (mode)" in which only one of the enemy character (first candidate image) and the weapon (second candidate image) changes, or a "both-sided change (mode)" in which both the enemy character (first candidate image) and the weapon (second candidate image) change.

[0089] As a one-sided change, for example, a change in the weapon between "enemy character A" and "whip" (non-specific relationship A1) (see FIG. 16(a)) may occur, with only the weapon changing to "enemy character A" and "sword" (specific relationship A) (see FIG. 16(b)). In other words, as a result of a one-sided change, a change may occur in which what was in a non-specific relationship becomes a specific relationship. From the player's perspective, what was initially shown (in the reference state) was a non-specific relationship (see FIG. 16(a)), but this changes to a specific relationship (see FIG. 16(b)), and a specific battle effect begins in which the first effect image 12 (enemy character A) and second effect image 13 (sword) in the specific relationship are displayed (see FIG. 16(c-2)).

[0090] Furthermore, as a change of both, for example, a change of both the enemy character and the weapon from "enemy character A" and "sword" (specific relationship A) (see FIG. 17(a)) to "enemy character C" and "spear" (specific relationship C) (see FIG. 17(b)) may occur. In other words, as a result of a change of both, a change from a specific relationship state to a specific relationship with a higher reliability may occur. From the player's perspective, the specific relationship has changed to a more reliable specific relationship (see FIG. 17(b)) than that shown initially (reference state) (see FIG. 17(a)), and a specific battle effect is then started between the first effect image 12 (enemy character C) and the second effect image 13 (spear) in the highly reliable specific relationship (see FIG. 17(c)).

[0091] In this embodiment, when both changes occur, the change in type of the first candidate image (enemy character) and the change in type of the second candidate image (weapon) occur "simultaneously" (see Figures 17(a) and 17(b)). In the image suggestion effect, there is a possibility of a specific relationship even when the image is in the reference state. However, if one of the first and second candidate images changes first when the image is in a specific relationship, a temporary change from a specific relationship to a non-specific relationship (a change in the direction of decreasing reliability) occurs. In order to prevent such a change in a direction that is not pleasant for the player from occurring even temporarily (to ensure an easy-to-understand flow of the effect), a "simultaneous change" occurs in which the change in type of the first candidate image (enemy character) and the change in type of the second candidate image (weapon) (both changes) occur simultaneously.

[0092] The following describes specific examples in which the above-described image suggestion effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0093] 〇Specific example 2-1 It has been explained that the image suggestion effect (and post-effect effect) in the above embodiment suggests the probability that the target win / loss lottery result will be a jackpot based on the relationship between the first effect image 12 and the second effect image 13, but the target to be suggested is not limited to the win / loss lottery result, and any event that is advantageous to the player may be suggested. For example, the advantageous event may be the transition of the game state after the end of a jackpot game to a second specific game state (the jackpot won is the second specific jackpot), and the image suggestion effect may be used to suggest the probability of that event occurring.

[0094] 〇Specific example 2-2 At least one of the first candidate image and the second candidate image includes an element suggesting an image in a specific relationship. For example, as shown in FIG. 18(a), each first candidate image (enemy character) may include an element suggesting the type of second candidate image (weapon) in a specific relationship. Also, as shown in FIG. 18(b), each second candidate image (weapon) may include an element suggesting the type of first candidate image (enemy character) in a specific relationship (the A, B, and C included in the second candidate image represent the names of enemy characters A, B, and C, etc.). Also, although not shown, both the first candidate image (enemy character) and the second candidate image (weapon) may include an element suggesting the other candidate image in a specific relationship. By doing so, in the image suggestion presentation, it becomes easy to understand which type of second candidate image is preferably displayed after a certain type of first candidate image is displayed (an easy-to-understand presentation).

[0095] However, unlike this example, if each candidate image does not contain elements that suggest an image in a specific relationship, as in the above embodiment, it is possible to realize a gameplay that allows players to enjoy predicting whether the first and second candidate images that have been selected and displayed are in a specific relationship.

[0096] 〇Specific example 2-3 The post-event effect executed after the image suggestion effect is not limited to the battle effect as in the above embodiment. It may be any effect in which a first effect image 12 corresponding to one of the first candidate images selected in the image suggestion effect and a second effect image 13 corresponding to one of the second candidate images are displayed, and the probability of an event advantageous to the player occurring may vary depending on the relationship (combination) between the first effect image 12 and the second effect image 13.

[0097] 〇Specific example 2-4 The pattern of the types of candidate images presented in the image suggestion effect (which can be selected as the effect image) is not necessarily the same. For example, as shown in Figures 13(a) and 15, an image suggestion effect (first image suggestion effect) may be configured in which three types of images are presented as the first candidate image and the second candidate image, or as shown in Figure 19, an image suggestion effect (second image suggestion effect) may be configured in which four types of images are presented as the first candidate image and the second candidate image. Note that, even if the pattern of the types of candidate images changes as in this example, it is preferable that there be a second candidate image that has a specific relationship with all of the multiple types of first candidate images, and that there be a first candidate image that has a specific relationship with all of the multiple types of second candidate images (it is preferable not to configure the effect so that if a certain type of candidate image is selected, there is no possibility of a specific relationship being established).

[0098] In this example, the probability of a specific relationship may be suggested depending on the pattern of the types of candidate images presented in the image suggestion effect. For example, in the above example, it is possible to set it so that when a first image suggestion effect occurs in which three images are presented as the first and second candidate images, the first and second candidate images 12 and 13 are more likely to have a specific relationship than when a second image suggestion effect occurs in which four images are presented as the first and second candidate images. This will result in a presentation format in which the player will likely pay attention to the types of candidate images presented when the image suggestion effect occurs. However, unlike this example, the differences in the patterns of the types of candidate images are merely intended to add variety to the presentation, and this does not preclude a setting in which the differences in the patterns do not affect the probability of a specific relationship.

[0099] 〇Specific example 2-5 In the image suggestion effect, after the reference state, at least one of a first candidate image and a second candidate image may change (either one or both) two or more times (the post-effect effect may start after two or more change actions). As in the above embodiment, both changes are made to be "simultaneous changes" in which the type of the first candidate image and the type of the second candidate image change simultaneously. This results in an effect form in which it is difficult to predict which images will ultimately become the first effect image 12 and the second effect image 13.

[0100] However, unlike this example, as in the above embodiment, after the reference state, at least one of a type of first candidate image and a type of second candidate image changes at most once (a post-performance will not begin after two or more change actions), resulting in an easy-to-understand performance format in which there is only one branch of "no change or change" after the reference state.

[0101] 〇Specific example 2-6 In the above embodiment, the image suggestion effect (change mode) is described as one in which a "one-sided change" or "both changes" occurs during the period from the reference state until the post-effect starts, but it may also be configured so that a "one-sided change" does not occur. In other words, the image suggestion effect (change mode) is such that the types of both the first and second candidate images displayed in the reference state change simultaneously during the period from the reference state until the post-effect starts. In this way, a change in the type of candidate image during that period necessarily results in a major change (because it is a change in both the first and second candidate images).

[0102] 〇Specific example 2-7 When the first effect image 12 and the second effect image 13 are in a specific relationship, there is no difference in reliability (the likelihood that an event advantageous to the player will occur) regardless of the type of specific relationship. If candidate images as in the above embodiment are provided, there is no difference in reliability (the likelihood that an event advantageous to the player will occur) regardless of whether the relationship is specific relationship A, specific relationship B, or specific relationship C. In this way, the image suggestion effect becomes an easy-to-understand effect format in which it is important that the first effect image 12 and the second effect image 13 are in a specific relationship.

[0103] Two or more specific relationships having the same reliability (probability of an event advantageous to the player occurring) may be set, but at least one other specific relationship may have a different reliability. For example, in a configuration in which three specific relationships are set as in the above embodiment, specific relationship A and specific relationship B may have the same reliability (probability of an event advantageous to the player occurring), but specific relationship C may be set to have a higher reliability than specific relationships A and B.

[0104] 〇Specific example 2-8 When the first effect image 12 and the second effect image 13 are in a non-specific relationship, there is no difference in reliability (the likelihood that an event advantageous to the player will occur) regardless of the type of non-specific relationship. If candidate images as in the above embodiment are provided, there is no difference in reliability (the likelihood that an event advantageous to the player will occur) regardless of whether the relationship is non-specific A1, non-specific A2, non-specific B1, non-specific B2, non-specific C1, or non-specific C2. In this way, the image suggestion effect becomes an easy-to-understand effect form in which the type of the first effect image 12 and the second effect image 13 does not matter as long as they do not have a specific relationship.

[0105] 〇Specific example 2-9 The occurrence of a change in both may result in a change from a non-specific relationship to a specific relationship. For example, in the reference state, "enemy character A" and "spear" (specific relationship A2) are displayed (see FIG. 20(a)), and then both the enemy character and the weapon change to a state in which "enemy character B" and "whip" (specific relationship B) are displayed (see FIG. 20(b)), resulting in a post-effect (see FIG. 20(c)) in which these become first effect image 12 and second effect image 13. In other words, as a result of a change in both the first candidate image and the second candidate image, which are in a non-specific relationship, an image suggestion effect may occur in which the first candidate image (first effect image 12) and the second candidate image (second effect image 13) become in a specific relationship.

[0106] As mentioned above, when both images change, the first and second candidate images are changed at the same time (simultaneous change) because if either the first or second candidate image changes first when they are in a specific relationship in the reference state, a temporary change from a specific relationship to a non-specific relationship (a change in the direction of decreasing reliability) occurs, but simultaneous change is made even when they are in a non-specific relationship in the reference state. By doing this, regardless of whether they are in a non-specific relationship in the reference state, when both the first and second candidate images change, the changes occur simultaneously, resulting in a consistent presentation.

[0107] 〇Specific example 2-10 The plurality of candidate images (first candidate images) that can become first performance image 12 may be the same as the plurality of candidate images (second candidate images) that can become second performance image 13. In other words, first performance image 12 and second performance image 13 may be selected from the same candidate images.

[0108] 〇Specific example 2-11 In the post-event performance when the pre-event suggestion performance results in a specific relationship (specific battle performance in the above embodiment), a unique image (specific corresponding image 14) is displayed that is not displayed in the post-event performance when the pre-event suggestion performance results in a non-specific relationship. The specific corresponding image 14 may take any form, but since a specific relationship is a "chance" situation (rather than a non-specific relationship), it is preferable that the image indicate this. For example, it is conceivable that an image containing the word "chance" is displayed as the specific corresponding image 14.

[0109] In this example, the specific correspondence image 14 may be displayed in a common manner regardless of the type of specific relationship. Alternatively, the specific correspondence image 14 may be displayed in a different manner for each type of specific relationship. In the latter case, assuming three types of specific relationships—specific relationship A, specific relationship B, and specific relationship C—can occur as in the above embodiment, as shown in FIG. 21(b), for example, the specific correspondence image 14A (see FIG. 21(b-1)) is displayed in the post-event performance when specific relationship A occurs, the specific correspondence image 14B (see FIG. 21(b-2)) is displayed in the post-event performance when specific relationship B occurs, and the specific correspondence image 14C (see FIG. 21(b-3)) is displayed in the post-event performance when a non-corresponding relationship occurs. If the probability of an event advantageous to the player occurring differs depending on the type of specific relationship, as in the above embodiment, the difference in the appearance (type) of the specific correspondence image 14 also functions as an indication of the difference in the probability. Any method may be used to differentiate the appearance of the specific corresponding images 14. For example, as shown in Fig. 21(b), a method may be used in which the color of a predetermined portion of each specific corresponding image 14 is differentiated.

[0110] 〇Specific example 2-12 The configuration is such that the type of first effect image 12 and the type of second effect image 13 may change (change in a direction that increases reliability) during the post-effect that occurs after the image suggestion effect (before reaching the conclusion). In accordance with the above embodiment, after the specific battle effect begins, at least one of the type of enemy character and the type of weapon may change. As shown in FIG. 22, if both the type of enemy character and the type of weapon change, the change in the type of enemy character and the change in the type of weapon occur simultaneously (to prevent a specific relationship from becoming non-specific, even temporarily). This results in a gameplay experience in which players can look forward to changes in the types of first effect image 12 and second effect image 13 until the post-effect effect reaches its conclusion.

[0111] However, doing as in this example would pose a problem in that the types of first effect image 12 and second effect image 13 change during the post-effect performance, causing the performance content to completely change midway (leading to an unnatural performance). To avoid such a problem, it is preferable to prevent the relationship between first effect image 12 and second effect image 13 shown in the image suggestion performance from changing after the post-effect performance has started.

[0112] <Specific lighting effects> The gaming machine 1 according to this embodiment can execute a specific light-emitting effect as one type of effect that constitutes a variable effect. In the following description of the specific light-emitting effect, the win / lose lottery result that is the subject of the reliability suggestion by the specific light-emitting effect is sometimes referred to as the target win / lose lottery result, and the variable effect corresponding to the target win / lose lottery result is sometimes referred to as the target variable effect (target variable). Note that the specific light-emitting effect only occurs when a predetermined execution condition is met. Also, in this embodiment, the specific light-emitting effect can occur in the normal game mode. However, it may also occur in the specific game mode.

[0113] The specific light-emitting effect (see FIG. 23) is a type of so-called chance-up effect that suggests an increased probability that the target lottery result will be a jackpot. In other words, the occurrence of the specific light-emitting effect increases the probability that the target lottery result will be a jackpot compared to when it does not occur, so the occurrence of the specific light-emitting effect is an effect that is considered to be a welcome event for players. However, the specific light-emitting effect in this embodiment is not a premium effect that confirms that the target lottery result will be a jackpot.

[0114] The specific light-emitting effect may occur during the target change effect (see FIG. 23(a)), or may occur during a change effect executed before the target change effect begins (hereinafter referred to as a future change effect (future change)) (see FIG. 23(b)). (When the specific light-emitting effect occurs during a future change, the pre-change win / loss lottery information (pending) regarding the target win / loss lottery result is stored in the storage means at that time, and it is determined that the target change will occur in the future.) In other words, the specific light-emitting effect may occur as a so-called "change effect" or as a so-called "pre-reading effect" (pre-reading effects themselves are well known, so a specific explanation will be omitted). The "future change" that can cause the specific light-emitting effect is not limited to one before the target change. The specific light-emitting effect can also occur in a future change two or more years before the target change. Note that to make it easier to understand whether a target change is occurring or a future change, in the drawings explaining the specific light-emitting effect, a "T" is added to the change-in-progress indicator 71 or the pre-change indicator 72 corresponding to the target win / loss lottery result. If the display with "T" is the changing display 71, the target change is in progress, and if the display with "T" is the before-change display 72, the previous change is in progress.

[0115] The specific light-emitting effect is an effect that uses a light-emitting device different from the display device 91. Specifically, it is an effect in which a light-emitting unit (hereinafter referred to as the specific light-emitting unit 15) fixed in a specific position outside the display area 911 emits light in a predetermined light-emitting mode (hereinafter referred to as the specific light-emitting mode). In this embodiment, the specific light-emitting unit 15 is located above the display area 911 and approximately in the center of the gaming machine 1 in the width direction (see FIG. 1), and is normally in a non-light-emitting state. The specific light-emitting mode may be any specific mode, but is preferably an illumination mode that occurs only in the specific light-emitting effect (a "unique light-emitting mode"). The specific light-emitting mode may be one in which the specific light-emitting unit 15 continuously emits light in a predetermined mode, or one in which the light-emitting intensity changes over time (such as flashing). In this embodiment, the specific light-emitting mode is one in which the specific light-emitting unit 15 emits light in pink while changing the light-emitting intensity (light amount) over time (in the drawings, the state in which the specific light-emitting mode is emitted is represented by the word "pink" (peach)) (see FIGS. 23(a-2) and (b-2)). Therefore, the specific light-emitting effect is also called a "pink flash." Whether the specific light-emitting effect occurs during a target change or during a previous change, the specific light-emitting unit 15 emits light in a specific light-emitting mode (the same light-emitting mode), and the execution time of the effect (the time from when the specific light-emitting unit 15 starts emitting light in the specific light-emitting mode until it ends (returns to normal)) is the same. If a known light-intensity adjustment function (light intensity customization) that allows the player to adjust the light intensity is provided, differences in light intensity (light intensity) due to differences in the light intensity setting are not considered to be differences in the light-emitting mode (assuming the light intensity setting remains unchanged, the light-emitting mode of the specific light-emitting effect is the same whether it occurs during a target change or during a previous change). Comparing the mode (color, light intensity) of the specific light-emitting unit 15 at the same time elapsed since the start of the effect is exactly the same whether it occurs during a target change or during a previous change.

[0116] In this embodiment, the timing at which the specific light-emitting effect can occur is indefinite, whether it occurs during a target change or a previous change. That is, there are multiple timings at which the specific light-emitting effect can occur during both the target change and the previous change (preferably, there are 10 or more timings at which the specific light-emitting effect can occur during each of the target change and the previous change). Furthermore, no advance notice is provided to notify the player that the specific light-emitting effect will occur (see the change from (a-1) to (a-2) in Figure 23 and the change from (b-1) to (b-2)). Therefore, from the player's perspective, the specific light-emitting effect can be considered a sudden effect (a so-called sudden effect). Note that in this embodiment, the specific light-emitting effect only occurs when a reach is achieved during the target change (a so-called "miss" change, where the target change ends without a reach being achieved, the specific light-emitting effect does not occur). If the specific light-emitting effect were to occur even in a "miss" situation, the expectation of the so-called chance-up effect would be diminished. However, a specific light effect can occur before a reach is achieved during a target change. A specific light effect may occur during a previous change, and then a target change may begin and a reach may be achieved during that target change, or a specific light effect may occur before a reach is achieved during a target change, and then a reach may be achieved.

[0117] The specific light-emitting effect is when the specific light-emitting unit 15 emits light in a specific light-emitting manner and a predetermined image is displayed in the display area 911 (an image that was not displayed immediately before the specific light-emitting effect began is displayed). In this embodiment, the time when the specific light-emitting unit 15 begins to emit light in a specific light-emitting manner and the time when the image begins to be displayed are approximately the same (a delay sufficient to be perceived by the player as being simultaneous is allowed). However, the form of the image displayed in the display area 911 differs when the specific light-emitting effect occurs during a target change (see FIG. 23(a-2)) and when it occurs during a future change (see FIG. 23(b-2)). Hereinafter, an image displayed when a specific light-emitting effect occurs during a target change will be referred to as a "target change image," and an image displayed when a specific light-emitting effect occurs during a look-ahead change will be referred to as a "look-ahead change image." The specific forms of the "target change image" and the "look-ahead change image" may be any, but it is preferable that they include common image components (image components that a player can recognize as representing the same thing). In this embodiment, the target change image 161 (see FIG. 23(a-2)) and the look-ahead change image 162 (see FIG. 23(b-2)) are both assumed to include the same type of character. As described above, the specific light-emitting effect in this embodiment is called a "pink flash," and a character called "pink man" (shown with the letter "P" in the drawings) is displayed accordingly. In other words, the target change image 161 and the look-ahead change image 162 are both assumed to include the common image component of "pink man." In this embodiment, the target change image 161 is a cut-in image displayed across the display area 911. On the other hand, the look-ahead change image 162 is an image displayed small near the outer edge of the display area 911. In this way, the look-ahead change image 162 is smaller than the target change image 161 (its area occupies a smaller area in the display area 911), and can be said to be an inconspicuous image. In this embodiment, neither the target variation image 161 nor the pre-read variation image 162 includes any element that suggests the light emission of the specific light-emitting unit 15 .

[0118] The reason why the specific light emitting effect (the effect in which the target change image 161 or the look-ahead change image 162 is displayed) is configured in this way is as follows: Gaming machines often have effects of the same type, such as "effects based on a specific concept" (for example, effects based on the concept of characters that appear in the original manga that served as the motif for the gaming machine 1). If such "effects based on a specific concept" are made to occur not only during target change but also during look-ahead change, and the exact same image is displayed when it occurs during target change and when it occurs during look-ahead change, there is a problem in that it is difficult to tell whether the effect is occurring as a so-called "target change effect" (effect during target change) or a so-called "look-ahead effect" (effect during future change). Therefore, in this embodiment, although the images displayed are different when the effect occurs as a "pertinent change effect" and when the effect occurs as a "pre-reading effect" (the target change image 161 and the pre-reading change image 162 are different), in either case the specific light-emitting unit 15 emits light in a common light-emitting mode (specific light-emitting mode), so that it is possible to understand that it is a "performance based on a specific concept" (performance based on a common concept).

[0119] In addition, in this embodiment, the target change image 161 and the pre-reading change image 162 contain common image components (same type of characters), so it becomes clearer that the specific light-emitting effect in which the target change image 161 is displayed and the specific light-emitting effect in which the pre-reading change image 162 is displayed are based on a common concept.

[0120] The following describes specific examples in which the above-mentioned specific light-emitting effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0121] 〇Specific example 3-1 During a specific light-emitting effect, light-emitting units other than the specific light-emitting unit 15 (light-emitting units outside the display area 911; hereinafter referred to as other light-emitting units 151) (see FIG. 1) also emit light. When a specific light-emitting effect occurs during a target change (the target change image 161 is displayed), the other light-emitting units 151 emit light in light-emitting mode A (for example, red) (see FIG. 24(a-2)). On the other hand, when a specific light-emitting effect occurs during a pre-reading change (the pre-reading change image 162 is displayed), the other light-emitting units 151 emit light in light-emitting mode B (a mode different from the above-mentioned light-emitting mode A; for example, purple) (see FIG. 24(b-2)). In other words, regardless of whether a specific light-emitting effect occurs as a so-called "pertinent change effect" or a "pre-reading effect," the specific light-emitting unit 15 emits light in the same light-emitting mode (specific light-emitting mode), whereas the other light-emitting units 151 emit light in different light-emitting modes (light-emitting mode A / light-emitting mode B) depending on whether the specific light-emitting effect occurs as a "pertinent change effect" or a "pre-reading effect."

[0122] In this way, the specific light-emitting unit 15 emits light in the same light-emitting mode (specific light-emitting mode) regardless of whether the specific light-emitting effect occurs as a "relevant variable effect" or a "pre-reading effect," thereby indicating that these are effects based on the same concept (effects of the same type), but by varying the light-emitting mode of the other light-emitting unit 151 depending on whether the specific light-emitting effect occurs as a "relevant variable effect" or a "pre-reading effect," it becomes easier to distinguish whether the specific light-emitting effect that has occurred is occurring as a "relevant variable effect" or a "pre-reading effect."

[0123] 〇Specific example 3-2 The specific light-emitting unit 15 emits light in a normal light-emitting mode under normal conditions. The specific light-emitting mode is a light-emitting mode that is different from the normal light-emitting mode. For example, the normal light-emitting mode of the specific light-emitting unit 15 emits light in white (see Fig. 25(a-1) and (b-1)), and when a specific light-emitting effect occurs, it changes from white to pink light (specific light-emitting mode) (see Fig. 25(a-2) and (b-2)). Then, when the specific light-emitting effect ends, it returns to its original state (returns to white light emission).

[0124] 〇Specific example 3-3 As shown in Figure 26, the target change image 161 and the look-ahead change image 162 are in a similar relationship. In other words, when one of the target change image 161 and the look-ahead change image 162 is made smaller, it matches the other. Since the image 161 that occurs as a so-called "change effect" is usually more noticeable than the image 162 that occurs as a "look-ahead effect," it is preferable to make the target change image 161 (see Figure 26(a-2)) larger than the look-ahead change image 162 (see Figure 26(b-2)).

[0125] By doing this, it becomes clear that the specific light-emitting effects (the effects in which the target change image 161 is displayed or the effects in which the pre-read change image 162 is displayed) are effects based on the same concept (the same type of effects), and it also becomes easy to distinguish whether the effect being executed is occurring as a "change effect in question" or a "pre-read change effect."

[0126] 〇Specific example 3-4 The specific light-emitting unit 15 is considered to be in a normal state except when it is not emitting light in a specific light-emitting mode. In other words, the specific light-emitting unit 15 does not emit light in a mode for effects other than the specific light-emitting effect, and is considered to be in a normal state when the specific light-emitting effect is not being executed. For example, if the specific light-emitting unit 15 in its normal state is set to a non-light-emitting state, then "light emission by the specific light-emitting unit 15 = occurrence of a specific light-emitting effect." Also, if the specific light-emitting unit 15 in its normal state is set to emit light in a normal light-emitting mode (e.g., white), then "light emission by the specific light-emitting unit 15 in a mode other than the normal light-emitting mode = occurrence of a specific light-emitting effect." By using this example, the specific light-emitting effect occurs when the specific light-emitting unit 15 is in a mode different from its normal state, making the specific light-emitting effect more noticeable. This makes it clearer that the effect in which the target change image 161 is displayed and the effect in which the pre-reading change image 162 is displayed are effects based on the same concept (the same type of effects).

[0127] 〇Specific example 3-5 In a specific light-emitting effect, regardless of the scene in which it occurs (whether during target fluctuation or during a prior fluctuation), the specific light-emitting element 15 emits light in a specific light-emitting manner and a predetermined sound effect (specific sound effect) is output from the speaker 67 (note that this specific sound effect is output temporarily during the specific light-emitting effect (SE), not as background music (BGM) output continuously during the fluctuation effect). In other words, the same sound effect (specific sound effect) is output whether the specific light-emitting effect occurs as a "specific fluctuation effect" or as a "prediction effect." (Note that if a known volume adjustment function (volume customization) that allows the player to adjust the light intensity is provided, differences in sound effect volume due to differences in volume settings are not considered to be differences in light-emitting manner (assuming the volume setting remains unchanged, the sound effect will be the same whether it occurs during target fluctuation or during a prior fluctuation).) The specific sound effect may be any type, but it is preferably output only when the specific light-emitting effect occurs (a sound effect exclusive to the specific light-emitting effect). By doing as in this example, not only will the specific light emitting unit 15 emit light in the same light emitting mode (specific light emitting mode) during the effect in which the target change image 161 is displayed and the effect in which the pre-reading change image 162 is displayed, but the same sound effect (specific sound effect) will also be output, making it clearer that these effects are based on the same concept (same type of effect).

[0128] It is also possible to use a performance format in which the same sound effect (specific sound effect) is output when the target change image 161 is displayed and when the look-ahead change image 162 is displayed, but the specific light-emitting unit 15 does not emit light in the same light-emitting mode (specific light-emitting mode). In other words, it is also possible to use the same sound effect (specific sound effect) to indicate that the performance in which the target change image 161 is displayed and the performance in which the look-ahead change image 162 is displayed are performances based on the same concept (performances of the same type).

[0129] 〇Specific example 3-6 The configuration is such that a specific light-emitting effect that suggests the result of a particular target lottery occurs a maximum of once (the specific light-emitting effect for the target lottery result occurs a maximum of once from the time the lottery information for the target lottery result is acquired until the notification of the target lottery result is completed (the target variation ends)). In other words, it is ensured that a specific light-emitting effect that suggests the result of a particular target lottery occurs in a "pre-reading variation" and also in a "target variation". Therefore, if a specific light-emitting effect that suggests the result of a particular target lottery occurs in a "pre-reading variation", there is no longer any possibility that a specific light-emitting effect will occur in a "target variation".

[0130] By doing this, the specific light emitting effect can be made easy to understand (it may or may not occur) in that it has the potential to occur only once before the target variation ends, including during the pre-read variation.

[0131] 〇Specific example 3-7 In the above embodiment, it has been explained that the target variation image 161 and the look-ahead variation image 162 include common image components, but it is assumed that the target variation image 161 and the look-ahead variation image 162 do not include such common image components. Even with this configuration, the specific light-emitting unit 15 emits light in the same light-emitting mode (specific light-emitting mode) during the effect in which the target variation image 161 is displayed and the effect in which the look-ahead variation image 162 is displayed, so there is a possibility that the player will perceive both effects as being of the same type.

[0132] However, as in the above embodiment, if the target variation image 161 and the predictive variation image 162 contain common image components, the relationship between the two effects can be found even through the effect images, and it can be said that this increases the likelihood that the player will perceive the two effects as being of the same type.

[0133] 〇Specific example 3-8 The target change image 161 and the pre-reading change image 162 that can be displayed during a specific light-emitting effect have the same form (same size and content), but are displayed at different positions in the display area 911 (the difference in display position is the difference in the appearance of the two images). For example, the target change image 161 and the pre-reading change image 162 have the same form, but the target change image 161 is displayed closer to the center of the display area 911 than the pre-reading change image 162. Even in this way, it is possible to distinguish whether the effect is being executed as a so-called "change effect" or a "pre-reading effect," and it becomes clearer that these effects are effects based on the same concept (effects of the same type).

[0134] However, it can be said that the distinction between whether it is being performed as a "change performance" or a "pre-reading performance" becomes clearer if either the size or content of the target change image 161 and the pre-reading change image 162 is different (it can be said that the distinction becomes even clearer if both the size and content are different, as in the above embodiment).

[0135] 〇Specific example 3-9 In the specific light-emitting effect, the time for which the target change image 161 or the look-ahead change image 162 is displayed is set longer than the time for which the specific light-emitting unit 15 emits light in a specific light-emitting mode. In other words, the target change image 161 or the look-ahead change image 162 is displayed even after the specific light-emitting unit 15 has finished emitting light in a specific light-emitting mode and returned to its normal state. Since the effect using the image displayed in the display area 911 (main display device 91) attracts more attention from players than the effect using the light-emitting unit outside the display area 911, the time for which the target change image 161 or the look-ahead change image 162 is displayed is set relatively long. On the other hand, the light emission in the specific light-emitting mode by the specific light-emitting unit 15 is intended (auxiliary) to make the effect in which the target change image 161 is displayed and the effect in which the look-ahead change image 162 is displayed appear to be effects based on the same concept (effects of the same type), so the light-emitting time is set relatively short.

[0136] Specific example 3-10 The target change image 161 and the pre-reading change image 162 include image components that suggest that the specific light-emitting unit 15 is emitting light in a specific light-emitting mode. For example, these images may include image components of the same color as the light emitted by the specific light-emitting mode. If the specific light-emitting unit 15 emits light in pink as in the above embodiment, the target change image 161 and the pre-reading change image 162 may have a pink image component (for example, the image background may be pink) (see FIGS. 27(a-2) and 27(b-2)). Although not shown, the target change image 161 and the pre-reading change image 162 may also include the name of the specific light-emitting effect ("pink flash" in the above embodiment) as an image component. This makes it easier for a player to notice that the specific light-emitting unit 15 is emitting light when the target change image 161 and the pre-reading change image 162 are displayed.

[0137] 〇Specific example 3-11 Both the target change image 161 and the pre-reading change image 162 are provided with a plurality of modes with different reliability levels of the target hit / miss lottery result. For example, a first target change image 161a and a second target change image 161b with a different mode are provided as the target change images, and when a specific light emitting effect occurs in the target change, the first target change image 161a may be displayed (see FIG. 28(b-1)), or the second target change image 161b may be displayed (see FIG. 28(b-2)). The reliability of the target hit / miss lottery result is set to be higher when the second target change image 161b is displayed than when the first target change image 161a is displayed. Furthermore, a first pre-reading variation image 162a and a second pre-reading variation image 162b, which is different in form from the first pre-reading variation image 162a, are provided as the pre-reading variation images 162, and when a specific light emitting effect occurs in the pre-reading variation, the first pre-reading variation image 162a may be displayed (see Fig. 29(b-1)) or the second pre-reading variation image 162b may be displayed (see Fig. 29(b-2)).The reliability of the target winning / losing lottery result is set to be higher when the second pre-reading variation image 162b is displayed than when the first pre-reading variation image 162a is displayed.

[0138] By doing this, it is possible to distinguish whether the so-called "change effect" or the "pre-reading effect" is occurring depending on whether the target change image 161 or the pre-reading change image 162 is displayed, and on top of that, it is an effect form that will likely draw the player's attention to what type of target change image 161 or pre-reading change image 162 is being displayed.

[0139] 〇Specific example 3-12 It is assumed that a plurality of types of specific light-emitting modes are provided. For example, in a specific light-emitting performance, the specific light-emitting unit 15 may be in a first specific light-emitting mode (see FIG. 30(b-1)), or in a second specific light-emitting mode that is different from the first specific light-emitting mode (see FIG. 30(b-2)) (FIG. 30 shows an example in which the first specific light-emitting mode is pink light-emitting and the second specific light-emitting mode is gold light-emitting). Note that, when a specific light-emitting performance is not occurring, it is preferable that the specific light-emitting unit 15 does not emit light in the first specific light-emitting mode, and does not emit light in the second specific light-emitting mode.

[0140] In either the case where a specific light-emitting effect occurs due to a target variation or a pre-reading variation, the specific light-emitting unit 15 may emit light in either a first specific light-emitting mode or a second specific light-emitting mode (Figure 30 shows an example where a specific light-emitting effect occurs due to a target variation. An example where a specific light-emitting effect occurs due to a pre-reading variation is omitted). In either the case where a specific light-emitting effect occurs due to a target variation or a pre-reading variation, the reliability of the target win / loss lottery result is set to be higher when the specific light-emitting unit 15 emits light in the second specific light-emitting mode (see Figure 30(b-2)) than when it emits light in the first specific light-emitting mode (see Figure 30(b-1)). In this way, when a specific light-emitting effect occurs, it is a performance form in which it is necessary to pay attention to the type of specific light-emitting mode in which the specific light-emitting unit 15 is emitting light.

[0141] However, rather than a configuration in which multiple types of specific light-emitting modes are provided as in this example, a configuration in which only one type of light-emitting mode is provided as in the above embodiment has the advantage that when a specific light-emitting performance occurs, the specific light-emitting unit 15 will always emit light in a fixed light-emitting mode, making it clearer that the performance is based on the same concept (performance of the same type).

[0142] <Step-by-step image production> The gaming machine 1 according to this embodiment can execute a step image effect as one type of effect that constitutes a variable effect. In the following description of the step image effect, the win / lose lottery result that is the subject of the reliability suggestion by the step image effect is sometimes referred to as the target win / lose lottery result, and the variable effect (variable effect including the step image effect) corresponding to the target win / lose lottery result is sometimes referred to as the target variable effect (target variable). Note that the step image effect only occurs when a change satisfies a predetermined execution condition. In this embodiment, the step image effect can occur in the normal game state. However, it may also occur in the specific game state.

[0143] The step image effect is a step-up effect in which the reliability of the target winning / losing lottery result (the probability that the target winning / losing lottery result will be a jackpot) increases as the level of the target winning / losing lottery result 17 (see FIG. 31) displayed in a predetermined manner increases. In this embodiment, the predetermined display mode is a display of a predetermined size in the center of the display area 911 (see FIGS. 32 and 33). In this embodiment, images from step 1 (step 1) to step 5 (step 5) are provided as the target winning / losing lottery result 17 (the reliability levels are divided into five levels) (see FIG. 31). The total number of levels in the step image effect can be set as appropriate, but it is preferable to provide three or more levels. In the following description, the target winning / losing lottery result 17 of step 1 (step 1 to step 5) will sometimes be referred to as the "step 1 image." In addition, in the drawings, the target winning / losing lottery result 17 of step 1 is indicated by the characters "SU1." However, such characters do not necessarily have to be provided on the target winning / losing lottery result 17.

[0144] In this embodiment, the step image effect begins with the first step image being displayed at a predetermined position. Then, the second step image being displayed at a predetermined position in place of the first step image marks the progression to the second step (step 2). When a new next step image is displayed, the progression to the next step (step-up progression) occurs. If the next step image is not displayed, the progression ends. In this embodiment, one of the target step images 17 remains displayed from the start of the step image effect (from the first step image being displayed) until its end (no blank period in which none of the target step images 17 are displayed is created). In other words, when progressing from a certain step (step X) to the next step (step X+1), the X step image is erased and the X+1 step image is displayed simultaneously (there may be a slight delay imperceptible to the player), so that no state occurs in which none of the target step images 17 are displayed. The stage of the target stage image 17 that is finally displayed is the result of the stage image presentation (hereinafter, the result of the stage image presentation that has ended with the display of the ○th stage image may be referred to as "Step ○ End." For example, if the step-up ends with the third stage image being displayed, the result of the stage image presentation will be "Step 3 End."). The higher the stage of the result of the stage image presentation (in the order of "Step 1 End" < "Step 2 End" < "Step 3 End" < "Step 4 End" < "Step 5 End"), the higher the reliability. When it progresses to the highest stage (when the result is "Step 5 End" in this embodiment), the result of the target winning / losing lottery may be set to be a confirmed jackpot.

[0145] In this embodiment, multiple presentation modes (also referred to as stages, etc.) are provided, and the presentation mode is automatically switched when a mode change condition is met. The type of variation presentation is determined according to the currently selected presentation mode. For example, if a presentation mode for a certain character is selected, a variation presentation will be developed in which that character plays the leading role, and if a presentation mode for another character is selected, a variation presentation will be developed in which that other character plays the leading role. The currently selected presentation mode is reflected in the background image displayed as the background for the decorative pattern 80. In other words, since the background image for the decorative pattern 80 corresponds to the current presentation mode, it is possible to determine the currently selected presentation mode based on the type of background image. The name of the currently selected presentation mode may be displayed. Furthermore, when a change in presentation mode (a so-called stage change) occurs, the name of the new presentation mode (stage) may be displayed. Note that the type of presentation mode selected merely creates a difference in presentation and does not directly affect the player's expected profit (ball payout). Hereinafter, one type of presentation mode that can be set in this embodiment will be referred to as presentation mode A (first presentation mode) and another mode, presentation mode B (second presentation mode). Note that only two presentation modes are listed in order to make the explanation of the staged image presentation easier to understand, and three or more presentation modes may be provided. In the drawings that explain the staged image presentation, the situation in which presentation mode A is set and the situation in which presentation mode B is set are represented by different background images (the background images are omitted in other drawings) (see Figures 32 and 33).

[0146] The target stage image 17 displayed during stage image presentation is divided into mode-corresponding images (mode-corresponding modes), whose appearance changes depending on the type of currently set presentation mode (hereinafter sometimes referred to as the currently set mode), and common images (common modes), whose appearance remains the same regardless of the type of currently set mode (see FIG. 31). The mode-corresponding images have different appearances when presentation mode A is the currently set mode and when presentation mode B is the currently set mode (even if three or more presentation modes are provided, their appearances differ depending on which type of presentation mode is the currently set mode). On the other hand, the common images have the same appearance regardless of whether presentation mode A or presentation mode B is the currently set mode (even if three or more presentation modes are provided, their appearance remains the same regardless of the currently set mode).

[0147] In the stage image rendering in this embodiment, one or more target stage images 17 counted from the lowest stage are considered to be mode-corresponding images. That is, at least the first stage image is considered to be a mode-corresponding image. In this embodiment, the first to third stage images are considered to be mode-corresponding images (see FIG. 31). As the first stage images, a first stage image A that is displayed when rendering mode A is the currently set mode, and a first stage image B (different in appearance from the first stage image A) that is displayed when rendering mode B is the currently set mode are provided. As the second stage images, a second stage image A that is displayed when rendering mode A is the currently set mode, and a second stage image B (different in appearance from the second stage image A) that is displayed when rendering mode B is the currently set mode are provided. As the third stage images, a third stage image A that is displayed when rendering mode A is the currently set mode, and a third stage image B (different in appearance from the third stage image A) that is displayed when rendering mode B is the currently set mode are provided. If there are three or more presentation modes, three or more types of images corresponding to each presentation mode are prepared for each of the first to third stage images.

[0148] The target stage images 17 of N stages or higher (N is 2 or more) are regarded as common images. In this embodiment, N=4. That is, the fourth stage image and the fifth stage image are regarded as common images (see FIG. 31).

[0149] In this way, when the first to third stage images are displayed in the stage image presentation, these stage images correspond to the presentation mode. That is, in the stage image presentation when presentation mode A is set, the first stage image A is displayed in step 1, the second stage image A in step 2, and the third stage image A in step 3 (see Figs. 32(a) to (c)). Also, in the stage image presentation when presentation mode B is set, the first stage image B is displayed in step 1, the second stage image B in step 2, and the third stage image B in step 3 (see Figs. 33(a) to (c)). On the other hand, when the fourth and fifth stage images are displayed, these stage images are the same regardless of the presentation mode (whether it is presentation mode A or presentation mode B) (see Figs. 32(d)(e) and 33(d)(e)). That is, in steps 1 to 3, mode-corresponding images according to the presentation mode are displayed, but from step 4 onwards, common images unrelated to the presentation mode are displayed. If the gradual image presentation ends by step 3, all of the displayed target gradual images 17 will be mode-specific images. If the gradual image presentation progresses to step 4 or later, common images unrelated to the presentation mode will be displayed from step 4 onwards.

[0150] In this embodiment, the reliability of the stage image presentation is the same regardless of the type of presentation mode as long as the final stage (the stage at which the presentation is completed) is the same (the type of presentation mode does not affect the reliability of the stage image presentation). For example, if the final result is "Step 3", if presentation mode A is set, the third stage image A is displayed and the presentation ends (as shown in Figure 32(c)), while if presentation mode B is set, the third stage image B is displayed and the presentation ends (as shown in Figure 33(c)). The appearance of the target stage image 17 that is finally displayed will differ between the third stage image A and the third stage image B, but the reliability is the same in either case.

[0151] The reason for configuring the step image presentation in this manner is as follows: Since the step image presentation starts from the first step (step 1), by making the target step image 17 at least partway through, including the first step image, a mode-corresponding image, the step image presentation includes a period in which the presentation mode corresponds to the currently set mode (since the beginning of the step image presentation (the period including at least step 1) corresponds to the currently set mode, the step image presentation does not end in a mode unrelated to the currently set mode). On the other hand, when the step-up progresses to a certain extent (step 4 or higher in this embodiment), the target step image 17 is displayed in a mode unrelated to the currently set mode (independent of the currently set mode), emphasizing that there is hope for the result of the target winning / losing lottery, thereby enhancing the presentation effect (reliability suggestion effect).

[0152] The following describes specific examples in which the above-described step-by-step image presentation has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0153] 〇Specific example 4-1 Not all of the target stage images 17 at Nth stage (N is 2 or more) or higher are common images, but some of the target stage images 17 at Nth stage or higher are common images, while some are mode-corresponding images. For example, the first, second, and fourth stage images are mode-corresponding images, while the third and fifth stage images are common images (see FIG. 34). This results in a stage image presentation in which a common image may be temporarily displayed during the step-up.

[0154] However, as in the above embodiment, if images below the Nth stage are mode-corresponding images and images above the Nth stage are common images, it can be said that this results in an easy-to-understand presentation in which the image switches from the mode-corresponding image to the common image in the middle of the step-up (there is a stage where the image switches from the mode-corresponding image to the common image).

[0155] Specific example 4-2 The target stage image 17 of the highest stage (the stage with the highest reliability) is a common image, and the other target stage images 17 (from the first stage to the stage just before the highest stage) are mode-corresponding images. If the fifth stage is the highest stage image presentation as in the above embodiment, the first stage image to the fourth stage image are set to be mode-corresponding images, and the fifth stage image is set to be a common image (see FIG. 35). By doing this, when a situation is reached where the stage does not progress any further (no step-up occurs), the mode-corresponding image changes to a common image (reaching a common image functions as an indication of reaching the highest stage).

[0156] Specific example 4-3 In the above embodiment, the image at the X stage is erased (displayed) when the stage progresses from the X stage to the X+1 stage, but at least a part of the image at the X stage may remain. That is, the image may remain at a stage before the current stage.

[0157] However, as in the above embodiment, by ensuring that images from stages prior to the current stage (stages that have passed) do not remain (are not displayed), there is an advantage in that it becomes clear that the displayed target stage image 17 has switched from a mode-corresponding image to a common image.

[0158] 〇Specific example 4-4 The presentation mode (stage) may be selectable by the player. That is, instead of the presentation mode being automatically switched when the mode change condition is met as in the above embodiment, the player may be able to select the presentation mode of his / her choice. In this case, the mode-corresponding image in the staged image presentation will be an image corresponding to the presentation mode of his / her choice selected by the player (at least the first stage image will be an image for the presentation mode selected by the player).

[0159] 〇Specific example 4-5 The mode-corresponding image includes a mode suggestive element that suggests the currently set mode. For example, if presentation mode A is a mode based on "event A" and presentation mode B is a mode based on "event B" (examples of "event" include a character, a scene, a season, etc.), the mode-corresponding image displayed when presentation mode A is set includes an element that suggests "event A," and the mode-corresponding image displayed when presentation mode B is set includes an element that suggests "event B." For example, if presentation mode A is a mode based on character A and presentation mode B is a mode based on character B, as shown in FIG. 36, the mode-corresponding image displayed when presentation mode A is set includes an element that suggests character A, and the mode-corresponding image displayed when presentation mode B is set includes an element that suggests character B. Note that since the common image can be displayed in any presentation mode (both presentation mode A and presentation mode B), it is preferable that the common image not include an element that suggests an event corresponding to either presentation mode.

[0160] By doing this, the mode-corresponding image is presented in a way that makes it easy to understand that it is an image that corresponds to the currently set mode (since at least the first stage image (the beginning of the presentation) is considered to be a mode-corresponding image, it is easy for the player to notice that the stage image presentation is a presentation that corresponds to the currently set mode).

[0161] 〇Specific example 4-6 The step image presentation may transition from X step (step X) to X+2 step (step X+2) or more. In other words, the step image presentation may be such that a step-up may occur that "skips" one or more steps.

[0162] If it is done like this example, it is possible to configure it so that the first stage is never skipped (the first stage image is always displayed at the beginning of the effect), or it is possible that the first stage can be skipped (the first stage image may not be displayed at the beginning of the effect). If it is configured like the former, the stage image effect will always start with a mode-corresponding image (the beginning of the effect will be in a form that corresponds to the currently set mode). If it is configured like the latter, starting with a common image will be a stage image effect that is advantageous to the player (because starting with a common image means that the effect has started by skipping at least the first stage (mode-corresponding image)).

[0163] 〇Specific example 4-7 The target stage image 17 includes image components corresponding to the stages (hereinafter, "stage-corresponding elements"). As an example, a color corresponding to each stage may be determined, and the target stage image 17 may include a portion exhibiting the color corresponding to the stage. For example, as shown in FIG. 37, the stage image presentation may be divided into five stages as in the above embodiment, and the target stage image 17 may have portions (color elements corresponding to the stages) colored as follows: first stage "white," second stage "blue," third stage "green," fourth stage "red," and fifth stage "gold" (at least the mode-corresponding image is considered to have stage-corresponding elements). Note that the characters representing the stage numbers included in each target stage image 17 in the above embodiment may also be considered a type of stage-corresponding element.

[0164] By doing this, although the mode-corresponding image will have different appearances depending on the presentation mode, if it is the same stage it will contain the same stage-corresponding elements, which has the advantage of making it easy to understand the degree of progression through the stages.

[0165] 〇Specific example 4-8 The lower the reliability of the result of the gradual image presentation, the higher the probability of occurrence (note that the occurrence probability here refers to the combined gradual image presentation that occurs when the target win / lose lottery result is a jackpot and the gradual image presentation that occurs when the result is a miss). If the configuration is as in the above embodiment, the occurrence probability will decrease in the order of "end of step 1," "end of step 2," "end of step 3," "end of step 4," and "end of step 5" (the occurrence probability of "end of step 1" is the highest, and the occurrence probability of "end of step 5" is the lowest). By doing this, the occurrence probability of the gradual image presentation that progresses to the stage where a common image is displayed becomes lower, and the display of a common image becomes a presentation form that makes the player feel that a valuable event (a "rare" event)

[0166] 〇Specific example 4-9 Assume that three or more presentation modes are provided. Of these, a mode-corresponding image common to two of the presentation modes is provided. For example, assume that presentation modes X, Y, and Z are provided. A common mode-corresponding image is displayed in presentation modes X and Y. Since at least the first-stage image is a mode-corresponding image, the same image (first-stage image XY) is displayed as the first-stage image in both cases where a step-up image presentation occurs in presentation mode X and where a step-up image presentation occurs in presentation mode Y (see Figures 38(a) and 38(b)). In other words, in presentation modes X and Y, if the presentation modes are the same, a mode-corresponding image of the same aspect is displayed. On the other hand, in presentation mode Z, a mode-corresponding image of a different aspect from the mode-corresponding images of presentation modes X and Y is displayed. Since at least the first-stage image is a mode-corresponding image, when a step-up image presentation occurs in presentation mode Z, a first-stage image Z (different in aspect from the first-stage image XY) is displayed as the first-stage image (see Figure 38(c)). In other words, even if the stage is the same, when the currently set mode is presentation mode X or presentation mode Y, a mode-corresponding image of a different form is displayed.

[0167] In circumstances where you want to present two or more presentation modes as being of the same type, you can use a step-by-step image presentation, as in this example, in which a mode-corresponding image that is common to all two or more presentation modes is displayed (step-by-step image presentation can be used to give the impression that two or more different presentation modes are of the same type).

[0168] Specific example 4-10 Even if the end stage of the stage image presentation is the same, the reliability may differ. For example, in the case of a configuration like the above embodiment, the reliability will differ when the stage image presentation generated in presentation mode A is "Step 3 End" (the presentation ends with the display of "Third Stage Image A") and when the stage image presentation generated in presentation mode B is "Step 3 End" (the presentation ends with the display of "Third Stage Image B"). In other words, even if "Mth Stage Image A" and "Mth Stage Image B" are images of the same Mth stage (step M), the reliability may differ. In this way, even if the player steps up to the same stage, the difference in the mode-corresponding image may result in a difference in reliability.

[0169] However, as in the above embodiment, if the final stage reached (the stage at which the presentation has ended) is the same, the reliability is the same regardless of the type of presentation mode (the type of presentation mode does not affect the reliability of the stage image presentation), which has the advantage that the presentation is easier to understand and the presentation is easier to control.

[0170] <Special special performance> The gaming machine 1 according to this embodiment can execute a predetermined special effect. The predetermined special effect is an effect that occurs when a predetermined condition is met. The predetermined condition is as follows.

[0171] The gaming machine 1 according to this embodiment is not a winning area in which the entry of a gaming ball triggers the acquisition of win / lose lottery information (triggering the execution of a win / lose lottery) like the start area 904 (start winning area), but is provided with an other winning area 909 (also referred to as a general winning area, etc.), which is a winning area in which the entry (entry) of a gaming ball triggers the payout of a predetermined number of prize balls but does not trigger the acquisition of win / lose lottery information (triggering the execution of a win / lose lottery). In this embodiment, three other winning areas 909 (each containing 10 prize balls) are provided on the left side of the gaming area 902 (the area entered by a left-handed hit) (see FIG. 1). Therefore, when a player hits with his left hand in a game state in which a left-handed hit is required, there is a possibility that the gaming ball will enter the other winning area 909 (in the following description, a win in the other winning area 909 will also be referred to as an "other winning"). In this embodiment, the normal gaming state is a gaming state in which the player should hit left, so there is a possibility that other winnings will occur in the normal gaming state.

[0172] As described above, in the gaming machine 1 according to this embodiment, the specific gaming states (first specific gaming state, second specific gaming state) are more advantageous than the normal gaming state, and a player who will likely start playing in the normal gaming state will first aim to transition to the specific gaming state (hopefully the second specific gaming state). In this embodiment, the period from the normal gaming state to the specific gaming state is referred to as the "prescribed period," and the fulfillment of the prescribed condition is determined to be when the number of winning balls in the other winning area 909 (hereinafter referred to as the "number of other winning balls") reaches a prescribed number during the prescribed period. The prescribed period begins when a new normal gaming state is started. The prescribed period ends when the game transitions to the specific gaming state. When a normal jackpot is won, the game transitions back to the normal gaming state (without transitioning to the specific gaming state) after the jackpot game ends, so the prescribed period does not end. If the gaming state that triggers the start of a specified period is defined as a "reference gaming state" and the gaming state that triggers the end of the specified period is defined as an "another gaming state," then in this embodiment, the normal gaming state is the "reference gaming state" and the specific gaming state (first specific gaming state or second specific gaming state) is the "another gaming state." When the specified period ends, the number of other winnings up to that point is reset. Therefore, when a new specified period begins, the number of other winnings is counted from "0." Furthermore, in this embodiment, when a specified condition is met (when the number of other winnings reaches a specified number), a specified special effect is generated and the number of other winnings is reset.

[0173] As shown in Figure 39, each time an additional win occurs during the specified period, the number of additional wins is incremented by "+1" and stored in the storage means (see Figure 39(b)). The specified number can be set as appropriate. In this embodiment, it is set to "specified number = 200". In other words, the specified special effect occurs (see Figure 39(d)) when the 200th additional win occurs since the start of the specified period (see Figure 39(c)). As described above, the specified period ends when the game enters the specific game state, and the number of additional wins is reset. Since the game will not enter the specific game state unless the player wins the lottery and wins a jackpot (specific jackpot), the longer the period without winning a jackpot (the more times the number of changes until the specific jackpot is won), that is, the longer the so-called "stuck" period, the higher the possibility of meeting the specified conditions.

[0174] The preset special effect executed when a preset condition is satisfied may be any type that provides the player with a special effect (a benefit not directly linked to the amount of balls won). In this embodiment, the player can select background music (BGM) to be output during the variable effect from among multiple selectable music pieces, and the preset special effect occurs when a special music piece is added to the selectable music piece (see FIG. 39(d)). Note that any method for the player to select their preferred background music (method for switching background music) is acceptable, and therefore a description thereof will be omitted. The display area 911 may display an image (not shown) representing a method for switching background music (method for operating the operating means). When the gaming machine 1 is reset (initial state), no special music piece is available as a selectable music piece. In other words, a special music piece is a music piece that would normally be unavailable for selection, and the preset special effect occurs when the special music piece becomes selectable. In this embodiment, when the preset condition is satisfied, an image indicating that a new music piece has become selectable is displayed in the display area 911 (see FIG. 39(d)). In this embodiment, ten types of music are provided as special music (first special music to tenth special music), and a new special music is added as a selectable music every time a specified condition is met.

[0175] In this embodiment, the prescribed special effect does not occur unless the prescribed condition is met. As described above, the prescribed special effect in this embodiment is the addition of a special song as a selectable song, so unless the prescribed condition is met, the special song will not become a selectable song. Since the occurrence of other winnings before the prescribed number is reached does not constitute the establishment of the prescribed condition, the occurrence of other winnings before the prescribed number is reached will not trigger the occurrence of a prescribed special effect (the prescribed special effect is not an effect that occurs every time another winning occurs).

[0176] In this way, in this embodiment, the longer the player plays in the normal game state (reference game state), which is an unfavorable state for the player, the more likely it is that the number of other winnings will increase, and the more likely it is that the specified conditions will be met and the specified special effect will occur, so it is possible to reduce the player's frustration when it takes a long time to transition to the specific game state (when the player is stuck for a long time).

[0177] The following describes specific examples in which the above-mentioned specified special effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0178] Specific example 5-1 The specified special effect can occur even when a specified condition is not met. If, as in the above embodiment, the specified special effect occurs when a special song is added to the selectable songs, the addition of a special song can occur when conditions other than the specified condition are met. In this way, a gameplay feature can be realized in which the specified special effect can be encountered even when the specified condition is not met.

[0179] However, as in the above embodiment, by making it possible for the specified special effect to occur only when the specified conditions are met, the specified special effect becomes valuable, and it can be said that this is highly effective in reducing the frustration of players in situations where the probability of the specified conditions being met is high (situations where it is difficult to transition to a specific game state).

[0180] Specific example 5-2 An image showing an estimate of how many other winning prizes are left until the specified condition is met (hereinafter referred to as a stipulated information image 18) is displayed. One example of the stipulated information image 18 is an image (see FIG. 40) that allows the player to grasp the remaining number of other winning prizes (remaining number) required until the specified condition is met. The stipulated information image 18 may include a number indicating the remaining number as shown in FIG. 40, or may indicate the remaining number with a meter or the like, or with a mark that disappears each time an other winning prize occurs.

[0181] The regulating information image 18 may be displayed regardless of the current number of remaining balls, or may be displayed when the number of remaining balls falls below a predetermined threshold (for example, 10 balls) (it is not displayed when the number of remaining balls exceeds the predetermined threshold). If the former configuration is used, the regulating information image 18 is displayed even when the specified condition is far from being met, which may make the player feel that something will happen due to another win. On the other hand, if the latter configuration is used, it is possible to minimize the awareness of other wins until the number of remaining balls falls below the predetermined threshold.

[0182] In addition to the above, the regulation information image 18 may include an element suggesting a regulation special effect. For example, if the regulation special effect involves the addition of selectable background music, as in the above embodiment, it may include text such as "New BGM Added" (see FIG. 40). Although not shown, it may also include an element suggesting another prize (for example, text such as "Bonus Prize"). However, it may also be possible to avoid including these elements (including only information on the remaining number), thereby allowing players (who are unaware of the existence of the regulation special effect) to imagine what the regulation information image 18 represents and have fun.

[0183] Specific example 5-3 There are multiple other prize areas 909 into which a gaming ball can enter when the gaming ball is launched in a launch mode corresponding to the reference gaming state (normal gaming state), but only one other prize area 909 is involved in the fulfillment of the specified condition. In other words, the specified condition is fulfilled when a specified number of balls enter one other prize area 909. This allows the player to enjoy the game while predicting which of the multiple other prize areas 909 will be involved in the fulfillment of the specified condition.

[0184] 〇Specific example 5-4 Two or more predetermined numbers are set for satisfying the predetermined condition (each predetermined number is a different value). For example, three predetermined numbers are set: "100" (first predetermined number), "200" (second predetermined number), and "300" (third predetermined number), and a predetermined special effect is generated each time each predetermined number is reached within a series of predetermined periods (see Figure 41). In this way, even after the number of other winning prizes reaches a certain predetermined number within one predetermined period, if the predetermined period continues, a predetermined special effect will be generated when the next predetermined number is reached (even after the goal of reaching a certain predetermined number is achieved, the goal of reaching the next predetermined number becomes possible).

[0185] Specific example 5-5 The specified special effect is configured to function as a suggestion of the winning / losing lottery result. Specifically, it is configured to be capable of realizing a function ("reserved winning suggestion function") that suggests the probability that one of the winning / losing lottery results based on the winning / losing lottery information (pre-variation winning / losing lottery information stored in the storage means) that has already been acquired when the specified conditions are met will be a jackpot (the probability that there is a jackpot in the reserved lottery).

[0186] The suggestion may be based on the presentation mode of the specified special effect. The setting may be such that the probability that one of the results of the hit / miss lottery based on the already acquired hit / miss lottery information will be a jackpot is higher when the presentation mode of the specified special effect is a special mode than when the special mode is not set (when the normal mode is set). For example, assume that the specified special effect is the addition of a new special song as a selectable song, as in the above embodiment. Assume that multiple songs (e.g., ten songs A to J) are provided as special songs, some of which (e.g., eight songs A to H) are normal special songs, and the others are special special songs (e.g., two songs I and H). When a specified condition is met (see FIG. 42(a)), the probability that one of the results of the hit / miss lottery based on the already acquired hit / miss lottery information will be a jackpot is higher when a special special song is added (when the special mode is set) (see FIG. 42(b-2)) than when a normal special song is added as a new selectable song (when the normal mode is set) (see FIG. 42(b-1)). When a special special song is added, the setting may be such that one of the results of the lottery based on the already acquired lottery information is determined to be a jackpot.

[0187] Even if the specified special effect is not an effect in which a new special song is added as a selectable song, it is possible to use a configuration like this example. One or more types of normal mode effects and one or more types of special mode effects can occur as the specified special effect, and the probability that one of the results of the lottery based on the already obtained lottery information will be a jackpot can be higher when a special mode effect occurs than when a normal mode effect occurs.

[0188] By doing as in this example, when the specified conditions are met, not only can the specified special effect itself be enjoyed, but the "win suggestion in reserve" function of the specified special effect can also be enjoyed, making for an interesting gameplay experience.

[0189] 〇Specific example 5-6 By setting the reference gaming state and the separate gaming state to gaming states different from those of the above embodiment, gameplay different from that of the above embodiment can be realized. For example, the specific gaming state is the reference gaming state, and the normal gaming state is the separate gaming state. Since the specific gaming state is a state in which a player should hit the ball to the right, the other winning required for the specified condition to be met is the ball entering the other winning area 909 (right other winning area 909r) that can be entered by hitting the ball to the right, and the specified condition is met when the number of other winning balls reaches a specified number. This results in a gameplay in which the longer the player plays in the specific gaming state, which is more advantageous than the normal gaming state, the higher the probability that the number of other winning balls will reach the specified number (the specified special effect will occur).

[0190] It is also possible to designate a gaming state other than the second specific gaming state (the gaming state most advantageous to the player) as a reference gaming state, and the second specific gaming state as a separate gaming state. By doing so, the longer the game is played until the transition to the gaming state most advantageous to the player, the higher the probability that the specified condition will be met, and therefore it is possible to reduce the player's frustration when the transition to the most advantageous gaming state does not occur.

[0191] It is also possible to consider the second specific gaming state (the gaming state most advantageous to the player) as the reference gaming state, and gaming states other than the second specific gaming state as separate gaming states (a win in the right other winning area 909r is considered to be the other winning required to fulfill the specified condition). By doing so, it is possible to realize a game feature in which the longer the player plays in the gaming state most advantageous to the player, the higher the probability that the specified condition will be fulfilled.

[0192] 〇Specific example 5-7 A light emitting section (hereinafter referred to as a predetermined light emitting section 909p) that emits light when another win occurs is provided. The predetermined light emitting section 909p is preferably provided in association with the other win area 909. The predetermined light emitting section 909p emits light in a predetermined manner when another win occurs (the number of other wins is "+1"). This emphasizes the occurrence of another win.

[0193] The light-emitting mode of the prescribed light-emitting portion 909p may be a normal light-emitting mode and a special light-emitting mode. When an additional win occurs for which the prescribed condition is not met (when the number of additional wins is less than the prescribed number even after adding the new additional win, and the prescribed special effect does not occur), the prescribed light-emitting portion 909p emits light in the normal light-emitting mode (for example, emits white light) (see FIG. 43(a)). On the other hand, when an additional win occurs for which the prescribed condition is met (when the number of additional wins reaches the prescribed number after adding the new additional win, and the prescribed special effect occurs), the prescribed light-emitting portion 909p emits light in the special light-emitting mode (for example, emits red light) (see FIG. 43(b)). In this way, the additional win that triggered the fulfillment of the prescribed condition (the occurrence of the prescribed special effect) is highlighted and distinguished from the other additional wins.

[0194] 〇Specific example 5-8 When a specified condition is met, a sound effect (specified condition fulfillment sound) that notifies the player of the fulfillment is output from the speaker 67 (note that the specified condition fulfillment sound is a sound effect (SE) that is output temporarily, and is not background music (BGM)). By outputting such a specified condition fulfillment sound, it becomes difficult for a player to miss the occurrence of a specified special effect. It is preferable that the specified condition fulfillment sound is a unique sound effect (dedicated sound effect) that is generated only when a specified condition is met. In this case, the specified condition fulfillment sound can only be heard when the specified condition is met, so it can be said that the output of the specified condition fulfillment sound itself functions as a specified special effect.

[0195] 〇Specific example 5-9 Unlike the above embodiment, the specified number is not set to a fixed number. That is, a lottery is held to determine the specified number each time a specified period is set, and the specified number is determined based on the lottery (one of different values ​​is set as the specified number). This allows for gameplay in which the difficulty of achieving the specified condition can be changed.

[0196] <Specific control state> The gaming machine 1 according to this embodiment is capable of setting a specific control state. As will be described in detail below, the specific control state is a state related to the control of the decorative symbols 80, and therefore can be set in a gaming state in which a game is played with the aim of winning a jackpot (the specific control state is set over multiple variations). As long as the specific control state can be set in a gaming state in which a game is played with the aim of winning a jackpot, the conditions for setting the specific gaming state can be any. In this embodiment, the specific control state can be set in a normal gaming state.

[0197] As shown in FIG. 2 etc., in this embodiment, a plurality of types of decorative patterns 80, which are patterns for notifying the result of the win / lose lottery, are displayed in the display area 911. If the result of the win / lose lottery is a win, a "winning combination" using the decorative patterns 80 is displayed at the end of the variable presentation, and if it is a loss, a "losing combination" using the decorative patterns 80 is displayed. In this embodiment, a "winning combination" is a set of three decorative patterns 80 of the same type (if the decorative patterns 80 contain the same letters (numbers in this embodiment), they are of the same type, and if the numbers are different, they are of different types), and anything other than that is a "losing combination."

[0198] In this embodiment, the specific control state is a state called a "missing symbol limited zone." In this embodiment, in a normal state, decorative symbols 80 including any of the numbers "1" to "7" (seven types of decorative symbols 80) are displayed as multiple types of decorative symbols 80 (decorative symbols 80 including the same number are the same type of decorative symbol 80. In the following description, various types of decorative symbols 80 may be referred to as a "1" decorative symbol 80, a "2" decorative symbol 80, etc.). Each of the decorative symbol groups 80g includes these seven types of decorative symbols 80. In the missing symbol limited zone, one of the seven types of decorative symbols 80 is set as a specific symbol. The decorative pattern 80 designated as a specific pattern is displayed variably as part of the multiple types of decorative patterns 80 included in each decorative pattern group 80g, but will not be selected from any of the decorative pattern groups 80g as a component of a "losing combination" (because the specific pattern is displayed variably together with other patterns, it may appear that the specific pattern has the potential to be selected, but it is prevented from being selected in the event of a loss). Therefore, in the specific control state, a "losing combination" will be composed of decorative patterns 80 other than the specific pattern. Note that the specific pattern is any of the multiple types of decorative patterns 80 that are normally displayed. A pattern that is displayed only when special conditions are met (that is, displayed only temporarily) is not designated as a specific pattern.

[0199] In this embodiment, the type of decorative pattern 80 that is the specific pattern can change. When a transition to the losing pattern limited zone occurs, a predetermined lottery is executed, and one type of decorative pattern 80 is determined as the specific pattern. In this embodiment, an image (zone image 191) indicating that the transition to the losing pattern limited zone has occurred is displayed in the display area 911 (see FIG. 44(a)). Also, in this embodiment, the type of decorative pattern 80 that is the specific pattern (pattern type image 192) is also displayed. It may be configured so that the player is clearly informed that the specific pattern does not constitute a losing combination (an explanation of the losing pattern limited zone is displayed).

[0200] When determining the symbol combination that indicates the winning / losing lottery result (determining the symbol combination for each variation), in the losing symbol limited zone, a specific symbol is not selected as a component of a losing combination. For example, in a losing symbol limited zone (see FIG. 44(a)) in which the decorative symbol 80 of "2" is the specific symbol, in a losing variation that notifies that the winning / losing lottery result is a loss, the decorative symbol 80 of "2" is not selected as a component of a losing combination. In other words, if the winning / losing lottery result is a loss, the specific symbol "2" is not selected from any of the left decorative symbol group 80gL, the center decorative symbol group 80gC, and the right decorative symbol group 80gR (see FIG. 44(b)). However, in the losing symbol limited zone, a specific symbol is not selected as a component of a "losing combination." In other words, a specific symbol can be selected as a component of a "winning combination." For example, in a losing symbol limited zone where the decorative symbol 80 of "2" is the specific symbol, a "winning combination" with the decorative symbol 80 of "2" (in this embodiment, a set of three decorative symbols 80 of "2") can be formed (see FIG. 44(c)). Naturally, a "winning combination" with a decorative symbol 80 other than "2" (a decorative symbol 80 other than the specific symbol) can also be formed.

[0201] Because of this configuration, in the specific control state (missing symbol limited zone), a jackpot is confirmed just by selecting the decorative symbol 80 of the specific symbol as one of the symbols that make up the symbol combination (three symbols) (even one symbol is enough to confirm a jackpot, so even if a reach is achieved with a specific symbol, a jackpot is confirmed), which provides a novel and interesting gameplay. From the player's perspective, (after knowing the specific symbol) the gameplay is one in which the player hopes that the specific symbol will be selected from one of the multiple decorative symbol groups 80g.

[0202] The following describes specific examples in which the above-described specific control state is improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0203] 〇Specific example 6-1 In the specific control state, the type of decorative pattern 80 that is the specific pattern is not clearly indicated. In other words, although a certain type of decorative pattern 80 is internally set as the specific pattern (an image (zone image 191) indicating that the specific control state is in effect is displayed), an image indicating which type of decorative pattern 80 it is (an image such as the pattern type image 192 described in the above embodiment) is not displayed in the display area 911 (see FIG. 45(a)). In this way, in the specific control state, the player enjoys predicting which type of decorative pattern 80 is the specific pattern (since once a losing combination is formed, there is no possibility that all of the decorative patterns 80 that make up that losing combination are the specific pattern, once a certain number of variable effects have been performed, it becomes clear which type of decorative pattern 80 is the specific pattern (by narrowing down by a process of elimination).

[0204] In addition, even when a specific symbol is selected and displayed from one of the multiple decorative symbol groups 80g, no action (effect) indicating that the specific symbol has been selected is generated. In other words, when a specific decorative symbol 80 is selected from a certain decorative symbol group 80g, an image that would not be displayed when a non-specific decorative symbol 80 is selected is not displayed. In this example, since the player enjoys predicting which type of decorative symbol 80 is the specific symbol, the selection of the specific symbol is not clearly indicated (no dedicated effect that occurs only when a specific symbol is selected is installed).

[0205] 〇Specific example 6-2 The fact that a specific control state is in progress is not clearly indicated (not communicated to the player). That is, an image indicating whether or not a specific control state is in progress (such as the zone image 191 described in the above embodiment) is not displayed (the background image of the decorative pattern 80 remains the same whether or not a specific control state is in progress). Since the fact that a specific control state is in progress is not clearly indicated, the start and end timing of the specific control state are also not clearly indicated. Note that if a specific control state begins / ends with the start / end of a certain game state, an image indicating the start / end of that game state merely notifies the start / end of that game state and is therefore not considered to indicate the start / end of the specific control state. Since the fact that a specific control state is in progress is not clearly indicated, naturally, an image such as the symbol type image 192 described in the above embodiment is not displayed, and it is not clearly indicated which decorative pattern 80 is the specific pattern. By using this example, the player plays without knowing whether or not a specific control state is in progress. In other words, the game is such that the player cannot tell whether the decorative symbols 80 that have no possibility of being selected as part of a losing combination are being displayed in a variable manner.

[0206] Specific example 6-3 In the specific control state, two or more kinds of decorative patterns 80 that are part of the plurality of kinds of decorative patterns 80 may be configured as specific patterns. In this case, in the specific control state, the decorative patterns 80 other than the two or more kinds of decorative patterns 80 constitute a losing combination.

[0207] The number of types of decorative patterns 80 that are set as specific patterns may be variable. For example, one type of decorative pattern 80 may be set as the specific pattern, or two or more types of decorative patterns 80 may be set as the specific pattern. In this case, if the type of decorative pattern 80 set as the specific pattern is not clearly indicated as in the above specific example 6-1 and specific example 6-2, the gameplay can be enjoyed by guessing whether the decorative pattern 80 set as the specific pattern is one type or two or more types.

[0208] 〇Specific example 6-4 Some (one or more) of the plurality of predetermined decorative patterns 80 are set to be patterns that cannot be set as specific patterns (hereinafter referred to as non-target patterns). Non-target patterns can be patterns that constitute a losing combination under any circumstances. For example, the decorative pattern 80 of "4" and the decorative pattern 80 of "6" are set to be non-target patterns (other decorative patterns 80 are set to be target patterns that can be set as specific patterns) (see Figure 45(b)). In this way, the types of decorative patterns 80 that can be set as specific patterns are limited to some (target patterns), making it easy to identify the decorative pattern 80 that has been set as a specific pattern.

[0209] 〇Specific example 6-5 The decorative symbols 80 that become specific symbols are configured to be fixed. In other words, some (one or more) of the multiple decorative symbols 80 are configured to be specific symbols, and the rest are not configured to be specific symbols. For example, the decorative symbol 80 of "3" and the decorative symbol 80 of "7" are configured to be specific symbols (note that, in this example, symbols other than those that are determined to be specific symbols will not be configured to be specific symbols). In this case, it is possible to achieve an easy-to-understand specific control state in which the symbols that will determine a jackpot when selected are already determined.

[0210] 〇Specific example 6-6 A specific control state may be set in a specific gaming state. In particular, in the case of a so-called ST state in which the second specific gaming state continues until a predetermined number of consecutive losses (ST counts) as in the above embodiment, winning the win / lose lottery before the predetermined number of consecutive losses is a game feature that determines whether the consecutive wins will continue, and by setting a specific control state in such a state, a game feature can be created in which "if a specific symbol is selected, a win is confirmed → consecutive wins are confirmed."

[0211] In addition, in the specific gaming state, compared to the normal gaming state, it is easier for the gaming ball to enter the starting area 904 (it is easier to obtain the winning / losing lottery information), and the average time required for the variable performance (variation time) is shorter. In other words, it is a state in which the variable is consumed relatively quickly. In the case where the configuration is such that the type of decorative pattern 80 that is set as the specific pattern is not clearly indicated, as in the above specific example 6-1 and specific example 6-2, when the specific control state is set in the specific gaming state, the variable is consumed quickly, so it should not take much time to identify the type of the specific pattern.

[0212] 〇Specific example 6-7 The decorative pattern 80 designated as a specific pattern is set so as not to be in a so-called pseudo-stop state (as described above) when a losing variation occurs in the specific control state (note that since the specific pattern does not constitute a losing combination when a losing variation occurs in the specific control state, it naturally does not "completely stop" either). For example, suppose a specific control state in which the decorative pattern "5" 80 is designated as a specific pattern (see FIG. 46(a)). If a pseudo-stop of the specific pattern is allowed, the decorative pattern "5" 80 may temporarily pseudo-stop (see FIG. 46(b)), then change again (see FIG. 46(c)), and change into another decorative pattern 80. In this case, even if the control is performed so that the "5" decorative pattern 80 does not ultimately constitute a losing combination (see Figure 46(d)), the temporary pseudo-stop of the "5" decorative pattern 80 may cause the player to mistakenly believe that a jackpot has been confirmed or that the "5" decorative pattern 80 is not a specific pattern (this is all the more true in a configuration in which the type of the specific decorative pattern 80 is not clearly indicated, as in the above specific example 6-1 and specific example 6-2. Note that Figure 46 shows a configuration in which the type of the specific decorative pattern 80 is not clearly indicated). To prevent such a mistake, in a losing variation in a specific control state, the specific decorative pattern 80 is not pseudo-stopped (so that the state shown in Figure 46(b) does not occur).

[0213] 〇Specific example 6-8 The decorative symbols 80 designated as specific symbols are prevented from changing in color (hereinafter referred to as a color change). The colors of the decorative symbols 80 are known to indicate various information (for example, the value of a jackpot when a winning combination is formed is determined based on the colors of the decorative symbols 80 that make up the winning combination), and effects in which color changes occur during fluctuations are also known. Therefore, the decorative symbols 80 designated as specific symbols are prevented from changing in color (note that at least some of the decorative symbols 80 that are not designated as specific symbols may be allowed to change in color). If a noticeable change occurs in the decorative symbols 80 designated as specific symbols, players may mistakenly believe that the decorative symbols 80 are not specific symbols (this is especially true in the case where the type of the decorative symbols 80 designated as specific symbols is not clearly indicated, as in Examples 6-1 and 6-2 above). Therefore, the decorative symbols 80 designated as specific symbols are prevented from changing in color.

[0214] 〇Specific example 6-9 In the specific control state, from a state in which a plurality of decorative pattern groups 80g (three decorative pattern groups 80g in the case of the above embodiment) are all variably displayed, the variation of these decorative pattern groups 80g simultaneously stops, and an effect (sudden stop effect) is generated in which a winning combination of the decorative pattern 80 set as the specific pattern is displayed. For example, in the specific control state in which the decorative pattern 80 of "1" is set as the specific pattern, from a state in which a plurality of decorative pattern groups 80g are all variably displayed (see FIG. 47(a)), the variation of the plurality of decorative pattern groups 80g simultaneously stops, and an unexpected stop effect (see FIG. 47(b)) in which a winning combination of three decorative pattern "1"s 80 lined up is displayed and a jackpot is announced can be generated.

[0215] Since specific symbols do not constitute losing combinations, a jackpot is confirmed when a specific symbol is selected from one of the decorative symbol groups 80g. Therefore, when a player knows the specific decorative symbol 80 (when the specific decorative symbol 80 is clearly indicated as in the above embodiment, or when the player identifies the specific decorative symbol 80 even in a configuration in which the type of the specific decorative symbol 80 is not clearly indicated as in Specific Examples 6-1 and 6-2), the player may feel annoyed if the variation of the decorative symbol group 80g is stopped one by one when forming a winning combination using the specific decorative symbol 80. In light of this, a sudden stop effect in which a "winning combination of specific symbols" is suddenly displayed can be generated, as described above.

[0216] <Special confirmation effects, rights acquisition games> The gaming machine 1 according to this embodiment can execute a special confirmation effect as one type of effect that can occur during a variable effect. In the following description of the special confirmation effect, the result of the lottery that is the subject of a suggestion by the special confirmation effect (a suggestion of a confirmed jackpot) is sometimes referred to as a target lottery result, and the variable effect that generates the special confirmation effect is sometimes referred to as a target variable effect (target variable). In this embodiment, the special confirmation effect occurs in the normal gaming state. However, it may also occur in a specific gaming state.

[0217] The special confirmation effect is a type of so-called premium effect, which, when it occurs, confirms that the result of the target win / lose lottery is a jackpot. In this embodiment, the special confirmation effect occurs when a predetermined effect image (special confirmation image 20) is displayed in the display area 911. The specific form of the special confirmation image 20 may be any. The special confirmation image 20 is an image that is only displayed when a special confirmation effect occurs (an image exclusive to the special confirmation effect that is not displayed when other premium effects occur). In this embodiment, the "image of a lit police light" is the special confirmation image 20 (see Figure 49 (b-1)).

[0218] Special fixed effects will not occur unless a specified effect generation right (a right that is a prerequisite for the occurrence of special fixed effects) is acquired. The effect generation right can be acquired by participating in a right acquisition game (see Figure 48) that can occur during a variable effect and by satisfying the specified conditions in that right acquisition game. The effect generation right can be acquired during the continuous right acquisition period in which the right acquisition game is executed.

[0219] The name of the right-winning game and the content of the game (game) may be anything that encourages players to participate in the game and allows them to evaluate their performance in the game. However, the performance of the player (game performance) in playing to achieve the specified conditions in the right-winning game is related to the acquisition of the effect generation right. In other words, the right-winning game is a "real" game (not a so-called "fixed game"), and as will be described in detail below, if a player does not participate in the right-winning game at all, the effect generation right cannot be acquired. Furthermore, the result of the target lottery is related to whether or not a special fixed effect will occur, but is not related to whether or not the effect generation right can be acquired (the expected number of effect generation rights acquired). Regardless of whether or not the result of the target lottery is a jackpot, if a player does not participate in the right-winning game at all, there is no possibility that the specified conditions will be achieved and the effect generation right cannot be acquired.

[0220] In this embodiment, the right acquisition game is a so-called "rhythm game" in which the player operates the target operating means (push button 61) in a timely manner (rhythm games themselves are well known and therefore will not be described in detail) (see FIG. 48(a)). The push button 61 is operated in time with icons (notes) that flow along with the music, and the closer the operation timing is to the correct timing, the higher the points will be. Effects generation rights are awarded (see FIG. 48(c)) according to the total points (evaluation value representing the game result) at the end of the game (see FIG. 48(b)). In this embodiment, effect generation rights that can be acquired in the right acquisition game (right acquisition period) can be acquired up to a predetermined limit (it is preferable that the limit is "2" or more, i.e., it is possible to acquire multiple effect generation rights). In this embodiment, a maximum of four effect generation rights are awarded (limit number = 4). Specifically, total points are divided into five stages (hereinafter referred to as Stage 1, Stage 2, etc. from lowest), and the number of effect generation rights granted is determined depending on which stage the player belongs to (see Figure 48, "*1"). From Stage 2 onwards, effect generation rights are granted ("+1") each time a player reaches a stage, so it can be said that the specified condition is met when the total points reach the minimum value of each stage. If Stage 2 is not reached (if the player remains in Stage 1 (including Stage 1 total points of "0")), effect generation rights are not granted.

[0221] As described above, in the right-winning game (which is a rhythm game in this embodiment), the player's performance is evaluated directly regardless of the result of the lottery (the total points directly reflect the player's ability). Therefore, the better the right-winning game, the more likely it is that the player will acquire (expected value) the number of effect generation rights. In this embodiment, the result of the right-winning game is displayed as the number of effect generation rights, known as "one-shot announcement chances," that have been granted (see Figure 48(c)). As a result of such right-winning game, it is assumed that no effect generation rights will be acquired (number of effect generation rights acquired). At least in cases where a player does not participate in the right-winning game at all (does not operate the operating means at all), the total points will be "0" and there is no possibility of acquiring effect generation rights (number of effect generation rights = 0) (see Figure 48 "*2"). In other words, since the right-winning game is a "serious" game, if the right-winning game is not played at all (the operation means is not operated at all), the reward (effect generation right) is not granted. In this embodiment, even if the right-winning game is played (the operation means is operated), there is a possibility that the effect generation right will not be acquired (if the total points do not reach the second stage, the effect generation right will be "0" (see "*1" in Figure 48)). Pachinko gaming machines that allow player participation games to occur during fluctuations are well known, but these types of games are generally configured so that the result is internally determined in advance even if the player does not participate at all. In this embodiment, the result of the right-winning game is not determined before the right-winning game begins, because the player's performance in the game is directly reflected in the number of effect generation rights.

[0222] After the right-earning game ends, an effect that uses the effect generation right (right-use effect) is executed. In other words, a period for using the effect generation right acquired in the right-earning game is set. The right-use effect may take any specific form as long as it provides an opportunity for the effect generation right acquired in the right-earning game to potentially generate a special fixed effect. In this embodiment, the player is prompted to operate a predetermined operation means (special operation unit 65) equivalent to the effect generation right (see FIG. 49(a)). Operation of the predetermined operation means may potentially trigger the generation of a special fixed effect. In other words, operation of the special operation unit 65 corresponds to "use" of the effect generation right. Note that the effect generation right may also be "used" automatically, regardless of operation of such an operation means. Because the special fixed effect is a jackpot-determining effect, if the result of the target lottery is a miss, there is no possibility that the special fixed effect will occur (the player will not win the effect generation lottery, which will be described later) (see FIG. 49(b-2)). In other words, if the result of the target lottery is a miss, no matter how many effect generation rights are acquired in the right acquisition game (right acquisition period), the use of the effect generation right will not trigger the generation of a special fixed effect. On the other hand, if the result of the target lottery is a jackpot, the use of the effect generation right (in this embodiment, operation of the special operation unit 65) triggers a lottery (effect generation lottery) to determine whether or not to execute a special fixed effect. If the lottery is won, a special fixed effect will be generated (see FIG. 49(b-1)). However, if the lottery is not won, a special fixed effect will not be generated, and an image indicating this will be displayed (see FIG. 49(b-2)). Note that in this embodiment, even if the special operation unit 65 is not operated, the effect generation lottery is executed upon the expiration of the specified operation valid period. In other words, in the right use effect, the acquired effect generation right is used to execute the effect generation lottery, regardless of whether the operation means is operated. The probability of winning the lottery for generating the effects when the result of the lottery is a jackpot can be set appropriately (however, the probability is neither 0% nor 100%). In this embodiment, it is set to 1 / 4.That is, an effect generation lottery is held for each effect generation right acquired, with a 1 / 4 chance of winning, and if the lottery is won, a special confirmed effect will occur. Therefore, if the result of the target win / loss lottery is a jackpot, the greater the number of effect generation rights acquired in the right acquisition game (right acquisition period), the higher the probability that a special confirmed effect will occur. Also, even if the result of the target win / loss lottery is a jackpot, if all of the effect generation rights equivalent to the number of acquired effect generation rights are not acquired, the special confirmed effect will not occur (see Figures 49(a) and (b-2)). Note that in this embodiment, if a special confirmed effect occurs before all effect generation rights are used, it is indicated that a jackpot has been confirmed at that point, so the remaining effect generation rights are not used. However, this does not deny the possibility of holding the effect generation lottery until all effect generation rights are used (allowing two or more special confirmed effects to occur).

[0223] As mentioned above, it is possible that the effect generation right cannot be acquired in the right acquisition game (the effect generation right acquired will be 0) (if the player does not participate in the right acquisition game at all, the effect generation right will be 0). If the effect generation right cannot be acquired, the effect generation lottery for the special confirmed effect will not be executed. In this embodiment, since there is no effect generation right to "use," the right-using effect is not executed (see Figure 48(d)). Therefore, even if the result of the target win / loss lottery is a jackpot, if the effect generation right cannot be acquired, the special confirmed effect will not occur. If the player does not participate in the right acquisition game at all, the effect generation right will be 0, so the special confirmed effect will not occur even if the result of the target win / loss lottery is a jackpot.

[0224] In addition, since the number of effect generation rights acquired in a right-earning game depends on the player's performance (how good the game is), the length of time required for the right-use effect is indefinite (depending on the player's performance in the right-earning game). Therefore, a known function for adjusting the length of the variable time (the time from the start to the end of the variable effect) (see, for example, JP 2023-105199 A) may be provided, and this function may be activated in the case of a change that generates a right-earning game (for example, by cyclically outputting a pre-prepared video to make up for the missing time).

[0225] The target fluctuation continues even after the right usage effect occurs. At the end of the target fluctuation, if the result of the target win / loss lottery is a jackpot, the jackpot is announced by displaying a winning combination (see Figure 49(c-1)), and if it is a loss, the loss is announced by displaying a losing combination (see Figure 49(c-2)). In other words, regardless of whether a special confirmation effect has occurred, the target fluctuation continues, and ultimately the result of the target win / loss lottery is announced by the combination of decorative patterns 80. Naturally, whether or not a special confirmation effect has occurred does not affect the result of the target win / loss lottery. The result of the right acquisition game (the amount of effect generation rights acquired) affects whether or not a special confirmation effect will occur (the probability of a special confirmation effect occurring), but does not affect the result of the target win / loss lottery (the expected value of balls).

[0226] In this way, in this embodiment, in order for a special fixed effect to occur, the effect generation right must be acquired during the right acquisition period, and the right acquisition game to acquire the effect generation right is directly reflected in the player's performance (how good the game is) (the game is not a so-called "fixed game"), which makes for an interesting gameplay (if you do not participate in the right acquisition game at all (if you do not operate the operating means), the effect generation right will be "0" - this is an innovative gameplay).

[0227] In addition, in this embodiment, there is a possibility that a player can acquire multiple effect generation rights up to a predetermined limit in the right acquisition game (right acquisition period). In other words, the performance of the right acquisition game by the player affects the number of effect generation rights acquired.

[0228] Below, we will explain specific examples in which the above-mentioned special confirmation effects and rights acquisition games have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration in which multiple technologies described using the following specific examples are combined and applied may be used.

[0229] 〇Specific example 7-1 The limit number set in the right acquisition game (right acquisition period) is not fixed. That is, the limit number can change each time the right acquisition game is played. For example, the limit number is set to one of 1 to 4. If the limit number is "1" (pattern 1), the effect generation right will be "0" or "1" depending on the performance (points) of the right-earning game (see Figure 50(a-1)); if the limit number is "2" (pattern 2), the effect generation right will be "0", "1", or "2" depending on the performance (points) of the right-earning game (see Figure 50(a-2)); if the limit number is "3" (pattern 3), the effect generation right will be "0", "1", "2", or "3" depending on the performance (points) of the right-earning game (see Figure 50(a-3)); and if the limit number is "4" (pattern 4), the effect generation right will be "0", "1", "2", "3", or "4" depending on the performance (points) of the right-earning game (see Figure 50(a-4)). If a player does not participate in the right-earning game (does not operate the operating means), the effect generation right acquired in the right-earning game will be "0" no matter what the limit number is set to (no matter which of Patterns 1 to 4 it is set to). If a player actively participates in the right-earning game, the higher the limit number, the higher the expected value of the effect generation right that can be acquired. Since the more effect generation rights acquired, the higher the probability of a special fixed effect occurring, it can be said that if a player actively participates in the right-earning game, the higher the limit number, the higher the probability of a special fixed effect occurring.

[0230] By doing as in this example, the maximum number of effect generation rights that can be acquired changes for each right acquisition game (right acquisition period), so even if the performance of the right acquisition game is the same, the number of effect generation rights that can be acquired can be different, making for an interesting game experience.

[0231] The determined limit number may be kept secret from the player, or may be known by the player. If the latter is used, an image suggesting the limit number (limit number suggestion image 21) is displayed during the right acquisition game (right acquisition period), and the limit number can be understood based on the image (see FIG. 50(b)). For example, at the beginning of the right acquisition game (right acquisition period), limit number suggestion image 21 suggesting the maximum number of effect generation rights that can be acquired is displayed.

[0232] 〇Specific example 7-2 It is assumed that one effect generation right can be acquired in the right acquisition game (right acquisition period). In other words, the right acquisition game is an effect that either results in the acquisition of the effect generation right or results in the inability to acquire the effect. Since one effect generation right can be acquired, the probability that a special fixed effect will occur in the right use effect after the effect generation right is acquired does not change (as in the above embodiment, the configuration is not such that the greater the number of effect generation rights, the higher the probability that a special fixed effect will occur). By following this example, it is possible to make the flow of the effect easy to understand.

[0233] Specific example 7-3 The winning probability of the effect generation lottery (the winning probability of the lottery per effect generation right) is set to be not constant. For example, right use effect A (right use state A) (see FIG. 51(b-1)) and right use effect B (right use state B) (see FIG. 51(b-2)) can occur as right use effects. The right use effect A and right use effect B are made to be clearly distinguishable from each other by differences in the background images of the decorative patterns 80 displayed in the display area 911, etc. The winning probability is set to be higher for the effect generation lottery executed when right use effect B (right use state B) occurs than for the effect generation lottery executed when right use effect A occurs (right use state A) (see FIG. 51(b)). This allows for gameplay in which the probability of a special fixed effect occurring differs depending on the subsequent state (whether right use state A or right use state B occurs) even if the number of effect generation rights acquired in the right acquisition game (right acquisition period) is the same.

[0234] 〇Specific example 7-4 The special confirmation effect can occur as a so-called pre-reading effect. In other words, the special confirmation effect can occur in a future variation that is executed before the target variation corresponding to the result of the target win / loss lottery. It may occur in the future variation that precedes the target variation, or in the future variation that precedes two or more variations. It may also occur across two or more consecutive future variations. The right acquisition game (right acquisition period) also occurs during the future variation. In this way, the right acquisition game becomes a game for acquiring the right to cause the special confirmation effect to occur before the target variation begins.

[0235] Specific example 7-5 A lottery for generating effects is executed each time an effect generation right is acquired during a right acquisition game (right acquisition period). That is, a right for generating effects can be acquired each time a specified condition is met (for example, points reach a specified value) (see FIG. 52(a)) during a game executed as a right acquisition game, and a lottery for generating effects is executed upon acquisition, and if the lottery is won, a special fixed effect is executed (see FIG. 52(b-1)). (If the lottery is not won, the special fixed effect is not executed (see FIG. 52(b-2)).) In other words, instead of executing a right generation lottery each time a right is acquired and a special fixed effect is executed if the right is used after the total number of acquired effect generation rights is determined. This allows for a gameplay in which a jackpot can be confirmed during a right acquisition game (a "serious" game).

[0236] If the specified conditions are met during the right-winning game and no special fixed effect is generated as a result, the right-winning game continues. On the other hand, if the specified conditions are met during the right-winning game and a special fixed effect is generated as a result, the right-winning game may end there, or the right-winning game may continue even if a special fixed effect is generated (if the latter setting is used, the special fixed effect may be generated more than once).

[0237] 〇Specific example 7-6 An effect that occurs when an effect generation right is acquired during a right acquisition game (right acquisition period) and the lottery result is won (an effect that would not occur if the effect generation right were not acquired) is an effect that is not a special confirmed effect (hereinafter referred to as a special opportunity effect) (see FIG. 53(b-1)) as described in the above embodiment. Unlike a special confirmed effect, a special opportunity effect is not an effect in which the target win / loss lottery result is confirmed as a jackpot (a so-called premium effect). In other words, a special opportunity effect is an effect that, even if it occurs, may result in a loss, and is a type of chance-up effect in which the target win / loss lottery result is a jackpot with a higher probability (reliability) if it occurs (see FIG. 53(b-1)) than if it does not occur (see FIG. 53(b-2)). Note that, if two or more effect generation rights can be acquired during one right acquisition game (right acquisition period), as in the above embodiment, a configuration is created in which a special opportunity effect may occur multiple times in a right-use effect, and the more times a special opportunity effect occurs, the higher its reliability becomes.

[0238] In this way, the right acquisition game functions as a game for obtaining an opportunity (right) that may produce a special favorable effect that gives hope for a big win, even if the right acquisition game occurs, even though the big win is not guaranteed.

[0239] 〇Specific example 7-7 The right acquisition game may be any game in which the evaluation changes depending on the player's actions and the right to generate an effect is granted according to the evaluation, and does not have to be a game that uses an operating means. For example, a game may be made in which a sensor is provided in the gaming machine 1 and the sensor detects a part of the player's body (hand, etc.).

[0240] 〇Specific example 7-8 The effect generated using the effect generation right acquired during the right acquisition game (right acquisition period) displays one of several types of reliability suggestion images (one of the reliability suggestion images is always displayed). Preferably, three or more types of reliability suggestion images are provided. For example, a right-use effect may be generated in which one "fortune" slip is drawn with one effect generation right (see Figure 54(a)). The resulting result may be "bad luck" (display of the first reliability suggestion image) (see Figure 54(b-1)), "good luck" (display of the second reliability suggestion image) (see Figure 54(b-2)), or "great luck" (display of the third reliability suggestion image) (see Figure 54(b-3)). The probability (reliability) of the target winning / losing lottery result being a jackpot is higher for "good luck" than for "bad luck," and "great luck" than for "good luck." The more effect generation rights acquired, the more times the player can draw fortune slips. In other words, the more times the player can enjoy the reliability suggestion effect.

[0241] By doing this, it is possible to realize a gameplay in which the greater the number of effect generation rights acquired in the right acquisition game (right acquisition period), the more accurate (reliable) the reliability suggestion becomes (a gameplay in which the performance of the right acquisition game contributes to improving the reliability of the reliability suggestion effect).

[0242] 〇Specific example 7-9 The special confirmation effect is not an effect in which an image (special confirmation image 20) is displayed in the display area 911, but an effect in which a sound effect (special confirmation sound) is output from the speaker 67. The special confirmation sound is an effect sound exclusive to the effect and is output only when the special confirmation effect occurs.

[0243] Specific examples 7-10 After a special confirmation effect occurs (see Figure 55(b)), a specific effect (special post-effect) is set to occur with target variation (see Figure 55(c)). By doing so, the occurrence of the special confirmation effect is emphasized by the subsequent special post-effect. It is preferable that the special confirmation effect and the special post-effect display a common effect image (as long as the player can recognize that they represent the same target). For example, the special confirmation effect and the special post-effect are both effects in which a specified character (character E) appears (see Figures 55(b)(c)).

[0244] In addition, if the result of the lottery is a jackpot, the special confirmation effect will not necessarily occur. Therefore, even if the result of the lottery is a jackpot, if the special confirmation effect does not occur, the special post-event effect will not occur. Naturally, if the result of the lottery is a miss, the special confirmation effect will not occur, so the special post-event effect will not occur.

[0245] 〇Specific example 7-11 The special confirmation effect can be prevented from occurring by the player's choice (customization). If the special confirmation effect is set to not occur, the effect occurrence right that triggers the special confirmation effect will also not be acquired (the right acquisition period will not be set). Since the special confirmation effect is a special premium effect, some players will want to play in a situation where it does not occur, the configuration is such that the player can choose not to have it occur during fluctuations.

[0246] <Specific composition effects (special effect images)> The gaming machine 1 according to this embodiment can execute a specific configuration effect, which will be described in detail below, as one type of effect that constitutes a variable effect. In the following description of the specific configuration effect, the win / loss lottery result that is the subject of the reliability suggestion by the specific configuration effect is sometimes referred to as the target win / loss lottery result, and the variable effect corresponding to the target win / loss lottery result is sometimes referred to as the target variable effect (target variable). Note that the specific configuration effect only occurs when a variation that satisfies a predetermined execution condition is met. Also, in this embodiment, the specific configuration effect can occur in the normal game state. However, it may also occur in the specific game state. Also, in this embodiment, the specific configuration effect can occur when a reach has been achieved. However, it may also occur when a reach has not been achieved.

[0247] As special configuration effects, special configuration effect X (see FIG. 56) and special configuration effect Y (see FIG. 57) can occur. Special configuration effect Y can occur after special configuration effect X has reached an unfavorable ending (described below). Both special configuration effects lead to a favorable ending in which an image indicating that the player has reached an advantageous situation is displayed, or an unfavorable ending (an ending more unfavorable than a favorable ending) in which an image indicating that the player has reached an unfavorable situation is displayed. Note that the advantageous ending may also be a so-called reversal pattern in which it appears that an unfavorable ending has been reached, but this is reversed.

[0248] In this embodiment, the specific configuration effect X (see FIG. 56) is an effect in which a character F (indicated by the letter "F" in the drawings), a character on the player's side, fights against a minor character (indicated by the letter "miscellaneous" in the drawings), an enemy character (see FIG. 56(a)). If character F defeats (wins) the minor character, it is considered a favorable ending (see FIG. 56(b-1)), and if character F is unable to defeat the minor character (the minor character flees), it is considered an unfavorable ending (see FIG. 56(b-2)). In this embodiment, the specific configuration effect Y (see FIG. 57) is an effect in which a character F (indicated by the letter "boss" in the drawings), a character on the player's side, fights against a boss character (indicated by the letter "boss" in the drawings), an enemy character. If character F defeats (wins) the boss character, it is considered a favorable ending (see FIG. 57(d-1)), and if character F is unable to defeat (lose) the boss character, it is considered an unfavorable ending (see FIG. 57(d-2)). Note that the specific aspects of the specific configuration effects X and Y are merely examples, and the specific aspects can be changed as appropriate except as specifically explained below.

[0249] When a specific configuration effect X occurs (see FIG. 56(a)), if the specific configuration effect X results in a favorable outcome, the result of the target winning / losing lottery is confirmed as a jackpot (see FIG. 56(b-1)). In other words, if the result of the target winning / losing lottery is a jackpot, there is a possibility that the specific configuration effect X will result in a favorable outcome, and if it is a loss, there is no possibility that the specific configuration effect X will result in a favorable outcome. However, even if the result of the target winning / losing lottery is a jackpot, there is a possibility that the specific configuration effect X will result in an unfavorable outcome. In other words, the result of the target winning / losing lottery is not confirmed at the time when the specific configuration effect X results in an unfavorable outcome (immediately after an unfavorable outcome). In this embodiment, when an unfavorable outcome occurs, the three decorative patterns 80 are pseudo-stopped in a combination that represents a loss (a losing combination), which suggests to the player that a loss may or may not be confirmed (see FIG. 56(b-2)).

[0250] After the specific configuration effect X has reached an unfavorable ending, the specific configuration effect Y may occur. Note that in this embodiment, the specific configuration effect Y can only occur if the specific configuration effect X has reached an unfavorable ending (only via the specific configuration effect X). After an image indicating that the specific configuration effect X has reached an unfavorable ending is displayed (see FIG. 56(b-2)), the specific configuration effect Y starts when a predetermined development image (continuation image) is displayed (see FIG. 56(c-2)) (see FIG. 57(a)). If the development image is not displayed, the specific configuration effect Y does not occur. If the specific configuration effect X has reached an unfavorable ending and the specific configuration effect Y has not occurred, the result of the target winning / losing lottery is confirmed as a losing combination (the three decorative patterns 80 completely stop in a losing combination) (see FIG. 56(c-1)). In other words, when the development image is displayed (developed into specific configuration presentation Y), there is still a possibility that the result of the target winning / losing lottery will be a jackpot, but when the development image is not displayed (does not develop into specific configuration presentation Y), it is confirmed that the result of the target winning / losing lottery will be a miss.

[0251] When the development image is displayed, the specific configuration effect Y begins (see Figure 57(a)). The specific configuration effect Y leads to a favorable outcome if the result of the target winning / losing lottery is a jackpot (see Figure 57(d-1)), and leads to an unfavorable outcome if the result is a loss (see Figure 57(d-2)). As mentioned above, the specific configuration effect X can still be a jackpot even if it leads to an unfavorable outcome, but the specific configuration effect Y will result in a loss if it leads to an unfavorable outcome. In other words, the specific configuration effect Y differs from the specific configuration effect X in that it determines the result of the target winning / losing lottery regardless of the outcome. Furthermore, because the specific configuration effect Y is executed as a result of the development of the specific configuration effect X, the probability that the specific configuration effect Y will lead to a favorable outcome (meaning the probability of reaching a favorable outcome at the time the specific configuration effect X is started) is higher than the probability that the specific configuration effect X will lead to a favorable outcome (meaning the probability of reaching a favorable outcome at the time the specific configuration effect X is started). Therefore, when the result of the target lottery is a jackpot, it is more likely that a jackpot will be announced when specific configuration effect X reaches an unfavorable ending and then specific configuration effect Y reaches a favorable ending, rather than when a jackpot will be announced when specific configuration effect X reaches a favorable ending. Note that it is preferable that the probability that specific configuration effect X will reach a favorable ending is less than 10% (based on the time when specific configuration effect X started).

[0252] As the adverse endings (see FIG. 56(b-2)) of specific configuration effect X, adverse ending X1 (see FIG. 56(b-2-1)) and adverse ending X2 (see FIG. 56(b-2-2)) can occur. The adverse ending X1 and the adverse ending X2 differ in the manner of presentation (the images displayed are different). As such, as long as the difference in presentation can be clearly grasped and it can be understood that both have resulted in an unfavorable situation for the player, the specific manner of adverse ending X1 and adverse ending X2 can be changed as appropriate. As described above, the adverse ending of specific configuration effect X in this embodiment is one in which a small fry character, an enemy character, escapes. The adverse ending X2 is one in which the fleeing small fry character drops an energy drink, and the adverse ending X1 is one in which no energy drink is displayed. In other words, the adverse outcome X2 differs from the adverse outcome X1 at least in terms of the presence or absence of a predetermined effect image (an energy drink in this embodiment) (hereinafter, this image will be referred to as the "X2 effect image") (see FIG. 56(b-2)).

[0253] In this embodiment, whether the specific configuration effect X leads to an unfavorable ending X1 or an unfavorable ending X2, the specific configuration effect Y may occur thereafter (however, whether the specific configuration effect X leads to an unfavorable ending X1 or an unfavorable ending X2, there is a possibility that the specific configuration effect Y may not occur thereafter). Hereinafter, the specific configuration effect Y that occurs after the specific configuration effect X leads to an unfavorable ending X1 (see FIG. 56(b-2-1)) may be referred to as the "specific configuration effect Y after X1," and the specific configuration effect Y that occurs after the specific configuration effect X leads to an unfavorable ending X2 (see FIG. 56(b-2-2)) may be referred to as the "specific configuration effect Y after X2."

[0254] In this embodiment, in the after-X2 specific configuration effect Y, a predetermined effect image (hereinafter referred to as the special effect image 23) that is not displayed in the after-X1 specific configuration effect Y is displayed (see FIG. 57(b-2)). The special effect image 23 is displayed at a specified timing, which is a fixed time after the start of the specific configuration effect Y. In other words, the after-X2 specific configuration effect Y is when the special effect image 23 is displayed (see FIG. 57(b-2)) a fixed time after the start of the specific configuration effect Y (see FIG. 57(a)), and the after-X1 specific configuration effect Y is when the special effect image 23 is not displayed (see FIG. 57(b-1)). In this embodiment, a cut-in image of character F drinking the above-mentioned energy drink (the energy drink displayed in the unfavorable ending X2) is displayed as the special effect image 23 (see FIG. 57(b-2)). In other words, an image having a portion that represents the same thing (although it is permissible to modify it to the extent that the player can recognize that it represents the same thing) as the X2 effect image 22 (see FIG. 56(b-2-2)) that was displayed when the unfavorable ending X2 was reached is displayed as the special effect image 23. It can be said that the post-X2 specific configuration effect Y is an effect that has no possibility of being executed when the specific configuration effect X has reached the unfavorable ending X1.

[0255] Note that the X1-after-X2 specific configuration effect Y and the X2-after-X3 specific configuration effect Y have the same basic form of effect when the special effect image 23 is not displayed before reaching the conclusion. In other words, when the special effect image 23 is not displayed, the image of the effect (one frame image) at the same time after the start of the effect can be exactly the same (see Figure 57(a)(c)). Therefore, the player recognizes that the X1-after-X3 specific configuration effect Y and the X2-after-X4 specific configuration effect Y are the same type of effect.

[0256] In this embodiment, the specific configuration effect Y can occur when the specific configuration effect X reaches an unfavorable ending. Multiple types of unfavorable endings for the specific configuration effect X are provided, and when a certain type of unfavorable ending (unfavorable ending X2) (see FIG. 56(b-2-2)) occurs and the specific configuration effect Y (X2-after specific configuration effect Y) occurs, a special effect image 23 is displayed (see FIG. 57(b-2)), which is not displayed when a different type of unfavorable ending (unfavorable ending X1) (see FIG. 56(b-2-1)) occurs and the specific configuration effect Y (X1-after specific configuration effect Y) occurs. This is novel and interesting. From another perspective, it can be said that the gameplay allows you to determine whether a certain type of unfavorable ending (unfavorable ending X2) has occurred based on whether the special effect image 23 is displayed in the specific configuration effect Y (even if you are not paying attention to the type of unfavorable ending).

[0257] Below, we will explain specific examples of improvements, specific embodiments, and modifications to the above-mentioned specific configuration effects (special effect image 23). Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied to the configuration.

[0258] Specific example 8-1 Based on the time when the specific configuration effect Y starts, the probability that the specific configuration effect Y will reach a favorable ending is set to be higher for the specific configuration effect Y after X2 than for the specific configuration effect Y after X1. In this case, the gameplay is such that the value of the specific configuration effect Y occurring after the specific configuration effect X reaches an unfavorable ending X2 is higher than when the specific configuration effect X reaches an unfavorable ending X1. In other words, the gameplay is interesting in that the probability that the specific configuration effect Y will reach an ending favorable to the player is suggested by the type of unfavorable ending of the previous specific configuration effect X.

[0259] 〇Specific example 8-2 The specific configuration effect X (see FIG. 58(a)) is assumed to have a predetermined period (operation valid period) (see FIG. 58(b)) during which operation of a predetermined operation means (target operation means) is valid before reaching the conclusion. The probability that the specific configuration effect X will result in an adverse conclusion X2 (see FIG. 58(c-2)) differs depending on whether the operation of the target operation means during the operation valid period is an operation (prescribed operation) that satisfies a predetermined condition (see FIG. 58(b-1)) or not (see FIG. 58(b-2)).

[0260] Any operation means may be required during the operation valid period (it may be one or more types), and various operation modes may be required. For example, a specific configuration effect X may have an operation valid period in which continuous operation (rapid pressing) of the push button 61 is required before reaching the ending (see FIG. 58(b)). An operation that satisfies a predetermined condition (a predetermined operation) is when the push button 61 is operated a predetermined number of times during the operation valid period. The predetermined number of times may be set to be the same each time (e.g., 10 times) or may be set to vary each time (e.g., between 5 and 15 times). In this way, during the operation valid period, an operation that satisfies a predetermined condition can be achieved by the player actively operating the operation means, but no operation of the operation means at all. It is preferable that the operation valid period be set even if the specific configuration effect X results in a favorable ending (the operation valid period is set regardless of the ending of the specific configuration effect X). When specific configuration performance X begins, it is internally determined whether it will result in a favorable or unfavorable ending, and if it results in a favorable ending, it will not result in an unfavorable ending, so the degree of operation of the operating means during the effective operation period does not affect the outcome of the performance (the probability of an unfavorable ending X2).

[0261] For example, as shown in Figure 58, if the operation of the target operating means during the valid operation period is an operation (prescribed operation) that satisfies a predetermined condition (see Figure 58(b-1)), the probability that the specific configuration presentation X will result in an adverse ending is higher (the probability that it will not result in Figure 58(c-1) but in (c-2)), than if it is not (see Figure 58(b-2)), then the more actively you are involved in the presentation (operating the operating means) during the valid operation period, the more likely it is that the adverse ending X2 will occur and the specific configuration presentation Y will occur after X2.

[0262] During the valid operation period, the player may not be requested to operate the target operation means. In other words, although a player who has obtained information from a magazine, the Internet, etc. may be aware of the existence of the valid operation period, the presentation may be a so-called hidden operation presentation (hidden button presentation) in which no operation is requested (an image prompting the operation is not displayed in the display area 911).

[0263] 〇Specific example 8-3 In the specific configuration effect X, a so-called reversal pattern advantageous outcome (where an unfavorable outcome is initially displayed and then reversed) does not occur. By doing so, when an image showing that the player is in an unfavorable situation is displayed in the specific configuration effect X, there is no possibility that it will be reversed and become an advantageous outcome, so that easy-to-understand gameplay can be realized in which all that is required is to pay attention to the type of unfavorable outcome (whether it is unfavorable outcome X1 or unfavorable outcome X2).

[0264] It is preferable that the specific configuration effect Y be set so that a favorable outcome of a reversal pattern can occur. Since the specific configuration effect Y does not have the possibility of further development when an unfavorable outcome is reached, it is preferable that a case where an unfavorable outcome appears to have been reached but is then reversed can occur.

[0265] 〇Specific example 8-4 Unlike the above embodiment, when the specific configuration effect X leads to an unfavorable ending, the specific configuration effect Y is always generated. In other words, when the specific configuration effect X occurs, if it does not lead to a favorable ending, the specific configuration effect Y is determined to be executed. In this case, when the specific configuration effect X leads to an unfavorable ending, the specific configuration effect Y is always generated, so the gameplay is such that it is sufficient to pay attention to whether the unfavorable ending is the unfavorable ending X1 or the unfavorable ending X2 in preparation for the start of the specific configuration effect Y.

[0266] Specific example 8-5 Unlike the above embodiment, the specific configuration effect Y can occur even when the specific configuration effect X does not reach an unfavorable ending. In other words, the specific configuration effect X reaching an unfavorable ending is not a condition for the specific configuration effect Y to occur. However, it is preferable that the probability of the specific configuration effect Y occurring is higher when the specific configuration effect X reaches an unfavorable ending than when it does not occur. In other words, it is preferable to maintain that the specific configuration effect X reaching an unfavorable ending is an event that suggests the occurrence of the specific configuration effect Y.

[0267] 〇Specific example 8-6 When the specific configuration effect X results in an unfavorable ending, the probability of the specific configuration effect Y occurring is higher if it is an unfavorable ending X2 than if it is an unfavorable ending X1. In this way, the fact that the specific configuration effect X results in an unfavorable ending X2 functions as an indication that the probability of the specific configuration effect Y occurring (probability of development) is high.

[0268] Furthermore, if one does as in this example, it is possible to configure the game so that if specific configuration effect X results in an unfavorable ending X2, specific configuration effect Y (specific configuration effect Y after X2) will occur without fail (if the unfavorable ending X1 occurs, there is a possibility that specific configuration effect Y (specific configuration effect Y after X1) will not occur, but if the unfavorable ending X2 occurs, specific configuration effect Y (specific configuration effect Y after X2) will definitely occur).

[0269] 〇Specific example 8-7 The specific configuration effect Y merely indicates the probability (reliability) that the target winning / losing lottery result will be a jackpot, and does not notify the target winning / losing lottery result based on its outcome (even if the variable configuration effect results in a favorable outcome, the target winning / losing lottery result is not confirmed to be a jackpot). In other words, when the specific configuration effect Y occurs after the specific configuration effect X results in an unfavorable outcome, the probability that the target winning / losing lottery result will be a jackpot is higher if the specific configuration effect Y results in a favorable outcome than if the specific configuration effect Y results in an unfavorable outcome, and even if the result is favorable, the target winning / losing lottery result is not confirmed to be a jackpot (it remains a so-called chance increase).

[0270] In addition, the setting may be such that even if the specific configuration effect Y ends unfavorably, the result of the target winning / losing lottery may still be a jackpot, or the setting may be such that when the result is unfavorable, the result of the target winning / losing lottery is confirmed to be a loss.

[0271] 〇Specific example 8-8 Even if the specific configuration effect X results in a favorable outcome, the result of the target winning / losing lottery is not determined to be a jackpot. In other words, when the specific configuration effect X results in a favorable outcome, the probability that the result of the target winning / losing lottery will be a jackpot is higher than when the specific configuration effect X results in an unfavorable outcome, and even if the result is favorable, there is a possibility that the result of the target winning / losing lottery will be a loss.

[0272] In addition, the setting may be such that even if specific configuration effect X ends unfavorably and specific configuration effect Y does not occur, the result of the target winning / losing lottery may still be a jackpot, or the setting may be such that the result of the target winning / losing lottery has no chance of being a jackpot (it is confirmed to be a loss).

[0273] 〇Specific example 8-9 It is assumed that there are multiple types of specific configuration effects Y that can occur when a development image is displayed after the specific configuration effect X reaches an unfavorable ending. In other words, it is assumed that two or more types of specific configuration effects Y (effects with different images displayed in the display area 911) are provided as development destinations from the specific configuration effect X (unfavorable ending). Note that the two or more types of specific configuration effects Y all lead to either a favorable ending or an unfavorable ending, and the probability (reliability) of reaching a favorable ending differs depending on the type.

[0274] For example, when specific configuration effect X reaches an unfavorable ending (see FIG. 59(a)) and then develops (see FIG. 59(b)), specific configuration effect Y1 may occur (see FIG. 60(a)) or specific configuration effect Y2 may occur (see FIG. 60(c)). The difference between specific configuration effect Y1 and specific configuration effect Y2 may be any. For example, it is possible to set the enemy character appearing in specific configuration effect Y1 to be different from the enemy character appearing in specific configuration effect Y2.

[0275] In this case, the special effect image 23 is displayed (see FIG. 60(b-2)) in the specific configuration effect Y1 (X2-after specific configuration effect Y1) that occurs after the specific configuration effect X has resulted in an unfavorable ending X2 (see FIG. 59(a-2)), but the special effect image 23 is not displayed (see FIG. 60(b-1)) in the specific configuration effect Y1 (X1-after specific configuration effect Y1) that occurs after the specific configuration effect X has resulted in an unfavorable ending X1 (see FIG. 59(a-1)). Similarly, the special effect image 23 is displayed (see FIG. 60(d-2)) in the specific configuration effect Y2 (X2-after specific configuration effect Y2) that occurs after the specific configuration effect X has resulted in an unfavorable ending X2 (see FIG. 59(a-2)), but the special effect image 23 is not displayed (see FIG. 60(d-1)) in the specific configuration effect Y2 (X1-after specific configuration effect Y2) that occurs after the specific configuration effect X has resulted in an unfavorable ending X1 (see FIG. 59(a-1)).

[0276] By doing this, when a specific configuration effect Y is executed after the specific configuration effect X results in an unfavorable outcome X2, the special effect image 23 is displayed no matter what type of specific configuration effect Y is executed (the common feature is that the special effect image 23 is displayed).

[0277] 〇Specific examples 8-10 In the above embodiment, when the specific configuration effect X results in an unfavorable outcome (the point at which the advance suggestion image 10 may be displayed), the three decorative symbols 80 are pseudo-stopped in a combination that indicates a loss (the pseudo-stopped decorative symbols 80 suggest that a loss may be confirmed) (see FIG. 56(b-2)), but it is also possible to prevent such pseudo-stop display of a combination that indicates a loss. Because the image of the specific configuration effect X shows that the situation has become unfavorable for the player (that the goal has not been achieved), it is not necessary to use the decorative symbols 80 to suggest that a loss may be confirmed.

[0278] 〇Specific example 8-11 In the above embodiment, it has been explained that the special effect image 23 includes a portion that represents the same thing as the X2 effect image 22 that is displayed when the unfavorable ending X2 is reached ("energy drink" in the above embodiment), but the special effect image 23 and the X2 effect image 22 do not have to have such a relationship. However, doing it as in the above embodiment emphasizes that the special effect image 23 is an image that is displayed because the unfavorable ending X2 has been reached (when the X2 effect image 22 is displayed).

[0279] 〇Specific example 8-12 In the specific configuration effect Y, one or more types of opportunity effects may occur (note that the display of the special effect image 23 does not constitute an opportunity effect). An opportunity effect is one that is more likely to lead to a favorable outcome if it occurs than if it does not occur (it may also be one that guarantees a favorable outcome if it occurs). One or more types of opportunity effects may occur in both the X1-after specific configuration effect Y and the X2-after specific configuration effect Y. In other words, the X1-after specific configuration effect Y and the X2-after specific configuration effect Y are assumed to have the same types of opportunity effects that may occur (the images displayed and the timing of their display are the same). For example, if an effect in which a specific opportunity image is displayed can occur as a certain type of opportunity effect, then in both the X1-after specific configuration effect Y (see FIG. 61) and the X2-after specific configuration effect Y (see FIG. 62), the same type of specific opportunity image 24 may be displayed after a predetermined time has elapsed since the start of the effect (see FIG. 61(c-2) and FIG. 62(c-2)). In addition, if the opportunity effect is not executed in either the X1-after-specific configuration effect Y or the X2-after-specific configuration effect Y, the default effect will be executed (see Figure 61 (c-1) and Figure 62 (c-1)).

[0280] In this way, the X1-after-X2 specific configuration effect Y and the X2-after-X1 specific configuration effect Y cannot be distinguished by whether or not a good opportunity effect occurs (whether the X1-after-X2 specific configuration effect Y or the X2-after-X1 specific configuration effect Y is executed, various good opportunity effects may or may not occur) (see Figures 61(c-1)(c-2), Figures 62(c-1)(c-2)). However, in the X2-after-X2 specific configuration effect Y, the special effect image 23 is displayed when the specified timing is reached (see Figure 62(b-1)), but in the X1-after-X1 specific configuration effect Y, the special effect image 23 is not displayed when the specified timing is reached (see Figure 61(b-1)), so they can be distinguished by the presence or absence of the special effect image 23.

[0281] 〇Specific example 8-13 Two or more types of special effect images 23 are provided. In the X2-after specific configuration effect Y, one of the multiple types of special effect images 23 is displayed. For example, a first special effect image 231 and a second special effect image 232 (different in appearance from the first special effect image 231) are provided, and in the X2-after specific configuration effect Y (see FIG. 63(a)), either the first special effect image 231 (see FIG. 63(b-1)) or the second special effect image 232 (see FIG. 63(b-2)) is displayed at a specified timing (in the X1-after specific configuration effect Y, none of the special effect images 23 is displayed at the specified timing). Furthermore, the X2-after specific configuration effect Y is set to have a higher probability of leading to a favorable outcome (a higher probability of the target win / loss lottery result being a jackpot) when the second special effect image 232 is displayed than when the first special effect image 231 is displayed. In other words, if the specific configuration effect Y occurs after the specific configuration effect X has reached an unfavorable ending X2, one of multiple types of special effect images 23 will be displayed at a predetermined timing, suggesting the probability of reaching a favorable ending.

[0282] By doing as in this example, the special effect image 23 not only has the function of indicating that the currently executed specific configuration effect Y occurred through an unfavorable ending X2, but also has the function of suggesting the probability of reaching a favorable ending.

[0283] 〇Specific example 8-14 Two or more types of X2 effect images 22 that can be displayed at the unfavorable ending X2 of the specific configuration effect X are provided. For example, a first X2 effect image 221 and a second X2 effect image 222 (different in appearance from the first X2 effect image 221) are provided, and when the specific configuration effect X (see FIG. 64(a)) reaches the unfavorable ending X2, either the first X2 effect image 221 (see FIG. 64(b-1)) or the second X2 effect image 222 (see FIG. 64(b-2)) is displayed. The type of X2 effect image 22 indicates the probability that the specific configuration effect Y will reach a favorable ending when the specific configuration effect Y occurs (see FIG. 64(c)). For example, when the second X2 effect image 222 is displayed (see FIG. 64(b-2)), there is a higher probability that the specific configuration effect Y will lead to a favorable ending (the probability that the target win / lose lottery result will be a jackpot) if a specific configuration effect Y occurs thereafter (based on the start point of the specific configuration effect Y) than when the first X2 effect image 221 is displayed (see FIG. 64(b-1)) (see FIG. 64(c)). If the unfavorable ending X2 when the first X2 effect image 221 is displayed is the "first unfavorable ending X2," and the unfavorable ending X2 when the second X2 effect image 222 is displayed is the "second unfavorable ending X2," then the specific configuration effect Y that has gone through the second unfavorable ending X2 is more likely to lead to a favorable ending than the specific configuration effect Y that has gone through the first unfavorable ending X2.

[0284] By doing this, if the second X2 effect image 222 is displayed when the specific configuration effect X reaches an unfavorable ending X2 (rather than when the first X2 effect image 221 is displayed), then when the specific configuration effect Y occurs, there is an expectation that this will lead to a favorable ending, and so this is an effect form in which the player will expect the specific configuration effect Y to occur (develop).

[0285] <Specific sound effects> The gaming machine 1 according to this embodiment can execute specific sound effects (normal specific sound effects, special specific sound effects) as one type of effect that constitutes a variable effect. In the following description of the specific sound effects, a variable effect that includes a specific sound effect will be referred to as a target variable effect (target variable), and the winning / losing lottery result corresponding to the target variable effect will be referred to as a target winning / losing lottery result. As will be described later, the specific sound effect will only occur when a specific condition is met. Furthermore, the specific sound effect in this embodiment can occur in the normal game mode. However, this does not mean that it is not possible to make it occur in the specific game mode.

[0286] The specific sound effect in this embodiment (see Figure 65(b)) occurs when a specific condition, which is a predetermined effect execution condition, is met (hereinafter referred to as the specific timing). The specific condition may be any condition that can be met during a variable effect. The specific sound is a sound effect (SE) that is output temporarily when a specific sound effect occurs, and is not background music (BGM) that is output continuously during the variable effect. In this embodiment, when a specific sound effect occurs, the specific sound is output superimposed on the background music (BGM) that is being varied. If so-called BGM customization is provided, which allows the background music (BGM) that is being varied to be changed, the specific sound will be output superimposed on any background music selected by the player (naturally, the specific sound is not subject to customization).

[0287] At specific timings, a normal specific sound effect (normal mode specific sound effect) (see Figure 65(b-1)) and a special specific sound effect (special mode specific sound effect) (see Figure 65(b-2)) may occur as specific sound effects. The normal specific sound effect is the "default (pattern)" of the specific sound effect. Therefore, the probability of a normal specific sound effect occurring at specific timings is higher than the probability of a special specific sound effect occurring. In this embodiment, 90% or more of the specific sound effects occurring at specific timings are normal specific sound effects.

[0288] The specific sound effect in this embodiment is a so-called "dialogue effect." The "default" normal specific sound effect can be considered a general "dialogue effect." That is, an image (hereinafter also referred to as a specific effect image 25, indicated by a "G" in the drawings) depicting a certain character (hereinafter also referred to as a target character) is displayed in the display area 911, and then a line (character string) that the target character would have spoken is displayed. At the same time, a sound (hereinafter also referred to as a "specific sound") that reads the line (character string) is output from the speaker 67 (see FIG. 65(b-1)). If the gaming machine 1 is based on an original work such as an anime, the target character appears in the original work, and there is a voice actor who plays the target character, it is preferable to output the voice of the voice actor as the specific sound. With this normal specific sound effect (dialogue effect), it appears to the player as if the displayed target character is speaking.

[0289] The special specific sound effect is a specific sound effect of a special pattern. In the special specific sound effect, the same sound as the normal specific sound effect, i.e., the specific sound, is output from the speaker 67. However, along with the output of the specific sound, an image different from the specific effect image 25 (non-specific effect image 26) is displayed in the display area 911 (see FIG. 65(b-2)). In this embodiment, a character of a type different from the target character (hereinafter, also referred to as a non-target character; indicated in the drawings with an "H") is displayed. If there is an original work based on which the gaming machine 1 is based, the non-target character is considered to be a character set in the original work that is different from the target character. As described above, the specific sound is a line corresponding to the target character (specific effect image 25). In the special specific sound effect, a non-target character (non-specific effect image 26) is displayed as an image while the line of the target character is being output, so the player may notice this. In other words, the special specific sound effect is an effect that determines whether or not the player notices that the lines (specific sound) outputted do not correspond (are inconsistent) with the displayed character (non-specific effect image 26). Because the player may feel uncomfortable when the lines outputted do not correspond with the displayed character, the special specific sound effect can also be said to be a so-called "discomfort effect" (based on the normal specific sound effect).

[0290] In this embodiment, when a specific sound effect occurs at a specific timing, the probability (reliability) that the target winning / losing lottery result will be a jackpot is higher if it is a special specific sound effect (special mode) than if it is a normal specific sound effect (normal mode) (see Figure 65(b)). In other words, the special specific sound effect is a so-called chance-up effect.

[0291] Thus, the specific sound effects executable by the gaming machine 1 according to this embodiment are a normal mode (normal specific sound effect) in which a specific sound (the voice of the target character) is output at a specific timing and a corresponding specific effect image 25 (the target character) is displayed, but there is also a special mode (special specific sound effect) in which a specific sound (the voice of the target character) is output but the specific effect image 25 is not displayed and a non-specific effect image 26 (the non-target character) is displayed. The special specific sound effect is a so-called chance-up effect, and is an effect form in which only a player who notices that a non-specific effect image 26 that would not normally be displayed is displayed when the specific sound is output (an image that is inconsistent with the specific sound is displayed) can know that there is hope for a good result in the target lottery result.

[0292] The following describes specific examples in which the above-described specific sound effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0293] 〇Specific example 9-1 The specific effect image 25 and the specific sound are not limited to a certain character and the character's lines (voice) as in the above embodiment. They only need to be related in such a way that the player feels that it is normal for the specific effect image 25 to be displayed when the specific sound is output, and that it is special when the non-specific effect image 26 is displayed in place of the specific effect image 25 (considered a special specific sound effect). For example, the following examples are conceivable (other examples are also conceivable):

[0294] Example 9-1-1 A normal specific sound effect is one in which an image of a certain thing (thing X) is displayed as the specific effect image 25, and a sound representing the name of the thing X is output as the specific sound. On the other hand, a special specific sound effect is one in which a specific sound (a sound representing the name of thing X) is output, but a thing Y different from thing X is displayed as a non-specific effect image 26. Note that thing X and thing Y may be things that have names (either ordinary names or proper names). For example, as shown in FIG. 66(a), a normal specific sound effect is one in which an image of "character X" is displayed as the specific effect image 25 (thing X), and a sound representing the name of character X is output as the specific sound (see FIG. 66(a-1)). On the other hand, in a special specific sound effect, an image of "character Y" is displayed as the non-specific effect image 26, and a sound representing the name of character X is output as the specific sound (see FIG. 66(a-2)).

[0295] Example 9-1-2 A normal specific sound effect is one in which an image of a certain thing (thing X) is displayed as the specific effect image 25, and a sound representing the characteristics of that thing X is output as the specific sound. On the other hand, a special specific sound effect is one in which a specific sound (a sound representing the characteristics of thing X) is output, but a thing Y (having characteristics different from thing X) different from thing X is displayed as the non-specific effect image 26. For example, as shown in FIG. 66(b), a normal specific sound effect is one in which an image of "ice cream" (having the characteristic "cold") is displayed as the specific effect image 25 (thing X), and the sound "cold" is output as the specific sound (see FIG. 66(b-1)). On the other hand, in the special specific sound effect, an image of "meat bun" (having the characteristic "warm", which is the opposite of "cold") is displayed as the non-specific effect image 26, and the sound "cold" is output as the specific sound (see FIG. 66(b-2)). Example 9-1-2 A normal specific sound effect is one in which an image of a certain instrument (instrument X) is displayed as specific effect image 25, and the sound of instrument X is output as the specific sound. On the other hand, a special specific sound effect is one in which an instrument Y different from instrument X is displayed as non-specific effect image 26, although a specific sound (sound of instrument X) is also output. Example 9-1-4 In the normal specific sound effect, the title of a certain song (song X) is displayed as the specific effect image 25, and a part of the song X (for example, the chorus) is output as the specific sound. On the other hand, in the special specific sound effect, a specific sound (part of song X) is also output, but the title of a song Y different from song X is displayed as the non-specific effect image 26.

[0296] 〇Specific example 9-2 In the specific sound effect in the above embodiment, it has been explained that the same character string as the specific sound (character string representing dialogue in the above embodiment) is displayed together with the specific effect image 25 and the non-specific effect image 26, but it is also possible to prevent such character string from being displayed. By doing so, the content output as the specific sound is understood only by hearing, and therefore it is possible to provide an effect form in which the player is less likely to notice the discrepancy between the specific sound and the image (non-specific effect image 26) displayed in the special specific sound effect (less likely to notice than in the configuration in which character strings are displayed as in the above embodiment).

[0297] 〇Specific example 9-3 As the special specific sound effect, a plurality of types of effects can be generated in which different non-specific effect images 26 are displayed (see FIG. 67(b)). For example, a first special specific sound effect (see FIG. 67(b-1)) can be generated in which a specific sound is output and a first non-specific effect image 261 is displayed as the non-specific effect image 26, and a second special specific sound effect (see FIG. 67(b-2)) can be generated in which a specific sound is output and a second non-specific effect image 262 (an image different from the first non-specific effect image 261) is displayed as the non-specific effect image 26. If the normal specific sound effect is as described in the above embodiment (the target character (character G) is displayed as a specific effect image 25, and the voice (lines) of the target character is output as a specific sound) (see Figure 67(a)), the first special specific sound effect can be an effect in which a specific sound that is the voice of the target character is output and a first non-target character (character H) different from the target character is displayed as a first non-specific effect image 261 (see Figure 67(b-1)), and the second special specific sound effect can be an effect in which a specific sound that is the voice of the target character is output and a second non-target character (character I) different from the target character and the first non-target character is displayed as a second non-specific effect image 262 (see Figure 67(b-2)).

[0298] In this example, it is preferable to set the probability (reliability) that the target win / loss lottery result will be a jackpot when the second special specific sound effect occurs compared to when the first special specific sound effect occurs (the reliability is set to differ depending on the type of special specific sound effect) (see Figure 67(b)). By doing so, a player who notices a discrepancy between the specific sound and the displayed image (non-specific effect image 26) will also pay attention to the type of image (non-specific effect image 26) that is displayed.

[0299] 〇Specific example 9-4 The specific sound effect is generated in response to the operation of a certain type of operating means (for example, the push button 61). In other words, when a state is created in which a specific sound effect can be generated, a valid operation period (in which the operation of the target operating means is reflected) is set (see FIG. 68(a)), during which operation of the target operating means is required, and the specific condition is met when a specific operation of the operating means (an operation that satisfies a condition) is performed during the valid operation period. If the specific operation of the operating means is not performed during the valid operation period, the specific sound effect will not be generated.

[0300] By doing so, not only the normal specific sound effect (see FIG. 68(b-1)) but also the special specific sound effect (see FIG. 68(b-2)) will be generated in response to the operation of the operating means. In other words, when the special specific sound effect is generated, a "sense of incongruity" will occur due to the player's own actions, and this will be an effect form that makes it easy for the player to notice the occurrence of the special specific sound effect.

[0301] Note that a specific sound effect may be generated as a result of a specific operation being performed in a so-called "hidden operation effect" (if the target operation means is the push button 61, this would be called a "hidden button effect") where no operation of the target operation means is required (no image prompting the operation of the target operation means is displayed in the state of Figure 68(a)), (the specific sound effect will not be generated if no specific operation is performed). In this case, the special specific sound effect is an effect in which it depends on whether the player notices the strangeness that occurs as a "hidden operation effect".

[0302] 〇Specific example 9-5 The special specific sound effect is an effect that, when it occurs, determines that the target lottery result will be a jackpot. However, even if a normal specific sound effect occurs, it does not determine that the target lottery result will be a jackpot. By doing this, a discrepancy between the output sound (specific sound) and the displayed image (non-specific effect image 26) becomes a so-called premium effect.

[0303] 〇Specific example 9-6 As shown in FIG. 69, when a specific sound effect is generated (i.e., at a specific timing), a predetermined light-emitting unit (e.g., the specific light-emitting unit 15) provided outside the display area 911 emits light in a predetermined manner (hereinafter referred to as the specific sound mode. In the drawing, light emission in "purple" is shown as light emission in the specific sound mode). (Immediately before the specific sound effect is generated, the specific light-emitting unit 15 is not emitting light or is emitting light in a manner different from the specific sound mode.) In other words, the specific sound effect is generated by both the output of a specific sound and the specific light-emitting unit 15 emitting light in the specific sound mode (see FIG. 69(b)). However, the specific sound mode of the specific light-emitting unit 15 is the same when a normal specific sound effect is generated (see FIG. 69(b-1)) and when a special specific sound effect is generated (see FIG. 69(b-2)). Note that it is preferable that the specific light-emitting unit 15 emits light in the specific sound mode only when a specific sound effect is generated.

[0304] By doing as in this example, when a normal specific sound effect is generated and when a special specific sound effect is generated, the same sound (specific sound) is output and the specific light-emitting unit 15 emits light in the same manner (specific sound manner) (see FIG. 69(b)), so the player is likely to feel that the same effect is occurring. In other words, this is an effect form in which the player is unlikely to notice that a special specific sound effect is occurring (that there is a discrepancy between the specific sound and the displayed image).

[0305] 〇Specific example 9-7 The specific condition can only be met at a specific timing during the variation effect (when the player can determine that this is the timing). For example, the specific condition can only be met at the start of the variation (the specific timing can only occur at the start of the variation). The special specific sound effect is an effect that determines whether the player notices a discrepancy between the specific sound and the displayed image (non-specific effect image 26), and if it occurs at an unexpected timing, the likelihood of not noticing the discrepancy increases. If too many players do not notice the discrepancy between the specific sound and the displayed image, there is no point in executing the special specific sound effect. Therefore, to reduce the risk of this situation occurring, it is advisable to limit the timing at which it can occur, as in this example.

[0306] 〇Specific example 9-8 The normal specific sound effect itself is also a so-called chance-up effect. That is, the setting is such that the probability that the target win / loss lottery result will be a jackpot is higher when the normal specific sound effect occurs than when the normal specific sound effect does not occur at a specific timing in a certain variation. Furthermore, the setting is such that the probability that the target win / loss lottery result will be a jackpot is higher when the special specific sound effect occurs at a specific timing than when the normal specific sound effect occurs (in other words, the degree of chance up is higher with the special specific sound effect than with the normal specific sound effect). In this way, the occurrence of the normal specific sound effect itself, in which the specific sound and the specific effect image 25 are displayed, is a welcome event for the player, but the occurrence of a discrepancy between the specific sound and the displayed image (non-specific effect image 26) is an even more welcome event, resulting in an interesting effect format.

[0307] <Selection Reflection Effects (Specific Changes in Selection Reflection Effects)> The gaming machine 1 according to this embodiment can execute a selection reflection effect (see Figures 71 and 72) as one type of effect that constitutes a variation effect. In the following description of the selection reflection effect (specific change in the selection reflection effect), a variation effect that includes the selection reflection effect is sometimes referred to as a target variation effect (target variation), and the result of the winning / losing lottery corresponding to the target variation effect is sometimes referred to as the target winning / losing lottery result. Note that the selection reflection effect only occurs when a predetermined execution condition is met. Furthermore, the selection reflection effect in this embodiment can occur in the normal game mode. However, this does not mean that it can occur in the specific game mode.

[0308] In this embodiment, before the selection reflection effect (see FIGS. 71 and 72) occurs in the target variation, a type of selection effect occurs in which one of multiple options is selected. Because this selection effect occurs "before" the selection reflection effect, it will be referred to as "pre-selection" below (see FIG. 70). As will be explained in detail below, the selection reflection effect is an effect that "corresponds" to the player's selection in the pre-selection.

[0309] Generally, selection effects can be divided into automatic selection, in which one of multiple options is automatically selected (an effect in which the selected option is internally predetermined and does not reflect the player's will), and optional selection, in which the player can freely select a preferred option from multiple options (an effect in which the player's will can be reflected in the selection). In this embodiment, pre-selection corresponds to optional selection. In pre-selection, multiple types of effect elements are presented as options (see FIG. 70(a)). The player can select a preferred option from the multiple types of effect elements. Any selection method may be used as long as it reflects the player's will. In this embodiment, any option can be selected by a selection operation (e.g., an operation of moving the cursor with the cross key 62) that highlights one of the multiple options compared to the other options, and a confirmation operation (e.g., an operation of the push button 61) that confirms the selection of the highlighted option. When the selection time set in the pre-selection expires (ends), the option that is highlighted at that time will be selected (since such a selection due to expiration of the time is the option that is highlighted at that time, it is treated as an arbitrary selection).

[0310] The effect elements presented as options in the pre-selection can be effect elements that make up the selection reflection effect. Specifically, the selection reflection effect outputs a target effect element as an effect component, and "candidates" for the target effect element are presented as multiple options (effect elements) in the pre-selection. The selection reflection effect (see FIGS. 71 and 72) in this embodiment is a battle effect in which a player's character fights an enemy character, and is a type of reach effect (super reach effect) that notifies the result of a target hit / miss lottery depending on the outcome. If the target hit / miss lottery result is a jackpot, the result is a win ending in which the player's character wins (an ending indicating that the situation is favorable to the player) (see FIGS. 71(d-1) and 72(d-1)). If the result is a miss, the result is a loss ending in which the player's character loses (an ending indicating that the situation is unfavorable to the player) (see FIGS. 71(d-2) and 72(d-2)). A winning outcome may include a so-called reversal pattern in which a losing outcome (a disadvantageous situation) appears to have been reached but is then reversed.

[0311] In this embodiment, the character displayed as the player's character in the selection reflection effect is the target effect element. Therefore, in the pre-selection, "candidates" that can become the player's character are presented as options (see FIG. 70(a)). In other words, the pre-selection is used to select the character that will be displayed as the player's character in the subsequent selection reflection effect (see FIG. 70(b)). In this embodiment, one of character J, character K, or character L (in the drawings, each character is indicated by a "J," "K," or "L") appears as the player's character (see FIG. 70(b)). Note that in the selection reflection effect in this embodiment, the enemy character is the same. In this way, the selection reflection effect becomes an effect in which the player cheers on the character that he or she has selected.

[0312] The player's choice in the pre-selection (selection of the presentation element (character)) does not affect the outcome of the selection reflection presentation (win or lose outcome) (which presentation element is selected does not affect the reliability). Since the selection reflection presentation reaches an outcome based on the result of the target success / failure lottery, the outcome is already decided at the time the pre-selection occurs. In other words, the player's choice in the pre-selection does not affect the result of the target success / failure lottery (the player's direct benefit (expected value of balls)), but simply brings about a difference in the presentation.

[0313] The default selection reflection effect is one in which no specific change occurs, as will be described in detail later. Hereinafter, the selection reflection effect in which no specific change occurs will be referred to as the "normal mode," and the selection reflection effect in which a specific change occurs will be referred to as the "specific mode."

[0314] In the normal mode selection reflection effect (default selection reflection effect), the target effect element corresponds to the selected effect element, which is the effect element selected in advance. In this embodiment, the character corresponding to the "selected character," which is the character selected in advance, is displayed as the player's character and fights against the enemy character, leading to the conclusion. In the normal mode selection reflection effect, the character corresponding to the effect element not selected in advance (non-selected effect element) is not displayed as the target effect element (player's character). In other words, in the normal mode selection reflection effect, the "non-selected character," which corresponds to the character not selected in advance, is not displayed. For example, the normal mode of the selection reflection effect executed after character K is selected in advance is an effect in which character K fights an enemy character, and non-selected characters J and L are not displayed (see Figure 71).

[0315] On the other hand, the special mode selection reflection effect also starts with a target effect element corresponding to the selected effect element (selected character), which is the effect element selected in the pre-selection. That is, at least from the start of the selection reflection effect (immediately after the end of the pre-selection) to partway through, the target effect element (player's character) is displayed as the effect element corresponding to the selected effect element (selected character). However, in the special mode selection reflection effect, partway through before reaching the conclusion, the target effect element changes from one corresponding to the selected effect element (selected character) to one corresponding to one of the non-selected effect elements (non-selected characters) (this change is referred to as a "specific change"). (Note: In this embodiment, no advance notice is given to the player that this specific change will occur, nor is there any effect informing the player that this has occurred.) In other words, in the special mode selection reflection effect, a character corresponding to the selected character is displayed as the player's character until partway through, including the start of the effect, but before you know it, a character corresponding to a non-selected character is displayed as the player's character. For example, in a special selection reflection performance that is executed after character K has been selected in advance, character K is displayed as the player's character from the start of the performance until halfway through (see Figure 72(a)(b)), but then changes to a state in which character J or character L is displayed as the player's character (see Figure 72(c)), and the performance reaches its conclusion (see Figure 72(d-1)(d-2)).

[0316] The probability of a winning outcome is higher when the selection reflection effect is in a special mode (when a specific change occurs) (see Figure 72) than when it is in a normal mode (when no specific change occurs) (see Figure 71). In other words, there is a higher probability that the result of the target win / loss lottery will be announced as a jackpot. Therefore, the occurrence of a specific change can be said to be an advantageous event for the player (a so-called chance increase).

[0317] In this way, in the selection reaction effect of this embodiment, from the start to the middle of the effect, the player's pre-selection is reflected in the target effect element (see Figures 71(a)(b) and 72(a)(b)). In the normal mode, the target effect element remains corresponding to the selected effect element (maintained throughout the effect) (see Figure 71), but in the special mode, the target effect element changes from corresponding to the selected effect element to corresponding to a non-selected effect element (a specific change occurs) (see Figures 72(b)(c)). Only players who notice that such a specific change has occurred can know that they are in a situation where they can expect to win a jackpot, which is an interesting aspect of the game (because the target effect element after the specific change is also one of the effect elements presented in the pre-selection, it is thought that there will be a certain number of players who mistakenly believe that they selected that effect element in the pre-selection and do not notice the strangeness of the specific change having occurred).

[0318] Below, we will explain specific examples of improvements, specific changes, modifications, etc., made to the above-mentioned selection reflection effects (specific changes in selection reflection effects). Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied to a configuration.

[0319] 〇Specific example 10-1 In the special mode selection reflection effect, after a specific change occurs, a return to the original state (hereinafter referred to as a return change) occurs. In other words, after a specific change occurs, the target effect element returns from a state corresponding to a non-selected effect element to a state corresponding to a selected effect element. If the pre-selection is to select a character as in the above embodiment, as shown in an example in Figure 73, after a specific change occurs (see Figure 73(b)), a return change occurs in which the non-selected character returns to the selected character (see Figure 73(c)).

[0320] By doing as in this example, the period during which the target presentation element corresponding to the non-selected presentation element is output as the selection reflection presentation is temporary, so the likelihood that the player will notice that a specific change has occurred (that a presentation element that was not selected in the pre-selection is being output) is lower than in the case of a configuration like the above embodiment (if you want a presentation form that makes it difficult to notice a specific change, you can do as in this example).

[0321] It may be configured such that after a specific change occurs, a return change may occur (as in Figure 73), or such that no return change may occur (as in Figure 72). In this case, a special mode in which the specific change is relatively easy to notice (a case in which no return change occurs) and a special mode in which the specific change is relatively easy to notice (a case in which a return change occurs) may occur.

[0322] 〇Specific example 10-2 Assume that there are three or more presentation elements presented as options in the pre-selection. In this case, there will inevitably be two or more non-selected presentation elements that are not selected in the pre-selection. When a specific change occurs, the probability that the selection reflection presentation will lead to an outcome favorable to the player (the probability that the result of the target win / loss lottery will be announced as a jackpot) will differ depending on which of the two or more non-selected presentation elements the target presentation element has changed to.

[0323] For example, as in the above embodiment, character J, character K, and character L are presented as three effect elements in the pre-selection, and if character J is selected in the pre-selection (see FIG. 74(a)), character K and character L are not selected. When the selection reflection effect that occurs thereafter becomes a special mode, the probability that the selection reflection effect will lead to an outcome fa...

Claims

1. A winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when a game ball enters the starting area as a starting winning opportunity; A performance execution means for executing a variation performance from when the decorative pattern starts to vary until it stops in a manner according to the winning / losing lottery result; A display means having a display area in which a display during change indicating that the change performance for the corresponding winning / losing lottery result has started but not finished, and a display before change indicating that the winning / losing lottery information has already been acquired but the change performance for the corresponding winning / losing lottery result has not started are displayed; Equipped with It is possible to execute a specific variable display effect as a variable effect that starts when the start winning occurs in a non-variable state in which the variable effect is not being executed, The specific in-change display performance is a performance in which the in-change display is not displayed at the normal display position where it should be displayed until a specified time has elapsed since the start of the winning-immediately-started in-change performance. However, the normal display position is a position where the expected value of the time during which the changing display is displayed at the normal display position is more than half of the changing time, which is the time during which the changing performance is executed.

2. The gaming machine described in claim 1, characterized in that the specific in-change display effect is an effect in which the in-change display is displayed in a position different from the normal display position until a specified time has elapsed since the start of the immediate change effect upon winning.

3. The gaming machine according to claim 1, characterized in that the specific in-change display effect is an effect in which the in-change display is not displayed in the display area until a specified time has elapsed since the start of the immediate change effect upon winning.

Citation Information

Patent Citations

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