Gaming machine
The gaming machine uses a win/loss lottery mechanism and display effects to suggest the probability of a win or loss through varying numerical images, addressing the lack of engagement in existing machines and enhancing player interaction.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2025-01-29
- Publication Date
- 2026-06-19
AI Technical Summary
Existing gaming machines lack an engaging mechanism to suggest the probability of a winning or losing lottery result to players.
A gaming machine that includes a win/loss lottery mechanism, display means for decorative symbols, and effect execution means to create a variation effect displaying numerical images, where the size of the remaining numerical image indicates the probability of a win, while the non-displayed image's size is unrelated to the win probability.
The gaming machine provides an engaging and informative way to suggest the probability of a winning or losing result, enhancing player interaction and interest.
Abstract
Description
【Technical Field】 【0001】 The present invention relates to a gaming machine. 【Background Art】 【0002】 An effect that displays the probability that the win / loss lottery result is a winning result as a numerical value is known (see, for example, Patent Document 1 below). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2015-112212 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting effect that suggests the probability that the win / loss lottery result is a winning result. 【Means for Solving the Problems】 【0005】 The gaming machine according to the present invention made to solve the above problems includes a win / loss lottery means, display means having a display area for displaying a decorative symbol for notifying the win / loss lottery result by the win / loss lottery means, effect execution means capable of executing a specific image effect as an effect that constitutes a variation effect from when the decorative symbol starts to vary until it stops in a manner corresponding to the win / loss lottery result, and is provided with The specific image effect includes a first stage in which two numerical images are displayed in the display area (see, for example, FIG. 98(a)), after the first stage, a second stage in which one of the two numerical images remains displayed in the display area while the other becomes non-displayed (see, for example, FIGS. 98(b-1) and (b-2)), It is characterized by including. However, the larger the numerical value in the numerical image that remains displayed in the second stage, the higher the probability that the lottery result will be announced as a win, and the size of the numerical value in the numerical image that is not displayed in the second stage is not related to the probability that the lottery result will be announced as a win. [Effects of the Invention] 【0006】 The gaming machine according to the present invention is capable of performing interesting effects that suggest the probability of the winning or losing result being a win. [Brief explanation of the drawing] 【0007】 [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative 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 win / fail lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second win / fail lottery. [Figure 4] This diagram illustrates the display modes for pre-change and during-change displays. [Figure 5] This is a diagram to explain the types of specific suggestive images. [Figure 6] This diagram shows an example of a specific suggestive animation that is performed during a specific reach animation. [Figure 7] This is a diagram to explain specific example 1-1. [Figure 8] This is a diagram to explain specific examples 1-3. [Figure 9] This is a diagram to explain specific examples 1-5. [Figure 10] This is a diagram to explain specific example 1-5 (an example different from Figure 9). [Figure 11] This is a diagram (part one) to illustrate specific examples 1-6. [Figure 12]It is a diagram (part two) for explaining Specific Examples 1-6. [Figure 13] It is a diagram (part three) for explaining Specific Examples 1-6. [Figure 14] It is a diagram for explaining Specific Examples 1-8. [Figure 15] It is a diagram for explaining Specific Examples 1-9. [Figure 16] It is a diagram for explaining Specific Examples 1-11. [Figure 17] It is a diagram for explaining Specific Examples 1-12. [Figure 18] It is a diagram for explaining Specific Examples 1-15. [Figure 19] It is a diagram showing a customization screen. [Figure 20] (a) shows the reliability in each setting of the pre-change display customization, and (b) shows the reliability in each setting of the changed display customization. [Figure 21] It is a diagram for explaining Specific Example 2-2. [Figure 22] It is a diagram for explaining Specific Example 2-3. [Figure 23] It is a diagram for explaining Specific Example 2-4. [Figure 24] It is a diagram for explaining the outline of the error search mode. [Figure 25] It is a diagram showing the "differences" (suggestive effects) between the production image A and the production image B that can occur in the error search mode, divided into those that occur in the background (background suggestive effects) and those that occur in the decorative pattern (pattern suggestive effects). [Figure 26] It is a diagram for explaining the pattern suggestive effects (special changes in the decorative pattern) that can occur due to the occurrence of differences and variations. [Figure 27] It is a diagram for explaining Specific Example 3-1. [Figure 28] It is a diagram for explaining Specific Example 3-8 (an example where pseudo-stop occurs as a special change). [Figure 29] It is a diagram for explaining Specific Example 3-8 (an example where color change occurs as a special change). [Figure 30]This is a diagram illustrating specific example 3-8 (an example in which a change in the direction of variation occurs as a special change). [Figure 31] This is a diagram illustrating specific example 3-8 (an example where a change in display position occurs as a special change). [Figure 32] This is a diagram illustrating specific example 3-8 (an example where a change in display position occurs as a special change). [Figure 33] This is a diagram illustrating specific example 3-8 (an example where sudden deletion occurs as a special change). [Figure 34] This is a diagram to explain specific example 3-8 (an example in which a reach is achieved as a special change). [Figure 35] This is a diagram to explain specific example 3-9. [Figure 36] This is a diagram to explain specific example 3-12. [Figure 37] This is a diagram to explain specific example 3-13. [Figure 37-1] This diagram illustrates the specific special states that may occur in the "Find the Difference" mode (specific presentation mode). [Figure 37-2] This diagram illustrates a specific special state that may occur in the "Find the Difference" mode (specific presentation mode) (an example different from Figure 37-1). [Figure 38] This is a diagram to explain the normal image presentation S (normal character image S). [Figure 39] This is a diagram to explain a specific image effect S (specific character image S). [Figure 40] This figure shows an example of a confirmed image. [Figure 41] This is a diagram to explain specific example 4-1. [Figure 42] This is a diagram to explain specific example 4-4. [Figure 43] This is a diagram to explain specific example 4-7. [Figure 44] This is a diagram to explain specific example 4-8. [Figure 45] This is a diagram to explain specific example 4-9. [Figure 46]This is a diagram to explain specific example 4-10. [Figure 47] This is a diagram to explain the usual hidden button effects. [Figure 48] This is a diagram to explain the special hidden button effects. [Figure 49] This is a diagram to explain specific example 5-1. [Figure 50] This is a diagram to explain specific example 5-3. [Figure 51] This is a diagram to explain specific example 5-4. [Figure 52] This is a diagram to explain specific example 5-5. [Figure 53] This is a diagram to explain specific example 5-6. [Figure 54] This is a diagram to explain specific example 5-7. [Figure 55] This is a diagram to explain specific example 5-9. [Figure 56] This is a diagram to explain the combined effect (the combined effect that occurs in Battle Effect A). [Figure 57] This is a continuation of Figure 56. [Figure 58] This is a diagram to explain the combined effects (combined effects that occur in Battle Effects B). [Figure 59] This is a continuation of Figure 58. [Figure 60] (a) is a diagram showing the relationship between the combination of the first attack (first selected image) and the second attack (second selected image) and their reliability in battle sequence A (state A), and (b) is a diagram showing the relationship between the combination of the first attack (first selected image) and the second attack (second selected image) and their reliability in battle sequence B (state B). [Figure 61] This is a diagram to explain specific example 6-1. [Figure 62] This is a diagram to explain specific example 6-2. [Figure 63] This is a diagram to explain specific example 6-4. [Figure 64] This is a diagram to explain specific example 6-5. [Figure 65] This is a diagram to explain specific example 6-8. [Figure 66] This is a diagram to explain specific example 6-9. [Figure 67] This is a diagram to explain specific example 6-10. [Figure 68] This is a diagram to explain specific example 6-11. [Figure 69] This is a diagram to explain specific example 6-12. [Figure 70] This is a diagram to explain specific example 6-13. [Figure 71] This diagram shows the correspondence between the first candidate image shown in the first selection part of the specific selection animation and the second candidate image shown in the second selection part. [Figure 72] This diagram illustrates the specific selection process (up to the point before branching to execution mode A or execution mode B). [Figure 73] This is a diagram illustrating the specific selection performance (execution mode A). [Figure 74] This is a diagram illustrating the specific selection animation (execution mode B). [Figure 75] This diagram illustrates the post-event sequences that occur after a specific selection sequence. [Figure 76] (a) is a diagram showing the reliability of each result pattern (corresponding result / non-corresponding result) for the specific selection performance, and (b) is a diagram showing the probability of obtaining the corresponding result / non-corresponding result for each execution method. [Figure 77] This is a diagram to explain specific example 7-1. [Figure 78] (a) is a diagram to explain specific example 7-2, and (b) is a diagram to explain specific example 7-3. [Figure 79] (a) is a diagram to explain specific example 7-4, and (b) is a diagram to explain specific example 7-5. [Figure 80] (a) is a diagram illustrating specific example 7-6, and (b) is a diagram illustrating specific example 7-7. [Figure 81] This is a diagram to explain specific example 7-10. [Figure 82] This is a diagram to explain specific example 7-11. [Figure 83]This is a diagram to explain specific example 7-13. [Figure 84] This is a diagram illustrating the pre-operation sequences performed during the first period. [Figure 85] This diagram illustrates the specific performance sequences ((a-1)(a-2)) performed during the second period (and the subsequent advantageous performance sequences (b-1) / disadvantageous performance sequences (b-2)). [Figure 86] This is a diagram to explain specific example 8-2. [Figure 87] This is a diagram to explain specific example 8-3. [Figure 88] This is a diagram to explain specific example 8-5. [Figure 89] This is a diagram to explain specific example 8-8. [Figure 90] This is a diagram to explain specific examples 8-10. [Figure 91] This is a diagram to explain target identification effects (target identification changes that may occur during target identification effects). [Figure 92] This figure shows the selection probability of each change pattern that can occur as the first target-specific change and the second target-specific change. [Figure 93] This is a diagram to explain specific example 9-1. [Figure 94] This is a diagram to explain specific example 9-3. [Figure 95] This is a diagram to explain specific example 9-5. [Figure 96] This is a diagram to explain specific example 9-6. [Figure 97] This is a diagram to explain specific example 9-7. [Figure 98] This is a diagram used to explain the effect of specific numerical images. [Figure 99] This figure shows examples of residual image patterns with the same numerical values: a low numerical residual pattern and b high numerical residual pattern. [Figure 100] This is a diagram to explain specific example 10-1. [Figure 101] This is a diagram (part one) to explain specific example 10-6. [Figure 102] This is the second diagram to illustrate specific example 10-6. [Figure 103] This is a diagram to explain specific example 10-8. [Figure 104] This is a diagram illustrating the general outline of the corresponding image presentation. [Figure 105] This diagram illustrates the discrepancy (change from a matching state to a mismatched state) that can occur during corresponding image presentation. [Figure 106] This is a diagram to explain specific example 11-2. [Figure 107] This is a diagram to explain specific example 11-4. [Figure 108] This is a diagram to explain specific example 11-8. [Figure 109] This is a diagram to illustrate specific examples 11-12. [Figure 110] This is a diagram to explain specific examples 11-13. [Figure 111] This is a diagram to explain the presentation of changes in appearance. [Figure 112] This is a diagram to explain specific example 12-1. [Figure 113] This is a diagram illustrating specific example 12-5 (comprehensive customization). [Figure 114] This is a diagram illustrating specific example 12-5 (individual customization). [Figure 115] This is a diagram to explain specific example 12-7. [Figure 116] This is a diagram (part one) to explain specific example 12-8. [Figure 117] This is the second diagram to illustrate specific example 12-8. [Modes for carrying out the invention] 【0008】 Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Unless otherwise specified, the following description assumes that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when it is stated that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, when it is stated that "when an operation is performed on ○○", it strictly means that it has been detected that ○○ has moved to a predetermined position as a result of the operation. In addition, the various values (probability, number of times, etc.) described below can be increased or decreased as appropriate, as long as they are not changed in a way that eliminates the characteristics. Furthermore, in the following explanation, a "closed" state of various areas refers to a state in which, assuming normal gameplay, game balls do not normally enter the area, while an "open" state refers to a state in which, assuming normal gameplay, game balls can enter the area (a state in which, even if the entrance for game balls is open, game balls do not pass through the entrance when normal gameplay is occurring is considered "closed"). Also, in each diagram, the illustration of elements unrelated to the features explained using that diagram may be omitted. In addition, supplementary elements in the following explanation (numbers ("first," "second," etc.), various letters, etc.) are added to distinguish between types and do not have any meaning in themselves. 【0009】 <Basic configuration of a gaming machine> The overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. Detailed explanations of well-known configurations will be omitted (the same configuration as a general gaming machine can be adopted). The gaming machine 1 is equipped with a game board 90. The game board 90 is a structure that is roughly rectangular in shape when viewed from the front. In front of the game board 90 is a game area 902 through which game balls flow. Below the game board 90 is a well-known launching device 908 (launching handle). By operating the launching device 908, the player can launch game balls (game balls stored in the upper tray) toward the game area 902. The game balls launched from the launching device 908 reach the game area 902 through a passage formed by a guide rail 903. 【0010】 The game area 902 is provided with various prize areas into which game balls can enter (starting area 904, major prize area 906), and an out-out opening 907 (an opening from which game balls that did not enter any of the prize areas (so-called out balls) are discharged). In addition, the game area 902 is provided with multiple game pins as obstacles that change the way the game balls flow when they collide with them. The 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 prize area such as the starting area 904 or the major prize area 906, a predetermined number of prize balls are dispensed by the payout device. 【0011】 The gaming machine 1 is equipped with a display device 91. As described later, the display device 91 is the main display device having a display area 911 on which decorative patterns 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 be in line with the player's line of sight. 【0012】 The gaming machine 1 is equipped with speaker 65. Basically, the various effects that occur as part of the variable effects (described later) are accompanied by a unique effect sound corresponding to each of the effects (the unique effect sound is output from speaker 65). 【0013】 Note that explanations of general components such as the frame of the gaming machine 1, the structure that forms the space for storing the launched game balls (upper tray), and the structure that forms the space for storing the game balls that overflow from the upper tray (lower tray) will be omitted. These components can be the same as those used in known gaming machines. 【0014】 The jackpot lottery is performed by a win / loss lottery means built on a control board (main control board) not shown, based on win / loss lottery information acquired when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "starting area of Figure 1") and a second starting area 904b (the so-called "starting area of Figure 2"). The first starting area 904a is located in a position where a game ball may enter when the game ball is launched so that it flows down the left side of the display area 911 (the left side of the game area 902) ("left-handed shooting" is performed). The second starting area 904b is located in a position where a game ball may enter when the game ball is launched so that it flows down the right side of the display area 911 (the right side of the game area 902) ("right-handed shooting" is performed). 【0015】 When a game ball enters the starting area 904, a numerical value is obtained from the random number source as win / loss lottery information (the win / loss lottery information obtained when the game ball enters the first starting area 904a is called the first win / loss lottery information, and the win / loss lottery information obtained when the game ball enters the second starting area 904b is called the second win / loss lottery information). If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. 【0016】 When a win / loss lottery is performed by the win / loss lottery means, the result of the win / loss lottery is announced by a variation animation (an animation from the start of the variation of the decorative symbols 80 (decorative symbol group 80g) until the decorative symbols 80 completely stop in a combination indicating the win / loss lottery result, which is the so-called animation for the middle of one variation. In the following description, it may also be simply referred to as "variation" or "rotation"). In this embodiment, the variation animation for the corresponding win / loss lottery result is performed in the order in which the win / loss lottery information is acquired. However, if new win / loss lottery information is acquired while the variation animation for a certain win / loss lottery result has not been completed (a state in which there is win / loss lottery information for which the announcement of the win / loss lottery result has not been completed), the newly acquired win / loss lottery information is stored in a memory means (RAM) not shown, up to a predetermined limit, as pre-variation win / loss lottery information (described later). 【0017】 The acquired lottery information (for which notification of the corresponding lottery result has not been completed) is divided into "pre-change lottery information" (where the variation animation for the corresponding lottery result has not yet started, and the first pre-change lottery information is referred to as the first pre-change lottery information, and the second pre-change lottery information is referred to as the second pre-change lottery information) and "in-change lottery information" (where the variation animation for the corresponding lottery result has started but has not yet finished, and the first in-change lottery information is referred to as the first in-change lottery information, and the second in-change lottery information is referred to as the second in-change lottery information). In this embodiment, the maximum number of first pre-change lottery information entries that the storage means can store is four, and the maximum number of second pre-change lottery information entries that can store is also four. Furthermore, in this embodiment, there is at most one piece of information on the winning / losing lottery during a change that exists at any given time (it is not the case that both the first winning / losing lottery information and the second winning / losing lottery information exist (i.e., the changes in Special Figure 1 and Special Figure 2 proceed simultaneously)). 【0018】 During the variation animation, a pre-variation display 72, which is an image (icon) indicating the existence of pre-variation win / failure lottery information, and a variation-in-variation display 71, which is an image (icon) indicating the existence of in-variation win / failure lottery information, are displayed in real time (see Figure 2). In this embodiment, in a game state where the game ball should be launched aiming at the first starting area 904a (a game state where "left-handed shooting" should be performed), the first win / failure lottery information is acquired, so the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first pre-variation win / failure lottery information and the first in-variation win / failure lottery information, are displayed (the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the second win / failure lottery information, are either not displayed or are displayed smaller than the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first win / failure 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-handed shooting" is required), the second win / loss lottery information is acquired, and the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second pre-rotation win / loss lottery information and the second in-rotation win / loss lottery information are displayed (the pre-rotation display 72 and in-rotation display 71 indicating the existence of the first win / loss lottery information are either not displayed or are displayed smaller than the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second win / loss lottery information). As described above, the maximum number of pre-rotation win / loss lottery information entries in this embodiment is four, so the maximum number of pre-rotation 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 in-rotation displays 71 displayed is one). Furthermore, since the maximum number of memory slots for the second pre-spin win / loss lottery information is four, the maximum number of pre-spin displays 72 that are shown when the game ball should be launched aiming for the second starting area 904b is also four (naturally, the maximum number of in-spin displays 71 that are shown is one). 【0019】 The order in which the notification of the win / loss lottery result corresponding to each of the pre-reaction displays 72 is completed (the so-called "processing order") is such that the closer it is to the in-reaction display 71, the earlier it is processed. In other words, the pre-reaction displays 72 are displayed in an order such that the earlier they are processed, the closer they are to the in-reaction display 71. Each time the notification of the win / loss lottery is completed, the position in which the pre-reaction display 72 is displayed changes (each pre-reaction display 72 moves to a position according to the "processing order"). Also, the pre-reaction display 72 with the earliest processing order becomes the in-reaction display 71 (it moves to the position where the in-reaction display 71 is displayed). It should be noted that the win / loss lottery by the win / loss lottery means is strictly executed at the same time as the start of the corresponding reel spin (the timing of such win / loss lottery execution is not explicitly shown to the player). Therefore, the pre-reaction displays 72 indicate the existence of win / loss lottery information for which the corresponding win / loss lottery has not yet been executed (pre-reaction win / loss lottery information), and are sometimes referred to as "hold (display)". Furthermore, the number of pre-change win / failure lottery information can be said to be the number of win / failure lotteries that are promised to be executed in the future (the number of win / failure lottery rights already acquired). Therefore, the more pre-change win / failure lottery information (pending display) there is, the higher the probability that the future win / failure lottery result will be a jackpot at that point. Also, the in-change display 71 indicates the existence of win / failure lottery information in which the corresponding win / failure lottery has been executed, but the change animation to notify the result of that lottery is currently in progress ("active" state), and is therefore sometimes referred to as the "active display". In this embodiment, the in-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 (default mode) described later) is the same (similar). It is also possible to not have such a similar relationship, and the basic form (external shape, etc.) of the in-change display 71 and the pre-change display 72 may be completely different. 【0020】 In this embodiment, similar to known gaming machines, the winning or losing result is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the decorative symbols 80 are of the same type is determined by whether the characters contained in each decorative symbol 80 are the same. In this embodiment, each decorative symbol 80 contains one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type; if the numbers are different, they are of different types. In the following description, each decorative symbol 80 may be expressed by the number contained in the decorative symbol 80, such as the "1" decorative symbol 80. Even if the decorative symbols 80 are of the same type, they may have different appearances (for example, different number designs). Each of the 80g of decorative patterns contains all types of decorative patterns 80 (all of the decorative patterns 80 from "1" to "7"). Each type of decorative pattern 80 may include elements other than numbers. For example, it may include a character associated with each number (type). 【0021】 The combinations of decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, and right decorative symbol 80R, arranged from left to right) selected and stopped from each group of decorative symbols 80g are broadly classified into winning combinations, which indicate a win in the lottery, and losing combinations, which indicate a loss. In this embodiment, a winning combination is when all three decorative symbols 80 are of the same type, and a losing combination is when all three decorative symbols 80 are not of the same type. 【0022】 In this embodiment, the fluctuations of each decorative pattern group 80g may temporarily stop (pseudo-stop). A temporary stop (pseudo-stop) refers to a state where the fluctuations have not completely stopped, but appear to the player as if they have stopped (for example, a state where they are slightly swaying). By temporarily stopping (pseudo-stopping) the fluctuations in this way, it is possible to create so-called "chance symbols" in the middle of the fluctuation animation. 【0023】 Furthermore, images showing various information may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). For example, the symbols that start to change when the change animation begins and stop in a manner corresponding to the win / loss lottery result when the change animation ends (so-called small symbols) may be displayed in a small size. However, players can enjoy the game without being aware of these kinds of images. In other words, it is basically possible to understand the win / loss lottery result by looking at the decorative symbols 80 and the various animations. 【0024】 Furthermore, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of these lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first and second winning / losing lottery results are generally referred to as "special symbols." The lighting patterns of the lamps corresponding to the regular lottery results (regular lotteries will be described later) are generally referred to as "regular symbols." 【0025】 By winning the first or second draw, players are awarded a prize (jackpot). Players play with the aim of winning this prize (jackpot). That is, in order to participate in the first or second draw, players launch game balls towards the first starting area 904a or the second starting area 904b. The game state in which players play with the aim of winning a prize (jackpot) is broadly divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see Figure 3(a)). In this embodiment, there is also a first specific game state and a second specific game state which 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. 【0026】 The normal game state is a low-base state in which it is difficult for game balls to enter the starting area 904, while the specific game state is a high-base state in which it is easier for game balls to enter the starting area 904 (easier than in the low-base state). In the normal game state, game balls should be launched aiming at the first starting area 904a (a state in which "left-handed shooting" should be performed). In the specific game state, game balls should be launched aiming at the second starting area 904b (a state in which "right-handed shooting" should be performed). In the high-base state, 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 game ball enters the normal area 905. The second starting area 904b is a closed area under normal circumstances and is opened when the normal lottery is won. In other words, if the normal lottery is not won, the game ball will not enter the second starting area 904b. When the regular lottery is won, the opening / closing member (so-called electric chute) located at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening / closing member, in the open position, receives the game balls flowing down from above and guides the game 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, the game balls will enter the second starting area 904b relatively easily. 【0027】 The normal area 905 is located in a position where game balls shot to the right can enter (see Figure 1). Therefore, if the player continuously shoots to the right in a specific game state, a normal lottery will be performed, and if the player wins the normal lottery, game balls will frequently enter the second starting area 904b. On the other hand, in the normal game state, it is difficult to win the normal lottery, so even if the player shoots to the right, the second starting area 904b is hardly opened, and the system is set so that shooting to the right is disadvantageous for the player. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get game balls into the second starting area 904b. The probability of winning the normal lottery in the normal game state may be set to 0%, making it impossible to get game balls into the second starting area 904b. With this configuration, the normal game state is a state in which the player aims to get game balls into the first starting area 904a by shooting to the left and win a prize (jackpot) after the first win / fail lottery. Furthermore, in the specific game state, the goal is to enter the second starting area 904b by shooting to the right, and to win a prize (jackpot) after the second win / loss lottery. 【0028】 When a game ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (for example, 3) are dispensed. Therefore, in the specific game state, it is possible to play without losing as many balls as in the normal game state. In the present technical field, when not in a jackpot state, the number of prize balls per ball launched is referred to as the "base." The specific game state is a "high base state" with a (relatively) high base, while the normal game state is a "low base state" with a (relatively) low base. In the high base state, it is easier for game balls to enter the starting area 904 compared to the low base state, so it is easier to receive a win or loss lottery. Therefore, the average time required for one variation (variation time) is shorter in the specific game state than in the normal game state (so-called "time reduction"). Based on this, it can be said that the high base state is a "time reduction" state (with time reduction), and the low base state is a "non-time reduction" state (without time reduction). Furthermore, due to this configuration, the average time spent playing continuously is longer in the normal game state than in the specific game state (the sum of the time spent in the first specific game state and the second specific game state). 【0029】 The normal game state and the first specific game state are states where the probability of winning the draw is relatively low (low probability state), and the second specific game state is a state where the probability of winning the draw is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the probability of winning (jackpot probability) in the low probability state is approximately 1 / 319, and the probability of winning (jackpot probability) in the high probability state is approximately 1 / 99. The normal game state is a state in which the player shoots left and aims to win a prize (jackpot) through the first draw with a low probability (approximately 1 / 319). The first specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a low probability (approximately 1 / 319). The second specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a high probability (approximately 1 / 99). 【0030】 Winning the first or second lottery will award a jackpot (prize). In this embodiment, there are three types of jackpots: a regular jackpot (regular prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) (see Figure 3(a)). The first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all unit games) has ended. In other words, obtaining the first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. The second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all unit games) has ended. In other words, obtaining the second specific jackpot (second specific prize) is a condition (start condition) for transitioning to the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that perspective, the second specific jackpot is 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, the game could be set up so that there are no regular jackpots (when a jackpot is won, the player automatically transitions to a specific game state). 【0031】 In this embodiment, the distribution of jackpots (bonuses) obtained through the first win / fail lottery (special figure 1 lottery) is different from the distribution of jackpots (bonuses) obtained through the second win / fail lottery (special figure 1 lottery) (see Figure 3(b)). Jackpots obtained through the first win / fail lottery can be any of the following: a regular jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all (100%) jackpots obtained through the second win / fail lottery are set to be second specific jackpots. From this, it follows that after transitioning to a specific game state, as long as jackpots are obtained (consecutive wins) through the second win / fail lottery, the second specific game state, which is the most advantageous game state for the player, will continue. 【0032】 The first and second specific game states end when predetermined termination conditions are met (see Figure 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the first specific game state is a low-probability state, it can be said that the game is played with the aim of winning a low-probability lottery (approximately 1 / 319) within the time it takes to perform 100 lotteries. Also in this embodiment, the second specific game state ends when the win / loss lottery results in 150 consecutive losses. Since the second specific game state is a high-probability state, it can be said that the game is played with the aim of winning a high-probability lottery (approximately 1 / 99) within the time it takes to perform 150 lotteries. In other words, the game machine 1 according to this embodiment is a so-called ST-type game (in practice, the state in which the aim is to win a high-probability lottery before a predetermined number of consecutive losses are referred to as "ST (state)"). The probability of failing to win the high-probability lottery (approximately 1 / 99) 150 times in a row (the probability that a certain second specific game state will end without winning the high-probability lottery at the start of that state) is approximately 22%, so the so-called continuation rate is approximately 78%. Note that this ST-type gameplay is merely one example. For example, in the high-probability state, it is possible to win either a jackpot that continues the high-probability state (high-probability jackpot) or a jackpot that ends the high-probability state (transitions to a low-probability state) (low-probability jackpot), and the high-probability state continues until a low-probability jackpot is won, creating a so-called loop-type gameplay. 【0033】 In this embodiment, even if the power to the gaming machine 1 is turned OFF (even if the power is turned OFF and then ON), the game state is maintained. However, if a predetermined reset operation is performed, which can only be performed by a gaming store employee (a person who can access the inside of the gaming machine), the machine will return to the normal game state (a gaming store employee is able to forcibly switch to the normal game state, which is the "default" game state). It is not normal for a player to stop playing in a specific game state that is advantageous to the player, and even if the store closes while the machine is in a specific game state, the store will likely perform a reset operation. Therefore, when the store opens (the so-called morning state), the machine is usually in the normal game state. Thus, basically, players will start playing from the normal game state. 【0034】 When a jackpot (prize) is won after a draw, a jackpot game (prize game) is executed. The jackpot game consists of multiple repetitions of a unit game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed by the opening / closing member 906a) is opened until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the big prize area 906 after it is opened (prize condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition). In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the prize condition is met before the time condition is met. In other words, in one unit of play, at least 10 game balls enter the jackpot area 906 (it is also possible for more than 10 game balls to enter the jackpot area 906, a so-called over-winning event). A unit of play is also called a round (game). The number of unit plays (rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, 15 prize balls are paid out when one game ball enters the jackpot area 906. Therefore, in a 10-round jackpot, at least 1500 prize balls are paid out. 【0035】 The following describes the effects that the gaming machine 1 according to this embodiment can perform, as well as the functions and characteristics of the gaming machine 1. It is also possible to configure the machine to be able to perform (or to have only a portion of) the effects described below. 【0036】 <Specific suggestive effects> In this embodiment, a specific suggestion effect can be executed as an effect that suggests the probability of the win / loss lottery result being a jackpot. Hereinafter, the win / loss lottery result that is the target of the reliability suggestion by the specific suggestion effect may be referred to as the target win / loss lottery result, and the variation effect corresponding to the target win / loss lottery result (the variation effect from when the decorative symbol 80 that notifies the target win / loss lottery result starts to vary until it stops in a manner that notifies the target win / loss lottery result) may be referred to as the target variation effect (target variation) (the specific suggestion effect occurs as a component of the target variation effect). Note that the specific suggestion effect only occurs in variations that satisfy predetermined execution conditions. Since the execution conditions are not necessarily met in every variation, the specific suggestion effect does not occur in every variation. Also, the execution conditions will not be met more than once in a single variation, and when the execution conditions are met, one type of specific suggestion effect will be executed. Therefore, more than one type of specific suggestion effect will not be executed in a single variation. In addition, in this embodiment, the specific suggestion effect occurs in the normal game state. However, it may also occur in the specific game state. 【0037】 The specific suggestive effect is based on the existence of the pre-reaction display 72 and the in-reaction display 71. In the present technical field, the pre-reaction display 72 (hold display) and the in-reaction display 71 (active display) are sometimes collectively referred to as "hold," and the specific suggestive effect can be said to be an effect executed in response to this "hold." The pre-reaction display 72 and the in-reaction display 71 can be one of several types of displays (see Figure 4) depending on the reliability (the probability that the corresponding win / loss lottery result will be a jackpot) (hereinafter, the types that the pre-reaction display 72 and the in-reaction display 71 can be may be referred to as display types). The reliability of the pre-reaction display 72 and the in-reaction display 71 refers to the reliability at the time each display type is displayed, and the reliability may increase due to subsequent changes in the display type. These display types are broadly divided into normal display types 70n and special display types 70s. Normal display types 70n are the standard display types (default types). The pre-variation display 72 and the in-variation display 71 have the highest probability of being the normal display mode 70n (the probability of being the normal display mode 70n is higher than the probability of being any of the special display modes 70s (it is preferable that the probability of the pre-variation display 72 and the in-variation display 71 being the normal display mode 70n be 90% or more)). The special display mode 70s is a display mode that suggests a higher level of reliability than the normal display mode 70n. In this embodiment, four types of special display modes 70s are provided: the first special display mode 701s, the second special display mode 702s, the third special display mode 703s, and the fourth special display mode 704s. The reliability of the target win / loss lottery result increases in this order (the fourth special display mode 704s is the highest). The fourth special display mode 704s is displayed only when the target win / loss lottery result is a jackpot (reliability = 100%). Each display mode only needs to be such that the player can clearly distinguish the difference between the modes. 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 color of the special display mode 70s is indicated by text. If no text indicating a color is attached, it is the normal display mode 70n).Different display modes may differ in aspects other than color (for example, their external appearance may differ). 【0038】 The display modes of the pre-variation display 72 and the in-variation display 71 may change in a direction that increases reliability (a so-called hold change effect occurs). The mode may change whether the state of the pre-variation display 72 is (i.e., before the target variation begins) or the state of the in-variation display 71 is (i.e., during the target variation). The specific mode of the so-called hold change effect may be anything. In this embodiment, the display modes of the pre-variation display 72 and the in-variation display 71 may change suddenly (a sudden hold change effect occurs), or the display modes of the pre-variation display 72 and the in-variation display 71 may change as a result of the display of an image that affects them (a hold change effect occurs when an image that causes a change in the display mode is displayed). The final display mode of the in-variation display 71 in the target variation becomes the final reliability suggested by the in-variation display 71. When the target variation effect begins, the pre-variation display 72 (the one in the first order of consumption) becomes the in-variation display 71, but the display mode is carried over at that time. For example, if the pre-change display 72 (the one being consumed first) immediately before the target change begins is the second special display mode 702s, then the target change will begin with the in-change display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-change display 72 (the one being consumed first) becomes the in-change display 71. In this embodiment, when multiple pre-change displays 72 and in-change displays 71 are displayed together, it is possible that two or more special display modes 70s are displayed. 【0039】 Multiple types of specific suggestive effects can occur. These effects can be broadly categorized into normal specific suggestive effects and special specific suggestive effects. Normal specific suggestive effects are the standard (default) type. Special specific suggestive effects are those that suggest a higher level of reliability than normal specific suggestive effects. In this embodiment, four types of special specific suggestive effects are provided: the first special specific suggestive effect, the second special specific suggestive effect, the third special specific suggestive effect, and the fourth special specific suggestive effect (see Figure 5). In other words, in this embodiment, five types of specific suggestive effects can occur. 【0040】 A specific suggestion effect is triggered by the display of a specific suggestion image 73 in the display area 911 when a predetermined time (reference time) is reached. The form of the specific suggestion image 73 differs depending on the type of effect. For a normal specific suggestion effect, the normal specific suggestion image 73n is displayed; for a first special specific suggestion effect, the first special specific suggestion image 731s is displayed; for a second special specific suggestion effect, the second special specific suggestion image 732s is displayed; for a third special specific suggestion effect, the third special specific suggestion image 733s is displayed; and for a fourth special specific suggestion effect, the fourth special specific suggestion image 734s is displayed (see Figure 5. The first special specific suggestion images 731s to the fourth special specific suggestion images 734s are sometimes collectively referred to as special specific suggestion images 73s). Each specific suggestion image 73 contains common image elements, but the color of a predetermined part differs. In this embodiment, the common image element is a predetermined character X. The color of the area (background) surrounding the character X is different. Normally, the specific suggestion image 73n is white, the first special specific suggestion image 731s is blue, the second special specific suggestion image 732s is green, the third special specific suggestion image 733s is red, and the fourth special specific suggestion image 734s is rainbow-colored (in each figure, the difference in these colors is represented by the presence or absence of hatching and the difference in the manner of hatching). In this embodiment, the size of the specific suggestion image 73 is the same regardless of its type, and the position in which the specific suggestion image 73 is displayed (the area occupied by the specific suggestion image 73 in the display area 911) is also the same regardless of its type. 【0041】 Each of the specific suggestive effects is associated with one of the display modes of the in-game display 71 (they are associated in a one-to-one relationship so as not to overlap). The number of types (modes) of the specific suggestive effects (five types) is the same as the number of types (five types) of display modes that the in-game display 71 can be, and there are no types that do not have a corresponding relationship (certain types of specific suggestive effects always correspond to one of the display modes, and certain display modes always correspond to one of the types of specific suggestive effects). In this embodiment, the normal display mode 70n (white) corresponds to the normal specific suggestion effect (normal specific suggestion image 73n (white)), the first special display mode 701s (blue) corresponds to the first special specific suggestion effect (first special specific suggestion image 731s (blue)), the second special display mode 702s (green) corresponds to the second special specific suggestion effect (second special specific suggestion image 732s (green)), the third special display mode 703s (red) corresponds to the third special specific suggestion effect (third special specific suggestion image 733s (red)), and the fourth special display mode 704s (rainbow) corresponds to the fourth special specific suggestion effect (fourth special specific suggestion image 734s (rainbow)). In this way, the "color" of each display mode and its corresponding specific suggestion image 73 is common (common color means that it is a color of the same type; the same applies hereinafter). The common "color" allows the player to understand that each display mode corresponds to one of the specific suggestion images 73. 【0042】 In this embodiment, a specific suggestion effect is executed during a specific reach effect (see Fig. 6). As described above, when the specific suggestion effect (display of the specific suggestion image 73) is executed triggered by reaching the reference time point, the reference time point is set during the specific reach effect (reaching the reference time point set during the specific reach effect is the fulfillment of the execution condition of the specific suggestion effect). The specific reach effect is a type of reach effect that leads to a win / loss notification result according to the target win / loss lottery result. Since it is a reach effect, the decorative symbol 80 (in this embodiment, the left decorative symbol 80L shown by the pseudo-stop of the left decorative symbol group 80gL and the right decorative symbol 80R shown by the pseudo-stop of the fluctuation of the right decorative symbol group 80gL) selected and shown from two of the three identification symbol groups becomes of the same type when a "reach" is established. If the target win / loss lottery result is a big win, an advantageous ending (a win notification ending) (see Fig. 6(d-1)) that shows an image indicating that an advantageous situation has occurred for the player is reached, and if it is a loss, a disadvantageous ending (a loss notification ending) (see Fig. 6(d-2)) that shows an image indicating that a disadvantageous situation has occurred for the player is reached. Note that the advantageous ending includes a so-called reversal pattern in which it appears to reach a disadvantageous ending once and then is covered. The specific reach effect in this embodiment is a so-called battle effect in which a character on the player's side (an ally character (indicated by X in the drawing)) battles an enemy character, and the victory of the ally character is the advantageous ending, and the defeat of the ally character (the victory of the enemy character) is the disadvantageous ending. It may be provided with two or more specific reach effects in which the reference time point is set. 【0043】 The specific suggestive animation is performed before the win / loss notification ending is reached. If the point at which the animation for the win / loss notification ending (favorable or unfavorable ending) begins is considered the win / loss branching point, then the specific suggestive animation is performed before the win / loss branching point (a reference point is set which is the point at which the specific suggestive animation begins before the win / loss branching point) (see Figure 6(c)(d-1)(d-2)). Also, the specific suggestive animation (display of the specific suggestive image 73) ends before the win / loss branching point. In this embodiment, the length from the start of the specific reach animation to the reference point is constant (for example, 10 seconds). The specific suggestive image 73 in this embodiment is a so-called cut-in image. The specific suggestive animation in this embodiment is an animation in which character X appears (one of the ally character and one of the enemy characters is character X) (see Figure 6(c)). Therefore, it can be said that the specific suggestive animation emphasizes character X that appears in the specific reach animation while suggesting the reliability. 【0044】 The display pattern of the variable display 71 can change even during a specific reach animation (see Figures 6(a) and 6(b)). In other words, the display pattern of the variable display 71 may change to a more reliable pattern than the one at the start of the specific reach animation (it may also not change during the specific reach animation). Note that the display pattern of the variable display 71 will not change after the reference point. Therefore, in the target variable where a specific reach animation occurs, the display pattern of the variable display 71 at the reference point is determined as the pattern that indicates the final reliability (the higher the reliability of the display pattern at the reference point, the higher the probability that the target win / loss lottery result will be a jackpot (the specific reach animation will have a favorable outcome)). 【0045】 In this embodiment, when a specific reach animation occurs during a target animation and the reference point is reached, the display mode of the animation display 71 at that time is defined as the "reference display mode". A specific suggestion animation is executed (a specific suggestion image 73 is displayed) when the reference point is reached. The type of specific suggestion animation executed is always one that corresponds to the reference display mode of the animation display 71, and specific suggestion animations of a type that does not correspond to the reference display mode are not executed (see Figures 6(b) and 6(c)). In other words, if the fluctuation display 71 when the reference time is reached is in the normal display mode 70n, the normal specific suggestion effect is executed (the normal specific suggestion image 73n is displayed); if it is in the first special display mode 701s, the first special specific suggestion effect is executed (the first special specific suggestion image 731s is displayed); if it is in the second special display mode 702s, the second special specific suggestion effect is executed (the second special specific suggestion image 732s is displayed); if it is in the third special display mode 703s, the third special specific suggestion effect is executed (the third special specific suggestion image 733s is displayed); and if it is in the fourth special display mode 704s, the fourth special specific suggestion effect is executed (the fourth special specific suggestion image 734s is displayed). In this embodiment, both the fluctuation display 71 and the corresponding specific suggestion image 73 are displayed in the display area 911. Also, in this embodiment, the reliability of each specific suggestion effect is the same as that of each display mode of the fluctuation display 71. In other words, if the display mode includes a "Variable" display 71 at the reference point, a specific suggestive effect of the corresponding type will be executed without fail. Therefore, the reliability indication provided by the "Variable" display 71 is no different from the reliability indication in the specific suggestive effect. Furthermore, the number and display mode of the "Pre-Variable" displays 72 shown at the reference point are unrelated to the type of specific suggestive effect that is executed. 【0046】 The reason for this configuration is as follows: The indication of reliability through changes in the display patterns of the pre-variation display 72 and the in-variation display 71 (the so-called "reliability indication by holding") is well known, and players pay attention to these patterns. In the target variation where the result of the target win / loss lottery is expected to be a jackpot, players expect the in-variation display 71 to change to a display pattern of higher reliability (stepping up in the direction of increasing reliability). In order to clearly show (emphasize) what the display pattern of the in-variation display 71 has changed, in specific reach effects, a specific type of indication effect corresponding to the display pattern of the in-variation display 71 will occur (a specific type of indication effect that does not correspond will not occur). For players, since the effect corresponding to the display pattern of the in-variation display 71 (specific indication effect) is executed before the win / loss announcement of the specific reach effect, it results in an easy-to-understand gameplay experience. 【0047】 The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific suggestive presentation techniques. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples. 【0048】 〇Specific Example 1-1 The emphasis effect is executed before the specific suggestive effect occurs. The emphasis effect is an effect that emphasizes that the specific suggestive effect corresponding to the standard display mode is being executed (the specific suggestive image 73 is displayed), and uses the fluctuating display 71 in the standard display mode. For example, the emphasis effect is an effect in which the display mode in the standard display mode moves towards the center of the display area 911 and expands (see Figure 7(b)), and the specific suggestive effect occurs after the end of the emphasis effect (see Figure 7(c)). In this way, it is easy to understand that the type (color) of the specific suggestive effect that is executed corresponds to the mode (color) of the fluctuating display 71. 【0049】 The emphasis effect should be such that the variable display 71 is different from its normal state. As in the example above, it is preferable that at least one of the following occurs: the variable display 71 is displaced to a different position than its normal state, or it is made larger than its normal state. 【0050】 The emphasis effect may vary depending on the standard display mode (depending on the color of the variable display 71). For example, in the emphasis effect (as shown in Figure 7(b)), the higher the reliability of the standard display mode, the larger the variable display 71 will be displayed (the higher the magnification ratio relative to the normal size). 【0051】 〇Specific Examples 1-2 The timing at which a specific suggestive effect can occur (the timing at which the execution conditions can be met) is not limited to during a reach effect. For example, a specific suggestive effect may occur when it is not yet known whether a reach will occur (when all three identification symbol groups are displayed in a variable state). In other words, a certain point in time when all three identification symbol groups are displayed in a variable state is set as the reference point, and a specific suggestive effect of a type corresponding to the display mode of the variable display 71 at that reference point is set to occur. 【0052】 Specific Examples 1-3 A predetermined animation (pre-animation) is made to occur before a specific suggestive animation occurs. The pre-animation can be described as an animation that indicates in advance that a reference point will be reached. After the pre-animation occurs, a specific suggestive animation of a type corresponding to the display mode of the in-game display 71 at that time will occur. Figure 8 shows an example where an image (pre-image 75) containing the words "hold response cut-in" is displayed as a pre-animation. 【0053】 As shown in the example in Figure 8, it is preferable that the pre-image 75 includes elements that suggest a specific suggestive effect. If the specific suggestive effect is a so-called cut-in effect (an effect in which the specific suggestive image 73, which is a cut-in image, is displayed), then it should include elements that indicate the specific suggestive effect, such as "cut-in". Furthermore, as shown in the example in Figure 8, it is preferable that the pre-image 75 includes elements that suggest that the specific suggestive effect corresponds to the display during variation 71. For example, it should include elements that indicate the display during variation 71, such as "hold". 【0054】 〇Specific Examples 1-4 The game is set up so that the execution conditions can be met more than once in a single fluctuation (more than two reference points may be set in a single fluctuation). In other words, the game is set up so that more than two specific suggestive effects can occur in a single fluctuation. In addition, the display mode of the fluctuation display 71 can change between the time a certain execution condition is met and the time when the next execution condition is met (between execution conditions). In this way, if a change in the display mode of the fluctuation display 71 occurs after a certain specific suggestive effect (the previous specific suggestive effect), a specific suggestive effect with a higher reliability than the previous specific suggestive effect (the later specific suggestive effect) will occur. In other words, in this way, the gameplay becomes such that a rank-up of the specific suggestive effect can occur when the display mode of the fluctuation display 71 changes between execution conditions. 【0055】 However, as in the embodiment described above, if the execution conditions are met at most once in a single variation, the maximum number of times the specific suggestive effect can occur in a single variation will be one. Therefore, the specific suggestive effect will function to clearly indicate (emphasize) what the final display mode of the variation display 71 has become. 【0056】 〇Specific Examples 1-5 When the display mode of the variable display 71 becomes the fourth special display mode 704s, that is, the display mode with a reliability of 100% (a jackpot is confirmed), the specific suggestive effect will not occur even if the reference time is reached (the configuration will not include the fourth special specific suggestive image 734s) (see Figures 9(a) and (b-2)). In other words, the specific suggestive effect may occur when the display mode of the variable display 71 is a mode with a reliability of less than 100% (the execution condition will not be met unless the display mode of the variable display 71 is a mode with a reliability of less than 100%) (see Figures 9(a) and (b-1)). When the variable display 71 becomes the display mode that confirms a jackpot, the player will likely be aware of this, so there is no need to emphasize it, and the specific suggestive effect will not occur. 【0057】 As a different example, when the display mode of the fluctuating display 71 is the normal display mode 70n, it is conceivable that a specific suggestion effect will not occur even when the reference time is reached (i.e., a configuration in which the normal specific suggestion image 73n is not provided) (see Figures 10(a), (b-2)). When the fluctuating display 71 is the normal display mode (default mode), there is no need to emphasize it, and therefore the specific suggestion effect will not occur. When the display mode of the fluctuating display 71 is not the normal display mode 70n, i.e., one of the special display modes 70s, the corresponding specific suggestion effect will occur (see Figures 10(a), (b-1)). 【0058】 〇Specific Examples 1-6 Each display mode of the pre-variation display 72 and the in-variation display 71 is configured to have two or more modes belonging to different categories. For example, as shown in Figure 11, the display modes A belonging to category A are provided as normal display mode 70nA, first special display mode 701sA, second special display mode 702sA, third special display mode 703sA, and fourth special display mode 704sA (in the drawing, display mode A is shown as having a "round" shape). Also, the display modes B belonging to category B are provided as normal display mode 70nB, first special display mode 701sB, second special display mode 702sB, third special display mode 703sB, and fourth special display mode 704sB (in the drawing, display mode A is shown as having a "triangle" shape). When condition A is met (status A), the display mode A belonging to category A is used, and when condition B is met (status B), the display mode B belonging to category B is used (conditions A and B cannot be met simultaneously). Each of the normal display modes 70nA and B, the first special display modes 701sA and B, the second special display modes 702sA and B, the third special display modes 703sA and B, and the fourth special display modes 704sA and B are different in appearance from each other, but they share the same color and the same reliability (the difference in category does not affect the reliability). Providing such different display modes with the same reliability (display mode A belonging to category A and display mode B belonging to category B) is used, for example, to create a gameplay feature where the basic appearance of the pre-variation display 72 and the in-variation display 71 differs depending on the so-called performance mode (also called a stage, etc.). The performance mode is the element that governs the variation performance. In other words, the type of effects that are executed as part of the variable effects depend on the currently set effects mode (current setting mode). For example, it is possible to have a configuration where Mode A unfolds with effects based on character A, and Mode B unfolds with effects based on character B.In this configuration, it is assumed that when Mode A is set, the normal display mode 70nA and the first special display mode 701sA to the fourth special display mode 704sA will be displayed, and when Mode B is set, the normal display mode 70nB and the first special display mode 701sB to the fourth special display mode 704sB will be displayed. 【0059】 The specific suggestive image 73 displayed in the specific suggestive effect will differ depending on whether the display mode of the fluctuation display 71 at the reference time is display mode A or B. For example, as shown in Figure 12, the specific suggestive image A belonging to category A includes the normal specific suggestive image 73nA, the first special specific suggestive image 731sA, the second special specific suggestive image 732sA, the third special specific suggestive image 733sA, and the fourth special specific suggestive image 734sA (in the drawing, specific suggestive image A is shown to include character A). Also, the specific suggestive image B belonging to category B includes the normal specific suggestive image 73nB, the first special specific suggestive image 731sB, the second special specific suggestive image 732sB, the third special specific suggestive image 733sB, and the fourth special specific suggestive image 734sB (in the drawing, specific suggestive image B is shown to include character B). The first specially identified suggestive images 731sA and B, the second specially identified suggestive images 732sA and B, the third specially identified suggestive images 733sA and B, and the fourth specially identified suggestive images 734sA and B, although their appearances differ from each other, share the same color and the same confidence level (the difference in category does not affect the confidence level). 【0060】 When the normal display mode 70nA is displayed at the reference time, the normal specific suggestion image 73nA is displayed; when the first special display mode 701sA is displayed, the first special specific suggestion image 731sA is displayed; when the second special display mode 702sA is displayed, the second special specific suggestion image 732sA is displayed; when the third special display mode 703sA is displayed, the third special specific suggestion image 733sA is displayed; and when the fourth special display mode 704sA is displayed, the fourth special specific suggestion image 734sA is displayed. A specific suggestion effect is then executed (see Figure 13(a)(b-1) (an example showing the display of the third special specific suggestion image 733sA is provided)). Similarly, a specific suggestion animation is performed so that when the normal display mode 70nB is displayed at the reference time, the normal specific suggestion image 73nB is displayed; when the first special display mode 701sB is displayed, the first special specific suggestion image 731sB is displayed; when the second special display mode 702sB is displayed, the second special specific suggestion image 732sB is displayed; when the third special display mode 703sB is displayed, the third special specific suggestion image 733sB is displayed; and when the fourth special display mode 704sB is displayed, the fourth special specific suggestion image 734sB is displayed (see Figure 13(a)(b-2) (an example showing the display of the third special specific suggestion image 733sB is provided)). 【0061】 Thus, if the basic form of the pre-variation display 72 and the in-variation display 71 changes depending on the performance mode, etc. (see Figure 11), then a specific suggestion performance will occur in which a specific suggestion image 73 (see Figure 12) of the same category (see Figure 13) is displayed in a corresponding form. This makes it easier to understand that the display form of the in-variation display 71 and the specific suggestion performance (specific suggestion image 73) are related. 【0062】 Specific Examples 1-7 A specific suggestive animation is executed in response to the operation of an operating means (for example, a push button 61 (performance button)). In a specific reach animation, an operation validity period is set during which the operation of the push button 61 is effective, and the player is required to operate the push button 61. When the push button 61 is operated during the operation validity period (when the operation of the push button 61 during the operation validity period satisfies predetermined conditions), a specific suggestive image 73 corresponding to the display mode of the variable display 71 at that time is displayed. In this case, the time when the push button 61 is operated becomes the reference time. After the operation validity period has started, the display mode of the variable display 71 does not change. In this way, an animation form is created in which an image (specific suggestive image 73) that emphasizes the current display mode of the variable display 71 is displayed as a result of the player's own actions. 【0063】 In addition, in the case of the example described above, if the operating means is not operated during the operation validity period (if the operation of the push button 61 during the operation validity period does not satisfy the predetermined conditions), the specific suggestion effect may not be executed (the specific suggestion image 73 may not be displayed), or the specific suggestion effect may be executed (the specific suggestion image 73 may be displayed) when the operation validity period ends. 【0064】 〇Specific Examples 1-8 During the specific suggestion animation, that is, while the specific suggestion image 73 is displayed, the fluctuation display 71 is not displayed (see Figure 14(b)). In this way, the animation appears to show the specific suggestion image 73 (a specific suggestion image 73 of the type corresponding to the display mode of the fluctuation display 71) instead of the fluctuation display 71 (see Figure 14(a)) that was displayed until just before reaching the reference time. After the specific suggestion animation ends (the specific suggestion image 73 is removed), the fluctuation display 71 may be displayed, or it may remain hidden until the end of the target fluctuation. 【0065】 In the case shown in this example, it is preferable that the pre-change display 72 is not displayed while the specific suggestion image 73 is being displayed (even if the pre-change win / loss lottery information is stored in the memory means) (see Figure 14(b)). In other words, even if one or more pre-change displays 72 are displayed up until just before the specific suggestion image 73 is displayed, it is preferable that the pre-change displays 72 are not displayed while the specific suggestion image 73 is being displayed. 【0066】 〇Specific Examples 1-9 The system is configured such that a specific suggestive animation may not occur even when the reference point is reached. In other words, when the reference point is reached (see Figure 15(a)), a specific suggestive image 73 of a type corresponding to the display mode of the fluctuation display 71 at that time may be displayed (see Figure 15(b-1)), or the specific suggestive image 73 may not be displayed (see Figure 15(b-2)). 【0067】 In the case shown in this example, when the standard display mode is not a display mode with 100% reliability (not the fourth special display mode 704s), it is preferable to set the reliability so that when the specific suggestion image 73 is displayed, it is more reliable than when the specific suggestion image 73 is not displayed (this is only when comparing two cases with the same standard display mode, where the reliability is higher when the specific suggestion image 73 is displayed than when it is not displayed) (see Figure 15(c)). For example, if the display mode of the variable display 71 at the reference time is the first special display mode 701s (see Figure 15(a)), then if the specific suggestion effect is executed, the specific suggestion image 73 that is displayed will be the first special specific suggestion image 731s. The setting is such that when the first special specific suggestion image 731s is displayed (see Figure 15(b-1)), the probability of the target win / loss lottery result being a jackpot is higher than when the first special specific suggestion image 731s is not displayed (see Figure 15(b-2)). In this way, the display of the specific suggestive image 73 functions as a so-called chance-up feature, resulting in a gameplay experience. As shown in Figure 15(c), it is preferable that the relationship of reliability between each display mode of the display mode of the display mode 71 during variation is maintained regardless of the presence or absence of the specific suggestive effect (presence or absence of chance-up). (Regardless of the presence or absence of the specific suggestive effect, the first special display mode 701s is more reliable than the normal display mode 70n, the second special display mode 702s is more reliable than the first special display mode 701s, and the third special display mode 703s is more reliable than the second special display mode 702s.) 【0068】 〇Specific Examples 1-10 Each type of specific suggestive image 73 will have different image components other than color. That is, each type of specific suggestive image 73 will have its own unique image components other than color. For example, the shape of each type of specific suggestive image 73 will be different from the shape of other types of specific suggestive images 73. In this way, the types of specific suggestive images 73 (types of specific suggestive effects) will be clearly distinguishable and easy to understand. 【0069】 〇Specific Example 1-11 The various specific suggestive images 73 shall include image components that suggest high or low reliability in addition to color. For example, it is conceivable that the size (the area in which the image is displayed) of a specific suggestive image 73 with relatively high reliability may be larger than that of a specific suggestive image 73 with relatively low reliability (see Figure 16). As described above, the specific suggestive images 73 emphasize the final display form of the fluctuating display 71, and in this example, the specific suggestive images 73 also emphasize the level of reliability. 【0070】 〇Specific Examples 1-12 A specific reach animation requires the player to operate an operating device (e.g., a push button 61) (see Figure 17(b)), and the operation of the operating device during the operation valid period (see Figure 17(c)) triggers a win / loss notification outcome (see Figures 17(d-1) and (d-2)) (the point at which the operating device is operated during the operation valid period becomes the win / loss branching point). In other words, this is a reach animation where the operation of the operating device is the win / loss branching point (hereinafter referred to as the operation win / loss branching reach animation). Since the win / loss branching point occurs at some point during the operation valid period, a specific suggestion animation is executed before the operation valid period begins (see Figure 17(a)). 【0071】 It may be considered a necessary condition for a reach animation to be a specific reach animation, that it is an operation-based win / loss branching reach animation. For example, suppose that the reach animations that the gaming machine 1 can execute include one or more reach animations that fall under the category of "operation-based win / loss branching reach animations" and one or more reach animations that do not fall under the category of "operation-based win / loss branching reach animations" (reach animations in which operation of the control means is not required at the win / loss branching point; hereinafter referred to as non-operation-based win / loss branching reach animations). In this case, all reach animations in which a specific suggestion animation may occur (specific reach animations) are configured to be "operation-based win / loss branching reach animations". Reach animations in which the win or loss is determined by the operation of the control means (player's actions) (operation-based win / loss branching reach animations) generate great expectations from the player. Therefore, in such operation-based win / loss branching reach animations, a specific suggestion animation may occur in which the display mode of the display during variation 71 is emphasized (in non-win / loss branching reach animations, the specific suggestion animation should not occur). 【0072】 〇Specific Examples 1-13 The types (patterns) of display modes that the pre-change display 72 can be and the types (patterns) of display modes that the in-change display 71 can be may be different. For example, the in-change display 71 may be any of the first special display modes 701s to the fourth special display modes 704s (four types of special display modes), but the pre-change display 72 may never be the first special display mode 701s and may be any of the second special display modes to the fourth special display modes 704s (three types of special display modes 70s). In other words, there may be a configuration in which there is a display mode that the in-change display 71 can be, but the pre-change display 72 cannot be. Conversely, there may be a configuration in which there is a display mode that the pre-change display 72 can be, but the in-change display 71 cannot be. 【0073】 Since the specific suggestive effect is an effect whose content corresponds to the display mode of the variable display 71 at the reference time, it is sufficient to have types that correspond to the display modes of the variable display 71 (normal display mode 70n, special display mode 70s). In other words, for special display mode 70s, which may occur for the pre-variation display 72 but not for the variable display 71, it is not necessary to provide a corresponding specific suggestive effect (specific suggestive image 73). 【0074】 Specific Examples 1-14 When the display during variation 71 is in special display mode 70s, the display before variation 72 will not be in special display mode 70s (i.e., the display before variation 72 will always be in normal display mode 70n). In this way, when a special suggestion effect in which a special specific suggestion image 73s is displayed is executed, the display before variation 72 is always in normal display mode 70n, thus preventing the player from mistakenly believing that the special specific suggestion image 73s is an effect corresponding to the display before variation 72. 【0075】 〇Specific Examples 1-15 During a specific suggestive performance (while the specific suggestive image 73 is being displayed), the in-reaction display 71 is displayed, but the pre-reaction display 72 is not displayed (see Figure 19(b)). In other words, even if pre-reaction win / loss lottery information is stored in the memory means, the pre-reaction display 72 is not displayed during a specific suggestive performance. If the pre-reaction display 72 is displayed, there is a risk of mistakenly believing that the specific suggestive performance (specific suggestive image 73) corresponds to the pre-reaction display 72 (especially when one of the pre-reaction displays 72 is the same special display mode 70s as the in-reaction display 71, as in the example shown in Figure 18). To prevent this, the in-reaction display 71 corresponding to the specific suggestive performance (specific suggestive image 73) is displayed, but the pre-reaction display 72 unrelated to the specific suggestive performance is not displayed. 【0076】 <Customization of display showing fluctuations (e.g., "Fluctuating" display) / Customization of display showing fluctuations (e.g., "Currently fluctuating") The gaming machine 1 according to this embodiment is equipped with a customization function that allows for changing the probability of occurrence of the effects that constitute the variation effect. The effects that can be customized are "display change effect before variation" and "display change effect during variation". The customization of the "display change effect before variation" and "display change effect during variation" described below changes the probability of occurrence in the normal game state. However, the same may be applied to customization in specific game states. 【0077】 The pre-variation display change effect is an effect that suggests an increased reliability of the corresponding win / fail lottery result (target win / fail lottery result) by changing the pre-variation display 72 to a special display mode 70s that is different from the normal display mode 70n (normal state). The pre-variation display 72 may change from the normal display mode 70n to one of the special display modes 70s. In addition, the pre-variation display 72 may change from one special display mode 70s to another special display mode 70s that suggests a higher reliability. Since the pre-variation display 72 is displayed before the variation effect for the target win / fail lottery result begins, the pre-variation display change effect can be said to be a type of so-called pre-read effect (an effect that suggests the target win / fail lottery result by pre-reading the win / fail lottery information used for the target win / fail lottery before the target variation begins (before the execution of the target win / fail lottery)). In this embodiment, a pre-announcement effect customization is provided to change the probability of the pre-announcement effect occurring, but the pre-reaction display change effect is excluded from the scope of this pre-announcement effect customization (only pre-announcement effects other than the pre-reaction display change effect are subject to pre-announcement effect customization). 【0078】 The display change effect during reel spinning is a feature that suggests an increased reliability of the corresponding win / fail lottery result (target win / fail lottery result) by changing the display 71 during reel spinning to a special display mode 70s that is different from the normal display mode 70n (normal state). The display 71 during reel spinning may change from the normal display mode 70n to one of the special display modes 70s. In addition, the display 71 during reel spinning may change from one special display mode 70s to another special display mode 70s that suggests a higher reliability. The display 71 during reel spinning is displayed after the reel spinning effect for the target win / fail lottery result has started and is not included in the pre-announcement effect. 【0079】 In this embodiment, a "pre-variation display customization" that changes the probability of a pre-variation display change effect occurring, and a "mid-variation display customization" that changes the probability of a mid-variation display change effect occurring, are provided as separate customizations (independent customizations). It is known that there is a customization that changes the probability of effects occurring when both the pre-variation display 72 and the mid-variation display 71 are treated as a single unit (both the pre-variation display 72 and the mid-variation display 71 are treated as "holds"), but in this embodiment, the probability of a pre-variation display change effect occurring and the probability of a mid-variation display change effect occurring can be changed separately and independently. The pre-variation display customization is referred to as the "pre-variation hold reliability customization," and the mid-variation display customization is referred to as the "said variation hold reliability customization." That is, the pre-variation display 72 is shown to the player as the "pre-variation hold," and the mid-variation display 71 is shown as the "said variation hold." 【0080】 In this embodiment, customizations other than pre-variation display customization and in-variation display customization are also provided. The operation method for using each customization (changing the settings) may be any. In this embodiment, the settings of each customization can be changed by operating the push button 61 and the directional keys 62. For example, the settings of each customization can be changed using a screen (customization change screen) as shown in Figure 19. Although not shown, it is preferable that an image explaining the content of each customization is displayed on the screen. In particular, with respect to the pre-variation display customization (pre-variation hold reliability customization) and the in-variation display customization (the said hold reliability customization), it is preferable that an explanation is provided that clearly shows the difference between the pre-variation display 72 (pre-variation hold) and the in-variation display 71 (the said hold). Furthermore, it is preferable that the customization settings can be changed not only during the standby state (non-variation state when the variation effect is not being executed), but also during variation. If it is possible to change the customization settings during variation, a small image for customization (not shown) is displayed near the outer edge of the display area 911 during variation. 【0081】 As will be explained later, the pre-change display customization and the in-change display customization can increase the reliability of the pre-change display 72 and the in-change display 71 when they become special display modes 70s. Therefore, special display modes 70s (the fourth special display mode 704s in this embodiment) whose default reliability (reliability when "normal" is selected, as will be explained later (normal reliability)) is 100% are excluded from customization because their reliability cannot be increased further. In other words, in this embodiment, the special display modes 70s that are subject to pre-change display customization and in-change display customization are limited to those whose default reliability is less than 100% (the first special display modes 701s to the third special display modes 703s in this embodiment) (in the following explanation of pre-change display customization and in-change display customization, when simply referring to special display modes 70s, it refers to those whose default reliability is less than 100%). 【0082】 In this embodiment, the pre-variation display customization offers two options: "Normal" and "UP". "Normal" is the default setting. Immediately after the power of the gaming machine 1 is turned ON or immediately after a reset operation is performed, the setting is "Normal". When "UP" is selected, the reliability of the pre-variation display 72 when it becomes a special display mode 70s is higher than in the normal setting. In this embodiment, the reliability of the pre-variation display customization when "Normal" is set and the pre-variation display 72 becomes each special display mode 70s (normal reliability) and when "UP" is set and the pre-variation display 72 becomes each special display mode 70s (special reliability) are as shown in Figure 20(a). For each special display mode 70s, the reliability is higher when "UP" is set than when "Normal" is set. Also, in this embodiment, for each special display mode 70s, the probability of occurrence (the probability of each display mode being displayed per variation) is lower when "UP" is set than when "Normal" is set. In other words, by setting "UP," each special display mode 70s becomes less likely to be displayed than when "Normal" is set, but when it is displayed, there is an expectation that the target win / loss lottery result will be a jackpot. Furthermore, since the special display mode 70s is less likely to be displayed when "UP" is set than when "Normal" is set, the normal display mode 70n is more likely to be displayed when "UP" is set than when "Normal" is set. 【0083】 In this embodiment, the display customization during reel spinning offers two options: "Normal" and "UP". "Normal" is the default setting. Immediately after the power of the gaming machine 1 is turned ON or immediately after a reset operation is performed, the setting is "Normal". When "UP" is selected, the reliability of the display during reel spinning 71 when it becomes a special display mode 70s is higher than in the normal setting. In this embodiment, the reliability of the display during reel spinning 71 when it becomes a special display mode 70s with "Normal" set (normal reliability) and the reliability of the display during reel spinning 71 when it becomes a special display mode 70s with "UP" set (special reliability) are as shown in Figure 20(b). For each special display mode 70s, the reliability is higher when "UP" is set than when "Normal" is set. Also, in this embodiment, for each special display mode 70s, the probability of occurrence (the probability of each display mode being displayed per reel spin) is lower when "UP" is set than when "Normal" is set. In other words, by setting "UP," each special display mode 70s becomes less likely to be displayed than when "Normal" is set, but when it is displayed, there is an expectation that the target win / loss lottery result will be a jackpot. Furthermore, since the special display mode 70s is less likely to be displayed when "UP" is set than when "Normal" is set, the normal display mode 70n is more likely to be displayed when "UP" is set than when "Normal" is set. 【0084】 The reliability of each special display mode 70s for the variable display customization (the reliability shown in Figure 20(b) in this embodiment) is for the case where each special display mode 70s occurs during the target variable (when the variable display 71 changes to one of the special display modes 70s during the target variable). If the display is in the state of the pre-variation display 72 before the target variable and becomes one of the special display modes 70s, and remains in that special display mode 70s during the target variable, then the corresponding reliability is the reliability of the pre-variation display 72 (pre-variation display customization) (the reliability shown in Figure 20(a)). For example, if the pre-variation display 72 becomes the first special display mode 701s before the target variable, and the variable display 71 remains in the first special display mode 701s at the start of the target variable, and no change in the mode of the variable display 71 occurs during the target variable, then the reliability at that time is 5% when "Normal" is set and 30% when "UP" is set. On the other hand, if the display during fluctuation 71, which was in the first special display mode 701s at the start of the target fluctuation, changes to the second special display mode 702s, the reliability at that time is 25% when "Normal" is set and 70% when "UP" is set. 【0085】 As can be seen by comparing Figures 20(a) and (b), even with the same special display mode 70s, the reliability differs depending on whether it is the pre-change display 72 or the in-change display 71. In this embodiment, when both the pre-change display customization and the in-change display customization are "normal", and when both the pre-change display customization and the in-change display customization are "UP", the reliability is higher when the in-change display 71 becomes the special display mode 70s than when the pre-change display 72 becomes the special display mode 70s. In other words, when comparing the same special display modes 70s, there is a greater expectation that the target winning lottery result will be a jackpot when the in-change display 71 becomes the special display mode 70s than when the pre-change display 72 becomes the special display mode 70s. In this way, the gameplay becomes such that players can expect a big win more when the display corresponding to the target win / fail lottery becomes special display mode 70s after the target variation has started, than when the display corresponding to the target win / fail lottery becomes special display mode 70s before the target variation has started (when special display mode 70s is displayed as a pre-announcement effect). 【0086】 In this embodiment, the pre-change display customization and the in-change display customization are independent. Changing the pre-change display customization does not change the reliability (probability of occurrence) of the in-change display 71. Conversely, changing the in-change display customization does not change the reliability (probability of occurrence) of the pre-change display 72. 【0087】 Thus, in this embodiment, the gaming machine 1 can independently change the probability that the pre-reaction display 72 becomes a special display mode 70s (the reliability when it becomes a special display mode 70s) and the probability that the in-reaction display 71 becomes a special display mode 70s (the reliability when it becomes a special display mode 70s), making it possible to bring the gameplay closer to the player's preference. 【0088】 Furthermore, as mentioned above, it is well known that there is a customization feature that changes the probability of an effect occurring when both the pre-change display 72 and the in-change display 71 are treated as a single unit (both the pre-change display 72 and the in-change display 71 are considered "held"), but there was a problem in that it was unclear whether such a customization targeted only the pre-change display 72 or both the pre-change display 72 and the in-change display 71 (such customizations are often named "held customization," but it is unclear whether "held" refers only to the pre-change display 72 or to both the pre-change display 72 and the in-change display 71). However, if the customization of the pre-change display 72 and the customization of the in-change display 71 are provided separately, as in this embodiment, this problem does not occur. 【0089】 The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned customization of the display before and during the change. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples. 【0090】 〇Specific Example 2-1 In the above embodiment, it was explained that the special display mode 70s (fourth special display mode 704s), which has a default confidence level (normal confidence level) of 100%, is not subject to pre-change display customization or in-change display customization (the probability of occurrence does not change even if the customization is changed). However, it is also possible to set it so that the probability of occurrence of the special display mode 70s (fourth special display mode 704s) can change depending on the change in customization. For example, the setting may be such that the probability of occurrence of the fourth special display mode 704s (special display mode with 100% confidence level) is higher when the in-change customization is set to "UP" than when it is set to "Normal" (default state). 【0091】 Specific Example 2-2 When both the pre-variation display customization and the in-variation display customization are set to "Normal," and when both the pre-variation display customization and the in-variation display customization are set to "UP," the reliability is lower when the in-variation display 71 becomes a certain special display pattern 70s than when the pre-variation display 72 becomes a certain special display pattern 70s. In other words, when comparing the same special display patterns 70s, the setting is such that the expectation of the target win / loss lottery result being a jackpot is higher when the pre-variation display 72 becomes a certain special display pattern 70s than when the in-variation display 71 becomes a certain special display pattern 70s (see Figure 21). In this way, the gameplay becomes such that the expectation of a jackpot is higher when the display corresponding to the target win / loss lottery becomes a special display pattern 70s before the start of the target variation (when the special display pattern 70s is displayed as a pre-reading effect) than when the display corresponding to the target win / loss lottery becomes a special display pattern 70s after the start of the target variation. 【0092】 Specific Examples 2-3 The system is configured to offer two types of customization: comprehensive customization (see Figure 22(a)) where both the pre-change display 72 and the in-change display 71 are subject to customization, and in-change customization (see Figure 22(b)) where only the in-change display 71 is subject to customization (the pre-change display 72 is not subject to customization). For example, the comprehensive customization can be configured to allow selection of "Normal" (default) and "UP". If "UP" is selected, the reliability of both the pre-change display 72 and the in-change display 71 when they enter the special display mode 70s will be higher (than when "Normal" is selected (default)) (the probability of them entering the special display mode 70s will be lower). On the other hand, with in-change customization, if "UP" is selected, the reliability of the in-change display 71 when it enters the special display mode 70s will be higher (than when "Normal" is selected (default)) (the probability of it entering the special display mode 70s will be lower) (the reliability of the pre-change display 72 does not change even if "UP" is selected in the in-change customization). This allows for the customization of both the pre-variation display 72 and the in-variation display 71 together, or the customization of only the in-variation display 71, thereby improving the enjoyment of the game and the convenience of customization. 【0093】 Specific Example 2-4 At least one of the following will occur: a change in the display customization during fluctuation will affect the reliability of the display before fluctuation 72, and a change in the display customization before fluctuation will affect the reliability of the display during fluctuation 71. However, even if such an effect occurs, the reliability will be higher when "UP" is selected than when "Normal" is selected for each special display mode 70s, and the relationship between the reliability of each display mode (normal display mode 70n < first special display mode 701s < second special display mode 702s < third special display mode 703s < fourth special display mode 704s) will be maintained. 【0094】 For example, as shown in Figure 23, when the fluctuating display 71 is in a special display mode 70s (any of the first special display modes 701s to the third special display modes 703s), the reliability is set higher when the pre-fluctuating display customization is "UP" (see Figure 23(b)) than when the pre-fluctuating display customization is "normal" (see Figure 23(a)). In other words, the influence of the pre-fluctuating display customization extends to the reliability of the fluctuating display 71. 【0095】 〇Specific Example 2-5 When a player makes changes to the display customization before or during a spin, the timing at which these changes are actually reflected (reflection timing) can be controlled, for example, as follows: 【0096】 The timing for reflecting pre-change display customizations and in-change display customizations will be the same. For example, the customization changes will be reflected when all notification of the win / loss lottery results corresponding to the win / loss lottery information (win / loss lottery information during the change and win / loss lottery information before the change) stored in the memory device at the time the player makes a change has been completed. 【0097】 Furthermore, unlike the control described above, the timing of the reflection of pre-variation display customization and the reflection of in-variation display customization are made different. For example, for pre-variation display customization, since the target of customization is the pre-variation display 72, the customization change is actually reflected when all notification of win / loss lottery results corresponding to the pre-variation win / loss lottery information stored in the memory means is completed at the time the player makes the change. On the other hand, for in-variation display customization, since the target of customization is the in-variation display 71, the customization change is actually reflected when the notification of win / loss lottery results corresponding to the in-variation win / loss lottery information stored in the memory means is completed at the time the player makes the change (the variation performance being executed at the time the player makes the change ends). Regardless of whether the pre-variation win / loss lottery information is stored (i.e., the pre-variation display 72 exists) at the time the in-variation customization is changed, the change is reflected immediately when the notification of win / loss lottery results corresponding to the in-variation win / loss lottery information is completed. In this way, changes to in-variation display customization are reflected earlier (compared to changes to pre-variation display customization). 【0098】 <Spot the difference mode> The basic form of the variation effect depends on the effect mode. In this embodiment, the game machine 1 can select the "spot the difference" mode (specific effect mode) as one of several effect modes. In this embodiment, the "spot the difference" mode can be selected in the second specific game state. The basic form of the variation effect in the second specific game state differs depending on which of the several effect modes is selected. One of these multiple effect modes is the "spot the difference" mode. Although not shown in the figures, in this embodiment, during a jackpot game (unit game) of the second specific jackpot, it is possible to select from several candidates the effect mode to be set in the second specific game state after the jackpot game has ended. The effect mode may also be changeable during the second specific game state. The "spot the difference" mode may also be configured to be set in other game states. Furthermore, the "spot the difference" mode may be configured to be set automatically without the player's selection. 【0099】 The Spot the Difference mode is a mode in which a variation animation (see Figure 24) is executed that prompts the player to "find the difference." In other words, two identical images are displayed in the display area 911 under normal conditions (when the background suggestion animation or symbol suggestion animation described later is not occurring), and the player is asked to find whether there is a difference between the two images. In the explanation of Spot the Difference mode, elements related to one of the two images will be labeled "A," and elements related to the other will be labeled "B." 【0100】 In the spot-the-difference mode, a portion of the display area 911 is designated as display area 911A, and the other portion as display area 911B. In this embodiment, a dividing line image 11 is displayed that extends vertically so as to divide the display area 911 roughly in half in the width direction. The left side of the dividing line image 11 is display area 911A, and the right side is display area 911B (see Figure 24(a)). 【0101】 Three decorative pattern groups 80g (left decorative pattern group 80gL, middle decorative pattern group 80gC, right decorative pattern group 80gR) constitute a set of decorative patterns. When not in spot-the-difference mode (normal variation performance), one set of decorative patterns is displayed (see Figure 2, etc.). In spot-the-difference mode, one set of decorative patterns (decorative pattern 80A) is displayed in display area 911A, and another set of decorative patterns (decorative pattern 80B) is displayed in display area 911B. In the normal state (when the pattern suggestion performance described later is not occurring), the variation patterns of decorative pattern 80A displayed in display area 911A and decorative pattern 80B displayed in display area 911B are the same. That is, in the normal state, each decorative pattern group 80g contains the same pattern of decorative pattern 80 (in this embodiment, three decorative pattern groups 80g with the numbers "1" to "7" are displayed in both display area 911A and display area 911B), and these are displayed in the same variation pattern. If we were to stop the variation of decorative pattern 80A and decorative pattern 80B, they would stop in exactly the same manner regardless of when they were stopped (they would perfectly coincide if they were shifted in parallel). Display area 911A and display area 911B are almost the same size and shape, and the position where decorative pattern 80A is displayed in variation in display area 911A is the same as the position where decorative pattern 80B is displayed in variation in display area 911B (see Figure 24(a)). 【0102】 In display area 911A, background image 10A is displayed as the background for decorative pattern 80A, and in display area 911B, background image 10B is displayed as the background for decorative pattern 80B (see Figure 24(a)). However, under normal circumstances (when the background suggestion effect described later is not occurring), background image 10A and background image 10B have the same appearance. Background image 10A and background image 10B may be moving images, but under normal circumstances, they change so that their appearance is the same at all points in time. Background image 10A and background image 10B are only displayed in the spot-the-difference mode (they are background images exclusive to the spot-the-difference mode). In this embodiment, images containing predetermined characters are displayed as background image 10A and background image 10B. 【0103】 The area in which the decorative pattern 80A is displayed is less than half of the display area 911A. Similarly, the area in which the decorative pattern 80B is displayed is less than half of the display area 911B. In other words, more than half of the background image 10A and background image 10B are exposed so as not to be covered by the decorative pattern 80. As described above, the background image 10A and background image 10B in this embodiment include a predetermined character, and the decorative patterns 80A and decorative patterns 80B are displayed in a manner that does not overlap with the face of the character (see Figure 24(a)). 【0104】 Because of this configuration, the performance image A displayed in display area 911A (referring to the combination of the decorative pattern 80A and the background image 10A) and the performance image B displayed in display area 911B (referring to the combination of the decorative pattern 80B and the background image 10B) are identical in appearance under normal conditions (when the pattern suggestion performance or background suggestion performance described later is not occurring), and when one is slid toward the other, they completely match (see Figure 24(a)). Note that elements not included in performance image A or performance image B may be displayed in display area 911 (these elements do not correspond to differences between performance image A and performance image B). Images that are clearly not the target of the "spot the difference" game, such as those that simply represent information, those that are displayed across display area 911A and display area 911B, and images that are displayed even outside of the spot the difference mode, are not the target of the spot the difference game. In the error-finding mode of this embodiment, the words "Find the error" (title) are displayed across display area 911A and display area 911B during a predetermined period (for example, a certain time from the start of the change) (see Figure 24(a)), but this is not the target of the error-finding game. Also, the change-in display 71 and the change-pre-change display 72 are not the target of the error-finding game. In the error-finding mode of this embodiment, a separate area (holding area) is reserved for displaying the change-in display 71 and the change-pre-change display 72, in addition to display area 911A and display area 911B. It is also possible to have a configuration in which such a holding area is not provided (a configuration in which the change-in display 71 and the change-pre-change display 72 are displayed across display area 911A and display area 911B, or are displayed superimposed on one of the areas). 【0105】 The Spot the Difference mode is a mode in which, during the fluctuation of the target win / loss result (target fluctuation), there is a possibility that a difference (discrepancy) may occur between the animation image A and the animation image B. Hereinafter, fluctuations in which a difference occurs between animation image A and animation image B will be referred to as "difference-occurring fluctuations," and fluctuations in which no difference occurs will be referred to as "non-difference-occurring fluctuations." In this embodiment, a target fluctuation becomes a "difference-occurring fluctuation" only when the target win / loss result is a jackpot. In other words, if a difference occurs between animation image A and animation image B, a jackpot is confirmed. On the other hand, in this embodiment, if the target win / loss result is a loss, the target fluctuation becomes a "non-difference-occurring fluctuation." Therefore, in Spot the Difference mode, the player compares the left and right sides of the display area 911 and looks for any "differences" (discrepancies), and if they find one, a jackpot is confirmed. From the player's perspective, even in a difference-occurring fluctuation, it is not guaranteed that they will find a difference between animation image A and animation image B, so there is a possibility that the target fluctuation will be a jackpot even if no difference is found. Thus, in the "spot the difference" mode, the visual effects that create a difference between visual image A and visual image B function as effects that suggest the outcome of the lottery. 【0106】 In a variation where a difference occurs (a winning variation), after a "difference" occurs between the animation image A and the animation image B (see Figure 24(b-1)), an image indicating that the result of the draw is a jackpot (a confirmed notification image) is displayed (see Figure 24(c-1)). Note that the timing at which the "difference" between the animation image A and the animation image B occurs is an unpredictable timing that cannot be predicted by the player (the "difference" does not occur at a predetermined timing). In addition, in a variation where a difference occurs, after the "difference" has actually occurred, the "answer" to the spot-the-difference puzzle is shown, indicating where the difference occurred between the animation image A and the animation image B (see Figure 24(c-1)). In this embodiment, the distinction between display area 911A and display area 911B disappears (the dividing line image 11 is erased) to indicate that it is a jackpot. In other words, the winning combination of decorative symbols 80, where the distinction between decorative symbols 80A and decorative symbols 80B has disappeared, is displayed (see Figure 24(c-1)). 【0107】 In a variation where no difference occurs, the state in which the animation image A and animation image B are identical (a state in which no "difference" occurs) is maintained (see Figures 24(b-2) and (c-2)). At the end of the variation, the losing combinations for decorative symbol 80A and decorative symbol 80B are displayed (see Figure 24(c-2)). Whether or not the player finds a "difference" in a variation where a difference occurs, the result of the target win / loss lottery remains the same, so whether or not the player finds the "difference" does not affect the actual profit (expected value of payout). Finding the "difference" means that the player can know in advance that it is a win (before the confirmation image is displayed). 【0108】 Multiple events (performances) are provided as potential "differences" between performance image A and performance image B (see Figure 25). If a difference occurrence variation is to be executed, one of the multiple candidate events (performances) to actually occur is determined by lottery (equal draw). 【0109】 When a difference occurs, the "difference" between the performance image A and the performance image B may appear in the background image 10 (background image 10A and background image 10B). In other words, the difference between the performance image A and the performance image B may appear in the background of the decorative symbol 80, which may trigger a background suggestion effect that indicates the outcome of the draw. In this embodiment, as a background suggestion effect, some change occurs in the background image 10A, and this becomes the "difference" between the background image 10A and the background image 10B. In light of the fact that this is a so-called "spot the difference" game, players will likely assume that a "difference" will occur in the background, including characters, etc. (it is normal to look for differences in the background), so it can be said that the "difference" brought about by the background suggestion effect is easier for players to find compared to the symbol suggestion effect described later. An example of an event that occurs as a background suggestion effect (a change that occurs in the background image 10A) is shown in Figure 25. Note that when the background suggestion effect is occurring, there is no difference between the decorative symbol 80A and the decorative symbol 80B (the symbol suggestion effect described later does not occur together with the background suggestion effect). 【0110】 In this embodiment, the "difference" between the animation image A and the animation image B may occur in the decorative pattern 80 (decorative pattern 80A and decorative pattern 80B). In other words, the difference between the animation image A and the animation image B may occur in the decorative pattern 80 itself, which may trigger a pattern suggestion animation that indicates the outcome of the draw (see Figure 25). As mentioned above, since players are likely to be paying attention to the background, including the characters, the pattern suggestion animation is a more difficult animation (event) to spot than the background suggestion animation. 【0111】 The following describes the symbol suggestion effect. When it is decided that a target variation will be a variation in which a difference occurs, and it is decided that a symbol suggestion effect will be performed during that variation (to create a "difference" in the decorative symbol 80 instead of the background image 10), the execution timing is determined. One or more timings during a variation are designated as candidate timings in which the symbol suggestion effect may occur, and one of these is designated as the execution timing to actually perform (start) the symbol suggestion effect. In this embodiment, the candidate timings are 1 second after the start of the variation, 5 seconds after the start of the variation, 10 seconds after the start of the variation, 15 seconds after the start of the variation, 23 seconds after the start of the variation, and 27 seconds after the start of the variation. When it is decided that the symbol suggestion effect will be performed, one of these candidate timings is determined by lottery to determine which of these timings will be the execution timing. For example, if it is decided that 15 seconds after the start of the variation will be the execution timing, the decorative symbol 80A will be displayed smaller than normal during the period from 15 seconds to 16 seconds after the start of the variation. Note that the candidate timings are not shown to the player in advance. By providing multiple such candidate timings, it is made somewhat difficult to find the symbol suggestion effect. 【0112】 The symbol suggestion effect (see Figure 26) is such that, at the time of execution, a change visible to the player occurs in the decorative symbol 80A (hereinafter referred to as the special change), but the decorative symbol 80B does not undergo the special change and continues to fluctuate as before. In other words, in the target fluctuation (fluctuation where a difference occurs), until the execution timing is reached, the decorative symbols 80A and 80B are displayed in the same manner (see Figure 26(a)). When the execution timing is reached, the decorative symbol 80A undergoes a special change, but the decorative symbol 80B does not undergo this special change and continues to display as before (see Figure 26(b)). Note that the special change is temporary. Therefore, after the special change ends, the state in which the decorative symbols 80A and 80B are displayed in the same manner returns (see Figure 26(c)). After that, a confirmation notification image is displayed to inform the player that it is a jackpot (see Figure 26(d)). 【0113】 In this embodiment, as a symbol suggestion effect, a special change occurs at the execution timing in which the size of the decorative symbol 80A temporarily changes. Before reaching the execution timing, the sizes of decorative symbols 80A and 80B are exactly the same (decorative symbols 80 of the same type (number) are exactly the same) (see Figure 26(a)), but at the execution timing, the size of decorative symbol 80A temporarily changes. In this embodiment, the size of decorative symbol 80A becomes smaller for 1 second (see Figure 26(b)). This temporary difference in size between decorative symbols 80A and 80B occurs as a "difference" (the object of the "spot the difference" game) between the effect image A and the effect image B. In order to make it difficult to easily find the "difference," it is preferable to shorten the execution time of the symbol suggestion effect (special change) as in this embodiment. 【0114】 At the time the symbol suggestion effect is executed, the backgrounds of decorative symbols 80A and 80B are the same. In other words, while the symbol suggestion effect is being executed (while the special change is occurring), there is no difference between background image 10A and background image 10B (see Figure 26(b)). The symbol suggestion effect is designed to create a difference between the effect image A and the effect image B, which are the targets of the "spot the difference" game, in the "decorative symbol 80," so there is no difference in the background. 【0115】 As a special variation, the size of the decorative symbol 80A may temporarily increase. However, as in this embodiment, a special variation in which the size of the decorative symbol 80A temporarily decreases (see Figure 26(b)) makes it more difficult for the player to "find" the difference (making it more challenging as a "spot the difference" game). Creating a difference between the performance image A and the performance image B in the decorative symbol 80 is more difficult for the player to "find" than creating a difference in the background image 10. By creating a special variation in which the size of the decorative symbol 80A temporarily decreases, as in this embodiment, the degree of "difficulty in finding" can be further increased. 【0116】 Thus, the spot-the-difference mode of the gaming machine 1 according to this embodiment is interesting because the "difference" may appear not in the background image 10 that the player is likely to be paying attention to (a symbol suggestion effect may occur). 【0117】 The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned spot-the-difference mode (specific presentation mode). Furthermore, whenever possible, a configuration may be created that combines multiple techniques described using the following examples. 【0118】 〇Specific Example 3-1 As a special variation, a symbol suggestion effect occurs in which only a portion, not all, of the decorative symbols 80A change in size (see Figure 27). In other words, at the time of execution, only a portion of the multiple decorative symbols 80 displayed in the display area 911A changes in size, while the other portions remain unchanged (maintained). For example, among the three groups of decorative symbols 80g displayed in the display area 911A, the decorative symbols 80 included in the middle group of decorative symbols 80gC become smaller, but the other decorative symbols 80 remain unchanged (see Figure 27(b)). This makes the symbol suggestion effect (special variation) less noticeable to the player (compared to the above embodiment). 【0119】 Specific Example 3-2 Even if the target fluctuation is a different fluctuation (even if background suggestion effects or symbol suggestion effects occur), the target win / loss lottery result is not guaranteed to be a jackpot (the reliability is not 100%), and this setting may be used. When background suggestion effects or symbol suggestion effects occur, the probability of the target win / loss lottery result being a jackpot is higher than when they do not occur, but it is not guaranteed to be a jackpot (it remains a so-called chance-up), and this setting may be used. 【0120】 Specific Example 3-3 In a single variation (a variation where a difference occurs), the game is configured such that a "difference" can occur between the visual image A and the visual image B two or more times. For example, in a single variation, the visual change animation in which a special change occurs in the decorative symbol 80A may occur two or more times (a special change occurs in the decorative symbol 80A, the decorative symbol 80A returns to its original state, and then the decorative symbol 80A undergoes another special change). This configuration allows for gameplay where, even if a player overlooks a "difference" between the visual image A and the visual image B at one point, they may notice the "difference" at another point. 【0121】 As in specific example 3-2, if the configuration is such that even if a difference occurs, the result of the target win / loss lottery is not guaranteed to be a jackpot (a configuration with less than 100% reliability), then the reliability can be set so that the more times there is a "difference" between the visual image A and the visual image B, the higher the reliability. For example, the more times a special change occurs in the decorative symbol 80A (the number of symbol suggestion effects), the higher the probability that the target win / loss lottery result will be a jackpot (the higher the probability that an event favorable to the player will occur). In this way, the game becomes a spot-the-difference mode in which players will also pay attention to the number of times the "difference" occurs. 【0122】 Specific Examples 3-4 The setting is such that even if the target variation is a variation where no difference occurs, there is still a possibility that the target win / loss result will be a jackpot. In other words, when the target win / loss result is a jackpot, it is not guaranteed that the target variation will be a variation where a difference occurs; there is also a possibility that it will be a variation where no difference occurs. This way, the spot-the-difference mode becomes one in which players can expect a jackpot even if no background or symbol suggestion effects occur. 【0123】 Specific Examples 3-5 Background and symbol-suggestive effects may function to suggest that events other than a jackpot will occur that are advantageous to the player. For example, they may occur during a jackpot game (during a round). That is, during a jackpot game, images prompting the player to find the difference (effect image A, effect image B) are displayed, and possible "differences" (mistakes) include differences in the background or differences in the decorative symbols 80. In addition, during a jackpot game, the winning combination of decorative symbols 80 that indicates a jackpot (three matching decorative symbols 80 of the same type) is displayed in both display area 911A and display area 911B (two sets are displayed), and as a symbol-suggestive effect, "differences" (special changes) may occur in the decorative symbols 80 that make up the winning combination. 【0124】 Specific Examples 3-6 In the above embodiment, the symbol suggestion effect is described as a special change occurring in the decorative symbol 80A (but not in the decorative symbol 80B). However, it is also possible to configure the system so that the special change may occur in either the decorative symbol 80A or the decorative symbol 80B. In this case, since it is uncertain whether the special change occurs in the decorative symbol 80A or the decorative symbol 80B, it becomes a spot-the-difference mode where it is difficult to spot the occurrence of the symbol suggestion effect. However, as in the above embodiment, by making it so that the special change occurs in the decorative symbol 80A but not in the decorative symbol 80B, it can be said that it becomes a spot-the-difference mode where it is relatively easy to spot the occurrence of the symbol suggestion effect. 【0125】 Specific Example 3-7 Assume that there is only one timing at which the special change of decorative symbol 80A can occur (the execution timing is fixed). For example, assume that the special change of decorative symbol 80A always occurs 10 seconds after the start of the variation. However, it can be said that providing multiple candidate timings, as in the above embodiment, makes it more difficult to spot the difference in the symbol suggestion effect. 【0126】 Specific Example 3-8 In the above embodiment, a change in the size of the decorative pattern 80A occurred as a special change (pattern suggestion effect). However, instead of, or in addition to, the change in the size of the decorative pattern 80A, the following changes may occur as special changes (pattern suggestion effects). (i) Pseudo-stop A special change occurs when the decorative symbol 80A temporarily pseudo-stops. That is, at the time of execution, the decorative symbol 80A pseudo-stops temporarily (for example, for about 1 second), while the decorative symbol 80B continues to be displayed in a variable manner as a symbol suggestion effect (see Figure 28(a)). At the time of execution, it is also possible to configure the system so that only a portion of the decorative symbol group 80g (for example, the right decorative symbol group 80gR), which is composed of the decorative symbol 80A, temporarily pseudo-stops (see Figure 28(b)). This makes it clear that it did not occur as a so-called pseudo-consecutive win (in a typical pseudo-consecutive win, all decorative symbol groups pseudo-stop, so to make the difference clear, only a portion of the decorative symbol group 80g is pseudo-stopped). (b) Color change A special change occurs when the color of the decorative symbol 80A temporarily changes. That is, at the time of execution, the decorative symbol 80A temporarily changes to a different color from its normal state (for example, for about 1 second), while the decorative symbol 80B maintains its normal color (the color at the start of the change) as a symbol suggestion effect (see Figure 29(a)). At the time of execution, some decorative symbols 80A may change to a different color than usual. This would create a special change that is harder to spot. In this case, it is best to have the color of a predetermined specific type of decorative symbol 80 change (see Figure 29(b)). For example, when a reach is achieved, only the decorative symbol 80 with the highest reliability (the "7" decorative symbol 80) may change color as a special change. (h) Change in direction of fluctuation A special change occurs when the direction of movement of the decorative symbol 80A temporarily changes. For example, if the direction of movement of decorative symbols 80A and 80B is normally "down", then at the time of execution, decorative symbol 80A will temporarily (for example, for about 3 seconds) move in an "up" direction, which is different from the normal direction, while decorative symbol 80B will continue to move in the "down" direction as is, creating a symbol suggestion effect (see Figure 30(a)). At the time of execution, some of the decorative symbols 80A may change in a direction different from the normal state (for example, the middle decorative symbol group 80gC and the right decorative symbol group 80gR continue to change in the "down" direction, but the left decorative symbol group 80gL changes in the "up" direction) (see Figure 30(b)). In this way, the direction of change differs among the multiple decorative symbol groups 80g (decorative symbols 80A) displayed as decorative symbols 80A (the way the decorative symbols 80A change) makes it more likely that the special change will be noticed even if only the display area 911A is being looked at. (ii) Change in display position A special change occurs when the display position of decorative pattern 80A temporarily changes. For example, decorative pattern 80A, which is normally displayed in a variable position at the bottom of display area 911A (below the vertical center), may temporarily (for example, for about 3 seconds) be displayed in a variable position at the top of display area 911A (above the vertical center) (see Figure 31(a)). Decorative pattern 80B continues to be displayed in the same position, so the variable display position of decorative pattern 80A in display area 911A and the variable display position of decorative pattern 80B in display area 911B appear as a "difference" in the pattern suggestion effect. At the time of execution, some of the decorative symbols 80A may be displayed in positions different from the normal state (for example, the left decorative symbol group 80gL and the right decorative symbol group 80gR remain displayed at the bottom of the display area 911A, while the middle decorative symbol group 80gC is displayed at the top of the display area 911A) (see Figure 31(b)). In this way, the display positions of the multiple decorative symbol groups 80g (decorative symbols 80A) displayed as decorative symbols 80A will differ (the display positions of the decorative symbols 80A will be unusual), resulting in a performance format in which it is highly likely that the special change will be noticed even by looking only at the display area 911A. At the time of execution, as a special change, it may occur that two sets of "decorative pattern sets including three decorative pattern groups 80g" are displayed in the display area 911B (see Figure 32). In other words, a pattern suggestion effect may occur that makes it appear as if the decorative pattern 80A that was displayed in the display area 911A (see Figure 32(a)) has moved to the display area 911B (see Figure 32(b)). This makes the special change easier to notice. (e) Sudden deletion A special change occurs in which the decorative symbol 80A temporarily disappears. That is, at the time of execution, the decorative symbol 80A is temporarily removed from the display area 911A (for example, for about 3 seconds) (and naturally, it is not displayed in the display area 911B either), but the decorative symbol 80B continues to be displayed in the display area 911B as a symbol suggestion effect (see Figure 33(a)). At the time of execution, only some of the decorative symbols 80A may be erased (for example, the left decorative symbol group 80gL and the right decorative symbol group 80gR are continuously displayed in the display area 911A, but the middle decorative symbol group 80gC disappears temporarily) (see Figure 33(b)). In this way, only some of the multiple decorative symbol groups 80g (decorative symbols 80A) displayed as decorative symbols 80A will disappear, resulting in a performance format in which it is highly likely that the special change will be noticed even by looking only at the display area 911A. (He) Reach achieved A special change occurs when a reach is achieved by decorative symbol 80A (two of the three decorative symbol groups 80g are selected and shown as the same type). In other words, at the time of execution, a reach is achieved by decorative symbol 80A in display area 911A, but a reach is not achieved by decorative symbol 80B in display area 911B (it continues to be displayed in a variable state) (see Figure 34). In other words, the presence or absence of a reach is expressed as a "difference" between the performance image A and the performance image B. This makes it easier to notice the special change in the performance format. 【0127】 If two or more special changes are to occur, the candidate timings for each special change may be different. For example, for a special change in which the size of decorative symbol 80A temporarily changes, the candidate timings are 1 second after the start of the change, 5 seconds after the start of the change, 10 seconds after the start of the change, 15 seconds after the start of the change, 23 seconds after the start of the change, and 27 seconds after the start of the change. However, for a special change in which decorative symbol 80A temporarily pseudo-stops, the candidate timings are 3 seconds after the start of the change, 8 seconds after the start of the change, 13 seconds after the start of the change, 18 seconds after the start of the change, 26 seconds after the start of the change, and 30 seconds after the start of the change. In this way, the occurrence of special changes becomes difficult to predict. 【0128】 If the system is configured so that two or more types of special changes can occur, and even if a difference occurs as in specific example 3-2, the result of the target win / loss lottery is not guaranteed to be a jackpot (a configuration where the reliability is not 100%), then the reliability may be set to differ depending on the type of special change that occurs. For example, the probability of the target win / loss lottery result being a jackpot (the probability of an event favorable to the player occurring) may be set to be higher when the decorative symbol 80A temporarily pseudo-stops as a special change than when the decorative symbol 80A temporarily changes in size as a special change. In this way, when a special change occurs, the type (content) of the change will also be a point of interest for the player in this spot-the-difference mode. 【0129】 〇Specific Example 3-9 In the above embodiment, it was explained that there is no difference in the backgrounds of decorative symbols 80A and 80B at the time the symbol suggestion effect (special change) is executed (i.e., the background suggestion effect is not executed). However, it is also possible to configure the system so that there is a difference in the backgrounds of decorative symbols 80A and 80B at the time the symbol suggestion effect (special change) is executed (see Figure 35). If the background also changes along with the occurrence of the symbol suggestion effect, it can be said that it is easier to notice the "difference" between the effect image A and the effect image B. 【0130】 However, if the background is treated as in this example, the difference in background becomes too noticeable, and there is a risk that the player will not notice the difference between decorative pattern 80A and decorative pattern 80B (which would negate the purpose of the pattern suggestion effect). To eliminate this risk, it is best to ensure that there is no difference in background at the time the pattern suggestion effect is executed, as in the embodiment described above. 【0131】 〇Specific Example 3-10 As a symbolic effect, the system is configured so that special changes can occur that continue until the end. If, as in the embodiment described above, the decorative symbol 80A becomes smaller than normal as a special change, then the state in which the decorative symbol 80A is smaller will continue until the end. Here, "until the end" means until the point in time when the distinction between display area 911A and display area 911B disappears (until the dividing line image 11 is erased). In other words, it means until it becomes clear that the "spot the difference" game has ended. 【0132】 As in this example, the presence of a "difference" between decorative symbols 80A and 80B is shown until the spot-the-difference game is completed, making it a spot-the-difference mode where the player is highly likely to notice the "difference." Furthermore, the earlier the special change (symbol suggestion effect) is executed during the target variation (difference occurrence variation), the longer the state in which the "difference" exists will be (making it easier for the player to notice the "difference"). 【0133】 〇Specific Example 3-11 In the difference-finding mode of the above embodiment, when a difference-occurring variation occurs, the "answer" to the difference-finding puzzle is shown, indicating where the difference was between the animation image A and the animation image B. However, when a symbol suggestion animation occurs during a difference-occurring variation (when a "difference" occurs between the decorative symbols 80A and 80B due to a special change), the "answer" to the difference-finding puzzle is not shown. In other words, when a background suggestion animation occurs (when a difference occurs between the background image 10A and the background image 10B), the "answer" to the difference-finding puzzle is shown, but when a symbol suggestion animation occurs, the "answer" to the difference-finding puzzle is not shown. 【0134】 Generally, "spot the difference" puzzles involve images representing characters, etc., and it is not typical for them to occur in the symbols displayed to indicate the outcome of the lottery. Therefore, the occurrence of symbol-suggestive effects (special changes) will not be presented as the "answer to the spot the difference" puzzle (differences in the symbols will be treated as "hidden effects" (behind-the-scenes effects) and will not be presented as the "answer"). 【0135】 〇Specific Example 3-12 If the target winning / losing result is a jackpot, the winning combination using decorative symbol 80A (winning combination A) will be displayed in display area 911A, and the winning combination using decorative symbol 80B (winning combination B) will be displayed in display area 911B (see Figure 36(a)). In other words, the winning combination will be displayed in both display area 911A and display area 911B to notify the jackpot. 【0136】 In this example, it is possible to allow special changes to occur in the winning combination of decorative symbols 80 (see Figure 36(b)). That is, a special change in decorative symbol 80A that makes up the winning combination may create a "difference" between it and decorative symbol 80B that makes up the winning combination (see Figure 36(b-1)). When such a "difference" occurs in the winning combination (see Figure 36(b-1)), the probability of an event favorable to the player occurring afterward should be set to be higher than when no "difference" occurs (see Figure 36(b-2)). For example, the probability that the game state after the jackpot game will be favorable to the player should be set to be higher when a special change occurs in decorative symbol 80A than when no special change occurs in decorative symbol 80A. In this way, if winning combination A and winning combination B are displayed, this can be used to suggest the probability of an event favorable to the player occurring. 【0137】 〇Specific Example 3-13 The pre-change display 72 and the in-change display 71, which show the status of the win / loss lottery information stored in the memory means, are displayed in both the display area 911A and the display area 911B (two sets are displayed) (see Figure 37(a)). That is, the pre-change display 72A and the in-change display 71A are displayed as being included in the performance image A, and the pre-change display B and the in-change display 71B are displayed as being included in the performance image B. In this way, under normal circumstances, two images (performance image A and performance image B) that are exactly the same in appearance, including the pre-change display 72 and the in-change display 71, are displayed (the increase or decrease in win / loss lottery information is reflected in both the display area 911A and the display area 911B), resulting in a "spot the difference" mode. 【0138】 In the example shown, the configuration may be such that the pre-change display 72 and the in-change display 71 are not used as the "difference" between the performance image A and the performance image B (as the target of a spot-the-difference game), or it may be such that they are used. If the latter configuration is adopted, there may be a difference in the manner of "pre-change display 72A and in-change display 71A" and "pre-change display 72B and in-change display 71B". For example, as shown in Figure 37(b), a change may occur in which either the pre-change display 72A or the in-change display 71A becomes a special display manner 70s, but the pre-change display 72B and the in-change display 71B do not change. Since it is unlikely that the pre-change display 72 or the in-change display 71 will be the target of a spot-the-difference game, if the emphasis is on creating an unexpected performance result, then the configuration may be such that the pre-change display 72 and the in-change display 71 are the target of a spot-the-difference game. 【0139】 On the other hand, since the pre-variation display 72 and the in-variation display 71 are "information displays" that represent the number of win / fail lottery information, if accuracy as an information display is to be prioritized, the pre-variation display 72 and the in-variation display 71 should be configured so that they are not subject to error-finding (a situation like that shown in Figure 37(b) will not occur). In other words, the display of win / fail lottery information shown in display area 911A and the display of win / fail lottery information shown in display area 911B should always match. If there is an increase or decrease in the number of win / fail lottery information stored in the memory means, the increase or decrease should be reflected in both display area 911A and display area 911B so that there is no discrepancy between the information shown in display area 911A and the information shown in display area 911B. In this case, it goes without saying that even when a symbol suggestion effect is occurring, the display of win / fail lottery information shown in display area 911A and the display of win / fail lottery information shown in display area 911B will match. 【0140】 In the spot-the-difference mode (specific performance mode), if the pre-change display 72 and the in-change display 71 are used as the "differences" between performance image A and performance image B (as the target of the spot-the-difference game), the following event may occur. In the normal state (no difference occurring during the change), the numbers shown by the pre-change display 72A and the in-change display 71A displayed in display area 911A (sometimes referred to as the "Area A display number") and the numbers shown by the pre-change display 72B and the in-change display 71B displayed in display area 911B (sometimes referred to as the "Area B display number") are made to match (see Figure 37(a). The state in Figure 37(a) is "Area A display number = Area B display number = 5"). "Area A display number = Area B display number = number of win / loss lottery information stored in the memory means". In other words, under normal conditions, both the "pre-change display 72A and in-change display 71A" and the "pre-change display 72B and in-change display 71B" directly represent the status of the win / loss lottery information stored in the memory means. Therefore, if there is an increase or decrease in the win / loss lottery information stored in the memory means, the increase or decrease will be reflected in both the display area 911A and the display area 911B. 【0141】 Unlike the normal state, a state in which the "Number of Displayed Items in Area A" and the "Number of Displayed Items in Area B" are different (a specific special state) can occur during a difference-occurring fluctuation. For example, as shown in Figure 37-1, the Number of Displayed Items in Area A (the number of win / loss lottery information items shown by the pre-fluctuation display 72A and the in-fluctuation display 71A) is "5", but the Number of Displayed Items in Area B (the number of win / loss lottery information items shown by the pre-fluctuation display 72B and the in-fluctuation display 71B) is "4", which can occur as a "difference" in a spot-the-difference game. In other words, the game is designed to appear to the player as if there is a "difference" (error) in the so-called "number of held items". Note that either the "Number of Displayed Items in Area A" or the "Number of Displayed Items in Area B" represents the actual number of win / loss lottery information items stored in the memory device (represents accurate information). In other words, one of the display areas 911A and 911B displays the "correct number," while the other displays a "theatrical number" different from the "correct number" (in order to create a "mistake" between display areas 911A and 911B). (The example shown in Figure 37-1 is an example of a performance that occurred when the number of win / loss lottery information stored in the memory means was 5, and the number displayed in area A (display area 911A) was considered the "correct number," while the number displayed in area B (display area 911B) was considered the "theatrical number" (false number)). 【0142】 In addition, in specific special states (states where there appears to be a "difference" in the so-called "number of pending" balls), no "difference" is made in the background image 10 or decorative patterns 80 (see Figure 37-1). Furthermore, in specific special states, if the number of win / loss lottery information stored in the memory means changes, the "number displayed in area A" changes accordingly. On the other hand, the "number displayed in area B," which is a "number for performance purposes," is controlled to remain different from the "number displayed in area A," which is the "correct number" (the "number displayed in area B" may change as appropriate (resulting in an increase or decrease in the pre-variation display 72B)). Furthermore, the "number for performance purposes" (number displayed in area B) only needs to be different from the "correct number," and specific special states may occur in which the pre-variation display 72B and the in-variation display 71B are not displayed at all, or in which the in-variation display 71B is displayed but the pre-variation display 72B is not. However, if it is to make it difficult to detect that an "error" has occurred, it is preferable to make the difference between the "correct number" and the "number for performance purposes" as small as possible. Furthermore, the "Number of Items Displayed in Area A" and the "Number of Items Displayed in Area B" may be represented by numbers themselves, rather than the number of images, as in this example. Also, it is preferable that the "Number of Items Displayed in Area B," which is a "number for dramatic effect" in a specific special state, does not exceed the maximum number of "Number of Items Displayed in Area A." In this example, the maximum number of pre-change win / loss lottery information items stored in the memory means is "4," so it is preferable that a state in which five or more pre-change displays 72B are displayed in display area 911B does not occur. Even if it is a "number for dramatic effect," if a state occurs that is not realistic as a so-called hold display method, it becomes an extremely simple "spot the difference" game. 【0143】 If the display during variation 71 (71A, 71B) is not displayed, then the number of pre-variation displays 72A displayed in display area 911A becomes the "number of displays in area A," and the number of pre-variation displays 72B displayed in display area 911B becomes the "number of displays in area B." Under normal conditions, the system is controlled so that "number of displays in area A = number of displays in area B = (number of pre-variation win / fail lottery information stored in the memory means)" (see Figure 37-2(a)). On the other hand, in specific special conditions, the "number of displays in area A" and the "number of displays in area B" are made to be different (the "number of displays in area A" represents the actual number of pre-variation lottery information, while the "number of displays in area B" is considered a "number for presentation purposes") (see Figure 37-2(b)). In other words, the number of pre-variation displays 72 differs between display area 911A and display area 911B, which occurs as a specific special condition. 【0144】 This makes the spot-the-difference mode more interesting because the difference might lie not in the background image 10 that players would likely focus on, but in the "number of reserved balls." 【0145】 <Character S and game state> In the gaming machine 1 according to this embodiment, an image of a predetermined character may be displayed as part of the performance that constitutes the variation performance. (Hereafter, the character will be referred to as "character S," and the image including the part representing character S will be referred to as character image S (indicated by "S" in the drawings) (note that "S" is used to identify (group) the character and various related matters, and does not have any meaning in itself)). Character S can be anything. As an example, it is assumed that it is a character that appears in the work (manga, etc.) that served as the motif for the gaming machine 1. Multiple types of images (images with different forms of character S) may be displayed as character image S, but it is sufficient that the player can understand that the various images include a part representing character S (the same character). Furthermore, a configuration in which two or more character S are included (for example, when character S is displayed in a group) may be used as various character image S. In the following description, a performance in which any of the multiple types of character image S is displayed will be referred to as image performance S. 【0146】 In the normal game state (see Figure 3), a normal character image S21 (see Figure 38(b)), which is a type of character image S, may be displayed. That is, in the normal game state, an image effect S (hereinafter referred to as normal image effect S) in which the normal character image S21 is displayed may occur as an effect that constitutes the variation effect. The normal character image S21 has a different appearance from the specific character image S22 described later, and is not displayed in the specific game state (character image S exclusive to the normal game state). 【0147】 In certain game states (see Figure 3), a specific character image S (see Figure 39(b)), which is a type of character image S, may be displayed. That is, in certain game states, an image effect S (hereinafter referred to as "specific image effect S") may occur in which a specific character image S22 is displayed as part of the effect that constitutes the variation effect. The specific character image S22 is different in appearance from the normal character image S21 described above and is not displayed in the normal game state (a character image S exclusive to certain game states). 【0148】 In normal gameplay, the normal image animation S may occur during spins where the target win / loss result is a jackpot (winning spins) (see Figure 38(a)(b)(c-1)), and may also occur during spins where the target win / loss result is a loss (losing spins) (see Figure 38(a)(b)(c-2)). In other words, even if the normal image animation S occurs during a spin, it does not guarantee that the win / loss result corresponding to that spin will be a jackpot (that the jackpot (game) bonus will be awarded). Furthermore, the normal image animation S is not an animation that occurs in every spin (it does not occur 100% of the time per spin), but rather, if it occurs during the target spin, the probability of the target win / loss result being a jackpot is higher than if it does not occur (it is a type of so-called chance-up animation). Furthermore, in the normal gameplay state, two or more different types of normal character images S21 may be displayed, but regardless of which normal character image S21 is displayed, a jackpot is not guaranteed (no matter how the character S is displayed, there is no jackpot-guaranteed variation). 【0149】 On the other hand, in a specific game state, the specific image effect S will only occur in spins where the target win / loss result is a jackpot (winning spins) (see Figure 39). In other words, it will not occur in spins where the target win / loss result is a loss (losing spins). Therefore, if the specific image effect S occurs in a spin, it is confirmed that the win / loss result corresponding to that spin will be a jackpot (the bonus of a jackpot (game) will be granted) (it is an effect with 100% reliability). Note that the specific image effect S is not an effect that will always occur in a winning spin (the probability of it occurring in a single winning spin is not 100%). In addition, in a specific game state, two or more specific character images S22 with different appearances may be displayed, but a jackpot is confirmed regardless of which specific character image S22 is displayed (a jackpot is confirmed regardless of how the character S is displayed). 【0150】 In this embodiment, the gaming machine 1, like known gaming machines, may display a confirmation image 20p during a winning spin, which confirms that the result of the winning / losing lottery is a jackpot (a specific award). Multiple types of images with different appearances are provided as such confirmation images 20p (none of the confirmation images 20p include character S). All of the multiple types of confirmation images 20p include an image element of the confirmation color as an element that constitutes the image. In general gaming machines, it is known that a jackpot is confirmed when a rainbow image is displayed, and in this embodiment as well, rainbow is the confirmation color, and an image containing the rainbow color is set as the confirmation image 20p (see Figure 40). The player understands that a jackpot has been confirmed regardless of which type of confirmation image 20p is displayed. 【0151】 However, the above-mentioned specific character image S22 (specific character image S22) does not contain any image elements of the confirmed color (rainbow color) (meaning that there are no image elements of the confirmed color inside or around the image element representing character S) (see Figure 39(b)). In other words, the specific character image S22 does not indicate to the player that a jackpot has been confirmed by displaying an image element of the confirmed color (the specific character image S22 is the same as the multiple types of confirmed images 20p in that a jackpot is confirmed when it is displayed, but it does not indicate a jackpot confirmation by the confirmed color). 【0152】 Furthermore, while the specific character image S22 is displayed, no text or other indications showing that the target lottery result is a jackpot are displayed. For example, while it is well known that a jackpot confirmation animation (premium animation) indicates a jackpot result by displaying text such as "Congratulations" (confirmation text), such confirmation text is not displayed along with character S. 【0153】 Because of this configuration, character S does not indicate that a jackpot (bonus grant) is guaranteed in normal gameplay, but functions as an indicator that a jackpot (bonus grant) is guaranteed in specific gameplay states. In other words, the game machine 1 according to this embodiment realizes an interesting gameplay (worldview) in which character S is upgraded from a "non-jackpot guaranteed character (non-premium character)" to a "jackpot guaranteed character (premium character)" as the player transitions from normal gameplay to a more advantageous specific gameplay state. 【0154】 The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned character S and matters related to the game state. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples. 【0155】 〇Specific Example 4-1 When a jackpot (so-called initial jackpot) obtained by winning a draw in the normal game state is a specific jackpot (see Figure 41(a)), and it is determined that the game will transition to a specific game state after the jackpot game (see Figure 41(b)) ends (see Figure 41(c)), an indicative character image S24 containing elements representing character S will be displayed. For example, the indicative character image S24 may be displayed during the jackpot game of the specific jackpot obtained as the initial jackpot (see Figure 41(b)). The indicative character image S24 has a different form from the normal character image S21 and the specific character image S22. In addition, the indicative character image S24 will not be displayed for jackpots that do not transition to a specific game state after the jackpot game ends (normal jackpots). Furthermore, the indicative character image S24 will be displayed regardless of whether the normal image effect S is executed (normal character image S21 is displayed) in the spin that notified the initial jackpot. 【0156】 As mentioned above, when transitioning from normal gameplay to a specific gameplay state, character S is upgraded from a "non-jackpot character (non-premium character)" to a "jackpot character (premium character)". To indicate this, the suggestive character S will be displayed during the jackpot game of the specific jackpot that results in the first jackpot. 【0157】 During a specific jackpot that is not the first jackpot (a specific jackpot obtained by winning a draw in a specific game state), the suggestive character image S24 may or may not be displayed. If it is not the first jackpot, then the specific game state has already been reached, so if there is no need to display the suggestive character image S24 again, then the former configuration should be used. On the other hand, if the specific game state is reached after the jackpot ends, then if it is thought that the suggestive character image S24 should be displayed (every time) to provide the above suggestion, regardless of whether it is the first jackpot or not, then the latter configuration should be used. 【0158】 〇Specific Example 4-2 As mentioned above, the normal image animation S that occurs during normal gameplay is not a guaranteed jackpot animation, but it is considered a highly reliable animation that gives a good chance of a jackpot. Specifically, the reliability of the target win / loss lottery result when the normal image animation S occurs during the target spin is set to 50% or higher. In this way, character S is recognized as something that gives a good chance of a jackpot (although not a guaranteed jackpot) even during normal gameplay, so it becomes a natural gameplay (worldview) for character S to step up to a guaranteed jackpot character (premium character) in a specific gameplay state. 【0159】 Specific Example 4-3 In the above embodiment, it was explained that the specific character image S22 does not include an image element of a confirmed color, but the specific character image S22 may include an image element of a confirmed color. Doing so makes it clearer that the specific character image S22 is an image that confirms a jackpot. 【0160】 Furthermore, although the above embodiment explains that no text indicating a guaranteed jackpot is displayed while the specific character image S22 is being displayed (guaranteed text), such text may be displayed while the specific character image S22 is being displayed. Doing so would make it clearer that the specific character image S22 is an image that guarantees a jackpot. 【0161】 However, if the specific character image S22 includes an image element of a confirmed color, it is likely that many players will perceive it as a confirmed jackpot upon seeing the image element of the confirmed color. Furthermore, if confirmation text is displayed along with the specific character image S22, it is likely that many players will perceive it as a confirmed jackpot upon seeing the confirmation text. In other words, because players perceive a confirmed jackpot not from the specific content of the image, but from the confirmed color or confirmation text, the degree of attention paid to character S will decrease, and there is a high probability that players will not get the impression that character S has been promoted to a jackpot-confirmed character. Therefore, in order to enhance the impression that character S has been promoted to a jackpot-confirmed character, it is preferable that the specific character image S22 does not include an image element of a confirmed color, as in the above embodiment, and that the confirmation text is not displayed while the specific character image S22 is being displayed. 【0162】 Specific Example 4-4 The normal character image S21 and the specific character image S22 shall contain common text elements (see Figure 42). For example, they shall contain text elements that include the name (abbreviation) of the character S (the "〇△×" shown in the diagram are the name of character S). In order for players to understand that character S has been upgraded from a "non-jackpot character (non-premium character)" to a "jackpot character (premium character)" when transitioning from the normal game state to the specific game state, it is necessary for them to recognize that the normal character image S21 and the specific character image S22 represent the same character. A player who is unaware of the existence of character S (for example, who is unaware of the work that served as the motif for game machine 1) may not recognize that the normal character image S21 and the specific character image S22 represent the same character, so including common text elements increases the probability that they will recognize them as the same character. 【0163】 Specific Examples 4-5 The effect of displaying character image S differs between a low-probability game state, where the probability of winning the draw is low, and a high-probability game state, where the probability is high. Specifically, even if character image S (character image S for the low-probability game state) is displayed in the low-probability game state, the result of the draw is not guaranteed to be a jackpot. However, if character image S (character image S for the high-probability game state (which differs in appearance from character image S for the low-probability game state)) is displayed in the high-probability game state, the result of the draw is guaranteed to be a jackpot. In this way, as the probability of winning the draw shifts from low to high, a gameplay feature is achieved in which character S is upgraded from a "non-jackpot character (non-premium character)" to a "jackpot character (premium character)". 【0164】 Specific Examples 4-6 The game is designed to have at least three different game states, each offering a varying degree of advantage to the player. The condition for character S to be upgraded to a "guaranteed jackpot character (premium character)" is that the player transitions to the most advantageous game state (the highest game state). In other words, even if character image S (character image S for the non-highest game state) is displayed in a game state other than the highest game state, the target win / loss lottery result is not guaranteed to be a jackpot. However, if character image S (character image S for the highest game state (which differs in appearance from character image S for the non-highest game state)) is displayed in the highest game state, the target win / loss lottery result is guaranteed to be a jackpot. 【0165】 In the embodiment described above, where a normal game state, a first specific game state, and a second specific game state are provided, the normal game state and the first specific game state are not the highest game states, and the second specific game state is the highest game state. Therefore, in the normal game state and the first specific game state, character S is a "non-jackpot character (non-premium character)," and in the second specific game state, character S is a "jackpot character (premium character)." 【0166】 〇Specific Example 4-7 A teasing animation will occur that suggests the possibility of displaying a specific character image S22. That is, a teasing animation (see Figure 43(b)) will occur, resulting in either a display result where the specific character image S22 is displayed (see Figure 43(c-1)) or a non-display result where the specific character image S22 is not displayed (see Figure 43(c-2)). The teasing animation only needs to be such that the player can sense the possibility of displaying the specific character image S22. For example, a semi-transparent image representing character S may be displayed, and if the display result is reached, it becomes opaque and becomes the specific character image S22; if the non-display result is reached, it disappears. Since the display of the specific character image S22 guarantees a jackpot in the target winning / losing lottery, whether or not the specific character image S22 is displayed is of great interest to the player. Therefore, a teasing animation will occur that marks a branching point in whether or not the specific character image S22 is displayed, suggesting that there is a possibility of displaying the specific character image S22. 【0167】 Furthermore, the system may be set so that if the result is not displayed, the target lottery result is definitely a loss, or it may be set so that even if the result is not displayed, there is still a possibility that the target lottery result will be a jackpot. In the former case, the system will be designed to build anticipation, with whether or not the result is displayed being the deciding factor in whether or not the target lottery result is a jackpot. In the latter case, the system will be designed to build anticipation, with the player hoping for the result to be displayed, but still knowing that there is a possibility of a jackpot even if the result is not displayed. 【0168】 When the normal character image S21 is displayed, the above-mentioned teasing animation may or may not occur. The display of the normal character image S21 is not a guaranteed jackpot animation, unlike the display of the specific character image S22, so if the emphasis is on highlighting this (clearly distinguishing between the normal character image S21 and the specific character image S22), then the teasing animation should not occur. On the other hand, although the display of the normal character image S21 is not a guaranteed jackpot, it is a chance-up animation, so if the emphasis is on this, then the teasing animation should occur as a branching point to determine whether or not it becomes a chance-up animation. 【0169】 Specific Examples 4-8 The relationship between the normal character image S21 and the specific character image S22 is that the color of a specific part (the same part) of character S is different (note that the specific part includes not only a part of character S itself, but also the things character S is wearing (clothes, etc.)). For example, if the hair of character S is the specific part, then the normal character image S21 has white hair (see Figure 44(a)), while the specific character image S22 has golden hair (see Figure 44(b)). This emphasizes that character image S has been promoted from a "non-jackpot character (non-premium character)" to a "jackpot character (premium character)". 【0170】 〇Specific Example 4-9 The timing at which the normal character image S21 may be displayed in normal gameplay and the timing at which the specific character image S22 may be displayed in specific gameplay are the same. For example, the timing is set to occur when a reach is achieved (simultaneously with or immediately after the reach is achieved) in both normal and specific gameplay. That is, in normal gameplay, the normal character image S21 may be displayed when a reach is achieved (see Figure 45(a)), and in specific gameplay, the specific character image S22 may be displayed when a reach is achieved (see Figure 45(b)). 【0171】 In this way, the impression is created that the character image S can be displayed at a predetermined timing regardless of the game state. This predetermined timing (when a specific condition is met) of the character image S can have different effects depending on the game state (whether or not a jackpot is guaranteed), resulting in an interesting gameplay experience. 【0172】 〇Specific Example 4-10 During a specific game state, an image representing character S (hereinafter referred to as "Target Character Image S") will be displayed. Target Character Image S is an image that is not displayed during normal game state. Furthermore, Target Character Image S is a different image from Specific Character Image S22 and will be displayed regardless of whether Specific Character Image S22 is displayed or not (it will be displayed in both winning and losing spins). An example of Target Character Image S is the characters representing the name of character S. For example, if the name of character S is "〇△×", then Target Character Image S containing the characters "〇△×" will be displayed during a specific game state (see Figure 46). 【0173】 In this way, since each specific game state corresponds to a state (a state based on character S) (name: ○△×), a straightforward gameplay experience is achieved where, if character S is displayed in a specific game state, a jackpot is guaranteed. 【0174】 〇Specific Example 4-11 A customization function is provided that allows you to change the probability of occurrence of the various effects that make up the variable effects. One type of customization function allows you to change the probability of occurrence of an effect that, if it occurs, guarantees a jackpot (premium effect) (premium customization is included). Premium customization allows you to change the probability of occurrence of multiple types of premium effects. For example, you can choose between an "normal" probability and an "UP" probability that is higher than "normal". 【0175】 As mentioned above, the specific image animation S (display of specific character image S22) that occurs in a specific game state guarantees a jackpot when it occurs. However, this specific image animation S is not subject to premium customization. The reason why character S becomes a jackpot-guaranteed character in a specific game state is that it has been "promoted" by transitioning to that specific game state. In other words, character S is not a character that guarantees a jackpot at all times (premium character) (it is not a character that guarantees a jackpot from the stage of normal game state). For this reason, the specific image animation S in which specific character image S22 is displayed is excluded from premium customization (changing the premium customization settings will not change the probability of the specific image animation S occurring). 【0176】 <Additional Operation Changes> The gaming machine 1 according to this embodiment is capable of executing hidden operation effects during a variation effect. The hidden operation effect is an effect that utilizes a type of operation means that can be operated by the player (in this embodiment, a push button 61). The hidden operation effect of this embodiment, which will be described below, occurs in the normal game state. However, this does not preclude the possibility of it occurring in a specific game state. 【0177】 Typical operation prompts the player to operate an operating means (the display area 911 displays an image of the operating means representing the object to be operated and an image of the operation mode representing the operation mode to be performed (images such as "Press," "Press and hold")). In contrast, there is a known so-called "hidden button effect" that occurs when the player operates the operating means (push button 61) without being prompted to operate it, and neither the operating means image nor the operation mode image is displayed. The hidden operation effect in this embodiment is a type of such hidden button effect (hereinafter, the hidden operation effect in this embodiment will be referred to as the hidden button effect). The hidden button effect also includes cases where the target operating means is not a "button" (for example, something like a "lever"). 【0178】 The hidden button effect (see Figures 47 and 48) is a hidden effect that is not explicitly shown to the player. When the hidden button effect is executed, a specific period (a continuous period from start to finish) is set during the variation effect. This specific period is part of the period during which the variation effect is being executed. No image is displayed to the player that clearly indicates that the specific period has been set. Naturally, no images (such as meters or countdown displays) indicating the start or end of the specific period are displayed either. Because the hidden button effect is a "hidden effect," the fact that a specific period has been set (that the player is in the specific period) is not explicitly shown to the player. Players who discover the existence of such a specific period on their own, or players who obtain information from magazines or the internet, can enjoy the effect of the hidden button effect. The gaming machine 1 according to this embodiment can execute multiple types of effects as this kind of hidden button effect. The "additional operation changes" described in detail below can occur in one of several types of hidden button effects (unless otherwise specified, the hidden button effects (and the specific periods set for those hidden button effects) described below refer to those in which the "additional operation changes" may occur). 【0179】 One or more target effects may occur as part of the variable effect. The specified period is set triggered by the start of the target effect. In this embodiment, the target effect is the title display of a predetermined super reach effect (an effect that may occur when a reach is achieved and which announces the result of the lottery depending on its outcome) (displaying the name of the effect at the beginning of the super reach effect). That is, the specified period starts when the title display of the super reach effect designated as the target effect is made (see Figures 47(a) and 48(a)). The specified period ends after a predetermined amount of time has elapsed (for example, 5 seconds). 【0180】 In this embodiment, a specific image 26 is displayed when the push button 61 is operated only once (single operation) during a specific period (see Figures 47(b)(c) and 48(b)(c)). In other words, the specific period is the operation validity period in which a single operation of the push button 61 is reflected (however, the fact that it is the operation validity period is hidden from the player), and the specific image 26 is displayed when the push button 61 is operated for the first time after the start of the specific period, which is the operation validity period (hereinafter sometimes referred to as the "first single operation"). If the push button 61 is not operated even once throughout the specific period (from the start to the end of the specific period), the specific image 26 will not be displayed. Because it is a hidden effect, if the push button 61 is not operated during the specific period, no image (specific image 26) that would reveal its existence will be displayed (no effect that would show the player the existence of the hidden effect will occur). Furthermore, this hidden button effect is not one in which the effect elements gradually step up by repeatedly pressing or holding down the push button 61 (it is possible for three or more steps (two or more step-ups) to occur). The specific image 26 will always be displayed when the first single operation is performed within a specific period (it is not a case in which a lottery (with a winning probability of less than 100%) is performed to determine whether or not to display the specific image 26 when the first single operation is performed). 【0181】 The specific image 26 (see Figures 47(c) and 48(c)) is an image that suggests the probability of an event favorable to the player occurring. In this embodiment, it is a type of reliability suggestion image that suggests the target win / loss lottery result corresponding to the fluctuation (target fluctuation) in which the hidden button effect occurred. In other words, it provides a reliability suggestion effect that can only be enjoyed by players who are aware of the existence of the hidden button effect. Note that the hidden button effect provides this reliability suggestion effect and does not affect the expected value of payouts (whether or not the hidden button effect is executed (whether or not the special hidden button effect described later is executed) is unrelated to the expected value of payouts). The specific image 26 in this embodiment includes a numerical element 25s that suggests the probability (reliability) that the target win / loss lottery result will be a jackpot. The higher the numerical element 25s, the higher the reliability. The numerical element 25s in this embodiment represents the reliability (%) as a number. However, the numerical element 25s shall include a visual representation of the level of confidence (for example, a meter size representing the level of confidence). 【0182】 In this embodiment, after a specific image 26 is displayed in the hidden button effect, the specific image 26 may change to another image 27 (hereinafter referred to as the "additional operation change") when the push button 61 is pressed again during a specific period (the second single operation is performed after the start of the specific period (hereinafter sometimes referred to as the "second single operation")). The hidden button effect is divided into a normal hidden button effect (see Figure 47) in which no additional operation change occurs as a result of the second single operation, and a special hidden button effect (see Figure 48) in which an additional operation change occurs as a result of the second single operation. At the time when the first single operation is performed and the specific image 26 is displayed (at the time of Figures 47(c) and 48(c)), the player cannot determine whether the normal hidden button effect or the special hidden button effect is being performed (at that point, there are no elements that would allow the player to determine whether the normal hidden button effect or the special hidden button effect is being performed). 【0183】 If the normal hidden button animation is being performed, the specific image 26 will not change even if a second single operation is performed during the specified period (see Figures 47(d) and 47(e)). If the special hidden button animation is being performed, a change from the specific image 26 to another image 27 (additional operation change) will occur when a second single operation is performed during the specified period (see Figures 48(d) and 48(e)). Even if the special hidden button animation is being performed, if a second single operation is not performed during the specified period (if the operation in Figure 48(d) is not performed), the change from the specific image 26 to another image 27 will not occur (it will remain as specific image 26). Note that in the case of the special hidden button animation, a change from the specific image 26 to another image 27 (additional operation change) will always occur when a second single operation is performed (it is not as if a lottery (with a winning probability of less than 100%) is performed to determine whether or not to display another image 27 when a second single operation is performed). 【0184】 The separate image 27 (see Figure 48(e)) contains numerical elements 25s, similar to the specific image 26. The numerical elements 25s contained in the separate image 27 (see Figure 48(e)) are intended to indicate higher reliability than those contained in the specific image 26 before the change (see Figure 48(c)). In this embodiment, the numerical values contained in the separate image 27 are made larger than the numerical values contained in the specific image 26. In this embodiment, in order to make it clear that the separate image 27 is a modified version of the specific image 26, the specific image 26 and the separate image 27 are made to contain common image components. In this embodiment, the frame of the specific image 26 (specific image frame 26f) and the frame of the separate image 27 (separate image frame 27f) are made to be the same (see Figures 47(c)(e) and 48(c)(e)). That is, the frames of both images are the same, but the numerical values inside are different, making it clear that the separate image 27 is a modified version of the specific image 26. 【0185】 In the special hidden button sequence, the numerical value contained in separate image 27 (see Figure 48(e)) represents the actual reliability. In other words, in the normal hidden button sequence where separate image 27 is not displayed, the numerical value contained in specific image 26 (see Figure 47(c)) represents the "actual reliability." On the other hand, in the special hidden button sequence, the numerical value contained in specific image 26 (see Figure 48(c)) represents the "provisional reliability," and the numerical value contained in separate image 27, which is displayed during the second single operation (see Figure 48(e)), represents the "actual reliability." Since separate image 27 is not displayed in the special hidden button sequence unless the second single operation is performed, it is impossible to know the "actual reliability" unless the second single operation is performed. From the player's perspective, the special hidden button sequence appears to increase the reliability. In this embodiment, in the special hidden button animation, the larger the "provisional confidence level," which is the numerical value in specific image 26, the larger the "actual confidence level," which is the numerical value in other image 27 (there is a correlation between the magnitude of "provisional confidence level" and the magnitude of "actual confidence level"). Therefore, the larger the "provisional confidence level," the higher the probability that the target win / fail lottery result will be a jackpot. In other words, although the "provisional confidence level" does not represent the real confidence level, the larger its value, the more likely it is that the target win / fail lottery result will be a jackpot. Therefore, even if a second single operation is not performed in the special hidden button animation and only specific image 26 (provisional confidence level) is displayed (and other image 27 (actual confidence level) is not displayed), a certain degree of confidence indication is still achieved. 【0186】 In this embodiment, when a specific image 26 or another image 27 is displayed, it is deleted when the specific period ends. That is, the specific image 26 or another image 27 continues to be displayed until the specific period has elapsed, and is deleted when the specific period ends. A player who is aware of the existence of a specific period can understand that the specific period has ended when the specific image 26 or another image 27 disappears. Therefore, in the case of a special hidden button effect, while the specific image 26 is displayed (see Figure 48(c)), the other image 27 will be displayed (see Figure 48(e)) triggered by the second single operation (see Figure 48(d)). The specific image 26 will not continue to be displayed even after the specific period has ended (the deletion of the specific image 26 means that the specific period has ended), so the other image 27 will not suddenly appear. In other words, in this embodiment, during non-specific periods that are not within a specific period, neither the specific image 26 nor the other image 27 is displayed as a result of a single press of the push button 61. 【0187】 Thus, in this embodiment, in the hidden button effect (hidden operation effect), an additional operation change may occur in which a specific image 26 is displayed and then changes to another image 27. If any image (specific image 26) is displayed in response to a single press of the push button 61 during a specific period, the player will assume that the hidden button effect has occurred (the hidden button effect has been completed). However, if the push button 61 is pressed again, an additional operation change occurs in which the image (specific image 26) changes to another image 27, thus providing a surprising (unexpected) gameplay experience for the player. The second single press that triggers the display of the other image 27 is not requested to be performed by the player, nor is there any indication that the other image 27 may be displayed (no operation request is made in the state shown in Figure 48(c)). Therefore, the special hidden button effect (the display of another image 27 through an additional operation change) can also be seen as "an effect in which a further 'hidden button effect' is hidden within the 'hidden button effect'." 【0188】 Hereinafter, specific examples of improving, concretizing, transforming, etc. matters related to the above additional operation change will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be adopted. 【0189】 〇Specific Example 5-1 Although it has been explained that the specific image 26 and the separate image 27 in the above embodiment include the numerical element 25s suggesting reliability, it is not limited to such, and any thing that shows some information to the player may be used, and the change from the specific image 26 to the separate image 27 (additional operation change) in the special back button effect may be any thing as long as the information changes. 【0190】 For example, it is conceivable that the specific image 26 and the separate image 27 include words related to the result of the target validity lottery. In the normal back button effect, even if the second single-shot operation is performed during the specific period, the specific image 26 (the words included in the specific image 26) does not change (see FIGS. 49(a) to (d)(e-1)). In the special back button effect, when the second single-shot operation is performed during the specific period, a change in the words (a change from the words included in the specific image 26 to the words included in the separate image 27) is caused as an additional operation change (see FIGS. 49(a) to (d)(e-2)). 【0191】 〇Specific Example 5-2 An additional operation change will always occur when a second single operation is performed during a specific period. In other words, a specific image 26 will always be displayed when a first single operation is performed during a specific period, and a specific image 26 will always change to another image 27 (an additional operation change will occur) when a second single operation is performed during a specific period. If the additional operation change does not occur unless it is a special hidden button effect as in the above embodiment, the number of players who do not notice the additional operation change will increase (players who have realized that the specific image 26 does not change even if they perform a second single operation with a normal hidden button effect are more likely to not perform a second single operation even with a special hidden button effect and will not notice the additional operation change). If you want many players to notice the existence of the additional operation change, you should do it as in this example. 【0192】 〇Specific Example 5-3 In the special hidden button effect, when a specific image 26 is displayed, if a certain operation means is operated as a second single operation within a specific period, or if a different operation means is operated (different operation means are defined as those that differ in either the object being operated on or the method of operation; the same applies hereinafter), the displayed alternate image 27 will be different (the content of the additional operation change will be different) (see Figure 50). That is, when the specific image 26 is displayed (see Figure 50(c)), if the second single operation is the "first operation means" (see Figure 50(d-1)) or if the second single operation is the "second operation means" (different from the first operation means) (see Figure 50(d-2)), the displayed alternate image 27 will be different (in the former case, alternate image 27A is displayed (see Figure 50(e-1)), and in the latter case, alternate image 27B is displayed (see Figure 50(e-2))). One of the first and second operating means may be the same as the operating means that triggers the display of the specific image 26. For example, it is conceivable that the push button 61 is the first operating means and the special operating unit 65 (a unit that can be pressed (see Figure 1)) is the second operating means. 【0193】 The differences between the appearances of separate image 27A and separate image 27B may be anything. For example, if the first operating means is operated as a second single operation, an additional operation change occurs such that the numerical value representing the reliability increases, as in the above embodiment (separate image 27A is displayed, which includes the numerical element 25s representing the reliability) (see Figure 50(e-1)). On the other hand, if the second operating means is operated as a second single operation, notification (instant notification) is given as to whether the target winning or losing lottery result is a jackpot or a loss (separate image 27B containing an image element indicating a win is displayed if it is a jackpot, and separate image 27B containing an image element indicating a loss is displayed if it is a loss) (see Figure 50(e-2); an example is shown in which separate image 27B containing the word "Confirmed" indicating that a win has been confirmed is displayed). 【0194】 By doing as in this example, the special hidden button effect becomes an interesting effect in which a different image 27 is displayed (the content of the additional operation changes differs) depending on the operation method used as the second single operation. 【0195】 Furthermore, if the setting is such that separate image 27A is displayed when the first and second single operations use the same operation method, and separate image 27B is displayed when the first and second single operations use different operation methods, then it can be said that it is more realistic for a player to use the same operation method twice, so the display of separate image 27B is less likely to be noticed by the player than the display of separate image 27A. 【0196】 〇Specific Example 5-4 In the special hidden button animation, the appearance of the specific image 26 displayed after the first single operation is set to be the same each time. In the special hidden button animation, the actual reliability of the target win / loss lottery result is shown by a separate image 27 (the information represented by the separate image 27 is important), so the appearance of the specific image 26 before the change is set to be the same each time, regardless of what it may be. That is, in the case of the special hidden button animation, the appearance of the specific image 26 is the same each time (see Figure 51(a)), and the appearance of the separate image 27 differs according to the reliability (see Figure 51(b)). Although not shown, in the case of the normal hidden button animation, the appearance of the specific image 26 triggered by the first single operation may change each time. Note that in this example, since the same appearance of the specific image 26 is displayed each time in the special hidden button animation, it is easy to notice that it is a special hidden button animation. 【0197】 If, as in the above embodiment, the specific image 26 and the other image 27 are to include numerical elements 25s, then in the special hidden button effect, the specific image 26 will always include the same numerical elements 25s, and the other image 27 will each include different numerical elements 25s depending on the reliability level. On the other hand, in the normal hidden button effect, the specific image 26 will include numerical elements 25s depending on the reliability level. 【0198】 Specific Example 5-5 If the first operating means (e.g., push button 61) is operated as the first single operation during a specific period (see Figure 52(a)) (see Figure 52(b-1)), the first specific image 261 is displayed (see Figure 52(c-1)). However, if the second operating means (e.g., special operating unit 65) is operated as the first single operation during the same specific period (see Figure 52(b-2)), the second specific image 262 is displayed (see Figure 52(c-2)). The first specific image 261 and the second specific image 262 are different. For example, the first specific image 261 may include a numerical value (numerical element 25s) that suggests reliability, while the second specific image 262 may include a character that suggests reliability. 【0199】 In the case of a special hidden button effect, if the first operation means is operated as a second single operation while the first specific image 261 is displayed (see Figure 52(d-1)), an additional operation change occurs in which the first specific image 261 changes to the first alternate image 271 (see Figure 52(e-1)). If the second operation means is operated as a second single operation while the second specific image 262 is displayed (see Figure 52(d-2)), an additional operation change occurs in which the second specific image 262 changes to the second alternate image 272 (see Figure 52(e-2)). The first alternate image 271 and the second alternate image 272 are different, with the first alternate image 271 corresponding to the first specific image 261 and the second alternate image 272 corresponding to the second specific image 262. If the first specific image 261 includes a numerical value (numerical element 25s) that suggests reliability, and the second specific image 262 includes a character that suggests reliability, then the first alternative image 271 includes a numerical value (numerical element 25s) that suggests higher reliability than the first specific image 261, and the second alternative image 272 includes a character that suggests higher reliability than the second specific image 262. In other words, if the same single operation is performed once and a second single operation within a specific period, an alternative image 27 is displayed, and this alternative image 27 is made to correspond to the type of operation. In this way, not only is a specific image 26 (either the first specific image 261 or the second specific image 262) of the type corresponding to the operation being performed displayed, but if the same operation is performed again, an alternative image 27 (either the first alternative image 271 or the second alternative image 272) corresponding to that operation is displayed, resulting in an interesting presentation. 【0200】 〇Specific Examples 5-6 If a specific image 26 or another image 27 is displayed during a specific period, the setting is such that it remains displayed even after the end of the specific period. For example, the specific image 26 or another image 27 may remain displayed until a predetermined time (e.g., 3 seconds) has elapsed from the end of the specific period. The specific period is not a period clearly indicated to the player, and the timing of when the specific image 26 is displayed (the timing of the first single operation) or when the other image 27 is displayed (the timing of the second single operation) may be near the end of the specific period. Therefore, the setting is such that the specific image 26 or another image 27 remains displayed even after the end of the specific period. In particular, the other image 27 requires two single operations of the production button during the specific period in a special hidden button effect (a single operation must be performed again after the specific image 26 is displayed), so the timing of when the other image 27 is displayed is likely to be near the end of the specific period. Therefore, it can be said that there is great significance in doing it as in this example. 【0201】 As in this example, even if the specific image 26 is displayed, the specific period may have already ended. Therefore, in the case of a special hidden button effect, even if the push button 61 is pressed once while the specific image 26 is displayed, it may not change to another image 27. In other words, even if the specific image 26 is displayed (see Figure 53(c)) and a second single press is made (see Figure 53(d)), it may be after the specific period has ended. Therefore, even if the specific image 26 is displayed and a second single press is made, there is a case where the specific image 26 does not change (see Figure 53(e-1)). (If the second single press occurs within the specific period, the specific image 26 will change to another image 27 (additional operation change) (see Figure 53(e-2))). In other words, compared to the above embodiment, the number of cases in which the specific image 26 does not change even when a second single operation is performed while the specific image 26 is displayed increases (the probability that the player will perceive the second single operation as meaningless increases), which may make it difficult for the player to notice the existence of an additional operation change (special hidden button effect). 【0202】 Specific Examples 5-7 Suppose that during a special hidden button animation, the first single press of the push button 61 is made during a specific period (see Figure 54(a)) (see Figure 54(b)), and a specific image 26 is displayed (see Figure 54(c)). In this case, along with the specific image 26, an image suggesting that the push button 61 be operated again (a second single press) is displayed (additional operation suggestion image 28) (see Figure 54(c)). The additional operation suggestion image 28 is an image that suggests operating the push button 61 again (a second single press). For example, an image representing the push button 61 (the operating means to be operated) could be displayed as the additional operation suggestion image 28. Since the hidden button animation is a "hidden animation," the start of the specific period and the request to operate the operating means (push button 61) are not made (no operation request corresponding to the first single press is made). However, since the existence of the special hidden button effect is difficult for players to notice, the game suggests that players should operate the push button 61 again while the specific image 26 is displayed (that some kind of change will occur by doing so again). This makes it easier for players to notice the additional operation change (special hidden button effect). 【0203】 〇Specific Examples 5-8 During a specific period of the hidden button effect, a general operation effect may occur that requires the player to operate push button 61 (the operating means targeted by the hidden button effect). If the operation of push button 61 occurs within the validity period of the operation effect, it will not be treated as an operation of the hidden button effect (first single operation, second single operation), even if it is within the specific period. In other words, for general operation effects, the event corresponding to the operation will occur, but for the hidden button effect, the event corresponding to the operation (display of specific image 26 or other image 27) will not occur. This prevents the player from accidentally noticing the existence of the hidden button effect as a result of performing an operation to respond to a general operation effect. 【0204】 Conversely, if the operation of push button 61 occurs during the validity period of a general operation sequence, and within a specific period, it could be treated as a general operation sequence operation (the corresponding event occurs), and also as a hidden button sequence operation. In this way, players may accidentally become aware of the existence of a hidden button sequence as a result of performing an operation corresponding to a general operation sequence, making it effective if the goal is to make the existence of a hidden button sequence known to as many players as possible. 【0205】 〇Specific Examples 5-9 The specific image 26 and the other image 27 differ in aspects other than the numerical element 25s (they also differ in their basic embodiments) (additional operation changes will also result in changes to the basic embodiments). For example, the specific frame image and the other frame image may have different colors (see Figure 55(a)). It is also possible to make the overall size of the images larger than that of the specific image 26 and the other image 27 (see Figure 55(b)). By doing so, it will be more clearly shown that a second single operation has been performed in the special hidden button effect, resulting in a change from the specific image 26 to the other image 27 (additional operation change). 【0206】 <Combined Production> In this embodiment, a composite effect may occur as part of the effect that constitutes the variable effect. This composite effect occurs in the normal game state. However, this does not negate the possibility that it may occur in a specific game state. The composite effect includes a pre-selection effect (first selection effect) and a post-selection effect (second selection effect). In the pre-selection effect and the post-selection effect, one of several options is automatically selected. In this embodiment, since the selection in the pre-selection effect occurs after the selection in the post-selection effect, in the composite effect, the pre-selection effect is an effect where the selection is made first (pre-effect), and the post-selection effect is an effect where the selection is made later (post-effect). 【0207】 The pre-selection presentation is such that any one of a plurality of types of candidate images (images representing options) is automatically selected (the player cannot arbitrarily select a favorite candidate image) (see FIGS. 56(c)(d) and FIGS. 58(c)(d)). Hereinafter, the image selected in the pre-selection presentation (one of the candidate images) is referred to as the pre-selected image 13 (the first selected image). The post-selection presentation is also such that any one of a plurality of types of candidate images (images representing options) is automatically selected (the player cannot arbitrarily select a favorite candidate image) (see FIGS. 56(f), FIGS. 57(a-1)(a-2), FIGS. 58(f), and FIGS. 59(a-1)(a-2)). Hereinafter, the image selected in the post-selection presentation (one of the candidate images) is referred to as the post-selected image 14 (the second selected image). Both the pre-selection presentation and the post-selection presentation are presentations (such as a roulette presentation) in which candidate images that may be selected are variably displayed, and after the variation stops, it is shown that one of them has been selected. 【0208】 The composite performance can be executed in two or more different states (it may be executed in one state or in a state different from the said one state). Specifically, it is as follows. In the present embodiment, it may occur in a battle performance (see FIGS. 56 to 59) in which a friendly character (indicated with the character "Mi" in the drawings), which is a character on the player's side, battles an enemy character. The battle performance is regarded as a favorable ending (see FIGS. 57(c-1) and 59(c-1)) advantageous to the player when the friendly character wins, and as an unfavorable ending (see FIGS. 57(c-2) and 59(c-2)) disadvantageous to the player when the friendly character loses (the enemy character wins) (note that the favorable ending includes a so-called reversal (revival) pattern in which it appears to reach an unfavorable ending once and then is overturned). The battle performance in the present embodiment occurs as a kind of so-called reach performance (notifying the win / loss lottery result according to the mode of the ending), and reaches a favorable ending when the target win / loss lottery result (the win / loss lottery result corresponding to the variation in which the battle performance occurs) is a big hit, and reaches an unfavorable ending when it is a miss. Note that making the battle performance such a reach performance (a performance notifying the win / loss lottery result according to the mode of the ending) is merely an example. It may also be a battle performance in which the probability that the target win / loss lottery result is a big hit is higher when a favorable ending is reached than when an unfavorable ending is reached (even if it is a favorable ending, it is not necessarily a big hit). 【0209】 As a battle sequence, two types of battle sequences can occur: Battle Sequence A (see Figures 56-57), in which the player fights against enemy character A (indicated by the text "Enemy A" in the diagrams), and Battle Sequence B (see Figures 58-59), in which the player fights against enemy character B (indicated by the text "Enemy B" in the diagrams), which is of a different type than enemy character A. Battle Sequence A and Battle Sequence B are states in which the displayed images are different (the state in which Battle Sequence A is executed is "State A," and the state in which Battle Sequence B is executed is "State B" (which is different from State A)). In Battle Sequence A, state-corresponding image A, which is an image not displayed in Battle Sequence B (a unique image), is displayed. On the other hand, in Battle Sequence B, state-corresponding image B, which is an image not displayed in Battle Sequence A (a unique image), is displayed. State-corresponding image A is an image that includes enemy character A (but does not include enemy character B). State-corresponding image B is an image that includes enemy character B (but does not include enemy character A). State-corresponding image A and state-corresponding image B can also be said to be background images of decorative pattern 80. 【0210】 In this embodiment, Battle Sequence B has a higher probability of resulting in a jackpot in the target selection lottery than Battle Sequence A (the reliability at the time the battle sequence occurs (when the first and second attacks, described later, are unknown)). 【0211】 The combined animation in this embodiment is an animation in which the player character selects the attack method of the enemy character. The first attack (hereinafter referred to as the first attack) (see Figures 56(c)~(e) and 58(c)~(e)) is selected in the pre-selection animation, and the second attack (hereinafter referred to as the second attack) (see Figures 56(f)~57(b-1) / (b-2) and 58(f)~59(b-1) / (b-2)) is selected in the post-selection animation. The candidate images indicate the type of attack. In other words, the attack shown by the image selected in each selection animation (pre-selection image 13, post-selection image 14) is unleashed from the player character against the enemy character. In this embodiment, there are three types of attacks (types of candidate images): "Attack P", "Attack Q", and "Attack R". In this embodiment, in both Battle Animation A and Battle Animation B, the options (candidate images) shown in the pre-selection animation and the options (candidate images) shown in the post-selection animation are the same. Furthermore, the options (candidate images) shown in the pre-selection and post-selection sequences of Battle Sequence A are the same as those shown in the pre-selection and post-selection sequences of Battle Sequence B. The form of each attack (candidate image) may be anything. It is sufficient that the player can understand that they are all different from one another. 【0212】 Enemy character A and enemy character B are said to have different characteristics. Enemy character A is weak when the first and second attacks are the same (two consecutive attacks of the same type). In other words, in battle sequence A (state A), the reliability (probability of reaching a favorable outcome) is set to be higher when the first selected image 13 and the second selected image 14 are the same type (see Figure 57(a-1)) than when they are different types (see Figure 57(a-2)). As shown in Figure 60(a), in battle sequence A (state A), any pattern in which the first selected image 13 (first attack) and the second selected image 14 (second attack) are the same type (either both are "Attack P", both are "Attack Q", or both are "Attack R") has a higher reliability than any pattern in which the first selected image 13 (first attack) and the second selected image 14 (second attack) are different types. 【0213】 On the other hand, enemy character B is weak against characters whose first and second attacks are different. In battle sequence B (state B), the reliability (probability of reaching a favorable outcome) is set higher when the first selected image 13 and the second selected image 14 are different (see Figure 59(a-2)) than when they are the same (see Figure 59(a-1)). As shown in Figure 60(b), in battle sequence B (state B), any pattern in which the first selected image 13 (first attack) and the second selected image 14 (second attack) are different has a higher reliability than any pattern in which the first selected image 13 (first attack) and the second selected image 14 (second attack) are the same. 【0214】 In this embodiment, all of the multiple candidate images ("Attack P", "Attack Q", "Attack R") shown in the pre-selection sequence are also shown as candidate images in the post-selection sequence. Therefore, regardless of which candidate image is selected as the pre-selection image 13 in the pre-selection sequence, there is a possibility that the same type of candidate image will be selected as the post-selection image 14 in the post-selection sequence. 【0215】 In this embodiment, no indication of the characteristics of enemy character A (such as an indication that they are weak to the same attack) is shown in battle sequence A (see Figures 56-57). Similarly, no indication of the characteristics of enemy character B (such as an indication that they are weak to different attacks) is shown in battle sequence B (see Figures 58-59). You can enjoy battle sequences A and B more by obtaining information about these characteristics from magazines, the internet, etc. 【0216】 As explained above, the interesting aspect of the combined effect in this embodiment is that whether it is preferable for the pre-selected image 13 selected in the pre-selection effect and the post-selected image 14 selected in the post-selection effect to be of the same type or different types depends on the state in which the combined effect is executed (the type of battle effect). 【0217】 The following describes specific examples of the above-mentioned composite effects that have been improved, concretized, or modified. Furthermore, to the extent possible, a configuration may be created that combines and applies multiple techniques described using the following examples. 【0218】 〇Specific Example 6-1 It is possible that a combined animation may occur in which the combination of multiple candidate images shown as options in the pre-selection animation does not match the combination of multiple candidate images shown as options in the post-selection animation. In this case, if a candidate image that is shown as an option in only one of the pre-selection or post-selection animations is selected, it is not possible for the pre-selection image 13 and the post-selection image 14 to be of the same type. 【0219】 Regardless of what the pre-selected image 13 in the pre-selection sequence is, if there is a possibility that the pre-selected image 13 and the post-selection image 14 will be of the same type, then all of the multiple candidate images shown in the pre-selection sequence should also be shown as candidate images in the post-selection sequence. For example, it is conceivable that the pre-selection sequence may show three types of candidate images: "Attack P," "Attack Q," and "Attack R," and the post-selection sequence may show four types of candidate images: "Attack P," "Attack Q," "Attack R," and "Attack S" (see Figure 61). In particular, in battle sequence A, where it is more pleasing for the player if the pre-selected image 13 and the post-selection image 14 are of the same type (rather than if they are different), it is preferable to have the pre-selection and post-selection sequences in this manner. 【0220】 〇Specific Example 6-2 The combination of multiple candidate images presented as options in the pre-selection sequence and the combination of multiple candidate images presented as options in the post-selection sequence may change each time a combined sequence occurs. 【0221】 In this example, the number of candidate images (overlapping candidate images) shown in both the pre-selection and post-selection sequences can be used to suggest the probability that the pre-selection image 13 and the post-selection image 14 are of the same type. For example, as shown in Figure 62, (a) A combined animation in which the candidate images for the first selection animation are "Attack P", "Attack Q", and "Attack R", and the candidate images for the second selection animation are "Attack P", "Attack Q", and "Attack S". (b) A combined animation in which the candidate images for the first selection animation are "Attack P", "Attack Q", and "Attack R", and the candidate images for the second selection animation are "Attack P", "Attack Q", "Attack R", and "Attack S". If this is possible, In the combined performance of (a), two types, "Attack P" and "Attack Q," are shown in both the pre-selection and post-selection performances. In the combined performance of (b), three types, "Attack P," "Attack Q," and "Attack R," are shown in both the pre-selection and post-selection performances. Therefore, the setting is such that the pre-selection image 13 and post-selection image 14 are of the same type in the combined performance of (b) than in the combined performance of (a). 【0222】 〇Specific Example 6-3 In the above embodiment, it was explained that the composite effect occurs when a battle effect is being executed, but it is not limited to this. The composite effect can be made to occur in each of two or more states (states in which a unique state-corresponding image is displayed) that the player can clearly distinguish from other states. For example, the composite effect can be made to occur in both the state in which "Stage A" (Mode A) is set and "Stage B" (Mode B) is set and "Stage B" (Mode B) is set and "Stage B" (Mode B) is set and "Stage B" (Mode B) is set and "Stage A" (Mode A) is set and "Stage B" (Mode B) is set and "Stage A" (Mode A) is set and "Stage B" (Mode B) is set and "Stage B" (Mode B) is set and "Stage B" (Mode B) is set and "Stage B" (Mode B) is set and "Stage B" (Mode B) 【0223】 Specific Example 6-4 In the combined effect of Battle Effect A (State A), a display (suggestion display A) is made that suggests that the reliability is higher when the first selected image 13 and the second selected image 14 are of the same type than when they are of different types. In this way, the characteristics of the combined effect in Battle Effect A (State A) can be known without obtaining information from magazines or the internet. Suggestion display A may occur while Battle Effect A is being executed (during State A), or it may be made to occur when Battle Effect A is not being executed (during the variation effect). An example of suggestion display A is to suggest that it is preferable for the first selected image 13 and the second selected image 14 to be of the same type by showing the characteristics of enemy character A (for example, a display such as "weak to the same attack" (see Figure 63(a)) is made pointing to enemy character A). Alternatively, in Battle Effect A, before it is shown which candidate image will be selected as the second selected image 14, it may be suggested that it is preferable for the second selected image 14 to be an image of the same type as the first selected image 13 (for example, a display such as "chance with the same attack" (see Figure 63(b)) is made point. 【0224】 Specific Example 6-5 In the combined effect of Battle Effect B (State B), a display (suggestion display B) is made that suggests that the reliability is higher when the first selected image 13 and the second selected image 14 are different than when they are the same. In this way, the characteristics of the combined effect in Battle Effect B (State B) can be known without obtaining information from magazines or the internet. Suggestion display B may occur while Battle Effect B is being executed (during State B), or it may be made to occur when Battle Effect B is not being executed (during the variation effect). An example of suggestion display B is to suggest that it is preferable for the first selected image 13 and the second selected image 14 to be different by showing the characteristics of enemy character B (for example, a display such as "weak to a different attack" (see Figure 64(a)) is made pointing to enemy character B). Alternatively, in Battle Effect B, before it is shown which candidate image will be selected as the second selected image 14, it may be suggested that it is preferable for the second selected image 14 to be an image different from the first selected image 13 (for example, a display such as "a different attack gives you a chance" (see Figure 64(b)) is made point. 【0225】 Specific Example 6-6 In the combined effects that occur in Battle Effect A (State A), if the first selected image 13 and the second selected image 14 are of the same type, the reliability is set to 100% (the result of the target hit / fail lottery is guaranteed to be a jackpot). In this way, the fact that the first selected image 13 and the second selected image 14 are of the same type becomes an extremely important effect in Battle Effect A (State A). 【0226】 In this case, in battle sequence A (state A), if the first selected image 13 and the second selected image 14 are different, the result of the target win / loss lottery may be set to be a loss. In this way, the combined sequence in battle sequence A (state A) will have a format in which the win / loss branch (the dividing line between a win and a loss) depends on whether the first selected image 13 and the second selected image 14 are the same or not. 【0227】 Specific Examples 6-7 In the combined animation that occurs during Battle Animation A (State A), if the first-selected image 13 and the second-selected image 14 are of the same type, the reliability is set to 100% (the target win / loss lottery result is guaranteed to be a jackpot) if they are of a certain type (one or two types) of candidate images. However, if they are candidate images of a different type than certain candidate images, the reliability is set to less than 100% (the target win / loss lottery result may be a loss). For example, if the first-selected image 13 and the second-selected image 14 are of the same type, "Attack R", the reliability is set to 100%, and if the first-selected image 13 and the second-selected image 14 are of the same type, "Attack P" or "Attack Q", the reliability is set to less than 100%. In this way, the animation format will attract the player's attention to which type the first-selected image 13 and the second-selected image 14 are of. 【0228】 Specific Examples 6-8 The candidate images for the pre-selection and post-selection sequences are displayed together (at the same time) during the selection presentation stage (see Figure 65(a)), then it is indicated that the pre-selection image 13 has been selected (see Figure 65(b)), and then it is indicated that the post-selection image 14 has been selected (see Figure 65(c)) in a combined presentation. In this way, the player is given advance indication during the selection presentation stage that there are similar options in the pre-selection sequence's options (candidate images) and the post-selection sequence's options (candidate images) (they can understand in advance that the same option may be selected in the pre-selection sequence and the post-selection sequence), resulting in a more easily understandable presentation format. 【0229】 〇Specific Examples 6-9 This is a composite presentation in which the timing of presenting the selected image in one selection presentation is the same as the timing of presenting the selected image in the other selection presentation. In other words, the candidate images for the two selection presentations are displayed together (at the same time) (selection presentation stage) (see Figure 66(a)), and the results (selected images) of the two selection presentations are shown together (see Figure 66(b)). (Note that in this configuration, the concepts of a first selection presentation (first presentation) and a second selection presentation (second presentation), as in the above embodiment, are eliminated.) This results in an easy-to-understand presentation format in which it is immediately clear whether the selected images in the two selection presentations are of the same type or not. 【0230】 Specific Examples 6-10 In battle sequence A (state A), if the first selected image 13 and the second selected image 14 are of the same type, the type of at least some of the two or more candidate images will not affect the reliability. For example, in battle sequence A, there will be no difference in reliability between the case where the first selected image 13 and the second selected image 14 are of the same type, "Attack P," and the case where the first selected image 13 and the second selected image 14 are of the same type, "Attack Q" (see Figure 67). This makes it clear that what is important is that the first selected image 13 and the second selected image 14 are of the same type, and (at least for some of the candidate images) the type of the selected candidate image is not important. It should also be considered that, as shown in Figure 67(a), the reliability will be the same regardless of which candidate image is selected as the first selected image 13 and the second selected image 14, or, as shown in Figure 67(b), the reliability will be the same for some of the two or more candidate images ("Attack P", "Attack Q"), but different for other candidate images ("Attack R"). 【0231】 〇Specific Example 6-11 In a composite effect, when the first-selected image 13 and the second-selected image 14 are of the same type (see Figure 68(a)→(b-1)), an effect that emphasizes this (same-type emphasis effect) (see Figure 68(b-1)) may occur. Since this effect emphasizes that the first-selected image 13 and the second-selected image 14 are of the same type, it will not occur when the first-selected image 13 and the second-selected image 14 are of different types (see Figure 68(a)→(b-2)) (see Figure 68(b-2)). The specific form of the same-type emphasis effect can be anything as long as it is a form unique to that effect (Figure 68(b-1) shows an example where the display of an image containing the words "Same attack occurrence" is treated as the same-type emphasis effect). 【0232】 In this example, regardless of the type of battle animation (state) in which the composite animation is performed, if the first selected image 13 and the second selected image 14 are of the same type, a same-type emphasis animation will occur. 【0233】 On the other hand, unlike this, in battle sequence A, where it is preferable for the first selected image 13 and the second selected image 14 to be of the same type (state A), a same-type emphasis sequence occurs when the first selected image 13 and the second selected image 14 are of the same type. However, in battle sequence B, where it is preferable for the first selected image 13 and the second selected image 14 to be of different types (state B), a same-type emphasis sequence does not occur even if the first selected image 13 and the second selected image 14 are of the same type. In other words, it is conceivable that a same-type emphasis sequence should only occur (as a sequence that emphasizes the advantageous situation) when it is advantageous for the first selected image 13 and the second selected image 14 to be of the same type (compared to them being of different types). 【0234】 〇Specific Example 6-12 In a composite effect, when the first-selected image 13 and the second-selected image 14 are different (see Figure 69(a)→(b-2)), an effect that emphasizes this difference (a difference emphasis effect) (see Figure 69(b-2)) may occur. Since this effect emphasizes that the first-selected image 13 and the second-selected image 14 are different, it will not occur when the first-selected image 13 and the second-selected image 14 are the same (see Figure 69(a)→(b-1)) (see Figure 69(b-1)). The difference emphasis effect can take any specific form as long as it is a form unique to that effect (Figure 69(b-2) shows an example where the display of an image containing the words "another attack occurred" is treated as a difference emphasis effect). 【0235】 In this example, regardless of the type of battle animation (state) in which the composite animation is performed, if the first selected image 13 and the second selected image 14 are different, a different-image emphasis animation should be triggered. 【0236】 On the other hand, unlike this, in battle sequence B, where it is preferable for the first selected image 13 and the second selected image 14 to be different (state B), a different-type emphasis effect occurs when the first selected image 13 and the second selected image 14 are different. However, in battle sequence A, where it is preferable for the first selected image 13 and the second selected image 14 to be the same (state A), a different-type emphasis effect does not occur even if the first selected image 13 and the second selected image 14 are different. In other words, it is conceivable that a different-type emphasis effect should only occur (as an effect that emphasizes the advantageous situation) when it is advantageous for the first selected image 13 and the second selected image 14 to be different (compared to them being the same). 【0237】 〇Specific Example 6-13 For at least some of the candidate images (two or more images) that can be selected in the pre-selection sequence, the probability that the subsequent selection image 14 will be of the same type will differ depending on which of the pre-selection images 13 is selected. For example, when "Attack P" is selected as the pre-selection image 13, the probability that the subsequent selection image 14 will be of the same type will be higher than when "Attack Q" is selected as the pre-selection image 13 (conversely, when "Attack P" is selected as the pre-selection image 13, the probability that the subsequent selection image 14 will be of a different type will be higher than when "Attack Q" is selected as the pre-selection image 13) (see Figure 70). In this way, the sequence can be enjoyed by predicting whether the subsequent selection image 14 will be of the same type depending on the type of pre-selection image 13. 【0238】 <Specific Selection Effect> In this embodiment, a specific selection animation (see Figures 72 to 74) may occur as an animation constituting the variable animation. This specific selection animation occurs in the normal game state. However, this does not negate the possibility that it may occur in a specific game state. The specific selection animation consists of two selections: a first selection (first selection animation) and a second selection (second selection animation). Hereinafter, the animation components for the first selection in the specific selection animation may be referred to as the first selection part, and the animation components for the second selection may be referred to as the second selection part. In both the first selection part and the second selection part, one of several candidate images (images representing the choices) is automatically selected (the player cannot arbitrarily select their preferred candidate image). Hereinafter, the candidate image shown in the first selection part may be referred to as the first candidate image, and the candidate image shown in the second selection part may be referred to as the second candidate image. 【0239】 In the specific selection presentation of this embodiment, the first selection part involves selecting a character. The first candidate image (see Figure 71) includes a portion representing the character as a choice. In this embodiment, three types of images are shown as first candidate images: an image containing character F (hereinafter sometimes referred to as "character F image"), an image containing character G (hereinafter sometimes referred to as "character G image"), and an image containing character H (hereinafter sometimes referred to as "character H image") (in the drawings, the letters "F", "G", and "H" are attached to each character). 【0240】 In this embodiment, the second selection part of the specific selection presentation involves selecting a weapon. The second candidate image (see Figure 71) includes a portion representing the weapon as a choice. In this embodiment, three types of second candidate images are shown: an image containing a "sword" (hereinafter sometimes referred to as the "sword image"), an image containing a "whip" (hereinafter sometimes referred to as the "whip image"), and an image containing a "spear" (hereinafter sometimes referred to as the "whip image"). In this embodiment, each second candidate image also includes characters representing the name of the weapon (the characters "sword", "whip", and "spear"). However, it is not necessary for the images to have such characters. If the weapon represented by each image can be easily recognized from the illustration of each image, such characters are not required. 【0241】 Each of the first candidate images corresponds to one of the second candidate images (see Figure 71 (corresponding images are connected by dotted lines)). In this embodiment, "Character F image" corresponds to "Sword image", "Character G image" corresponds to "Whip image", and "Character H image" corresponds to "Spear image". Images that do not have a corresponding relationship are not corresponding. In this embodiment, the number of types of first candidate images is the same as the number of types of second candidate images, and there is a 1:1 correspondence between first candidate images and second candidate images (there are no second candidate images that correspond to any of the two or more first candidate images, and there are no first candidate images that correspond to any of the two or more second candidate images). 【0242】 Each of the first candidate images contains a text element that suggests a corresponding relationship. Character F image contains the text element "sword (specialty)", Character G image contains the text element "whip (specialty)", and Character H image contains the text element "spear (specialty)" (see Figure 71). Since these text elements directly represent the image components contained in the corresponding second candidate images (image components that distinguish the type of each second candidate image (weapons in this embodiment)), it is easy to understand that "Character F image (containing the text element "sword")" corresponds to "sword image", "Character G image (containing the text element "whip")" corresponds to "whip image", and "Character H image (containing the text element "spear")" corresponds to "spear image". 【0243】 In the specific selection sequence, one of several first-choice images is selected as the first-choice image 15 in the first selection part, and one of several second-choice images is selected as the second-choice image 16 in the second selection part. The system is designed so that the reliability of the target win / loss lottery result (the win / loss lottery result corresponding to the variable sequence including the specific selection sequence) is higher when the first-choice image 15 and the second-choice image 16 are in a corresponding relationship, compared to when the first-choice image 15 and the second-choice image 16 are not in a corresponding relationship (they are not in a corresponding relationship) (see Figure 76(a)). 【0244】 The execution patterns of the specific selection animation are broadly divided into two types: Execution Pattern A (see Figure 73) and Execution Pattern B (see Figure 74). Execution Pattern A is the normal mode (default mode), while Execution Pattern B is a special mode. In other words, when the specific selection animation is executed, the probability of it being Execution Pattern A is higher than the probability of it being Execution Pattern B. In this embodiment, 90% of the specific selection animations are set to be Execution Pattern A. 【0245】 The specific selection sequence proceeds as shown in Figure 72 until it branches into either execution mode A or execution mode B (until it is determined which one was executed). After the start of the specific selection sequence (see Figure 72(a)), multiple first candidate images and multiple second candidate images are displayed (see Figure 72(b)). That is, the player is presented with choices (choice presentation state). In this embodiment, the first candidate images and second candidate images are displayed separately (the first candidate images are displayed in the first area, and the second candidate images are displayed in the second area (an area different from the first area)). This makes it clear that the first candidate images and second candidate images are distinguishable. In addition, each first candidate image contains a text element that suggests the corresponding second candidate image, so the player who sees this understands that each first candidate image corresponds to one of the second candidate images. Subsequently, one of the multiple first candidate images is highlighted to stand out more than the other first candidate images, and the type of first candidate image that is highlighted changes over time (a change in the highlighting pattern occurs over time) (pre-selection state) (see Figure 72(c)). In this embodiment, the emphasis mode is defined as the frame image surrounding one of the first candidate images (the pre-selection state is defined as the frame image moving rapidly between each first candidate image). Various methods can be considered for constructing the emphasis mode. For example, methods such as making the image designated as the emphasis mode larger than the other images, displaying the image designated as the emphasis mode in color and the other images in monochrome, or displaying the image designated as the emphasis mode and hiding the other images can be considered. The same applies to multiple second candidate images (one of the second candidate images is designated as the emphasis mode, which stands out more than the other second candidate images, and the type of second candidate image designated as the emphasis mode changes over time) (see Figure 72(c)). In this way, in the pre-selection state, the image designated as the emphasis mode changes over time, so it appears to the player like a "roulette wheel" (it appears as if two roulette wheels are moving). 【0246】 When the specific selection animation is executed in mode A, it is first indicated that one of the multiple first candidate images has been selected as the first selected image 15. That is, the first selection part is executed first. When the change in the emphasis mode over time (displacement of the frame image) ends with one of the multiple first candidate images in the emphasis mode (see Figure 73(a)), it is indicated that the image in the emphasis mode has been selected as the first selected image 15. In this embodiment, the first candidate images that were not selected as the first selected image 15 are deleted (see Figure 73(b)). After that, it is indicated that one of the multiple second candidate images has been selected as the second selected image 16. That is, after the first selection part, the second selection part is executed. When the change in the emphasis mode over time (displacement of the frame image) ends with one of the multiple second candidate images in the emphasis mode (see Figure 73(c-1)(c-2)), it is indicated that the image in the emphasis mode has been selected as the second selected image 16. Furthermore, in this embodiment, the second candidate image that was not selected as the second selected image 16 is deleted (see Figures 73(d-1) and 73(d-2)). Once the second selection part is completed, the first selected image 15 and the second selected image 16 are determined. In other words, it is determined whether the specific selection animation resulted in a corresponding result (see Figure 73(d-1)) or a non-corresponding result (see Figure 73(d-2)). 【0247】 When the specific selection animation is in execution mode B, the indication of which of the multiple first candidate images was selected as the first selected image 15 and the indication of which of the multiple second candidate images was selected as the second selected image 16 occur simultaneously. In other words, the first selection part and the second selection part occur together. In this embodiment, the temporal change in the emphasis pattern (displacement of the frame image) that occurred for the multiple first candidate images and the temporal change in the emphasis pattern (displacement of the frame image) that occurred for the multiple second candidate images end simultaneously (see Figure 74(a-1)(a-2)), so that the first selected image 15 is shown and the second selected image 16 is shown simultaneously (see Figure 74(b-1)(b-2)). This makes it clear whether the specific selection animation resulted in a corresponding result (see Figure 74(b-1)) or a non-corresponding result (see Figure 74(b-2)). 【0248】 If a match is found, an emphasis animation occurs, displaying an emphasis image 17 to highlight that a match has been found. In this embodiment, the "favorite weapon" of the character selected as the first selection image 15 is selected as the second selection image 16, so an emphasis animation including the words "favorite weapon" occurs (see Figures 73(d-1) and 74(b-1)). The emphasis animation does not occur if a match is not found (see Figures 73(d-2) and 74(b-2)). 【0249】 After a specific selection animation, an animation (post-animation) is performed according to the result of the specific selection animation. The post-animation can be any animation that reflects the result of the specific selection animation. As an example, in this embodiment, the post-animation shown in Figure 75 is performed. This post-animation is an animation in which the character selected as the first selection image 15 fights an enemy character with the weapon selected as the second selection image 16 (see Figure 75(a)), and it leads to a victory ending in which the selected character defeats the enemy character (including a reversal pattern where it appears to be defeated but is overturned) (see Figure 75(b-1)) or a defeat ending in which the character is defeated (see Figure 75(b-2)). Since the probability of the target hit / miss lottery result being a jackpot is higher in the case of a victory ending than in the case of a defeat ending, it can be said that the victory ending is an outcome advantageous to the player, and the defeat ending is an outcome disadvantageous to the player. In this embodiment, if the victory ending occurs, the game then moves to a development animation, and the target hit / miss lottery result (jackpot / miss) is announced after this development animation. On the other hand, if the outcome is a defeat, the target lottery result is set to be a loss. In other words, if the post-event presentation is a victory, there remains a possibility that the target lottery result is a jackpot, and if the outcome is a defeat, it is confirmed that the target lottery result is a loss. However, even if the outcome is a defeat, there may be a setting in which the target lottery result is a jackpot (the reliability is lower when the outcome is a defeat than when it is a victory, but the reliability when it is a defeat is set to be 0%). Unlike this embodiment, the post-event presentation may be configured as a reach presentation (super reach presentation) that announces the target lottery result depending on the outcome. In other words, the post-event presentation may be configured so that if the target lottery result is a jackpot, it is a victory, and if it is a loss, it is a defeat. 【0250】 When a specific selection animation results in a corresponding outcome, the probability of the post-event animation leading to a victory is higher than when it results in a non-corresponding outcome. In this embodiment, there are three possible corresponding outcomes ("Character F image" and "Sword image", "Character G image" and "Whip image", and "Character H image" and "Spear image"), and in each of these cases, the probability of the post-event animation leading to a victory is higher than in any of the non-corresponding outcomes. In other words, as shown in Figure 76(a), the specific selection animation is more reliable in any corresponding outcome than in any of the non-corresponding outcomes. In this embodiment, even when a corresponding outcome occurs, the reliability differs depending on which of the three patterns it is, so the content (which pattern the combination of the first selected image 15 and the second selected image 16 is) is also a type of animation that players will likely pay attention to. 【0251】 As explained above, in this embodiment, the specific selection presentation is an important (of interest to the player) presentation where the first selection image 15 and the second selection image 16 are in a corresponding relationship. In execution mode A, the first selection image 15 is shown, followed by the second selection image 16, so the player watches the second selection part hoping that the corresponding second selection image 16 will be selected while looking at the first selection image 15. On the other hand, in execution mode B, the first selection image 15 and the second selection image 16 are shown together, so the player immediately finds out whether or not there is a corresponding result. In other words, the process until the corresponding result is found out differs depending on which execution mode is used, so different impressions can be given to the player depending on the execution mode. In particular, in this embodiment, execution mode A is the default, so the player will often encounter execution mode A and will expect the first selection image 15 to be shown first. Under this assumption, if execution mode B is used, the first selection image 15 and the second selection image 16 are shown together, which can surprise the player. 【0252】 Furthermore, in this embodiment, the probability of a corresponding result (a result favorable to the player) is higher when the specific selection presentation is performed in execution mode B than when it is performed in execution mode A (see Figure 76(b)). In execution mode B, the first selection image 15 and the second selection image 16 are shown immediately (unlike in execution mode A, there is no period after the first selection image 15 is shown, before the second selection image 16 is shown, during which the player hopes that a corresponding image will be selected as the second selection image 16). In other words, in cases where the result is not corresponding in execution mode B, it is immediately shown that the result is unfavorable to the player, and if such cases increase too much, the player may lose interest. Therefore, when execution mode B is performed, it is set so that a corresponding result (a result favorable to the player) is more likely to occur. 【0253】 The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific selection effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples. 【0254】 〇Specific Example 7-1 In the above embodiment, it was explained that the first candidate image includes a text element that suggests the corresponding second candidate image. However, the second candidate image will also include a text element that suggests the corresponding first candidate image. If the first candidate image includes a character as in the above embodiment, then the second candidate image will have a text element that includes the name of the corresponding character (see Figure 77). In this way, it becomes easy to understand which first candidate image corresponds to the second candidate image, making the presentation easier to understand. In particular, in the case of execution mode A, after the first selected image 15 is shown (first selection part), it becomes easy to understand which second candidate image should be selected as the second selected image 16 in order to obtain the corresponding result, making the presentation easier to understand. 【0255】 〇Specific Example 7-2 The setting is such that there exists a first candidate image for which there is no corresponding second candidate image (hereinafter referred to as a special first candidate image) (see Figure 78(a). In this figure, the first candidate image containing "Character I" is the special first candidate image). That is, some of the first candidate images have corresponding second candidate images, but other parts of the first candidate images do not have corresponding second candidate images. Since there is no corresponding second candidate image for the special first candidate image, it does not contain any elements that suggest any of the second candidate images. Although not shown in the figure, the special first candidate image may contain elements that suggest there is no corresponding second candidate image. For example, it may contain an element such as "No preferred weapon". 【0256】 In this configuration, if the special first candidate image is selected as the first selected image 15 in the first selection part, the possibility of a corresponding result is eliminated. In particular, in the case of execution mode A, if the special first candidate image is not selected as the first selected image 15, the possibility of a corresponding result remains, but if the special first candidate image is selected as the first selected image 15, the possibility of a corresponding result is eliminated. (The first obstacle to a corresponding result is that the special first candidate image is not selected as the first selected image 15 in the first selection part, and after overcoming that, the second obstacle to a corresponding result is that the second candidate image, which is related to the first selected image 15, is selected as the second selected image 16 in the second selection part.) 【0257】 Specific Example 7-3 The system is set up so that there are second candidate images for which there is no corresponding first candidate image (hereinafter referred to as special second candidate images) (see Figure 78(b). In this figure, the second candidate image containing "stick" is the special second candidate image). That is, some of the second candidate images have corresponding first candidate images, but other parts of the second candidate images do not have corresponding first candidate images. Since there is no corresponding first candidate image for the special second candidate image, it does not contain any elements that suggest any of the first candidate images. Although not shown in the illustration, the special second candidate image may contain elements that suggest there is no corresponding first candidate image. For example, it may contain an element such as "no corresponding character". 【0258】 In this configuration, if a special second candidate image is selected as the second selected image 16 in the second selection part, the possibility of a corresponding result is eliminated. In other words, regardless of which first candidate image is selected as the first selected image 15 in the first selection part, if a special second candidate image is selected as the second selected image 16 in the second selection part, the result will be that of a non-corresponding result. 【0259】 〇Specific Example 7-4 The setting is that there exists a first candidate image (hereinafter referred to as a specific first candidate image) that has multiple corresponding second candidate images (see Figure 79(a). In this figure, the first candidate image containing "Character H" is the specific first candidate image). That is, some first candidate images have only one corresponding second candidate image, but other parts of the first candidate images (specific first candidate images) have multiple corresponding second candidate images. Since specific first candidate images have multiple corresponding second candidate images, they may contain multiple text elements that suggest the second candidate images (the first candidate image of Character H in Figure 79(a) contains text elements that suggest the second candidate image of "spear" and text elements that suggest the second candidate image of "stick"). 【0260】 In this configuration, when a specific first candidate image is selected as the first selected image 15 in the first selection part, it is desirable to ensure that the probability of a corresponding result is higher than when a first candidate image other than the specific first candidate image is selected as the first selected image 15. As a result, the result of the first selection part is more favorable when the specific first candidate image is selected as the first selected image 15 than when a first candidate image other than the specific first candidate image is selected as the first selected image 15. In particular, in the case of execution mode A, when a specific first candidate image is selected as the first selected image 15 in the first selection part, there is an expectation that a corresponding image will be selected as the second selected image 16 in the second selection part that is executed afterward (the selection of the specific first candidate image functions as a so-called chance-up). 【0261】 〇Specific Example 7-5 The system is set up so that there are second candidate images (hereinafter referred to as specific second candidate images) that have multiple corresponding first candidate images (see Figure 79(b). In this figure, the second candidate image containing "spear" is the specific second candidate image). That is, some of the second candidate images have only one corresponding first candidate image, but other parts of the second candidate images (specific second candidate images) have multiple corresponding first candidate images. Although not shown in the figure, specific second candidate images may include elements that indicate that there are multiple corresponding first candidate images. For example, a specific second candidate image could include elements that indicate "character H" and elements that indicate "character I". 【0262】 In this configuration, when a specific first candidate image is selected as the first selected image 15 in the second selection part, it is desirable to ensure that the probability of this being the correct result is higher than when a first candidate image other than the specific first candidate image is selected as the first selected image 15. As a result, in the second selection part, the selection of a specific second candidate image as the second selected image 16 is a more favorable outcome than the selection of a second candidate image other than the specific second candidate image as the second selected image 16. 【0263】 Specific Example 7-6 The setting is that there exists a first candidate image (hereinafter referred to as the special first candidate image) that corresponds to all second candidate images (see Figure 80(a). In this figure, the first candidate image containing "Character I" is the special first candidate image). That is, some of the first candidate images correspond to some of the second candidate images, but other parts of the first candidate image (the special first candidate image) correspond to all of the second candidate images. The special first candidate image can also be considered an "all-purpose" image. Since the special first candidate image corresponds to all of the second candidate images, it may also contain a character element indicating this (the first candidate image of Character I in Figure 80(a) has a character element containing "all," suggesting that it corresponds to all of the second candidate images. Alternatively, it is also conceivable to have a form that includes a character element indicating each of the second candidate images). 【0264】 With this configuration, when the special first candidate image is selected as the first selected image 15 in the first selection part, the corresponding result is always achieved. Since the corresponding result is always achieved when the special first candidate image is selected as the first selected image 15, it can be said that, as an outcome of the first selection part, the selection of the special first candidate image as the first selected image 15 is more advantageous to the player than the selection of any first candidate image other than the special first candidate image as the first selected image 15. In particular, in the case of execution mode A, when the special first candidate image is selected as the first selected image 15 in the first selection part, the corresponding result is determined without even having to see the selection in the second selection part (second selected image 16). 【0265】 Specific Example 7-7 The setting is that there exists a second candidate image (hereinafter referred to as the special second candidate image) that corresponds to all first candidate images (see Figure 80(b). In this figure, the second candidate image containing "bar" is the special second candidate image). In other words, some of the second candidate images correspond to some of the first candidate images, but other parts of the second candidate images (the special second candidate image) correspond to all of the first candidate images. The special second candidate image can also be considered an "all-purpose" image. Although not shown in the illustration, since the special second candidate image corresponds to all second candidate images, it may contain elements that indicate this (for example, it could contain the word "all" to suggest that it corresponds to all first candidate images. Alternatively, it could contain elements that represent each of the first candidate images). 【0266】 With this configuration, when the special second candidate image is selected as the second selected image 16 in the second selection part, the corresponding result is always achieved. Since the corresponding result is always achieved when the special second candidate image is selected as the second selected image 16, it can be said that, as an outcome of the second selection part, the selection of the special second candidate image as the second selected image 16 is more advantageous to the player than the selection of any second candidate image other than the special second candidate image as the second selected image 16. In particular, in the case of execution mode A, regardless of which first candidate image is selected as the first selected image 15 in the first selection part, the corresponding result is always achieved when the special second candidate image is selected as the second selected image 16 in the second selection part (a presentation format in which, regardless of the result of the first selection part, it is sufficient for the special second candidate image to be selected in the second selection part). 【0267】 Specific Examples 7-8 The setting should be such that the probability of achieving the desired outcome is higher when the specific selection animation is executed in manner A than when it is executed in manner B. Since execution manner A shows the first selected image 15 followed by the second selected image 16, it can be said that this is a manner in which players can enjoy the time (process) leading up to the result. If this is to be emphasized, the setting should be such that execution manner A has a higher probability (higher reliability) of leading to a favorable outcome for the player. 【0268】 In cases like this example, it is preferable to set execution mode B as the default (i.e., when a specific selection animation is performed, the probability of execution mode B being performed is set to be higher than the probability of execution mode A being performed). Generally, various animations are designed to occur more frequently in the mode with relatively lower reliability, so if execution mode A is set to have relatively high reliability (a so-called chance-up), it is good to make execution mode B occur more frequently than execution mode A. 【0269】 〇Specific Examples 7-9 The first candidate image shall not contain any elements that suggest the corresponding second candidate image. If the second candidate image is to represent a weapon, as in the embodiment described above, then the first candidate image shall not contain any elements that suggest that weapon. In this way, the correspondence between the first and second candidate images is not shown in the specific selection presentation, so the player will enjoy predicting the correspondence between the first and second candidate images (or enjoying obtaining information about the correspondence from magazines, the internet, etc.). 【0270】 〇Specific Examples 7-10 The first candidate image shall include elements other than text elements that suggest the corresponding second candidate image contained within it. For example, the first and second candidate images that are in a corresponding relationship shall have the same color in a predetermined part (the first and second candidate images that are not in a corresponding relationship shall have different colors in that predetermined part) (see Figure 81. This figure shows an example where the background color of the element indicating the type of the first candidate image (character) and the element indicating the type of the second candidate image (weapon) are the same for those that are in a corresponding relationship). 【0271】 The system may include both non-textual elements suggesting correspondence, as in this example, and textual elements suggesting correspondence, as in the embodiment described above, so that it is easy to determine whether a first candidate image and a second candidate image are in a corresponding relationship. 【0272】 〇Specific Example 7-11 Each time a specific selection animation occurs, at least one of the combination patterns of multiple first-choice images and the combination patterns of multiple second-choice images may differ. In this example, the probability of a corresponding result can be set to differ depending on the combination pattern of the first-choice and second-choice images. 【0273】 There are various ways to suggest the probability of a corresponding outcome based on the combination pattern. For example, as shown in Figure 82, if we assume that there are two possible outcomes, Specific Selection Performance A where the number of corresponding first and second candidate images is "three," and Specific Selection Performance B where the number of corresponding first and second candidate images is "four," then since Specific Selection Performance B has more corresponding first and second candidate images than Specific Selection Performance A, it is conceivable to set the probability of a corresponding outcome higher for Specific Selection Performance B than for Specific Selection Performance A. Also, although not shown in the diagram, it is conceivable to set the probability of a corresponding outcome higher if a specific image is included in the first or second candidate image than if it is not included (assuming that the presentation of a specific image as an option functions as a chance-up). 【0274】 〇Specific Example 7-12 In the case of execution mode B, it is guaranteed that the result will be a corresponding one. In execution mode A, after the first selected image 15 is shown, there is a period during which the player expects that a corresponding image will be selected as the second selected image 16 (a period of "waiting" for the selection of the second selected image 16) (in execution mode A, the player pays attention to whether a corresponding image to the first selected image 15 will be selected as the second selected image 16 because there is a possibility that a non-corresponding second selected image 16 will be selected). On the other hand, in execution mode B, the first selected image 15 and the second selected image 16 are shown together, so such a period does not exist. Therefore, in execution mode B, it is conceivable to eliminate the possibility of a non-corresponding result, which would be a disappointing outcome for the player, and ensure that the result is always a corresponding one. In this example, a player who expects the second selected image 16 to be shown after the first selected image 15 (expecting execution mode A) will experience both surprise and delight at once when execution mode B occurs, as the corresponding first selected image 15 and the second selected image 16 are suddenly shown together. 【0275】 〇Specific Example 7-13 Unlike the above embodiment, when a specific selection animation results in a corresponding outcome, the reliability is set to be the same even if the combination of the first selected image 15 and the second selected image 16 is different. For example, as shown in Figure 83, the reliability is the same whether the corresponding outcome is "character F image" and "sword image" (see Figure 83(a)) or "character G image" and "whip image" (see Figure 83(b)). In this way, a clear and easy-to-understand specific selection animation can be created where the important thing is whether or not a corresponding outcome is achieved. 【0276】 〇Specific Example 7-14 The probability of a corresponding outcome will differ depending on the state in which the specific selection animation is executed. For example, the specific selection animation can occur in both the state where "Stage X1" (Mode X1) is set, displaying background X1 (unique image X1) based on character X (State X1), and the state where "Stage X2" (Mode X2) is set, displaying background X2 (unique image X2) based on character X2 (State X2) (Unique image X1 is an image exclusive to Stage X1 (State X1) and is not displayed in Stage X2 (State X2), and unique image X2 is an image exclusive to Stage X2 (State X2) and is not displayed in Stage X1 (State X1)). Furthermore, the probability of a corresponding outcome will be higher when the specific selection animation is executed while "Stage X2" (State X2) is set than when the specific selection animation is executed while "Stage X1" (State X1) is set. In this way, when the specific selection animation occurs, the state at that time will also be a point of interest in the animation style. 【0277】 〇Specific Example 7-15 The relationship between the corresponding result and the non-corresponding result will differ depending on the state in which the specific selection animation is performed. For example, the specific selection animation can occur in both the state where "Stage X1" (Mode X1) is set, displaying background X1 (unique image X1) based on character X (State X1), and the state where "Stage X2" (Mode X2) is set, displaying background X2 (unique image X2) based on character X2 (State X2) (Unique image X1 is an image exclusive to Stage X1 (State X1) and is not displayed in Stage X2 (State X2), and unique image X2 is an image exclusive to Stage X2 (State X2) and is not displayed in Stage X1 (State X1)). When the specific selection animation is performed while "Stage X1" (State X1) is set, the corresponding result will be more favorable to the player (higher reliability) than the non-corresponding result. On the other hand, when the specific selection animation is performed while "Stage X2" (State X2) is set, the non-corresponding result will be more favorable to the player (higher reliability) than the corresponding result. This approach creates an interesting effect where the value of a successful / unsuccessful outcome differs depending on the circumstances under which the specific selection animation is executed. 【0278】 <Specific composition production> In this embodiment, a specific configuration effect (see Figure 85(a-1)(a-2)) may occur as part of the variation effect. This specific configuration effect occurs in the normal game state. However, this does not negate the possibility that it may occur in the specific game state. Hereinafter, in the description of the specific configuration effect, the variation effect including the specific configuration effect may be referred to as the target variation effect (target variation), and the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result. 【0279】 In this embodiment, a pre-operation animation may occur before a specific configuration animation occurs. Hereinafter, the period during which the pre-operation animation is performed may be referred to as the first period, and the period following the first period during which the specific configuration animation is performed may be referred to as the second period. 【0280】 The pre-operation animation (see Figure 84) is an animation that prompts the player to operate the control device. In this embodiment, the player is prompted to repeatedly press the push button 61 (see Figure 84(a)). During the first period, an image representing the push button 61 is displayed to indicate the type of control device that needs to be operated. Also during the first period, an image representing repeated operation (the word "repeated press") is displayed to inform the player that they should be repeatedly pressed. 【0281】 During the first period, the operation-corresponding image 30 is displayed in the display area 911 (see Figure 84(b)). The operation-corresponding image 30 may change when an operation that satisfies predetermined conditions of the push button 61 is performed (a specific operation; in this embodiment, a single operation of the push button 61). The first period is the operation validity period during which the operation of the push button 61 (specific operation) may be reflected as a change in the operation-corresponding image 30 (the second period, which will be described in detail later, is not the operation validity period). The length of the first period is constant (5 seconds in this embodiment). Hereinafter, the change in the operation-corresponding image 30 triggered by the specific operation may be referred to as the specific change. Although not shown, a remaining time image (e.g., a meter) indicating the elapsed time (remaining) of the first period may be displayed. 【0282】 The specific changes in the operation-corresponding image 30 only need to be such that the player can understand that they are occurring in response to a specific operation. In this embodiment, as a pre-operation effect, an image is displayed showing the player's character, character D (denoted with the letter "D" in the diagram), gathering power, and a numerical value representing the power that character D has gathered is displayed as the operation-corresponding image 30 (see Figure 84(b)). The operation-corresponding image 30 does not change further after reaching a predetermined limit state (details will be described later). On the other hand, if the limit state has not been reached (hereinafter, the state of the operation-corresponding image 30 when the limit state has not been reached may be referred to as the non-limit state), it changes each time a specific operation is performed. In this embodiment, when in the non-limit state, the numerical value of the operation-corresponding image 30 increases by a predetermined fixed value in response to a single specific operation. This fixed value can be set as appropriate. In this embodiment, "fixed value = 1". Therefore, the numerical value of the operation-corresponding image 30 in the non-limiting mode represents the number of times a specific operation has been performed since the start of the first period (operation validity period) (in this embodiment, the number of times the push button 61 has been operated). 【0283】 In this embodiment, the number of specific operations required for the operation-corresponding image 30 to reach a limit state (hereinafter referred to as the limit operation count) is not constant. A set of candidate values that can be set as the limit operation count is provided in advance, and at least at the start of the first period, one of these candidate values is set as the limit operation count. In this embodiment, ten candidate values are provided: 10, 12, 15, 20, 23, 28, 30, 35, 38, and 40, and one of these is actually set as the limit operation count (see the box at the bottom of Figure 84(b)). Which value is set as the limit operation count is determined by a limit operation count determination lottery based on the target win / loss lottery result (the player cannot know the result of the limit operation count determination lottery in advance). If the target win / loss lottery result is a jackpot, the limit operation count tends to be low (the fewer the number, the more likely it is to be selected). If the target win / loss lottery result is a loss, the limit operation count tends to be high (the more the number, the more likely it is to be selected). Therefore, it can be said that the expected value of the set limit number of operations changes depending on the result of the target lottery. In this embodiment, any of the ten candidate values above can be selected regardless of whether the target lottery result is a jackpot or a loss. Therefore, the setting of a certain value as the limit number of operations does not guarantee that the target lottery result is a jackpot or a loss (regardless of which value is set as the limit number of operations, there is a possibility that the target lottery result is a jackpot or a loss). 【0284】 When the first period has not yet ended and the system is in a non-limit state, the operation-corresponding image 30 changes numerically each time a specific operation is performed (a specific change occurs). On the other hand, when the predetermined limit number of operations is reached, the operation-corresponding image 30 enters the limit state. After reaching the limit state, even if the first period has not yet ended and a specific operation is performed during the first period, the operation-corresponding image 30 will not change any further throughout the first period. The limit state can be anything, but it is preferable that it is a state that suggests no further changes will occur. In this embodiment, the operation-corresponding image 30 (limit state) includes the word "MAX". In addition, the words "Limit Reached" are also displayed to indicate that the limit has been reached (see Figure 84(c-1)). 【0285】 As will be described later, in this embodiment, if the number of specific operations reaches the limit during the first period (when the operation-corresponding image 30 reaches the limit state), the specific configuration animation will change to a state in which character D unleashes a special move. Therefore, when the operation-corresponding image 30 is not in the limit state during the first period, the message "Special move when limit reached" is displayed. In other words, a message (target display) is shown to the player indicating that the goal is to reach the state in which a special move is unleashed. 【0286】 In the second period following the first period, a specific configuration performance (see Figures 85(a-1) and (a-2)) is executed. The manner of the specific configuration performance is controlled according to the results of the pre-operation performance in the first period. In this embodiment, the specific configuration performance is a performance in which character D (the player's character) attacks an enemy character (indicated by the word "enemy" in the diagram). 【0287】 If the operation-corresponding image 30 has reached its limit state at the end of the first period (see Figure 84(c-1)), the specific configuration performance will be set to a fixed state (hereinafter referred to as "state S") (see Figure 85(a-1)). In other words, if the operation-corresponding image 30 has reached its limit state, the state of the specific configuration performance will be constant (state S) regardless of the number of specific operations performed in the first period (note that the images constituting the specific configuration performance are a part of the images displayed in the display area 911, and images that have been displayed since before transitioning to the second period (first period), such as the decorative patterns 80, the display during variation 71, and the display before variation 72 (hold display), do not constitute the specific configuration performance). In this embodiment, if the operation-corresponding image 30 has reached its limit state, regardless of the number of specific operations performed in the first period, the specific configuration performance will be set to display an image of character D performing a "special move" against an enemy character (a fixed image will be displayed). 【0288】 On the other hand, if the operation-corresponding image 30 has not reached its limit at the end of the first period (see Figure 84(c-2)), the form of the specific configuration performance will be determined according to the number of specific operations performed during the first period (see Figure 85(a-2)). In other words, if the operation-corresponding image 30 has not reached its limit at the end of the first period, the form of the specific configuration performance will be the same if the number of specific operations performed during the first period is the same, but will be different if the number of specific operations performed during the first period is different. In this embodiment, when character D performs a predetermined attack on an enemy character (an attack different from the "special move" described above (a normal attack)), a number (hereinafter sometimes referred to as the additional number 30n) is displayed along with the attack. Since the additional number 30n is determined according to the number of specific operations performed during the first period, the form of the specific configuration performance will differ according to the number of specific operations performed during the first period. Note that since the additional number 30n is displayed along with the attack on the enemy character, it appears to the player as representing the magnitude of the attack. However, since the number of specific operations performed during the first period depends on the player's actions, the additional number 30n does not indicate reliability. 【0289】 After a specific sequence of events, an event is performed in which character D defeats an enemy character (a favorable event for the player) (see Figure 85(b-1)) or in which character D fails to defeat the enemy character (a favorable event for the player) (see Figure 85(b-2)). The favorable event may also include a scenario where an event initially appears unfavorable but is reversed (a so-called reversal pattern). If a favorable event is performed, a specific super reach event occurs afterward, and the result of the target win / loss lottery is announced through this super reach event. On the other hand, if an unfavorable event is performed, the result of the target win / loss lottery is immediately announced as a loss. In other words, if a favorable event is performed, there remains a possibility that the target win / loss lottery result will be a jackpot, while if an unfavorable event is performed, the target win / loss lottery result will be a loss. Therefore, favorable events are more advantageous to the player than unfavorable events. Furthermore, even if an unfavorable animation is performed, there is still a possibility that the target win / loss lottery result will be a jackpot. However, the probability (reliability) of a jackpot is higher when an advantageous animation is performed than when an unfavorable animation is performed. 【0290】 In this embodiment, whether or not the operation-corresponding image 30 reaches the limit state depends on the player's active operation of the push button 61 during the first period. Therefore, regardless of whether or not the specific performance sequence becomes state S, it is possible that the specific performance sequence may be either a favorable or unfavorable sequence. However, as mentioned above, if the target win / loss lottery result is a jackpot, the number of limit operations will be fewer than if it were a loss, so it can be said that the specific performance sequence is more likely to become state S. Therefore, if the player actively operates the push button 61 during the first period, whether or not the operation-corresponding image 30 reaches the limit state and the specific performance sequence becomes state S can be said to indicate reliability (if the player actively operates the push button 61 during the first period, whether or not the limit state is reached indicates reliability). 【0291】 Thus, the specific configuration presentation in this embodiment is novel and interesting in that, if the operation-corresponding image 30 reaches a limit state in the first period (if the number of specific operations in the first period reaches the limit number of operations) (see Figure 84(c-1)), it becomes a predetermined special state (state S) (see Figure 85(a-1)), but if the operation-corresponding image 30 does not reach a limit state in the first period (if the number of specific operations in the first period does not reach the limit number of operations) (see Figure 84(c-2)), it becomes a state that depends on the number of specific operations (see Figure 85(a-2)). In other words, from the player's perspective, they operate the push button 61 with the goal of triggering a specific performance sequence in a special manner (in this embodiment, a performance sequence in which a "special move" is performed). However, even if the number of operations does not reach the goal (limit number of operations) (see Figure 84(c-2)), a specific performance sequence in a manner corresponding to the number of operations (in this embodiment, a specific performance sequence in which an additional digit 30n is displayed) is executed (see Figure 85(a-2)). Therefore, it is unlikely to give the impression that the operations in the first period were wasted. 【0292】 As mentioned above, in this embodiment, the limit number of operations decreases the more likely the target win / loss lottery result is to be a jackpot. Therefore, if the player actively performs specific operations during the first period, the special configuration performance (the "special move" performance) of a special form (form S) is more likely to be executed when the target win / loss lottery result is a jackpot. In other words, (if the player actively performs specific operations during the first period) whether or not a special configuration performance occurs is an element that indicates reliability, but the difference in the form of the specific configuration performance when the number of specific operations does not reach the limit number of operations (differences depending on the number of specific operations) does not indicate reliability, which is also a novel aspect of this embodiment. 【0293】 The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific configuration and presentation aspects. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following examples. 【0294】 Specific Example 8-1 The setting may be such that a specific configuration performance does not necessarily occur in the second period following the first period (pre-operation performance). In other words, even if a specific operation is performed in the first period, there is a possibility that the specific configuration performance will not occur in the subsequent second specific period. Whether or not the specific configuration performance occurs may indicate the reliability of the target success / failure lottery result. For example, the setting may be such that the reliability of the target success / failure lottery result is higher when the specific configuration performance occurs compared to when it does not occur. The setting may be such that if the specific configuration performance does not occur, the target success / failure lottery result is confirmed to be a loss. 【0295】 The number of specific operations performed during the first period depends on the player's level of engagement (it is unclear how many specific operations will be performed), therefore, whether or not a specific performance sequence occurs is considered independent of the status of specific operations during the first period. In other words, whether or not a specific performance sequence occurs is considered to be predetermined internally. If a specific performance sequence does not occur, it is advisable to have an animation indicating that it did not occur at the end of the first period. 【0296】 〇Specific Example 8-2 The configuration includes "0" as one of the candidate values that can be set as the limit number of operations. In other words, the configuration includes a first period (pre-operation animation) where the limit number of operations = 0. When the limit number of operations is set to 0, the operation-corresponding image 30 will be in the limit state from the start of the first period (see Figure 86(a)). In this way, even if no specific operation is performed in the first period, the specific configuration animation may become state S in the second period (as in the embodiment described above, the state in which character D performs a special move) (when the limit number of operations = 0, the specific configuration animation becomes state S regardless of the number of specific operations in the first period) (see Figure 86(b)). 【0297】 Furthermore, if the setting is such that the limit number of operations will never be 0, as in the embodiment described above, then if no specific operation is performed in the first period, the operation-corresponding image 30 will not become the limit form, and there will be no possibility of the specific configuration performance becoming form S. Therefore, the specific configuration performance of form S is a performance form that more strongly impresses upon the player that it can occur as a result of the specific operation performed in the first period. 【0298】 Specific Example 8-3 During the first period, the player is not shown that they should repeatedly press the push button 61 (the target operating means) (that an operation validity period is set). In other words, the pre-operation animation is a so-called hidden operation animation (hidden button animation). For example, during the first period, the player's character D and the enemy character are shown facing each other, and no image prompting repeated pressing (the word "repeatedly press") is displayed (see Figures 87(a) and 87(b)). 【0299】 During this first period, if the push button 61 is operated (a specific operation), the operation corresponding image 30 will be displayed. In other words, the operation corresponding image 30 will not be displayed at least at the start of the first period (see Figure 87(a)), and if no specific operation is performed during the first period, the operation corresponding image 30 will remain hidden. However, the operation corresponding image 30 will be displayed when the first specific operation is performed after the start of the first period (see Figure 87(b)). To put it another way, if no specific operation is performed during the first period, the operation corresponding image 30 will not be displayed, but if a specific operation is performed even once, the operation corresponding image 30 will be displayed. In this way, even players who are unaware of the existence of the pre-operation animation, which is a "hidden operation animation," will become aware of its existence through the first specific operation. 【0300】 If a specific operation is performed even once during the first period, the mode of the specific performance is controlled based on the number of times the specific operation was performed during the first period. That is, if the number of specific operations in the first period reaches the limit number of operations (see Figure 87(c-1)), the specific performance becomes mode S (the mode in which character D performs a special move, as in the embodiment described above) (see Figure 87(d-1)), and if the number of specific operations does not reach the limit number of operations (see Figure 87(c-2)), the specific performance becomes a mode corresponding to the number of specific operations in the first period (the mode in which the additional digit 30n is displayed, as in the embodiment described above) (see Figure 87(d-2)). 【0301】 There are various ways to control the specific configuration performance when no specific operation is performed during the first period, that is, when the operation-corresponding image 30 is not displayed during the first period. For example, it is conceivable to set the system so that the specific configuration performance can be in mode S even if no specific operation is performed during the first period. That is, if the operation-corresponding image 30 is not displayed during the first period, a mode determination lottery is performed to determine the mode of the specific configuration performance, and there is a possibility that the specific configuration performance will be in mode S after this mode determination lottery. This mode determination lottery may be a lottery that is not related to the target success / failure lottery result, or it may be a lottery that is related to the target success / failure lottery result. If the former is done, the configuration will not indicate reliability whether the specific configuration performance is in mode S when no specific operation is performed during the first period. If the latter is done, the configuration will indicate reliability whether the specific configuration performance is in mode S when no specific operation is performed during the first period. 【0302】 Specific Example 8-4 In the first period, even if a specific operation is performed when the operation-responding image 30 is in a non-limiting state, the operation-responding image 30 is not necessarily set to change. For example, when a specific operation is performed when the operation-responding image 30 is in a non-limiting state, a lottery (hereinafter referred to as the change lottery) is performed to determine whether or not to change the operation-responding image 30. If the change lottery is won, the operation-responding image 30 changes, but if the change lottery is not won, the operation-responding image 30 does not change. Then, at the end of the first period, the mode of the specific configuration performance is determined (whether or not it is mode S is determined) depending on whether or not the operation-responding image 30 is in a limiting state. In this way, a gameplay feature is realized in which whether or not the limiting state is reached depends on how often the change lottery is won when the specific operation is performed. 【0303】 Specific Example 8-5 The operation-corresponding image 30...
Claims
[Claim 1] The method for determining winners and losers by lottery, A display means having a display area for displaying decorative patterns for notifying the result of the lottery by the aforementioned lottery means, An effect execution means capable of executing a specific image effect as constituting a variation effect from the start of the variation of the decorative pattern until it stops in a manner corresponding to the result of the winning or losing lottery, Equipped with, The aforementioned specific image presentation is The first stage involves displaying two numerical images in the aforementioned display area, Following the first stage, in the second stage, one of the two numerical images remains displayed in the display area, while the other is hidden. Includes, In the first stage, the entire numerical values of the two numerical images are displayed, After the two numerical images are displayed in the first stage, and before moving to the second stage, a numerical change may occur in which the numerical value of one of the two numerical images remains unchanged, but the numerical value of the other changes. A gaming machine characterized by the following features. however, The larger the numerical value in the numerical image that remains displayed in the second stage, the higher the probability that the lottery result will be announced as a win, and the size of the numerical value in the numerical image that is not displayed in the second stage is not related to the probability that the lottery result will be announced as a win. When a numerical value that has changed in the first stage becomes invisible in the second stage, the occurrence of such numerical value change shall not be related to the probability that the result of the lottery will be announced as a win.
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