Gaming machine

JP7883326B2Active Publication Date: 2026-07-01SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2025-08-21
Publication Date
2026-07-01

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging and interesting activation effects that enhance player interaction and anticipation.

Method used

A gaming machine with a display device that executes an in-variation effect showing a decorative symbol changing to indicate a win/loss lottery result, and a winning game execution mechanism that triggers an activation effect if the result is a win, with the opportunity to display a good opportunity image that may activate during a winning game, notifying the player of an advantageous event.

Benefits of technology

The solution provides an engaging gameplay experience by creating anticipation through activation animations that can occur during both reel spinning and jackpot games, enhancing player engagement and excitement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007883326000001
    Figure 0007883326000001
  • Figure 0007883326000002
    Figure 0007883326000002
  • Figure 0007883326000003
    Figure 0007883326000003
Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting activation performance.SOLUTION: A game machine comprises: a display device having a display area; performance execution means which executes an in-variation performance from the start of variation of decoration symbols displayed in the display area to a stoppage in a mode indicative of a result of a win / failure lottery; and winning game execution means which executes a winning game when the win / failure lottery results in winning. A chance image is displayed in the display area and an activation performance shown as if an event advantageous for a player occurred can be executed based on the chance image. In a case where, though the chance image is displayed, the activation performance based on the chance image does not occur during the in-variation performance and the win / failure lottery results in winning, the activation performance occurs during the winning game and the occurrence of the advantageous event about the sinning game is reported.SELECTED DRAWING: Figure 6
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Patent Document 1 below describes a gaming machine equipped with an effect (hereinafter referred to as an activation effect) configured such that when a predetermined image (present image) is displayed, an advantageous event (hold change, pseudo-consecutive, SP reach, etc.) for the player occurs thereafter.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

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 activation effect.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes a display device having a display area, an effect execution means for executing an in-variation effect from when a decorative symbol displayed in the display area starts to vary until it stops in a manner indicating a win / loss lottery result, and a winning game execution means for executing a winning game when the win / loss lottery result is a win. The good opportunity image is displayed in the display area, and an activation effect that is shown as if an advantageous event for the player has occurred based on the good opportunity image can be executed. When the win / loss lottery result is a win although the good opportunity image is displayed but the activation effect based on the good opportunity image does not occur during the in-variation effect, the activation effect occurs during the winning game and the occurrence of an advantageous event related to the winning game is notified. ​

[0006] The gaming machine according to the present invention is capable of performing interesting and engaging activation sequences. [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] This is a diagram to explain the game state (transitions between game states). [Figure 4] This is a diagram to explain the activation animation. [Figure 5] This is a diagram explaining the activation animation (a continuation of Figure 4 (in the case of activation at the normal timing)). [Figure 6] This is a diagram explaining the activation animation (a continuation of Figure 4 (in the case of activation at a special timing)). [Figure 7] This is a diagram to explain specific example 1-1. [Figure 8] This is a diagram to explain specific example 1-2. [Figure 9] This is a diagram to explain specific examples 1-3. [Figure 10] This is a diagram to explain the pseudo-sequential animation (number of images). [Figure 11] This is a diagram to explain the sequence of suggestive images. [Figure 12] This is a diagram to explain specific example 2-1. [Figure 13] This is a diagram to explain specific example 2-2. [Figure 14] This is a diagram to explain specific example 2-3. [Figure 15] This is a diagram to explain specific example 2-4. [Figure 16] This is a diagram to explain the different types of stages (stage production styles). [Figure 17] This is a diagram to explain special stage changes. [Figure 18] It is a figure (reference figure) for explaining an example of a conventional stage change. [Figure 19] It is a figure for explaining Specific Example 3-3. [Figure 20] It is a figure for explaining Specific Example 3-4. [Figure 21] It is a figure for explaining Specific Example 3-5. [Figure 22] It is a figure for explaining the inner display mode, outer display mode, and covering display mode of the target decorative pattern. [Figure 23] It is a figure for explaining specific pattern control. [Figure 24] It is a figure for explaining Specific Example 4-3. [Figure 25] It is a figure for explaining Specific Example 4-4. [Figure 26] It is a figure for explaining a specific effect. [Figure 27] It is a figure for explaining character effects. [Figure 28] It is a figure for explaining Specific Example 5-1. [Figure 29] It is a figure for explaining Specific Example 5-2. [Figure 30] It is a figure for explaining Specific Example 5-4. [Figure 31] It is a figure for explaining Specific Example 5-5. [Figure 32] It is a figure for explaining Specific Example 5-6. [Figure 33] It is a figure for explaining image displacement effects (battle effects including image displacement effects). [Figure 34] It is a figure (continuation of Figure 33) for explaining image displacement effects (battle effects including image displacement effects). [Figure 35] It is a figure for explaining Specific Example 6-1. [Figure 36] It is a figure (Part 1) for explaining Specific Example 6-2. [Figure 37] It is a figure (Part 2) for explaining Specific Example 6-2. [Figure 38]This is a diagram (part one) to explain specific example 6-3. [Figure 39] This is the second diagram to illustrate specific example 6-3. [Figure 40] This is a diagram to explain specific example 6-4. [Modes for carrying out the invention]

[0008] 1) Basic configuration of a gaming machine Hereinafter, an embodiment of the gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. In the following description, images will include not only still images but also moving images unless otherwise specified.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding game balls launched by the operation of the launching device 908 (launching handle) into the game area 902 are provided in a roughly arc shape.

[0010] The game area 902 includes a display device 91, a starting area 904, a big prize area 906, and an out opening. The display area 911 of the display device 91 is a portion that can be seen through the opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls 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.

[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.

[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.

[0013] The jackpot lottery is performed by a win / fail lottery means provided on a control board (not shown) 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 "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, the notification of the win / fail lottery result begins in the order in which the numerical values ​​are obtained (the in-spin performance described later begins). However, if there is still win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, reserved information before spinning, described later) in a storage means provided on a control board (not shown).

[0014] In this embodiment, the reserved symbols 10 include a reserved symbol 11 (a symbol indicating the existence of the so-called "reserved symbol") that corresponds to a reserved symbol during a spin that has started an animation that notifies the result of the win or loss lottery (the animation that runs from the start of the spin of the decorative symbol 80 (decorative symbol group 80g) until it completely stops with a combination that indicates the result of the win or loss lottery, so-called animation that lasts for one spin; hereinafter sometimes simply referred to as "spin"), but for which the notification of the win or loss lottery result has not been completed, and a reserved symbol 12 that corresponds to a reserved symbol before a spin that corresponds to a reserved symbol before a spin that has not started an animation that notifies the result of the win or loss lottery (hereinafter sometimes referred to as "reserved symbol during a spin"), and a reserved symbol 12 that corresponds to a reserved symbol before a spin that has not started an animation that notifies the result of the win or loss lottery (so-called reserved symbol before a spin).

[0015] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 10 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 11 and up to four pre-reserve symbols 12 may be displayed (see Figure 2). The pre-reserve symbols 12 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 12, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 12. Regardless of the game state, the system may be configured to display pre-reserve symbols 12 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 12 may be displayed).

[0016] In this embodiment, similar to known gaming machines, the result of the draw 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. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g will be a predetermined combination (for example, three of the same decorative symbols 80). If it is a loss, it will be a combination other than the combination that results in a jackpot.

[0017] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80. If the draw result is a jackpot, a jackpot game is executed in which the jackpot area 906 is opened (the "bonus" of a jackpot game is granted to the player).

[0018] 2) Game status, etc. The game state in which players aim to win a jackpot can be broadly divided into normal game state and special game state (see Figure 3(a)). The special game state is a game state that is more advantageous to the player compared to the normal game state. The normal game state is a low probability state in which the probability of winning a jackpot is low, and a low base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. There are two special game states: the first special game state and the second special game state. The first special game state is a high probability state (probability fluctuation state) in which the probability of winning a jackpot is high, and a high base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low probability state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which it is easy for the game ball to enter the starting area 904.

[0019] In normal gameplay, the player aims to launch the game ball towards the first starting area 904a (the so-called starting area of ​​Special Figure 1). In this embodiment, the player performs what is known as "left-handed shooting". Since the first win / loss lottery information is acquired when the game ball enters the first starting area 904a, the normal gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called Special Figure 1 lottery; hereinafter sometimes referred to as the first win / loss lottery). On the other hand, in special gameplay, the player aims to launch the game ball towards the second starting area 904b (the so-called starting area of ​​Special Figure 2). In this embodiment, the player performs what is known as "right-handed shooting". Since the second win / loss lottery information is acquired when the game ball enters the second starting area 904b, the special gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called Special Figure 2 lottery; hereinafter sometimes referred to as the second win / loss lottery). The special game state is a state in which the player is more likely to win the lottery to open the second starting area 904b, which is triggered when a game ball enters the normal starting area 905. Therefore, game balls enter the second starting area 904b relatively easily. Note that the settings for transitioning between game states can be anything, so the explanation is omitted. Also, the above-mentioned game state is merely an example.

[0020] The gaming machine 1 in this embodiment is a so-called "V-probability type" "ST machine". There are two types of jackpots: a regular jackpot and a special jackpot. After winning a regular jackpot, the game transitions to a second special game state (low probability, with time reduction) after the jackpot game ends. The second special game state continues for a predetermined number of consecutive times until the win / loss lottery result is a loss (in the following description, the number of losses from the start of a game state until the end of that game state without winning a jackpot may be referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special game state (so-called time reductions) is 100. After winning a special jackpot, the game transitions to a first special game state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special game state (so-called STs) is 150.

[0021] In the first draw (special drawing 1), 50% of the winning jackpots (jackpot distribution) are regular jackpots and 50% are special jackpots (the so-called probability of entering a bonus round is 50%). In the second draw (special drawing 2), 100% of the winning jackpots (jackpot distribution) are special jackpots (the so-called probability of entering a bonus round is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V-area (not shown) is opened during the jackpot game (it is opened for a time when the game ball will almost certainly enter the V-area if the game ball is aimed at it), and the game state after the jackpot game ends becomes a special game state, provided that the game ball enters the V-area. On the other hand, when a regular jackpot is won, the V-area is not opened, or it is opened to such an extent that it is practically impossible for the game ball to enter. As a result, the game ball does not enter the V-area, and the game state after the jackpot game ends returns to the normal game state.

[0022] In this embodiment, the probability of winning a jackpot in the low-probability state (normal game state, second special game state) is approximately 1 / 319, and the probability of winning a jackpot in the high-probability state (first special game state) is approximately 1 / 100. The specific values ​​of these jackpot probabilities can be changed as appropriate.

[0023] The jackpot game, which is executed when the result of the draw is a jackpot, is a round game (unit game) in which the normally closed jackpot area 906 is opened until a predetermined closing condition is met, and this is repeated one or more times. The closing condition is met when either a predetermined time has elapsed since the jackpot area 906 was opened (time condition), or a predetermined number of game balls have entered the jackpot area 906 since it was opened (winning condition) occurs (when either the time condition or the winning condition is met). However, if the player continuously aims the game balls at the jackpot area 906 (in this embodiment, if the player is shooting to the right), the predetermined number of game balls will enter the jackpot area 906 before the predetermined time has elapsed (before time runs out). In other words, if the player plays as instructed, the winning condition will be met before the time condition, thus meeting the closing condition. This predetermined number is called the "count," and in this embodiment, the count is set to 10. Furthermore, the number of prize balls paid out when one game ball enters the big prize area 906 is 15. Therefore, if you continuously aim the game balls at the big prize area 906, you can obtain at least 10 x 15 = 150 prize balls in one unit of play (more if an over-winning occurs). Naturally, the more rounds a jackpot game has, the more prize balls you will receive, which is advantageous for the player.

[0024] As explained earlier, in the first draw (Special Figure 1 draw), 50% of the jackpots won are regular jackpots and 50% are special jackpots, but both are 5-round (R) jackpots (so-called initial wins are all 5 rounds). In other words, 50% are 5-round regular jackpots, and the remaining 50% are 5-round special jackpots. Furthermore, as explained earlier, in the second draw (Special Figure 2) (jackpot distribution), 100% of the jackpots won are special jackpots, but 50% are 5-round special jackpots, and the remaining 50% are 10-round special jackpots.

[0025] Please note that the above-mentioned gameplay (specifications) is merely an example. Instead of a "V-probability variation type," the machine may have the same probability of winning in the first and second win / loss draws. Furthermore, instead of an "ST" machine, it may be a so-called "probability variation loop machine." It may also be a game machine with so-called "two-type" functions (e.g., a "type 1 and type 2 mixed machine"). Unless otherwise specified in the following explanation, the gameplay can be modified as appropriate.

[0026] 3) Activation animation The gaming machine 1 according to this embodiment is capable of performing an activation animation (see Figures 4 to 6). The activation animation will be described in detail below. The activation animation occurs on the condition that an opportunity image 20 is displayed in the display area 911 (see Figure 4(b)). Conversely, if the opportunity image 20 is not displayed, the activation animation will not occur. The specific form of the opportunity image 20 can be anything. It is preferable that it be a form that makes the player feel that something good will happen in the future. In this embodiment, the opportunity image 20 is a representation of a "weapon".

[0027] In this embodiment, the opportunity image 20 is displayed during the reel spinning animation in the first special game state (the opportunity image 20 may also be displayed during the reel spinning animation in the normal game state or the second special game state). The activation animation uses the opportunity image 20 (weapon) (the opportunity image 20 is consumed), indicating that an event advantageous to the player has occurred. Once the activation animation occurs (an advantageous event occurs), the opportunity image 20 is deleted (the "weapon" is considered to have been used). In the following description, the use of the displayed opportunity image 20, i.e., the occurrence of the activation animation, may simply be referred to as "activation." After the opportunity image 20 is displayed, the player cannot know in advance exactly when it will be activated. Therefore, after the opportunity image 20 is displayed, the player enjoys the game while trying to guess the timing of the activation.

[0028] The timing of the activation of Opportunity Image 20 can be broadly divided into normal timing (see Figure 5) and special timing (see Figure 6). When Opportunity Image 20 is newly displayed, there is a more than 95% chance that its activation timing will be normal timing. In other words, the normal activation pattern can be considered the "default" (basic) presentation pattern.

[0029] The normal timing (see Figure 5) is for the activation to occur during the reel spinning animation. The advantageous events associated with the activation animation that occur during the reel spinning animation are related to winning a jackpot. The first special game state is a state in which the player aims to win the next jackpot, so advantageous events related to winning that jackpot occur. In particular, the first special game state in this embodiment is a so-called ST state in which a winning streak occurs if the next jackpot is won before a predetermined number of consecutive losses (150 times), so the player's main goal is to win a jackpot before the first special game state ends. Events that seem to "assist" in winning that jackpot occur in conjunction with the activation animation.

[0030] In this embodiment, an event indicating that the probability (so-called (big win) reliability) that the win / loss lottery result (target win / loss lottery result) corresponding to the fluctuating performance during which the activation performance has occurred (target fluctuating performance) is a big win has increased occurs along with the activation performance. Its specific form may be anything. In this embodiment, in the first special game state, a battle performance (see Fig. 5(a)) in which an ally character (represented by attaching the character "ally" in the drawing), which is a character on the player's side, battles an enemy character (represented by attaching the character "enemy" in the drawing) may occur. When winning the battle (including so-called revival (reversal)), it is a big win, and an activation performance may occur during the battle performance (see Fig. 5(b)). When an activation performance occurs during the battle performance, the probability of reaching a winning outcome (see Fig. 5(c)) where the ally character wins is higher than when it does not occur (that is, the big win reliability increases). However, although not shown, in this embodiment, even if an activation performance occurs, there is a possibility of reaching a losing outcome where the ally character loses (the target win / loss lottery result is a miss). Note that, unlike this embodiment, when an activation performance occurs, it may be set such that the target win / loss lottery result is determined to be a big win. Also, as the content of the activation performance (advantageous event), a configuration may be set in which there are a plurality of types of content with different big win reliabilities.

[0031] The special timing (see Figure 6) is activated during a jackpot game. If the win / loss lottery result is a jackpot without an activation animation occurring during the reel spin animation (see Figure 6(b)), the jackpot game will begin. In this embodiment, the opportunity image 20 will continue to be displayed during the jackpot game (the opportunity image 20 will be "carried over"). It is permissible for the opportunity image 20 to be temporarily not displayed, but it will be displayed at least during the unit game in which an activation animation can occur (see Figure 6(c)). Then, during the jackpot game (hereinafter, the jackpot game in which the activation animation occurs may be referred to as the target jackpot game), the opportunity image 20 will be activated, and an event favorable to the player will occur (see Figure 6(d)). In this embodiment, if the target jackpot game begins with the opportunity image 20 "carried over," it is set that the opportunity image 20 will always be activated during the target jackpot game. In other words, if the opportunity image 20 is displayed but does not activate at the normal timing (during the reel spin animation), it will activate at the special timing (during the target jackpot game).

[0032] Advantageous events associated with activation effects occurring during jackpot games are regarded as related to jackpot games. In this embodiment, "round extension" occurs as an advantageous event. Specifically, the target jackpot game in which an activation effect is to occur is limited to a 10-round jackpot (10-round special jackpot). However, at the time when the target jackpot game starts, the jackpot game appears to be a 5-round jackpot (5-round special jackpot). In this embodiment, the 10-round special jackpot is named "MAX BONUS" and the 5-round special jackpot is named "BIG BONUS". At the beginning of the target jackpot game, the characters "BIG BONUS" are displayed in the display area 911, making it appear to the player that it is a 5-round special jackpot (see FIG. 6(c)). Then, before the 5th unit game (the 5th unit game) ends, an activation effect occurs, and it is reported that the current jackpot being executed is actually a 10-round special jackpot, that is, "round extension" occurs ( "round extension" occurs as an advantageous event) (see FIG. 6(d)). As described above, when the lucky machine image 20 is displayed, if it does not activate at the normal timing (during the variable effect), it will activate at the special timing (target jackpot game). Therefore, if the lucky machine image 20 is displayed and then wins the jackpot without activating, it can be said that the jackpot is determined to be a 10-round jackpot (MAX round jackpot).

[0033] Summarizing the above point (activation at special timing), before the activation effect occurs, it is reported along with the activation effect that the jackpot game, which was shown as including X unit games (X-round jackpot), actually includes Y unit games (Y-round jackpot) where X < Y.

[0034] In this embodiment, the decision to display the opportunity image 20 is made after a so-called pre-read (the display of the opportunity image 20 can be said to be a type of pre-read effect). As described above, the activation effect (advantageous event) occurs during the target spinning effect or during the target jackpot game, and the opportunity image 20 is displayed when the win / loss lottery information (reserve information) corresponding to the target spinning effect or target jackpot game is displayed as the pre-spin reserve symbol 12 (illustrated as target reserve T) (see Figure 4(a)). In other words, the opportunity image 20 is displayed after an effect that suggests a new "weapon" has been acquired at a stage (determined by "pre-reading") where it has been decided in advance that either "activation in a battle effect" or "activation indicating round extension" will be performed in the future. Note that the player is not made aware that it is a target reserve (although there may be an indication of reliability based on the appearance of the reserve symbol 10, this appearance is not notification that it is a target reserve). Furthermore, when displayed as Opportunity Image 20, the player cannot determine whether it will be activated during a battle sequence (during the sequence while the target is changing) or during a jackpot game (during the jackpot game). Under normal timing, the activation sequence occurs during the sequence while the target reserve T is displayed as the reserve symbol 11 (see Figures 4(c) and 5), while under special timing, the win / loss lottery result corresponding to the target reserve T is a jackpot, and the activation sequence occurs during that jackpot game (see Figures 4(c) and 6).

[0035] Thus, the activation animation basically occurs during the reel spin animation (the "default" timing), so when the opportunity image 20 is displayed, players can play while anticipating which reel spin animation it will be activated during. However, in this embodiment, it is also possible that the animation will not be activated during the reel spin animation (the opportunity image 20 will be "carried over"), but will be activated during a jackpot game (activated at a special timing), thus creating an interesting gameplay experience where the animation may be activated in a way that contradicts the player's expectations. From another perspective, if the opportunity image 20 is acquired but is not used during the reel spin animation and a jackpot is hit (as in this embodiment where it is not activated during a jackpot game), the player may feel like they have lost out. However, in this embodiment, the opportunity image 20 is activated during a jackpot game, so this risk can be reduced.

[0036] In particular, in this embodiment, if activated at the normal timing, the probability of the target winning lottery result being a jackpot increases (compared to if it is not activated), but there is still a possibility that the target winning lottery result will be a loss. In other words, although activation at the normal timing is an advantageous event in that it increases reliability, there is a possibility that the player will not actually gain any benefit (jackpot). On the other hand, activation at a special timing guarantees the enjoyment of a clear benefit: "round extension" (resulting in a 10-round jackpot). Therefore, if a player knows that it can be activated not only during the reel spinning animation but also during a jackpot game, when the opportunity image 20 is displayed, they will hope to win a jackpot without the activation occurring during the reel spinning animation as much as possible.

[0037] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned activation effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0038] 〇Specific Example 1-1 The system is configured such that two or more opportunity images 20 may be displayed (see Figure 7(a)). Alternatively, instead of actually displaying two or more opportunity images 20, the state of displaying two or more opportunity images 20 can be represented by adding text such as "×2" to the opportunity images 20. When two or more opportunity images 20 are displayed in this way, the number of activation animations will occur equal to the number of displayed opportunity images 20. Therefore, if not all activation animations based on the two or more displayed opportunity images 20 occur, the remaining activation animations based on the remaining opportunity images 20 will occur during the jackpot game.

[0039] For example, if two opportunity images 20 are displayed (see Figure 7(a)), and only one activation animation occurs during the reel spinning animation (only one opportunity image 20 is consumed) (see Figure 7(b)), resulting in a jackpot (see Figure 7(c)), then the activation animation based on the remaining opportunity image 20 will occur during the jackpot game (see Figure 7(e)). In this way, when two or more opportunity images 20 are displayed, the gameplay becomes one in which the player focuses on whether or not activation animations based on all of the opportunity images 20 occur during the reel spinning animation.

[0040] 〇Specific Examples 1-2 In the above embodiment, it was explained that the advantageous event (or notification thereof) associated with the activation effect that occurs during a jackpot game is "round extension," but other events may occur as advantageous events instead of or in addition to this. For example, the game state after the end of a jackpot game may be set to transition to either the normal game state (low probability state) or the first special game state (high probability state), and the notification that it is a jackpot that transitions to the first special game state (special jackpot) (so-called promotion to a probability variation jackpot) may occur as an advantageous event, while appearing to be a jackpot that transitions to the normal game state (normal jackpot) after the end of the jackpot game. Also, if the reserve information acquired at the end of the jackpot game includes one in which the win / loss lottery result is a jackpot, and a so-called reserve consecutive win occurs, the notification that such a reserve consecutive win has occurred may occur as an advantageous event. Although the aforementioned consecutive wins within the held period actually occur after the jackpot game has ended (and not during the jackpot game), the notification of such events that occur after the jackpot game has ended may also be set as an "advantageous event" that occurs during the jackpot game.

[0041] As explained in the specific example 1-1 above, if the settings allow for two or more opportunity images 20 to be displayed, then the configuration can be such that two or more opportunity images 20 can be "carried over" to the jackpot game. In this example, if multiple types of events are set as advantageous events that occur during the jackpot game, then when two or more opportunity images 20 are carried over to the jackpot game, different events can occur depending on the activation of each of the two or more opportunity images 20. For example, if two opportunity images 20 are carried over to the jackpot game (see Figure 8(a)), then one of the opportunity images 20 may be activated to announce "round extension" (see Figure 8(b)), and the other opportunity image 20 may be activated to announce "consecutive wins within the reserve" (see Figure 8(c); for example, consecutive wins within the reserve may be announced by executing an effect that indicates that "V" (jackpot) has been stocked).

[0042] Specific Examples 1-3 Multiple different forms of the opportunity image 20 are set, and the activation timing (whether it is a normal timing or a special timing) is suggested by the form. For example, a first opportunity image 21 (see Figure 9(a)) and a second opportunity image 22 (see Figure 9(b)) with a different form may be displayed, and the setting is such that when the second opportunity image 22 is displayed, the probability of the activation animation occurring during a jackpot game without occurring during a variation animation is higher than when the first opportunity image 21 is displayed (the probability of it being a special timing rather than a normal timing is higher). However, it is preferable that both opportunity images 20 (both the first opportunity image 21 and the second opportunity image 22) may be activated at a normal timing or at a special timing (it is not guaranteed that they will be activated at one of these timings). All of the opportunity images 20 are designed to be activated during the fluctuation animation, and the possibility of them being "carried over" to the jackpot game ensures the game's appeal (the "carryover" to the jackpot game is the real thrill). In this way, a gameplay experience is achieved in which players (who know that the activation timing may not be the normal timing but a special timing) will pay attention to the form of the opportunity images 20.

[0043] As explained in the specific example 1-1 above, if the settings are configured so that two or more opportunity images 20 can be displayed, then the configuration can be such that some of the displayed two or more opportunity images 20 are the first opportunity image 21 and the other part is the second opportunity image 22. For example, the configuration can be such that two opportunity images 20 are displayed, one of which is the first opportunity image 21 and the other is the second opportunity image 22 (see Figure 9(c)).

[0044] 〇Specific Examples 1-4 Even if the activation animation does not occur during the reel spin animation and the opportunity image 20 is carried over to the jackpot game, and the activation animation occurs during the jackpot game, there is a possibility that the player will not receive any substantial benefit. For example, in a configuration where a "round extension" may occur in conjunction with the activation animation during a jackpot game, as in the above embodiment, the probability of a round extension occurring is higher when the activation animation occurs compared to when it does not occur, but it is not guaranteed that a round extension will occur. In short, the carrying over of the opportunity image 20 to the jackpot game only suggests that the probability of a round extension occurring increases (it does not guarantee that a round extension will occur). However, even with a configuration like this example, it can be seen that "the probability of a round extension occurring increases" is an event that is advantageous to the player in conjunction with the activation animation.

[0045] 4) Sequential suggestive images The gaming machine 1 according to this embodiment is capable of performing continuous performances, and a continuous performance suggestion image 30 may be displayed in the display area 911 to indicate the occurrence of such continuous performances. In this embodiment, the continuous performance suggestion image 30 is displayed (the continuous performance is suggested by the continuous performance suggestion image 30) during a variation performance in the normal game state, but the continuous performance suggestion image 30 may also be displayed during a variation performance in the special game state.

[0046] A continuous performance (an example of which is shown in Figure 10) includes two or more unit performances that occur consecutively. In this embodiment, the continuous performance that is suggested by the continuous suggestion image 30 is a pseudo-continuous performance. Pseudo-continuous performances themselves are well known, so we will explain them briefly, but in short, it is a performance in which decorative symbols 80 (decorative symbol group 80g) that change in the display area 911 pseudo-stop (meaning a state in which they appear to the player to be stopped but are not completely stopped, such as slightly shaking) in a predetermined combination (see Figures 10(b) and 10(d)), and then start changing again (see Figures 10(c) and 10(e)), and this is repeated one or more times. Note that the pseudo-stopped state is not the state in which a combination indicating the final win / loss lottery result is constructed. The combination indicating the win / loss lottery result is the state in which all decorative symbols 80 are completely stopped. Preferably, the above predetermined combination (also called a "chance combination," etc.) is not a combination indicating a jackpot (three of the same decorative symbols 80 in a row), but is set based on a predetermined rule. In this embodiment, the combination refers to a state where the middle decorative symbol 80C selected from the middle decorative symbol group 80gC and pseudo-stopped is the "7" symbol, and the left decorative symbol 80L selected from the left decorative symbol group 80gL and pseudo-stopped is the left decorative symbol 80L, and the right decorative symbol 80R selected from the right decorative symbol group 80gR and pseudo-stopped is a different symbol (a "reach" is not achieved) (see Figures 10(b) and (d)).

[0047] In this pseudo-continuous performance, the re-change after stopping at a predetermined combination is considered the start of a new unit performance. For example, "(1) The state of change due to the start of the change animation" (Figure 10(a)) → "(2) After a pseudo-stop with a predetermined combination, the fluctuation resumes" (Figure 10(b)(c)) → "(3) After a pseudo-stop with a predetermined combination, re-variation occurs" (Figure 10(d)(e)) If such a pseudo-continuous performance occurs, then (1) to (2) would be the first unit performance, (2) to (3) would be the second unit performance, and (3) onwards would be the third unit performance. In the field of the present invention, (2) to (3) is generally referred to as a "pseudo-2 variation," and (3) onwards as a "pseudo-3 variation." Therefore, determining the number of unit performances as described above is based on the numerical value of "○" in the "pseudo-○ variation," and can be said to be a very natural determination. In addition, in pseudo-continuous performances, the term "number of consecutive occurrences" is sometimes used, and this number of consecutive occurrences equals the number of times the unit performance occurs.

[0048] In this embodiment, the more times the unit animation occurs, the higher the probability of a jackpot in the target win / loss lottery result (referring to the win / loss lottery result corresponding to the animation during the spin in which the pseudo-continuous animation occurs (target spin in animation)). The maximum number of times the unit animation occurs can be set as appropriate. In this embodiment, the maximum number of times the unit animation occurs is set to 4 (reaching a pseudo-4 spin). When the number of times the unit animation occurs reaches 4, it is confirmed that the target win / loss lottery result will be a jackpot. In other words, the number of times the unit animation occurs reaching 4 only occurs in spins that result in a jackpot, making it extremely rare.

[0049] When the unit effect occurs 2 to 4 times, a count image 32 containing a numerical value indicating the number of occurrences is displayed in the display area 911. In this embodiment, when the number of occurrences = 2 (pseudo 2 variation), a count image 32 containing the characters "×2" (see Figure 10(c)) is displayed; when the number of occurrences = 3 (pseudo 3 variation), a count image 32 containing the characters "×3" (see Figure 10(d)) is displayed; and when the number of occurrences = 4 (pseudo 4 variation), a count image 32 containing the characters "×4" (not shown) is displayed. Various methods of representing the numerical value are possible. It may be represented by Chinese numerals or Roman numerals, or by the number of predetermined images (icons), etc. (The same applies to the continuous suggestion image 30, which will be described in detail later. However, the method of representation is the same for the count image 32 and the continuous suggestion image 30. For example, if the count image 32 is represented by Chinese numerals, the continuous suggestion image 30 will also be represented by Chinese numerals). The more times the unit animation occurs, the higher the probability of winning the jackpot in the target win / loss lottery. Therefore, the larger the number in the count image 32, the higher the probability of winning the jackpot in the target win / loss lottery. As mentioned above, if the number of occurrences is 4, a jackpot is guaranteed, so it is acceptable to choose not to display the count image 32 (the count image 32 with "x4"). (In situations where there is a possibility of losing the target win / loss lottery, the count image 32 ("x2" or "x3" may be displayed).

[0050] A continuous performance is only established when two or more unit performances occur consecutively. This is because the unit performances are not considered "continuous" unless at least a second unit performance occurs. In the case of the pseudo-continuous performance described above, a continuous performance cannot be said to have occurred unless a pseudo-stop and subsequent re-variation occur at least once with a predetermined combination. However, in this embodiment, when the player does not know whether a second unit performance will be executed, that is, when the player does not know whether a continuous performance will be executed (hereinafter referred to as the reference state; for example, the state in Figure 10(a) can be said to be a state where it is not known whether a pseudo-continuous performance will occur afterward), a continuous suggestion image 30 (see Figure 11(b)) indicating that the number of unit performances has occurred is one may be displayed in the display area 911. In this embodiment, a continuous suggestion image 30 containing the characters "×1" (the numerical value "1") is displayed. In other words, as described above, the count image 32 is said to contain characters such as "×2", "×3", and "×4", so following that, a continuous suggestion image 30 containing the characters "×1" is displayed. As mentioned above, a continuous performance cannot be said to have occurred unless at least two unit performances are executed; therefore, the baseline state is a state in which a continuous performance is not guaranteed to occur. Accordingly, the continuous performance suggestion image 30 that may be displayed in the baseline state is merely an image that "appears" to indicate that the number of unit performances has occurred once (indicating that, assuming a continuous performance occurs in the future, the first unit performance is currently being executed).

[0051] In this embodiment, the target continuous performance is a pseudo-continuous performance, so the above reference state includes the state at the beginning of the performance during variation (immediately after the start) (if a pseudo-continuous performance were to occur, the first unit performance would be from the start of the performance during variation until a pseudo-stop occurs with a predetermined combination). Therefore, the reference state is a state that all performances during variation include (the reference state occurs with every variation). However, the continuous suggestion image 30 (displaying "×1") is not displayed in all performances during variation (all reference states that occur with every variation). This is because if the continuous suggestion image 30 were displayed with every variation, the suggestive effect of the continuous suggestion image 30 would effectively disappear. In this embodiment, the probability of a pseudo-continuous performance occurring is higher when the continuous suggestion image 30 is displayed in the reference state (see Figure 11(b)) than when the continuous suggestion image 30 is not displayed in the reference state (see Figure 11(a)). In other words, "×1" may or may not be displayed at the beginning of the variation animation, and if this display is present, the probability of a pseudo-continuous animation occurring afterward is higher than if the display is not present. However, even if the continuous suggestion image 30 is not displayed in the standard state of a certain variation animation (see Figures 10(a) and 11(a)), there is still a possibility that a pseudo-continuous animation (second unit animation) will occur afterward.

[0052] Furthermore, in this embodiment, the fact that the continuous suggestion image 30 is displayed in a standard state of a certain variation animation (the state shown in Figure 11(b)) does not necessarily mean that a pseudo-continuous animation will occur in that variation animation. In other words, the probability of a pseudo-continuous animation occurring when "×1" is displayed is not 100%. However, this does not mean that a pseudo-continuous animation should always occur when the continuous suggestion image 30 is displayed.

[0053] Thus, in this embodiment, as an image that suggests an increased probability of a continuous performance occurring, a continuous performance suggestion image 30 may be displayed in a baseline state where it is unknown whether or not the continuous performance will occur, showing the unit performance as if it had occurred once. Since it is generally known that when a continuous performance occurs, a count image 32 (an image containing text such as "×2", "×3", "×4", etc.) is displayed, a continuous performance suggestion image 30 (an image containing the text "×1") is displayed to make it easier to understand the suggestion that the probability of a continuous performance occurring has increased.

[0054] The following describes specific examples of improvements, concretizations, and modifications to the matters concerning the above-mentioned sequence of suggestive images 30. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.

[0055] 〇Specific Example 2-1 In the above embodiment, the continuous performance that is the target of the suggestion by the continuous suggestion image 30 was described as a pseudo-continuous performance, but other continuous performances may also be the target of the suggestion. For example, a pre-read continuous performance may be the target of the suggestion (see Figure 12). Since the pre-read performance itself is publicly known, a detailed explanation will be omitted, but it uses one or more prior win / loss lottery results (losses) that are announced before the target win / loss lottery result to suggest that the reliability of the target win / loss lottery result has increased. For example, it is conceivable to suggest that the reliability of the target win / loss lottery result has increased by using a combination of decorative symbols 80 that announce one or more prior win / loss lottery results (losses) that satisfy a predetermined rule (chance combination; in Figure 12, a "sequential combination" from left to right is considered a chance combination). In this case, the sequence of suggestive images 30 is displayed during the reel spinning animation (hereinafter referred to as the earliest reel spinning animation) of the first of the one or more advance win / loss lottery results used in the pre-announcement animation to be announced (see Figure 12(a)).

[0056] While the most recent spinning animation is being executed, the above-mentioned chance symbol is not displayed in the spinning animation immediately preceding it, and it is uncertain whether a pre-announcement sequence will occur. Furthermore, if a pre-announcement sequence does occur, it corresponds to the state in which the first unit animation was being executed. Therefore, the state during the most recent spinning animation is used as the baseline, and the sequence suggestion image 30 may be displayed during that most recent spinning animation. If the sequence suggestion image 30 is displayed during a spinning animation, it can be said that the probability of a chance symbol being displayed as a combination that notifies the win / loss result (loss) corresponding to that spinning animation has increased. After that, until the target spinning animation corresponding to the target win / loss result is reached, the count image 32 should be displayed so that the number increases each time a chance symbol stops and a spin starts (see Figures 12(b) to (e)).

[0057] Specific Example 2-2 The images displayed as the continuous suggestion images 30 are set to have two or more different appearances. Any method can be used to set the differences between the appearances of the continuous suggestion images 30, but it is ensured that the essential function of the continuous suggestion images 30, "to indicate that the unit effect has occurred only once," is maintained. For example, it is conceivable to maintain that the images include the text "×1" while changing the color of that text.

[0058] When the consecutive suggestive image 30 is displayed, either the first consecutive suggestive image 30 (black) (see Figure 13(b)) or the second consecutive suggestive image 30 (red) (see Figure 13(c)), which has a different appearance, will be displayed. Furthermore, in the standard state, the probability of a subsequent consecutive performance occurring (the second unit performance occurring) is higher when the second consecutive suggestive image 30 (red) is displayed than when the first consecutive suggestive image 30 (black) is displayed. Including the case where the consecutive suggestive image 30 is not displayed, the probability of a subsequent consecutive performance occurring is in the order of "consecutive suggestive image not displayed" < "first consecutive suggestive image displayed" < "second consecutive suggestive image displayed" in the standard state (see Figure 13). By doing as in this example, a gameplay experience is achieved in which players will pay attention not only to whether the consecutive suggestive image 30 is displayed in the standard state, but also to the appearance of the consecutive suggestive image 30 if it is displayed.

[0059] Specific Examples 2-3 In the above embodiment, it was explained that the continuous suggestion image 30 may be displayed from the beginning of the variation animation. However, for a predetermined period from the start of the variation (a predetermined period from the start of the variation animation), the continuous suggestion image 30 will not be displayed regardless of the circumstances (regardless of whether the continuous animation will actually occur in the future) (Figure 14(a)(b)), and the continuous suggestion image 30 may be displayed after the predetermined period has elapsed (see Figure 14(c); Figure 14(c) shows the state in which the continuous suggestion image 30 is displayed, but there are also cases in which the continuous suggestion image 30 is not displayed). If the continuous suggestion image 30 is displayed from the beginning of the variation animation, there is a risk that the player may not notice that the continuous suggestion image 30 is being displayed. By doing as in this example, the continuous suggestion image 30 will not be displayed for at least the predetermined period in all variations, and even if the continuous suggestion image 30 is to be displayed, a change will occur from "a state in which the continuous suggestion image is not displayed" to "a state in which the continuous suggestion image is displayed," making it easier to understand that the continuous suggestion image 30 has been displayed (that the continuous suggestion image 30 is suggesting the occurrence of a continuous animation).

[0060] 〇Specific Example 2-4 The count image 32 displayed when the second unit animation occurs is set to "×1" (see Figure 15(c)), the count image 32 displayed when the third unit animation occurs is set to "×2", and so on. The number contained in the count image 32 may be set to "number of unit animation occurrences - 1". As mentioned above, a continuous animation is only recognized as having occurred when two or more unit animations occur in succession (because a single unit animation cannot be considered "continuous"). In other words, a continuous animation is only considered to have occurred when the second unit animation occurs, so the "count" in the count image 32 may be counted from the second unit animation.

[0061] In this case, the consecutive suggestion image 30 should be represented as "×0" (see Figure 15(a)). In other words, since the counting of the number of repetitions begins from the second unit performance in which the consecutive performance is established, the number suggestion image should be displayed to include the number "0" to indicate the occurrence of the consecutive performance.

[0062] 5) Stage Change In this embodiment, the concept of a "stage" (also referred to as a "mode," etc.) is used as the mode (performance mode) that governs the content of the performance during reel spins (the concept of such a "stage" itself is publicly known). Based on the currently set stage, the content of the performance during reel spins is determined (various performances that constitute the performance during reel spins specific to each stage may occur). Although the stage can be used to indicate reliability, etc., it does not directly affect the player's actual profit (payout). In this embodiment, the concept of the stage is used to control the performance during reel spins in the normal game state, but it may be controlled similarly in the special game state as well. In addition, in drawings other than those that explain the stage (stage change), the illustration of elements related to the stage is omitted.

[0063] In this embodiment, three types of stages are set: Stage A, which is based on city A (see Figure 16(a)); Stage B, which is based on city B (see Figure 16(b)); and Stage C, which is based on city C (see Figure 16(c)). In this embodiment, characters indicating the currently set stage type are displayed in the display area 911. In addition, a background image (background of the decorative pattern 80) corresponding to the currently set stage type is displayed in the display area 911 (in the drawing, the background image is shown in a simplified form). Therefore, the player can also understand the currently set stage by the background image. Although not shown, the basic form (default form) of the reserved pattern 10 may be changed according to the set stage type. In this way, the difference in stages is emphasized by the difference in the basic form of the reserved pattern 10.

[0064] Such a change in the type of stage is generally referred to as a stage change. In this embodiment, a special stage change (intermediate form change), which will be described in detail below, is possible. In this embodiment, some of the stage changes that occur are considered special stage changes, but all of the stage changes that occur may be considered special stage changes. Furthermore, in the following description, unless otherwise specified, the term "stage change" refers to this special stage change.

[0065] When a stage change occurs, the stage before the change is called the pre-stage (pre-format), and the stage after the change (the newly set stage) is called the post-stage (post-format) (of course, "type of pre-stage ≠ type of post-stage"). If a stage change occurs in which the pre-stage is set in a certain in-game animation (hereinafter referred to as the previous in-game animation), and the post-stage is set in the next in-game animation (hereinafter referred to as the target in-game animation), the switch from the pre-stage to the post-stage is controlled as follows (Figure 17 illustrates this with an example where the pre-stage is B and the post-stage is C).

[0066] During the previous change performance, the pre-stage (stage B) is set (see Fig. 17(a)). During a period T (hereinafter sometimes referred to as the notice period T) including at least a part of the end of the previous change performance or the beginning of the target change performance, a change notice image 40 is displayed (see Fig. 17(b)). In the present embodiment, the beginning of the target change performance (until a predetermined time has elapsed since the start) is defined as the notice period T. Note that the length of the notice period T during which the change notice image 40 is displayed is set to about 0.5 seconds to 2 seconds (it is displayed for a short time like a so-called cut-in image). The change notice image 40 is an image that notifies the player in advance that a change in the stage will occur. In the present embodiment, a change notice image 40 corresponding to the type of the stage that becomes the post-stage is displayed, and the type of the stage that becomes the post-stage is shown to the player in advance. When stage A becomes the post-stage, change notice image A is displayed; when stage B becomes the post-stage, change notice image B is displayed; when stage C becomes the post-stage, change notice image C is displayed (the modes of change notice images A to C are different from each other). In the present embodiment, each change notice image 40 includes a caption indicating the name of the post-stage. Also, in the present embodiment, the change notice image 40 is displayed over the entire display area 911. Since the example shown in Fig. 17 shows a change from stage B to stage C, change notice image C is displayed (see Fig. 17(b)). Note that for change notice image A and change notice image B in the present embodiment, the caption "C stage" included in change notice image C shown in Fig. 17(b) is changed to "A stage" or "B stage". The modes of other parts may also be made different for each change notice image 40 so that the differences between the images are more prominent.

[0067] The point at which the change notice image 40 is erased (erasure point) is the end point of the notice period T. Note that the erasure point is a point prior to the switching point described later. In the present embodiment, even after the change notice image 40 is erased, the pre-stage (stage B) is set. That is, even though the change notice image C for notifying a change to stage C is displayed, stage B is still set after the change notice image C is erased (see FIG. 17(c)). When the configuration depends on the stage in which the basic mode of the hold symbol 10 is set (the basic mode of the hold symbol 10 differs for each type of stage), until the change to stage C is completed, the basic mode of the hold symbol 10 is also made to correspond to stage B.

[0068] With stage B set, the target variable performance progresses, and upon reaching the switching point, which is in the middle of the target variable performance, it changes from stage B to stage C (see FIG. 17(d)). That is, upon reaching the switching point, it changes from the pre-stage to the post-stage. Note that the switching point is a point about 1 to 2 seconds after the erasure point. That is, after the change notice image 40 is erased, the state where the pre-stage is set is maintained for about 1 to 2 seconds. At least, the switching point is set as the point when all of the three decorative symbol groups 80g are in motion. That is, before it is determined whether a reach or the like is established, the switching point is reached, and a change from the pre-stage to the post-stage occurs. After that, the post-stage (stage C) is maintained until the next stage change occurs.

[0069] In the conventional stage change, it was common for a new stage (post-stage) to already be set when the target variable performance was started. The special stage change in the present embodiment is one in which a change from the pre-stage to the post-stage occurs during the variable performance (target variable performance) (see FIGS. 17(c) and 17(d)). That is, since the stage change is clearly shown to the player during the variable performance, there is an advantage that it is easy to understand that the stage has changed.

[0070] Also, as shown in FIG. 18 as a reference example, in the conventional stage change using the change notice image 40 (an image corresponding to the change notice image 40) in this embodiment, after the change notice image 40 is erased, the stage after the change is set, that is, the change notice image 40 is interposed between the state where the stage before the change is set and the state where the stage after the change is set (because the stage before the change and the stage after the change are separated by the change notice image 40), so the state of the stage changing did not actually appear. On the other hand, in this embodiment, even after the change notice image 40 (see FIG. 17(b)) that notifies that a change in the stage will occur is erased, the pre-stage is in the set state (the state where no change has occurred) (see FIG. 17(c)). Therefore, after notifying that a stage change will occur due to the change notice image 40, it is possible to show the state where the actual "change from the pre-stage to the post-stage" has occurred (show the change from FIG. 17(c) to (d)). That is, it is possible to more clearly show that the stage has changed.

[0071] Also, the change notice image 40 indicates the type of the stage that will be the post-stage (see FIG. 17(b)). In this embodiment, it is a novel thing that even after the type of such a post-stage is indicated, temporarily the pre-stage is in the set state (see FIG. 17(c)).

[0072] Hereinafter, specific examples obtained by improving, concretizing, modifying, etc. matters related to the above stage change (special stage change) will be described. Note that, as much as possible, a configuration in which the technologies described using the following specific examples are combined and applied may also be used.

[0073] 〇Specific Example 3-1 In the above embodiment, it was explained that the change notification image 40 is displayed before the change from the pre-stage to the post-stage occurs. However, it is also possible to configure the system so that such a change notification image 40 is not displayed. That is, the change notification image 40 is not displayed during the period including at least one of the end of the previous variation performance and the beginning of the target variation performance (the period corresponding to the notification period T in the above embodiment), and the background image representing the pre-stage is continuously displayed from the previous variation performance to the target variation performance (before reaching the switching point). Then, the change from the pre-stage to the post-stage occurs when the switching point is reached (for example, 2 seconds after the target variation performance starts). Even in this example, the change of stage is clearly shown to the player in the middle of the variation performance, making it easy to understand that the stage has changed.

[0074] Specific Example 3-2 In the above embodiment, the change notification image 40 indicates the type of subsequent stage (its appearance differs depending on the type of subsequent stage). However, a change notification image 40 with a common appearance regardless of the type of subsequent stage may also be used. For example, a change notification image 40 containing the words "Stage Change" may be used in common regardless of the type of subsequent stage. Even in this case, when the change notification image 40 is displayed, the player can know in advance that a stage change will occur (although the type of subsequent stage is unknown). In other words, the player knows in advance that a stage change will occur, and then the change from the previous stage to the subsequent stage actually occurs when the transition point is reached.

[0075] Specific Example 3-3 The change notice image 40 in the above embodiment has been described as indicating the type of the post stage (the mode varies according to the type of the post stage), but it may also be indicating the types of the pre - stage and the post - stage. That is, when the combination of the types of the pre - stage and the post - stage is the same, the mode of the change notice image 40 is the same, and when the type of either the pre - stage or the post - stage is different, the mode of the change notice image 40 is different. For example, when a change from stage A to stage C occurs, it is assumed that a change notice image 40 including words representing both stage A and stage C is displayed (see FIG. 19).

[0076] The special stage change is in a state where the pre - stage is set even after the change notice image 40 is erased, and actually shows the change from the pre - stage to the post - stage. If it is to be emphasized, as in this example, the change notice image 40 may be made to indicate not only the type of the post - stage but also the type of the pre - stage.

[0077] 〇Specific Example 3 - 4 Unlike the special stage change in the above embodiment, when the change notice image 40 is erased, a stage change (for example, a stage change that progresses as shown in FIGS. 20(a)→(b)→(c-1). Hereinafter, it may also be referred to as a normal stage change to distinguish it from the special stage change) may occur in a state where the post-stage is set. That is, instead of actually showing the change from the pre-stage to the post-stage, a stage change in which the change to the post-stage is already completed at the time when the change notice image 40 is erased may also occur. And when one of the special stage change (for example, a stage change that progresses as shown in FIGS. 20(a)→(b)→(c-2)→(d)) and the normal stage change occurs, the winning reliability of the win / loss lottery result (target win / loss lottery result) corresponding to the performance during the target fluctuation is higher than when the other occurs. Since the normal stage change is the same as the conventional stage change, it is preferable to set that the winning reliability of the target win / loss lottery result is higher when the special stage change occurs than when the normal stage change occurs.

[0078] By doing so as in this example, the player will pay attention to whether the stage change has already been completed at the time when the change notice image 40 is erased. If the special stage change is set to have a higher reliability, the gaming property that the player wishes for the stage change not to be completed at the time when the change notice image 40 is erased is realized.

[0079] Note that the special stage change can also be regarded as an effect in which the timing of the stage change is "delayed" in comparison with the normal stage change. If the special stage change is set to have a higher reliability, the gaming property in which the occurrence of the "delay" of the stage change is regarded as an increase in chance is realized.

[0080] 〇Specific Example 3-5 It may be configured such that two or more types of special stage changes with different timings of stage change are set. For example, as shown in FIG. 21, a first special stage change in which a change from a pre-stage to a post-stage occurs at a first switching point, and a second special stage change in which a change from a pre-stage to a post-stage occurs at a second switching point are set. The time from the start point of the performance during the target variation to the second switching point is longer than the time from the start point of the performance during the target variation to the first switching point (if the change notice image 40 is displayed, the time from the erasure point of the change notice image 40 to the second switching point is longer than the time from the erasure point of the change notice image 40 to the first switching point). Therefore, compared with the first special stage change, it can be said that the timing of the second special stage change is "delayed".

[0081] On this premise, the winning reliability of the target win / loss lottery result shall be different depending on the type of special stage change that occurs. For example, if the second special stage change has a higher reliability than the first special stage change, a gaming property in which the occurrence of a "delay" in the stage change is regarded as a chance up is realized.

[0082] 6) Specific symbol control In this embodiment, the decorative symbol 80 displayed in the display area 911 for notifying the win / loss lottery result can be controlled (specific symbol control) as follows. In this embodiment, the specific symbol control is executed during the performance during variation in a state where a specific stage that can be set in the normal gaming state is set. However, the specific symbol control may be executed regardless of such a stage or the like.

[0083] When a specific stage is set, the target decorative pattern 80T (see Figure 22), which is part of multiple decorative patterns 80, includes a main element part 80Tm and a sub-element part 80Ts. In this embodiment, the decorative pattern 80 labeled "7" is the target decorative pattern 80T. The other decorative patterns 80 are not the target decorative pattern 80T (hereinafter, decorative patterns 80 that are not the target decorative pattern 80T will be referred to as non-target decorative patterns). Specific pattern control is performed on the target decorative pattern 80T (specific pattern control is not performed on non-target decorative patterns).

[0084] The main element portion 80Tm is the part that indicates the type of decorative pattern 80. In this embodiment, the similarity or similarity of the types of decorative patterns 80 is determined by the similarity or similarity of the "numbers". Therefore, the main element portion 80Tm of the decorative pattern 80 of "7", which is the target decorative pattern 80T, is the part that represents "7". In this embodiment, non-target decorative patterns also include numbers that indicate their type, but they do not include the sub-element portion 80Ts which will be described later.

[0085] The sub-element section 80Ts is displayed in conjunction with the main element section 80Tm. In this embodiment, a specific character is displayed as the sub-element section 80Ts. When specific symbol control is executed, the appearance of the sub-element section 80Ts changes as described later, but the form, color, size, etc. of the sub-element section 80Ts may change over time to a extent that the player can recognize that it represents the same character (specific character).

[0086] Two display modes for the target decorative pattern 80T are set: an inner display mode (see Figure 22(a)) and an outer display mode (see Figure 22(b)). The inner display mode (see Figure 22(a)) is a mode in which the sub-element part 80Ts is displayed inside the main element part 80Tm. In this embodiment, the main element part 80Tm is the part that represents the number "7", so the inner display mode is when the sub-element part 80Ts is displayed inside the outer edge of the "7". The sub-element part 80Ts represents the specific character, so it can also be said that the inner display mode is when the specific character is represented in the area inside the outer edge of the "7". The specific character is represented in such a way that elements that allow the player to understand that it is the specific character appear in that area. Since the specific character is represented in the area inside the outer edge of the "7" and does not protrude outwards, the entire target decorative pattern 80T in the inner display mode takes on the shape of a "7".

[0087] The external display configuration (see Figure 22(b)) is a configuration in which the sub-element 80Ts is displayed outside the main element 80Tm. In this embodiment, since the main element 80Tm represents the number "7", the external display configuration is one in which the sub-element 80Ts is displayed outside the outer edge of the "7". Alternatively, the entire specific character may be displayed outside the main element 80Tm, or only a part of the specific character may be displayed outside the main element 80Tm. In any case, the configuration is such that the player can understand that the part located outside the main element 80Tm represents the specific character. In this embodiment, the specific character, which is the sub-element 80Ts, is displayed so that it overlaps the "7", which is the main element 80Tm. This display configuration is achieved by setting the image layer representing the specific character behind the image layer representing the "7". To the player, the part of the specific character that does not overlap the "7" appears as if it is exposed outside the "7". Furthermore, even if a portion overlaps with the "7," it may be designed to be visible through the "7."

[0088] Furthermore, in this embodiment, the target decorative pattern 80T may also be displayed in a covered display mode, which differs from the inner display mode and outer display mode described above. The covered display mode (see Figure 22(c)) is a display mode in which the sub-element portion 80Ts covers at least a part of the main element portion 80Tm. This display mode is achieved by setting the image layer representing "7" behind the image layer representing the specific character (the front-to-back relationship between the image layer representing the main element portion 80Tm and the image layer representing the sub-element portion 80Ts is the reverse of that in the outer display mode described above). The covered display mode can also be described as a display mode in which the entire specific character represented by the sub-element portion 80Ts is visible, unlike the inner display mode and outer display mode.

[0089] The specific pattern control switches the inner display mode, outer display mode, and covered display mode according to the state of the target decorative pattern 80T, as shown in Figure 23. Figure 23 shows an example of the decorative pattern 80 labeled "7" included in the left decorative pattern group 80gL, but the decorative pattern 80 labeled "7" included in the middle decorative pattern group 80gC and the right decorative pattern group 80gR are controlled similarly. However, this control may be performed only for the decorative pattern 80 labeled "7" included in some of the decorative pattern groups 80g.

[0090] While the target decorative pattern 80T is being displayed in a variable manner (along with other non-target decorative patterns 80), the target decorative pattern 80T is in an inner display mode (see Figure 23(a)). Since the inner display mode is essentially the size of the main element part 80Tm (the number "7"), it can be said that it is displayed in a compact state (the overall size of the target decorative pattern 80T is smaller compared to the outer display mode or the covering display mode).

[0091] Immediately after the target decorative pattern 80T stops or pseudo-stops while displayed in the display area 911, it temporarily enters a covered display mode (see Figure 23(b)). Specifically, when the target decorative pattern 80T, which was in the inner display mode, stops or pseudo-stops, a change occurs in which a specific character (sub-element 80Ts) that was displayed inside "7" (main element 80Tm) pops out towards the front, and it temporarily enters a covered display mode. In this embodiment, the time spent in the covered display mode is approximately 1 second.

[0092] Then, while remaining stopped or pseudo-stopped, the target decorative symbol 80T changes from a covered display mode to an outward display mode (see Figure 23(c)). Specifically, the "7" which was at least partially covered by a specific character (sub-element part 80Ts) changes to appear as if it is popping out towards the player (and the specific character (sub-element part 80Ts) recedes into the background), and the target decorative symbol 80T becomes the outward display mode. Since the outward display mode allows the entire "7" which is the main element part 80Tm to be visible, the player can easily understand that the decorative symbol 80 of "7" has stopped or pseudo-stopped when the target decorative symbol 80T becomes the outward display mode.

[0093] Furthermore, as the next variation animation begins, the target decorative symbol 80T will be displayed in an inward orientation (see Figure 23(d)).

[0094] As described above, in this embodiment, the "7" decorative symbol 80 is designated as the target decorative symbol 80T, and the others are designated as non-target decorative symbols. The "7" decorative symbol 80, which is the target decorative symbol 80T, is subject to the specific symbol control described above, while the others are not subject to this control, so the "7" decorative symbol 80 stands out more than the other decorative symbols 80. The reason why special control is applied only to the "7" decorative symbol 80 is because the "7" decorative symbol 80 is a more "valuable" symbol to the player than the other decorative symbols 80.

[0095] Specifically, when the result of the draw is a jackpot, a winning combination consisting of the same type of decorative symbol 80 (three matching decorative symbols 80 of the same type in this embodiment) will be displayed. However, it is considered more advantageous for the player when a jackpot is announced by a winning combination consisting of the target decorative symbol 80T than when a jackpot is announced by a winning combination consisting of non-target decorative symbols. In this embodiment, as jackpots that can be won through the first draw (special symbol 1 draw) performed in the normal game state, there are normal jackpots in which the game state after the jackpot game ends is the second special game state (low probability), and special jackpots in which the game state after the jackpot game ends is the first special game state (high probability). When a jackpot is announced by a winning combination of the target decorative symbol 80T, which is the "7" decorative symbol 80, it is confirmed to be a special jackpot. Furthermore, if a jackpot is announced with a winning combination using non-asymmetrical decorative symbols, it may be a regular jackpot (the setting may allow for either a special jackpot or a regular jackpot, or it may be set to guarantee a regular jackpot). In other words, the display of a winning combination using the 80T target decorative symbols confirms that it is a special jackpot, which is advantageous to the player (more advantageous than a regular jackpot). Therefore, the 80T target decorative symbols are considered more "valuable" to the player than non-asymmetrical decorative symbols, and the 80T target decorative symbols are highlighted by controlling specific symbols.

[0096] Furthermore, in this embodiment, the target decorative symbol 80T is a more "valuable" symbol for the player than the non-target decorative symbols, based on the following points. In this embodiment, the probability of hitting the jackpot when a reach (a state in which two decorative symbols 80 that have stopped or pseudo-stopped first are of the same type; in this embodiment, a reach is defined as the state in which the left decorative symbol 80L and the right decorative symbol 80R are of the same type) is achieved differs between when a reach is achieved with the target decorative symbol 80T and when a reach is achieved with the non-target decorative symbol. Specifically, the probability of hitting the jackpot when a reach is achieved with the "7" decorative symbol 80 is higher than the probability of hitting the jackpot when a reach is achieved with any other decorative symbol 80 (the probability of hitting the jackpot when a reach is achieved is highest with the "7" decorative symbol 80). Therefore, when a player is about to achieve a winning combination, they will hope that the winning combination will be the "7" decorative symbol 80. Thus, it can be said that there is value in making the "7" decorative symbol 80 stand out more than the other decorative symbols 80 by implementing specific symbol control.

[0097] Thus, in this embodiment, the specific symbol control is in an inward display mode when the target decorative symbol 80T is displayed in a fluctuating state, and switches to an outward display mode when the target decorative symbol 80T stops or pseudo-stops. In other words, when the target decorative symbol 80T is fluctuating, the sub-element parts 80Ts (specific characters) are displayed, but the symbol is displayed in a compact state (essentially only the "number" part is displayed in a fluctuating state, so it is not much different from other decorative symbols 80 (non-target decorative symbols)). When the target decorative symbol 80T stops or pseudo-stops, the sub-element parts 80Ts are displayed outside the main element part 80Tm (the sub-element parts 80Ts are displayed as if they have popped out from the inside to the outside of the main element part 80Tm), resulting in an easy-to-understand display format that emphasizes that the target decorative symbol 80T (a symbol of value to the player) has stopped or pseudo-stopped.

[0098] Furthermore, in this embodiment, the target decorative pattern 80T is temporarily displayed in a covered display mode before it stops or pseudo-stops and becomes an external display mode. In other words, the sub-element parts 80Ts (specific character) are displayed in front of the main element part 80Tm, so the entire specific character is visible, and the fact that the target decorative pattern 80T has stopped or pseudo-stopped is further emphasized. Although at least a part of the main element part 80Tm (the number "7") is covered and it is difficult to perceive the main element part 80Tm when it is in the covered display mode, after it becomes an external display mode and the entire main element part 80Tm is displayed, so it is easy to understand that the decorative pattern 80 of "7" has stopped or pseudo-stopped.

[0099] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning the control of specific patterns. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0100] 〇Specific Example 4-1 In the above embodiment, it was explained that the "7" decorative symbol 80, which is one of the multiple types of decorative symbols 80, is designated as the target decorative symbol 80T that is subject to specific symbol control, and the others are non-target decorative symbols that are not subject to control. However, it is also possible for two or more types of decorative symbols 80 to be designated as target decorative symbols 80T. For example, in a configuration in which a so-called probability variation state (high probability state) is provided, it is conceivable to have a configuration in which two or more symbols (probability variation symbols) that are guaranteed to transition to the probability variation state after the end of a jackpot game are designated as target decorative symbols 80T, and the other symbols (non-probability variation symbols) are designated as non-target decorative symbols.

[0101] Furthermore, all of the multiple types of decorative patterns 80 may be subject to specific pattern control. That is, all of the multiple types of decorative patterns 80 may have a main element portion 80Tm and a sub-element portion 80Ts, and may be subject to specific pattern control as described in the above embodiment.

[0102] 〇Specific Example 4-2 In the above embodiment, it was explained that the target decorative symbol 80T, which is subject to specific symbol control, is a symbol of greater value to the player than the non-target decorative symbol, which is not subject to such control. However, the opposite configuration is also possible. That is, the non-target decorative symbol, which is not subject to specific symbol control, is set to be a symbol of greater value to the player than the target decorative symbol 80T, which is subject to such control. The non-target decorative symbol is controlled to be less conspicuous than the target decorative symbol 80T, or from another perspective, it is controlled more simply. It is conceivable that the configuration would make the symbols of greater value to the player appear more simply.

[0103] Specific Example 4-3 In the above embodiment, it was explained that when the target decorative pattern 80T stops or is pseudo-stopped, it is temporarily displayed in a covered display mode and then in an outer display mode. However, a configuration in which it is not displayed in a covered display mode is also possible. That is, the target decorative pattern 80T may be displayed in a variable inner display mode, and then when the target decorative pattern 80T stops or is pseudo-stopped, it may be displayed in an outer display mode (without being displayed in a covered display mode) (see Figure 24).

[0104] Furthermore, as in the above embodiment, when the target decorative symbol 80T stops or pseudo-stops, it may be temporarily displayed in a covered display mode before being displayed externally (as shown in Figure 23), or it may be displayed externally without being displayed in a covered display mode (as shown in Figure 24). In this case, the reliability of the win / loss lottery result can be set to differ depending on whether or not it is displayed in a covered display mode. For example, when the target decorative symbol 80T stops or pseudo-stops during a certain spinning animation, it is conceivable to set it so that the probability of the win / loss lottery result corresponding to that spinning animation being a win is higher when the target decorative symbol 80T is temporarily displayed in a covered display mode than when it is not displayed in a covered display mode (a setting where being displayed in a covered display mode, as shown in Figure 23(b), is considered a so-called chance-up). As mentioned above, the covered display mode makes the sub-element parts 80Ts of the target decorative symbol 80T more conspicuous, and it is assumed that when the sub-element parts 80Ts are conspicuous, there is a greater expectation of a win than when they are not. This approach creates a gameplay experience where players will pay attention to the changes in the appearance of the target decorative symbol 80T when it stops or is pseudo-stopped.

[0105] Specific Example 4-4 When the target decorative pattern 80T stops or is pseudo-stopped, the specific pattern control described in the above embodiment may or may not be performed. In other words, when the target decorative pattern 80T stops or is pseudo-stopped, this may trigger a change from the inner display mode (via the covered display mode) to the outer display mode (see Figure 25(b-2)), or it may not occur (it remains in the inner display mode) (see Figure 25(b-1)).

[0106] In this example, when the target decorative symbol 80T stops or pseudo-stops during a certain variation, it is preferable to set the probability of the winning / losing result corresponding to that variation being a jackpot higher when specific symbol control is performed (as shown in Figure 25(b-2)) than when it is not performed (as shown in Figure 25(b-1)). Specific symbol control involves a change from an inner display mode to an outer display mode (a change as if a specific character is jumping out), and can be said to be a control that makes the stopped or pseudo-stopped target decorative symbol 80T stand out. Therefore, when the target decorative symbol 80T becomes prominent in this way, it is conceivable that players can expect a jackpot. In this way, a gameplay experience is achieved in which players will pay attention to the change in appearance when the target decorative symbol 80T stops or pseudo-stops.

[0107] 7) Specific effects (text effects) The gaming machine 1 according to this embodiment is capable of executing specific effects as effects that constitute the effects during reel spinning. In this embodiment, the specific effects occur in the normal game state, but they may also occur in the special game state.

[0108] A specific animation (see Figure 26) ultimately leads to a favorable outcome for the player (see Figure 26(c-1)) or an unfavorable outcome if the favorable outcome is not reached (see Figure 26(c-2)). The favorable outcome includes a so-called reversal pattern where it appears to lead to an unfavorable outcome but is then reversed. In this embodiment, the specific animation occurs as a type of reach animation. If the win / loss lottery result (hereinafter sometimes referred to as the target win / loss lottery result) corresponding to the animation during which the specific animation occurred (hereinafter sometimes referred to as the target animation during the spin) is a jackpot, the specific animation leads to a favorable outcome; if it is a loss, it leads to an unfavorable outcome. However, it is not necessary to configure the game so that a jackpot is guaranteed when a favorable outcome is reached. For example, when a favorable outcome is reached, the probability of the win / loss lottery result being a jackpot is higher compared to when an unfavorable outcome is reached, but it is not guaranteed to be a jackpot.

[0109] In a specific performance, a title image 50 (text image) is displayed in the display area 911 at the beginning (see Figure 26(a)). The title image 50 represents the title of the specific performance and includes two or more characters (hereinafter referred to as constituent characters) that represent the title. In this embodiment, the specific performance involves a predetermined character attempting to jump over a cliff (see Figure 26(b)), where jumping over is considered a favorable outcome (see Figure 26(c-1)) and failing to jump over is considered an unfavorable outcome (see Figure 26(c-2)). In this performance, a title image 50 containing the constituent characters "Desperate Jump" is displayed at the beginning.

[0110] In this embodiment, the title image 50 (consisting characters) described above is used to suggest the probability that a particular performance will lead to a favorable outcome. Hereafter, this will be referred to as a text performance and will be explained accordingly. As mentioned above, if a particular performance leads to a favorable outcome, it means that the result of the win / loss lottery is a jackpot, and therefore it can also be said to be an indication of the reliability of a jackpot.

[0111] The text animation suggests the probability of reaching a favorable outcome based on the final form of the title image 50. At the start of the text animation, all constituent characters are "white" (see Figure 26(a)). The text animation indicates whether the constituent characters change "one character at a time". Specifically, it indicates whether the constituent characters change to "red" one character at a time (in the diagram, white characters are represented as "white" and filled-in characters as "red"). In this embodiment, it indicates whether the characters change starting from the characters that are read earliest (i.e., from left). Note that the method of indicating the presence or absence of change by the "color" of the constituent characters is merely one example. Other elements may be used as long as the presence or absence of change can be visually determined.

[0112] Figures 27(a) to 27(d) show an example of text effects where the final form is one in which the characters up to "Desperate Jump" turn red (a case where 4 out of 7 characters change). In this case, the characters change one by one in sequence (with a time delay), such as "Desperate" changing from white to red (see Figure 26(a) → Figure 27(a)), "Desperate" changing from white to red (see Figure 27(a) → Figure 27(b)), "No" changing from white to red (see Figure 27(b) → Figure 27(c)), and "Ji" changing from white to red (see Figure 27(c) → Figure 27(d)). The same applies when the number of characters that change is different, with the characters changing in order from left to right. There is also a case where none of the characters change.

[0113] In this embodiment, a termination action (not shown) occurs to indicate that the final form has been determined. After this termination action occurs, no further changes to the constituent characters occur. Because the character animation involves the constituent characters changing one by one with a time delay, it may be difficult to determine when the animation has ended (whether the constituent characters will change any further). To mitigate this risk, a termination action is triggered after a predetermined number of character changes have occurred (in the above example, four constituent characters have changed) to indicate to the player that no further changes will occur. Various methods (forms) of the termination action are conceivable. For example, a method can be used in which an effect image (e.g., an effect image that makes it appear as if the title image 50 is glowing) is temporarily displayed around the title image 50.

[0114] In this embodiment, the more constituent characters that ultimately change, the higher the probability of reaching a favorable outcome (see Figure 27(e)). Therefore, the highest confidence level is achieved when all seven constituent characters change to red. If all seven constituent characters change, it may be assumed that a favorable outcome is guaranteed. Conversely, the lowest confidence level is achieved when none of the seven constituent characters change. Since there are seven constituent characters, the number of confidence levels (probability of reaching a favorable outcome) suggested by the final form is eight.

[0115] However, it is also acceptable to have a range where the same level of confidence is given for different numbers of changed characters, such as "when the number of changed characters is 0 or 1", "when it is 2 or 3", "when it is 4 or 5", etc. Even when such a range is provided, it is sufficient if, for example, the level of confidence is higher for "when the number of changed characters is 2 or 3" than for "when it is 0 or 1", and this is also considered a configuration where "the more characters that are ultimately changed, the higher the probability of reaching a favorable outcome".

[0116] In conventional gaming machines, the reliability of the game was indicated by the color of the title during reach animations, but these conventional animations were uninteresting because the reliability could be grasped at a glance. In this embodiment, it is indicated whether or not each character of the title image 50 changes, so players can enjoy the animation while anticipating how much it will change.

[0117] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific effects (text effects). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0118] 〇Specific Example 5-1 In the above embodiment, the text presentation was explained to have a higher probability (reliability) of reaching a favorable ending the more characters that ultimately change. However, it is also possible to set it up so that whether or not each character changes is indicated, and whether or not all of the characters ultimately change is the branching point that determines whether or not the probability of reaching a favorable ending increases (a chance up). In the above embodiment, a chance up occurs when all seven characters of "Desperate Jump" change from white to red, and if some of the characters do not change, it does not result in a chance up. In other words, if some of the characters do not change, the probability of reaching a favorable ending remains the same regardless of how many characters change (see Figure 28).

[0119] Even in this example, it is not immediately clear whether the constituent characters change one by one, nor is it possible to instantly determine whether or not it will increase the chances of winning (the player is shown how the constituent characters change one by one), resulting in a more interesting presentation style compared to conventional methods.

[0120] 〇Specific Example 5-2 The configuration is such that the order in which changes or not are indicated is not fixed. For example, there are cases where the change or not is indicated in the order of the "reading" of the title (hereinafter referred to as ascending order; in the above embodiment, this corresponds to the change starting from the left-hand constituent character) (see Figure 29(b-1)), and there are also cases where the change or not is indicated in the reverse order (hereinafter referred to as descending order; in the above embodiment, this corresponds to the change starting from the right-hand constituent character) (see Figure 29(b-2)).

[0121] In the case of this example, whether the order is ascending or descending may indicate the number of constituent characters that will ultimately change (i.e., indicate the likelihood of a big win). Since ascending order is the order of "reading," it is preferable that this ascending order be the basic pattern (the "default" pattern). In other words, it is preferable that the number of constituent characters that ultimately change is more likely to be when the order is descending than when it is ascending (the expected value of the number of changing characters is higher) (making descending order a chance-up pattern).

[0122] 〇Specific Example 5-3 In the above embodiment, it was explained that there may be cases where none of the constituent characters change (all constituent characters remain "white"), but it is assumed that at least one constituent character changes. If the setting is such that the more constituent characters that change, the higher the probability of reaching a favorable ending, then it can be said that ending with only one constituent character changing is the least desirable outcome for the player.

[0123] If the game ends without any of the constituent characters changing, it can be said that the unique visual effect of "changing one character at a time" is not realized. By doing so, as in this example, it is possible to prevent players from quitting the game without experiencing the unique visual effect of "changing one character at a time."

[0124] 〇Specific Example 5-4 As described above, the text effect indicates whether or not each constituent character changes. The control is designed to make it clear which constituent character is currently being considered for change (hereinafter referred to as the "target character"). Any control that allows the user to understand that the target character is in a different state from the other characters is sufficient. For example, the font size of the target character can be temporarily made larger than that of the other characters (see Figure 30(b)). If the color of the target character changes, it will change while in a larger state (see Figure 30(c-1)), and then return to its original size while retaining the same color (see Figure 30(d-1)). Then, the next constituent character will be enlarged, making it clear that this character is the target character. If the color of the target character does not change (see Figure 30(c-2)), it will return to its original size (see Figure 30(d-2)), and the text effect will end.

[0125] This example makes it clear that the effect is meant to show whether the constituent characters change one by one, and it also makes it clear which constituent character is the target character at this point.

[0126] Specific Example 5-5 In the above embodiment, it was explained that the base color for the constituent characters is "white" (the default color; hereinafter referred to as the base color), and "red" is a color that may change in the character animation (a color indicating a chance up; hereinafter referred to as the chance color). However, it is also possible to set two or more colors as such chance colors. For example, suppose "red" is set as the first chance color, and "gold" (shown as hatching in the diagram) is set as the second chance color which is more advantageous than the first chance color. Then, in addition to the animation that shows whether or not each constituent character changes from "white" to "red" (see Figure 31(a-1)), an animation that shows whether or not each constituent character changes from "white" to "gold" (see Figure 31(a-2)) may occur. The setting should be such that the latter case has a higher probability of leading to a more favorable outcome than the case where N constituent characters turn "red" (if comparing cases where the number of changed characters is the same, the case where "gold" is more advantageous). In this way, when a text effect occurs, the effect becomes one that draws attention not only to whether the first character changes or not, but also to the color of that first character after it changes.

[0127] Furthermore, if the configuration includes multiple auspicious colors as described above, it is possible to have a configuration in which a character animation (previous character animation) is performed to show whether each character changes from "white" to "red," and if all the characters change from "white" to "red," then a character animation (later character animation) is performed to show whether each character changes from "red" to "gold" (see Figure 31(b)). In other words, if all the characters change in the previous character animation, it is possible to have a configuration in which a later character animation may occur to show whether they change to a more favorable color.

[0128] Additionally, although not shown in the diagram, it is also possible to have a sequence where, starting from the beginning of the performance, the constituent characters are initially set to "red," and then each character is shown individually to indicate whether or not it will change from "red" to "gold."

[0129] Specific Examples 5-6 In the above embodiment, the text effect is described as indicating whether or not each constituent character changes. However, the target string (the title in the above embodiment) may be divided into multiple character groups, and whether or not each character group changes may be shown sequentially (each character group contains one or more characters).

[0130] It is preferable that the target string is divided into "phrases," and each "phrase" is considered to be a group of characters (one or more characters constituting the group of characters are considered to have meaning in themselves). For example, if the target string is the same as in the above embodiment, "desperate jump," then "desperate," "of," and "jump" are each considered to be groups of characters. That is, the presentation is such that it is first shown whether the color of "desperate" changes, and if that color changes, it is shown whether the color of "of" changes, and if that color changes, it is shown whether the color of "jump" changes (see Figure 32).

[0131] Specific Examples 5-7 In the above embodiment, the target of the text effect was explained as the title image 50 of a specific effect, but other images can also be targeted as long as they contain two or more characters. For example, there is publicly known effect that suggests reliability by the color of characters representing character dialogue or song lyrics, and it is possible to create a text effect that shows whether or not the constituent characters of such dialogue or lyrics change, character by character.

[0132] 8) Image displacement effect The gaming machine 1 according to this embodiment is capable of executing an image displacement effect as an effect that constitutes the effect during reel spinning. In this embodiment, the image displacement effect occurs in the normal game state, but it may also occur in the special game state.

[0133] In this embodiment, the image displacement effect can occur during a specific type of battle effect (hereinafter simply referred to as a battle effect), and the image displacement effect is executed as part of the battle effect. The battle effect is one in which a friendly character (represented by the character "Mi" in the drawing), which is a character on the player's side, battles an enemy character (represented by the character "Enemy" in the drawing) that confronts it, and ultimately leads to a victory result (a favorable result advantageous to the player) in which the friendly character wins (see FIG. 34(c-1)) or a defeat result (an unfavorable result disadvantageous to the player) in which the friendly character loses (the enemy character wins) (see FIG. 34(c-2)). Note that the victory result includes a so-called reversal (revival) pattern in which the friendly character appears to have lost once and then is covered. Thus, the battle effect shows the result in the situation of the friendly character. If the main performance element is the friendly character, it can be said that it is an advantageous result for the main performance element to reach a predetermined situation, and it is an unfavorable result for the main performance element not to reach the predetermined situation.

[0134] In this embodiment, the battle effect can occur as a type of reach effect. When the win / loss lottery result (target win / loss lottery result) corresponding to the variable effect during which the battle effect is included (target variable effect) is a big win, it leads to a victory result (see FIG. 34(c-1)), and when it is a miss, it leads to a defeat result (see FIG. 34(c-2)). Note that the execution of the battle effect as a type of such reach effect is merely an example. It may be set such that when a victory result is reached, the big win is not determined, but only the probability of the target win / loss lottery result becoming a big win increases (it only results in a chance up).

[0135] The image displacement effect transitions from a reference state (see Figure 33(a)) in which the reference image 60 is displayed in the display area 911, to a displacement state (see Figure 33(b)) in which the reference image 60 appears to have been displaced ("shifted") relative to the display area 911. In this embodiment, the reference image 60 is displayed across the entire display area 911 in the reference state. Since the image displacement effect is executed during the battle sequence, the reference image 60 includes at least one of either an ally character or an enemy character. Furthermore, in this embodiment, to enhance the impression that the reference image 60 has been "shifted" relative to the display area 911, the reference image 60 includes a decorative pattern 80. In other words, the image including the decorative pattern 80 is displayed as if it has been "shifted" relative to the display area 911. Note that in this embodiment, the reserved pattern 10 is not displayed during the battle sequence, but if the reserved pattern 10 were displayed, the reference image 60 could include the reserved pattern 10. However, only the parts specific to the battle animation, excluding such decorative patterns 80 and reserve patterns 10, may be displaced relative to the display area 911 as the reference image 60. In this embodiment, the reference image 60 in the displaced state is a still image, but it may also be a moving image representing the progress of the battle (the progress of the battle may also be represented by the reference image 60 while it is in the displaced state).

[0136] As described above, since the image displacement effect causes the reference image 60, which was displayed across the entire display area 911 in the reference state, to be displaced with respect to the display area 911, the outer edge of the reference image 60 appears in the displaced state (see Fig. 33(b)). That is, in the displaced state, a portion corresponding to the outer edge (substantially rectangular shape) of the display area 911 in the reference state is displayed in the display area 911. In the image displacement effect in the present embodiment, since the reference image 60 is displayed as if it were displaced in the depth direction with respect to the display area 911, the outer edge of the reference image 60 in the displaced state is substantially rectangular (it is displayed as if the size of the entire reference image 60 is smaller in the displaced state than in the reference state). Note that the reference image 60 may be represented as if it were displaced in the left-right or up-down direction with respect to the display area 911. Further, the reference image 60 may be represented as if it were displaced three-dimensionally with respect to the display area 911 (in this case, the outer edge of the reference image 60 in the displaced state is substantially parallelogram-shaped).

[0137] As described above, since the reference image 60 is displaced with respect to the display area 911, in the displaced state, an area in the display area 911 where the reference image 60 is not displayed (hereinafter referred to as the reference outer area 911x) occurs (see Fig. 33(b)). The reference outer area 911x can also be said to be the area from the outer edge of the reference image 60 to the outer edge of the display area 911.

[0138] During the battle effect (before the battle effect reaches the result), when the image displacement effect occurs and the displaced state is reached, a reference outer image 62 is displayed in the reference outer area 911x. The reference outer image 62 includes sub-effect elements. In the present embodiment, the sub-effect element is a character on the player's side, a character that helps an ally character (hereinafter referred to as an auxiliary character; in the drawings, it is represented with the character "help") (see Fig. 33(b)).

[0139] In the displacement state, the auxiliary character is displayed as if it is "running" toward the reference image 60. In this embodiment, in the displacement state, the reference image 60 changes so that it gradually becomes smaller (over time). In other words, the non-reference region 911x changes so that it gradually becomes larger (over time). As the reference image 60 becomes smaller (as the non-reference region 911x becomes larger), the auxiliary character included in the non-reference image 62 is displaced so that it approaches the reference image 60 (see the change from Figure 33(b) to (c)).

[0140] The image displacement effect ultimately leads to either an inclusion ending (see Figures 33(d-1) and 34(a-1)) in which the auxiliary character (sub-effect element) is included in the base image 60, or a non-inclusion ending (see Figures 33(d-2) and 34(a-2)) in which the auxiliary character (sub-effect element) is not included in the base image 60. As mentioned above, since the auxiliary character is a character on the player's side that helps the ally character, an inclusion ending indicates that the auxiliary character has joined the battle to help the ally character. On the other hand, a non-inclusion ending indicates that the auxiliary character did not join the battle.

[0141] In this embodiment, when an inclusion ending is reached, the reference image 60, which is in a displaced state, becomes a state in which the auxiliary character (sub-production element) is included (see Figure 33(d-1)), and then the reference image 60 returns to its original size (returns to the reference state) (see Figure 34(a-1)). However, it is also possible that the reference image 60 becomes a state in which the auxiliary character is included in the reference image 60 almost simultaneously with the reference image 60 returning to its original size. Furthermore, when a non-inclusion ending is reached, the reference image 60 returns to its original size (returns to the reference state) without the auxiliary character being included in the reference image 60. By displaying the auxiliary character in the non-reference region 911x until just before the reference image 60 returns to its original size, the production effect makes it appear as if the auxiliary character has been covered and disappeared by the reference image 60 returning to its original size (see Figures 33(d-2) and 34(a-2)).

[0142] Thus, in both cases—whether the outcome is an inclusive or non-inclusive ending—the reference image 60 returns to its original size. Then, the battle sequence proceeds to reach the result (victory or defeat). In the case of an inclusive ending, a support character joins the battle, so it is preferable that the subsequent visuals differ (at least until the result is reached) between the inclusive and non-inclusive endings (see the difference between Figure 34(b-1) and (b-2)). However, this does not negate the possibility of outputting the same visuals regardless of the ending (using common visuals).

[0143] In summary, the image displacement effect in this embodiment occurs while the battle effect is being executed. In the image displacement effect, the reference image 60 is displayed as if it has been displaced relative to the display area 911, so when the displacement state occurs, an area outside the reference area 911x (an area in the display area 911 where the reference image 60 is not displayed) inevitably occurs. In this embodiment, the occurrence of this area outside the reference area 911x is utilized to display an auxiliary character (sub-effect element) in this area outside the reference area 911x, suggesting the possibility that the auxiliary character will participate in the battle (see Figure 33(b)). In particular, in this embodiment, the reference image 60 is displayed as gradually shrinking in the displacement state, and the auxiliary character is displayed as gradually approaching the reference image 60 accordingly (see Figure 33(b)→(c)), emphasizing that the character is likely to "participate" in the battle. Ultimately, reaching a state where the auxiliary character is included in the reference image 60 (inclusion ending) (see Figures 33(d-1) and 34(a-1)) indicates that "participation" has been achieved (if the auxiliary character is not included in the reference image 60 (non-inclusion ending) (see Figures 33(d-2) and 34(a-2)), it indicates that "participation" has not been achieved).

[0144] In this embodiment, the probability of the battle sequence resulting in a victory is higher when an inclusion ending is reached compared to when a non-inclusion ending is reached. In other words, looking at the image displacement sequence alone, the inclusion ending is a more favorable ending for the player than the non-inclusion ending. Since the support character is displayed to help the allied character aiming for victory, it is natural as part of the sequence to set it so that the probability of achieving a victory is higher when "participation" is realized compared to when it is not realized. To put it simply, the support character, which is a secondary element of the sequence, is displayed to help the allied character, which is the main element of the sequence, reach a situation of victory (favorable result). Therefore, when the support character is included in the reference image 60, the player can feel that they are getting closer to victory compared to when it is not. It should be noted that in this embodiment, reaching an inclusion ending does not guarantee a victory. That is, reaching an inclusion ending is merely a chance-up setting. However, this does not negate the possibility of setting it so that reaching an inclusion ending guarantees a victory. Furthermore, in this embodiment, even if a non-inclusion outcome occurs, there is still a possibility of achieving a victory.

[0145] Thus, the image displacement effect in this embodiment is an interesting effect in which an extra-reference image 62, which includes a sub-effect element, is displayed in an extra-reference region 911x that is created when the reference image 60 is displaced relative to the display region 911, and whether or not the sub-effect element is ultimately included in the reference image 60 determines whether or not the outcome is favorable to the player.

[0146] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned image displacement effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0147] 〇Specific Example 6-1 In the above embodiment, the image displacement effect is performed as part of a battle effect in which the victory of the ally character (main effect element) (reaching a predetermined situation) is considered a favorable outcome for the player. However, it may also be performed as part of a target effect different from such a battle effect. Any sub-effect elements displayed in the image displacement effect that include the non-standard image 62 should represent something that helps the target effect reach a favorable outcome (the appearance or use of the sub-effect element makes it clear that the target effect will develop in a favorable way for the player). In this way, the sub-effect element reaching an inclusive conclusion becomes a natural flow of effect that indicates the target effect is approaching a favorable outcome.

[0148] For example, consider a target animation where a designated character (main animation element) attempts to jump over cliffs, with success being a favorable outcome and failure being a disadvantageous outcome (similar to the animation shown in Figure 26). During this target animation, an image displacement animation occurs (see Figures 35(a) and 35(b)), and a "jump pad" is displayed as a sub-animation element included in the non-standard image 62. If the inclusion ending occurs, the character attempts to jump over cliffs using the jump pad (see Figure 35(c-1)), and if the non-inclusion ending occurs, the character attempts to jump over cliffs without using the jump pad (see Figure 35(c-2)). In other words, since the situation where "the character jumps over cliffs" is a favorable outcome (the goal) for the player, a "jump pad" is displayed to encourage this, and if the inclusion ending occurs, the player can perceive that the probability of achieving this favorable outcome has increased.

[0149] 〇Specific Example 6-2 In the above embodiment, the image displacement effect was explained as being more advantageous to the player in the inclusion ending than in the non-inclusion ending (meaning the battle effect is more likely to result in a victory (advantageous outcome)). However, the opposite setting is also possible, namely, that the non-inclusion ending is more advantageous to the player than the inclusion ending.

[0150] In such a setting, the image displacement effect should display a secondary effect that hinders the main effect element from reaching a favorable outcome (in other words, something that encourages an unfavorable outcome). If the target is a battle effect like the embodiment described above, the secondary effect element should display something that indicates that the allied character (main effect element) is in a disadvantageous situation (the enemy character is in an advantageous situation). For example, another character who helps the enemy character (another enemy character; indicated by the word "another" in the diagram) can be displayed as a secondary effect element (see Figure 36(b)). Reaching an inclusive outcome means that another character joins the battle (see Figure 36(c-1)), which means that the allied character is in a disadvantageous situation, thus suggesting that victory for the allied character has become difficult. On the other hand, reaching a non-inclusive ending means that no other characters participate (see Figure 36(c-2)), which avoids putting the allied characters at a disadvantage. Therefore, it can be said that this situation makes it easier for the allied characters to win than in an inclusive ending.

[0151] As explained in the above example 6-1, when targeting effects other than battle effects, it is possible to set the inclusive ending to be more advantageous to the player than the non-inclusive ending. For example, in the case of an effect where a designated character (main effect element) attempts to jump over a cliff, and jumping over is set as an advantageous result and failure to jump over is set as an unfavorable result, then, for example, something representing "oil" can be displayed as a secondary effect element (see Figure 37(b)). If the inclusive ending is reached, the "oil" is shown to be scattered, making it difficult for the character to jump (see Figure 37(c-1)). If the non-inclusive ending is reached, the "oil" is not scattered (see Figure 37(c-2)), so it can be said that the character is in a situation where it is easier to jump than in the case of the inclusive ending.

[0152] 〇Specific Example 6-3 In the displacement state of the image displacement effect, the player is prompted to operate the operation means 70 (for example, a push button; see Figure 1) (an operation effect occurs). As described above, in the displacement state, the larger the non-reference region 911x becomes, the closer the sub-effect element (auxiliary character) is displayed to the reference image 60. This change is caused by the operation of the operation means 70. For example, the player is prompted to continuously operate (repeatedly press) the operation means 70, and each time an operation of the operation means 70 is detected during the operation valid period, a change may occur in which the non-reference region 911x becomes smaller and the sub-effect element moves closer to the reference image 60 (see Figures 38(b) and 38(c)). In this way, it is possible to create an effect that gives the impression that the player is approaching the inclusion ending through their own efforts (operation). Furthermore, the operation method may be such that a maintenance operation (long press) is required to keep the operating means 70 in an operated state, and each time a maintenance operation for a predetermined period of time is detected, the non-reference area 911x decreases, and a change may occur in which the sub-performance element approaches the reference image 60.

[0153] Furthermore, in the displacement state of the image displacement effect, the settings may be such that the operation of the operation means 70 is prompted (operation effect occurs) (see Figure 39(b-2)), or that the operation is not prompted (operation effect does not occur) (see Figure 39(b-1)). It may be set so that the probability of an inclusive ending is higher when an operation effect occurs compared to when it does not. The operation effect can be said to give the player the impression that the operation of the operation means 70 is supporting the sub-effect element (auxiliary character) that moves closer to the reference image 60, so it is good to set it so that the probability of an inclusive ending is higher when such a situation occurs.

[0154] Specific Example 6-4 As described above, in the displacement state, the outer edge (frame) of the reference image 60 will be displayed in the display area 911. The appearance of this outer edge may change each time the image displacement effect occurs, and the appearance of this outer edge will suggest the probability of reaching an inclusion outcome. In a sense, the image displacement effect can be said to be an effect where the branching point for whether or not an inclusion outcome occurs depends on whether the sub-effect elements (auxiliary characters) displayed in the non-reference area 911x in the displacement state cross over the outer edge of the reference image 60 and enter the reference image 60. Therefore, suggesting the probability of an inclusion outcome by the appearance of this outer edge is an operation that is highly compatible with the essence of the image displacement effect.

[0155] For example, suppose that the outer edge of the reference image 60 is set to have a first form (see Figure 40(b-1)) and a second form (see Figure 40(b-2)) which has a higher probability of resulting in an inclusion outcome than the first form. The outer edge of the first form is said to be "thicker" than the outer edge of the second form. In this way, the thicker the outer edge, the lower the probability that the sub-performance element (auxiliary character) will cross the outer edge and enter the reference image 60 (resulting in an inclusion outcome).

[0156] 9) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0157] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0158] It is not necessary for all of the various effects and other features described in the above embodiment to be executable. A configuration in which only some of them are executable is also acceptable.

[0159] The matters concerning "jackpots" described in the above embodiment can be replaced with so-called "minor wins." For example, a presentation that suggests the probability of a jackpot (jackpot reliability) can be used to suggest the probability of a minor win. Furthermore, the game may be designed to have gameplay that allows a jackpot to be obtained via minor wins (the gameplay of so-called "Type 2 gaming machines") (this is well known, so no explanation is given). If the setting is such that every minor win leads to a jackpot, then minor wins can be treated as equivalent to jackpots.

[0160] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0161] ·Means 1-1 A gaming machine comprising: a display device having a display area; an effect execution means for executing a variation effect from the time a decorative pattern displayed in the display area starts to vary until it stops in a manner indicating a win or loss lottery result; and a winning game execution means for executing a winning game when the win or loss lottery result is a win, wherein an opportunity image is displayed in the display area, and an activation effect is possible that indicates that an event favorable to the player has occurred based on the opportunity image, and if the opportunity image is displayed but the activation effect based on the opportunity image does not occur during the variation effect and the win or loss lottery result is a win, the activation effect occurs during the winning game. According to the above-mentioned gaming machine, if the opportunity image does not appear during the reel spinning animation, it will appear during the winning spin, making for an interesting gameplay experience.

[0162] ·Means 1-2 The gaming machine according to means 1-1, characterized in that if two or more of the aforementioned opportunity images are displayed, and the activation performance based on all of the two or more of the aforementioned opportunity images displayed during the variation performance does not occur, the activation performance based on the remaining aforementioned opportunity images occurs during the winning game. By doing so, when all of two or more jackpot images do not activate during the variable production, a gameplay is achieved in which the remaining jackpot images activate during the winning game.

[0163] ·Means 1-3 The winning game includes one or two or more unit games in which a predetermined winning area is opened until a closing condition is satisfied. When the activation production occurs during the winning game, it is shown that the winning game, which was shown as including X unit games before the activation production, actually includes Y unit games (where X < Y). The gaming machine according to Means 1-1 or Means 1-2, characterized in that such a case may be shown. By doing so, when a jackpot image does not activate during the variable production, a gameplay can be realized in which it is expected that the number of unit games of the winning game increases.

[0164] ·Means 1-4 A first jackpot image and a second jackpot image are provided as the jackpot images. The gaming machine according to any one of Means 1-1 to Means 1-3, characterized in that the probability that the activation production occurs during the winning game without the activation production occurring during the variable production is higher for the second jackpot image than for the first jackpot image. By doing so, a gameplay that the player will also pay attention to is realized in the aspect (type) of the jackpot image.

[0165] ·Means 2-1 A gaming machine comprising: a display device having a display area; and production execution means for executing a continuous production including two or more unit productions. In the continuous production, a count image indicating the number of occurrences of the unit production is displayed in the display area, and a continuous suggestion image indicating that the number of occurrences of the unit production is one may be displayed in the display area in a reference state where it is not determined whether the second unit production is started and the continuous production is executed. According to the above gaming machine, it is possible to make the suggestion of the occurrence of the continuous production easier to understand.

[0166] ·Means 2-2 The gaming machine according to claim 1, wherein the display area displays decorative symbols indicating the result of a win or loss lottery, and the continuous performance is a pseudo-continuous performance in which the changing decorative symbols pseudo-stop in a predetermined combination and then change again, marking the start of a new unit performance. By using a series of suggestive images, it is possible to immediately suggest the occurrence of a pseudo-continuous effect that is easy to understand after the decorative symbols begin to change.

[0167] ·Means 2-3 The gaming machine according to claim 1 or 2, wherein in the aforementioned standard state, the continuous suggestion image may or may not be displayed, and the probability of the continuous performance occurring is higher when the continuous suggestion image is displayed in the standard state than when it is not displayed. If a sequence of suggestive images is displayed every time the baseline state is reached, it becomes unclear what those images are suggesting. Therefore, it would be better to have a system where the sequence of suggestive images is not displayed when the baseline state is reached.

[0168] ·Means 2-4 The gaming machine according to any one of claims 1 to 3, characterized in that the probability of the continuous performance occurring is higher when a second continuous suggestion image, which is different from the first continuous suggestion image, is displayed as the continuous suggestion image, compared to when a first continuous suggestion image is displayed as the continuous suggestion image. In this way, the characteristics (types) of the sequential suggestive images can be used to indicate the likelihood of a sequential sequence occurring.

[0169] ·Means 3-1 A gaming machine comprising: a display device having a display area for displaying decorative symbols indicating the result of a win or loss lottery; an effect execution means for executing an effect during the variation from when the decorative symbols start to vary until they stop in a manner corresponding to the result of the win or loss lottery; and a style control means for controlling the style of the effect during the variation, wherein the pre-style, which is the style of the effect set in the previous variation, which is the variation immediately preceding the target variation, is maintained until a switching point occurs in the middle of the target variation, and an intermediate style change is possible, which changes to a post-style, which is a different style of the effect from the pre-style, triggered by reaching the switching point. According to the above-mentioned gaming machine, it is possible to make changes in the presentation style easier to understand.

[0170] ·Means 3-2 The gaming machine according to means 3-1, characterized in that a change notification image is displayed to foreshadow a change in the aforementioned presentation style, the pre-style remains set even after the change notification image is deleted, and then the transition point is reached and the style changes to the post-style. By doing this, after announcing the change in style with a change notification image, the actual change from the pre-change style to the post-change style can be shown, making it easier to understand that a style change has occurred.

[0171] ·Means 3-3 The gaming machine according to means 3-2, characterized in that the aforementioned change notification image indicates the type of performance style that is considered to be the post-event style. This approach creates a novel structure where, even after the type of performance style to be designated as the post-event style is indicated by a preview image, the performance style of the pre-event style remains set (the style change is not yet complete) until the point of transition is reached.

[0172] ·Means 4-1 A gaming machine in which the result of a draw is announced using multiple types of decorative patterns displayed in the display area of ​​a display device, wherein a target decorative pattern, which is at least a part of the multiple types of decorative patterns, includes a main element part indicating its type and a sub-element part attached to the main element part, and while the target decorative pattern is being displayed in a variable manner, the sub-element part is shown inside the main element part in an inside display mode, and when the target decorative pattern stops or pseudo-stops, the sub-element part is shown outside the main element part in an outside display mode, thereby enabling specific pattern control. According to the above-mentioned gaming machine, by controlling specific symbols, it is possible to make it more noticeable when a target decorative symbol stops or is pseudo-stopped.

[0173] ·Means 4-2 The gaming machine according to means 4-1, characterized in that when the target decorative pattern stops or is pseudo-stopped, the sub-element portion is displayed in a covered display mode so as to cover at least a part of the main element portion, and then returns to the outer display mode. By doing so, when the target decorative pattern stops or is pseudo-stopped, the secondary elements of that decorative pattern can be temporarily made more prominent.

[0174] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that the target decorative pattern is a part of a plurality of decorative patterns, and the specific pattern control is not performed for non-target decorative patterns which are decorative patterns other than the target decorative pattern. By doing so, the target decorative pattern can be made to stand out more than other decorative patterns (non-asymmetrical decorative patterns).

[0175] ·Means 4-4 The gaming machine according to means 4-3, characterized in that when the result of the draw is a win, a winning combination composed of the same type of decorative pattern is displayed, and it is more advantageous for the player when the winning combination composed of the target decorative pattern is displayed than when the winning combination composed of the non-target decorative pattern is displayed. Thus, if the target decorative symbols are to be set to be more valuable to the player than the non-target decorative symbols, then it is conceivable to make those "valuable" target decorative symbols stand out through specific symbol control.

[0176] ·Means 5-1 A gaming machine comprising a display device having a display area, and an effect execution means for executing a specific effect as constituting an effect during variation from when a decorative pattern displayed in the display area starts to vary until it stops in a manner that indicates the result of a win or loss lottery, wherein the specific effect is characterized in that a character image containing two or more constituent characters is displayed in the display area, it is indicated whether or not the constituent characters change one by one, and the final state of the character image suggests the probability that the outcome of the specific effect will be a favorable outcome for the player. The above-mentioned gaming machine is capable of performing interesting and engaging visual effects using text and images.

[0177] ·Means 5-2 The gaming machine according to means 5-1, characterized in that the greater the number of changed constituent characters, the higher the probability of reaching the favorable outcome. This approach creates a visual effect that encourages players to hope for a longer duration in which the constituent characters change one by one.

[0178] ·Means 5-3 The gaming machine according to means 5-1, characterized in that the probability of reaching the favorable outcome is higher when all of the constituent characters change than when some of the constituent characters do not change, and when some of the constituent characters do not change, the probability of reaching the favorable outcome is the same regardless of the number of constituent characters that change. This approach makes the outcome of the game easy to understand, with the key to increasing your chances of winning being whether or not all of the constituent characters change.

[0179] ·Means 5-4 The gaming machine according to any one of means 5-1 to 5-3, characterized in that the aforementioned specific performance is a reach performance that leads to the favorable outcome when the result of the win / fail lottery is a win, and the character image represents the title of the reach performance using the constituent characters. Since the title of the reach animation is something that players will pay attention to, it is preferable to use characters that represent the title.

[0180] ·Means 6-1 A gaming machine comprising: a display device having a display area; and an effect execution means for executing an image displacement effect, which moves from a reference state in which a reference image is displayed in the display area to a displacement state in which the reference image is displayed as if it has been displaced relative to the display area, wherein the image displacement effect, in the displacement state, displays an out-of-reference image including a sub-effect element in an out-of-reference area other than the area in the display area in which the reference image is displayed, and then reaches either an inclusion ending in which the sub-effect element is included in the reference image, or an out-of-inclusion ending in which the sub-effect element is not included in the reference image, and the other ending is set to be more advantageous to the player than the other ending. According to the above-mentioned gaming machine, it is possible to perform interesting effects that utilize the non-standard range that occurs when a displacement state is reached.

[0181] ·Means 6-2 The gaming machine according to means 6-1, characterized in that, in the displacement state, the sub-performance elements included in the non-reference image are displayed so as the non-reference region increases in size, becoming closer to the reference image. This approach makes the direction easier to understand because it suggests that the secondary elements may be incorporated into the base image (potentially leading to an inclusive ending).

[0182] ·Means 6-3 The image displacement effect occurs as part of an effect in which a main effect element different from the sub-effect element is set to a favorable result that is advantageous to the player, and in the displacement state, the non-standard image including the sub-effect element that promotes reaching the favorable result is displayed in the non-standard region, and the probability of reaching the favorable result is higher when the standard image is in a state in which the sub-effect element is included in the inclusion ending than when the standard image is not in a non-inclusion ending. This is the gaming machine according to means 6-1 or means 6-2. In this way, by using sub-presentation elements that encourage a favorable outcome, it is possible to construct a presentation format in which reaching an inclusive ending is advantageous for the player.

[0183] ·Means 6-4 The image displacement effect occurs as part of a battle effect in which a friendly character, which is a character on the player's side displayed as the main effect element, and an enemy character that confronts it fight, and the friendly character's victory is set as the favorable result, and in the displacement state, the off-standard image including the sub-effect element that promotes the victory of the friendly character is displayed in the off-standard area, characterized in that the game machine according to means 6-3 In this way, by using sub-elements that promote the victory of the allied characters, it is possible to construct a presentation style in which reaching an inclusive ending is advantageous for the player (allied character).

[0184] ·Means 6-5 The image displacement effect is generated as part of an effect in which a main effect element different from the sub-effect element reaches a predetermined situation, which is set as an advantageous result for the player. In the displacement state, an off-reference image including the sub-effect element representing something that inhibits reaching the advantageous result is displayed in the off-reference area, and when it becomes the non-inclusion end state where the sub-effect element is not included in the reference image, the probability of reaching the advantageous result is higher than when it becomes the inclusion end state where the sub-effect element is included in the reference image. The gaming machine according to means 6-1 or means 6-2, characterized in that. Thus, by using a sub-effect element that represents something that inhibits reaching an advantageous result, it is possible to construct an effect form in which reaching an inclusion end is disadvantageous for the player.

[0185] · Means 6-6 The image displacement effect is generated as part of a battle effect in which an ally character, which is a player-side character displayed as the main effect element, battles an enemy character facing it, and the victory of the ally character is set as the advantageous result. In the displacement state, an off-reference image including the sub-effect element representing something that inhibits the victory of the ally character is displayed in the off-reference area. The gaming machine according to means 6-5, characterized in that. Thus, by using a sub-effect element that represents something that inhibits the victory of the ally character, it is possible to construct an effect form in which reaching an inclusion end is disadvantageous for the player (ally character).

Explanation of symbols

[0186] 1 Gaming machine 10 Reserved symbols 11 Variable reserved symbols (variable reservation information) 12 Pre-variable reserved symbols (pre-variable reservation information) 20 Good machine images (21 First good machine image 22 Second good machine image) 30 Continuous suggestion images 32 Number images 40 Change notice images 50 Title images (character images) 60 Reference Images 62 Non-standard images 911x Non-standard area 70 Operating means 80 Decorative patterns 80T Target decorative pattern 80Tm Main element part 80Ts sub-element part 91 Display device 911 Display area

Claims

1. A means for determining whether a winner or loser is selected, which is triggered by the fulfillment of predetermined conditions, A display means having a display area, An animation execution means for executing a variation animation, which is an animation that runs from the time the decorative pattern displayed in the display area starts to change until it stops in a result form corresponding to the result of the win / fail lottery by the win / fail lottery means, Equipped with, If the result of the lottery by the aforementioned lottery means is a win, a winning variation performance is performed in which the result pattern is a win pattern; if the result of the lottery by the aforementioned lottery means is a loss, a losing variation performance is performed in which the result pattern is a loss pattern. If the aforementioned winning variation animation is performed, a winning game is executed in which a predetermined winning area is opened. During the aforementioned variation animation, a specific image may be displayed in the display area. As part of the effects that constitute the aforementioned fluctuation-based effects, it is possible to execute a specific activation effect that is not performed unless the specific image is displayed. The aforementioned specific activation effect may be executed during the winning spin effect, but will not be executed during the losing spin effect. The aforementioned winning spin animation may be a first winning spin animation in which the specific image is displayed and the specific activation animation is executed, or it may be a second winning spin animation in which the specific image is displayed but the specific activation animation is not executed. The aforementioned specific images may include a first specific image and a second specific image that is different in appearance from the first specific image. The probability of the second winning variation occurring is higher when the second specific image is displayed than when the first specific image is displayed. During the aforementioned winning game, special events that are advantageous to the player may occur. The probability of the special event occurring is higher in the winning game executed after the second winning spin animation than in the winning game executed after the first winning spin animation. A gaming machine characterized by the following features.

2. A means for determining whether a winner or loser is selected, which is triggered by the fulfillment of predetermined conditions, A display means having a display area, An animation execution means for executing a variation animation, which is an animation that runs from the time the decorative pattern displayed in the display area starts to change until it stops in a result form corresponding to the result of the win / fail lottery by the win / fail lottery means, Equipped with, If the result of the lottery by the aforementioned lottery means is a win, a winning variation performance is performed in which the result pattern is a win pattern; if the result of the lottery by the aforementioned lottery means is a loss, a losing variation performance is performed in which the result pattern is a loss pattern. If the aforementioned winning variation animation is performed, a winning game is executed in which a predetermined winning area is opened. During the aforementioned variation animation, a specific image may be displayed in the display area. As part of the effects that constitute the aforementioned fluctuation-based effects, it is possible to execute a specific activation effect that is not performed unless the specific image is displayed. The aforementioned specific activation effect may be executed during the winning spin effect, but will not be executed during the losing spin effect. The aforementioned winning spin animation may be a first winning spin animation in which the specific image is displayed and the specific activation animation is executed, or it may be a second winning spin animation in which the specific image is displayed but the specific activation animation is not executed. During the aforementioned winning game, special events that are advantageous to the player may occur. The probability of the special event occurring is higher in the winning game executed after the second winning spin animation than in the winning game executed after the first winning spin animation. There is a possibility that the special event will not occur during the winning game, which is executed after the second winning variation animation. A gaming machine characterized by the following features.