Gaming machine

The gaming machine addresses player disinterest by incorporating a reliability suggestion image that can be covered during specific operations, enhancing engagement through dynamic display management.

JP7886649B2Active Publication Date: 2026-07-08SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2025-05-20
Publication Date
2026-07-08

AI Technical Summary

Technical Problem

Gaming machines that display reliability suggestion images for lottery results can lead to player disinterest due to predictability, reducing engagement.

Method used

A gaming machine with display means, specific operation means, win/loss lottery means, and performance execution means that includes a reliability suggestion image, which can be covered during a specific period to maintain player interest.

Benefits of technology

Suppresses player disappointment by making reliability suggestion images invisible during certain operations, enhancing engagement and maintaining interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suppressing spoiling of fun by the display of a reliability suggestion image.SOLUTION: A game machine includes: display means having a display region; specific operation means that a player can operate; winning or losing lottery means for executing a winning or losing lottery; and performance execution means for executing a variation performance from starting of variation of a decorative pattern displayed in the display region to stopping of variation in a mode indicating a winning or losing lottery result by the winning or losing lottery means. In the variation performance, there is a case in which a specific reliability suggestion image including an element for suggesting the reliability, which is a probability of a corresponding winning or losing lottery result being winning is displayed. A specific covering image is displayed for covering at least part of the specific reliability suggestion image and bringing it into an invisible state by operating the specific operation means in a specific period during the variation performance. In the case where the specific operation means is not operated in the specific period, however, the entire specific reliability suggestion image is brought into a visible state.SELECTED DRAWING: Figure 80
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Description

Technical Field

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

Background Art

[0002] There is a known gaming machine on which a reliability suggestion image that suggests the probability that the win / loss lottery result is a win is displayed (see, for example, Patent Document 1 below). Some players may become uninterested because they can predict the win / loss lottery result from the display of such a reliability suggestion image.

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 suppressing the loss of interest due to the display of a reliability suggestion image.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes display means having a display area, specific operation means operable by a player, win / loss lottery means for performing a win / loss lottery, performance execution means for executing a variation performance from when a decorative symbol displayed in the display area starts to vary until it stops in a mode indicating the win / loss lottery result by the win / loss lottery means, and a specific reliability suggestion image (see, for example, FIG. 79(a)) including an element suggesting a reliability that is the probability that the corresponding win / loss lottery result is a win may be displayed in the variation performance. A gaming machine characterized in that, by operating the specific operating means during a specific period of time while the fluctuation performance is in progress (for example, see Figure 80(a)(b-2)), a specific covering image is displayed that covers at least a part of the specific reliability suggestion image and makes it invisible (for example, see Figure 80(c-2) and Figure 81(b-2)). However, if the specified operating means is not operated during the specified period (see, for example, Figure 80(a)(b-1)), the specified confidence level suggestion image will be made fully visible (see, for example, Figure 80(c-1)). [Effects of the Invention]

[0006] According to the present invention, it is possible to suppress the disappointment caused by the display of reliance suggestion images. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first win / fail lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second win / fail lottery. [Figure 4] This diagram illustrates the display modes for pre-change and during-change displays. [Figure 5] This is a diagram to explain the different types of background images. [Figure 6] This is a diagram to explain special background change A (display of intermediate image A). [Figure 7] This is a diagram to explain special background change B (display of intermediate image B). [Figure 8] This is a diagram to explain specific example 1-1. [Figure 9] This is a diagram to explain specific example 1-2 (the relationship between display time Tn and display time Tb). [Figure 10] It is a diagram for explaining Specific Example 1-2 (relationship between display time Tn and display time Ta). [Figure 11] It is a diagram for explaining Specific Example 1-3. [Figure 12] It is a diagram for explaining Specific Example 1-4. [Figure 13] It is a diagram for explaining Specific Example 1-5. [Figure 14] It is a diagram for explaining Specific Example 1-6. [Figure 15] It is a diagram for explaining Specific Example 1-11. [Figure 16] It is a diagram for explaining Specific Example 1-12. [Figure 17] It is a diagram for explaining a specific symbol (the specific symbol is not pseudo-stopped). [Figure 18] It is a diagram for explaining a specific symbol (the specific symbol can form a symbol combination for notifying the win / loss lottery result). [Figure 19] It is a diagram for explaining Specific Example 2-1. [Figure 20] It is a diagram for explaining Specific Example 2-5. [Figure 21] It is a diagram for explaining a specific image effect (until a specific change occurs). [Figure 22] It is a diagram for explaining a specific image effect (development after the first specific change occurs). [Figure 23] It is a diagram for explaining a specific image effect (development after the second specific change occurs). [Figure 24] It is a diagram for explaining Specific Example 3-1. [Figure 25] It is a diagram for explaining Specific Example 3-2 (until a specific change occurs). [Figure 26] It is a diagram for explaining Specific Example 3-2 (development after the first specific change occurs). [Figure 27] It is a diagram for explaining Specific Example 3-2 (development after the second specific change occurs). [Figure 28]This is a diagram to explain specific example 3-7. [Figure 29] This is a diagram to explain specific example 3-8. [Figure 30] This is a diagram to explain specific example 3-9. [Figure 31] This is a diagram to explain specific example 3-10. [Figure 32] This is a diagram (part one) to explain specific example 3-11. [Figure 33] This is the second diagram to illustrate specific example 3-11. [Figure 34] This is a diagram to explain specific example 3-13. [Figure 35] This is a diagram to explain specific example 3-14. [Figure 36] This is a diagram to explain specific selection. [Figure 37] This is a diagram to explain specific example 4-1. [Figure 38] This is a diagram to explain specific example 4-2. [Figure 39] This is a diagram to explain specific example 4-7. [Figure 40] This is a diagram to explain specific example 4-8. [Figure 41] This is a diagram to explain specific example 4-9. [Figure 42] This is a diagram to explain specific example 4-10. [Figure 43] This is a diagram to explain specific example 4-11. [Figure 44] This is a diagram to explain the target operation and animation. [Figure 45] This is a diagram to explain the non-asymmetrical operation effect. [Figure 46] This is a diagram to explain specific example 5-1. [Figure 47] This is a diagram to explain specific example 5-4. [Figure 48] This is a diagram to explain specific example 5-7. [Figure 49] This is a diagram to explain specific example 5-9. [Figure 50] This is a diagram to explain the non-compatible pre-operation (specific operation animation B). [Figure 51] This is a diagram to explain specific example 6-1. [Figure 52] This is a diagram to explain specific example 6-3. [Figure 53] This is a diagram to explain specific example 6-4. [Figure 54] This is a diagram to explain specific example 6-5. [Figure 55] This is a diagram to explain specific example 6-7. [Figure 56] This is a diagram to explain specific example 6-8. [Figure 57] This is a diagram to explain specific example 6-9. [Figure 58] This is a diagram to explain specific example 6-10. [Figure 59] This is a diagram to explain specific vibration effects. [Figure 60] This is a diagram to explain specific example 7-1. [Figure 61] This is a diagram to explain specific example 7-4. [Figure 62] This is a diagram to explain specific example 7-4 (an example different from the example shown in Figure 61). [Figure 63] This is a diagram to explain specific example 7-5. [Figure 64] This is a diagram to explain specific example 7-10. [Figure 65] This is a diagram to explain specific pre-announcement effects (specific combinations). [Figure 66] This is a diagram to explain specific example 8-1. [Figure 67] This is a diagram to explain specific example 8-3. [Figure 68] This is a diagram to explain specific example 8-5. [Figure 69] This is a diagram to explain specific example 8-6. [Figure 70] This is a diagram to explain specific example 8-7. [Figure 71]This is a diagram to explain the specific selection animation. [Figure 72] This is a diagram to explain non-specific selection effects. [Figure 73] This is a diagram to explain specific example 9-1. [Figure 74] This is a diagram to explain specific example 9-2. [Figure 75] This is a diagram to explain specific example 9-3. [Figure 76] This is a diagram to explain specific example 9-5. [Figure 77] This is a diagram to explain specific example 9-6. [Figure 78] This is a diagram to explain specific example 9-8. [Figure 79] This is a diagram to explain images that suggest specific levels of confidence. [Figure 80] This is a diagram illustrating the specific coating function (specific coating image). [Figure 81] This is a diagram to explain specific example 10-1. [Figure 82] This is a diagram to explain specific example 10-2. [Figure 83] This is a diagram to explain specific example 10-5. [Figure 84] This is a diagram to explain specific example 10-6. [Figure 85] This is a diagram to explain specific example 10-7. [Figure 86] This is a diagram to explain the use of multiple images in a visual presentation. [Figure 87] This is a diagram to explain specific example 11-1. [Figure 88] This is a diagram to explain specific example 11-2. [Figure 89] This is a diagram to explain specific example 11-4. [Figure 90] This is a diagram to explain specific example 11-6. [Figure 91] This is a diagram to explain specific example 11-7. [Figure 92] This is a diagram to explain specific example 11-8. [Figure 93] This is a diagram to explain specific example 11-9. [Figure 94] This is a diagram to explain specific example 11-10. [Figure 95] This is a diagram used to explain specific staging and production techniques. [Figure 96] This is a diagram illustrating specific prior selection. [Figure 97] This is a diagram to explain specific example 12-1. [Figure 98] This is a diagram to explain specific example 12-2. [Figure 99] This is a diagram to explain specific example 12-5. [Figure 100] This is a diagram to explain specific example 12-6. [Figure 101] This is a diagram to explain specific example 12-7. [Modes for carrying out the invention]

[0008] Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Unless otherwise specified, the following description assumes that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when it is stated that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, when it is stated that "when an operation is performed on ○○", it strictly means that it has been detected that ○○ has moved to a predetermined position as a result of the operation. In addition, the various values ​​(probability, number of times, etc.) described below can be increased or decreased as appropriate, as long as they are not changed in a way that eliminates the characteristics. Furthermore, in the following explanation, a "closed" state of various areas refers to a state in which, assuming normal gameplay, game balls do not normally enter the area, while an "open" state refers to a state in which, assuming normal gameplay, game balls can enter the area (a state in which, even if the entrance for game balls is open, game balls do not pass through the entrance when normal gameplay is occurring is considered "closed"). Also, in each diagram, the illustration of elements unrelated to the features explained using that diagram may be omitted. In addition, supplementary elements in the following explanation (numbers ("first," "second," etc.), various letters, etc.) are added to distinguish between types and do not have any meaning in themselves.

[0009] <Basic configuration of a gaming machine> The overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. Detailed explanations of well-known configurations will be omitted (the same configuration as a general gaming machine can be adopted). The gaming machine 1 is equipped with a game board 90. The game board 90 is a structure that is roughly rectangular in shape when viewed from the front. In front of the game board 90 is a game area 902 through which game balls flow. Below the game board 90 is a well-known launching device 908 (launching handle). By operating the launching device 908, the player can launch game balls (game balls stored in the upper tray) toward the game area 902. The game balls launched from the launching device 908 reach the game area 902 through a passage formed by a guide rail 903.

[0010] The game area 902 is provided with various prize areas into which game balls can enter (starting area 904, major prize area 906, etc.), and an out-out opening 907 (an opening from which game balls that did not enter any prize area (so-called out balls) are discharged). In addition, the game area 902 is provided with multiple game pins as obstacles that change the way the game balls flow when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the major prize area 906, a predetermined number of prize balls are dispensed by the payout device.

[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is the main display device having a display area 911 on which decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a part that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the player's line of sight.

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

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

[0014] The jackpot lottery is performed by a win / loss lottery means built on a control board (main control board) not shown, based on win / loss lottery information acquired when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "starting area of ​​Figure 1") and a second starting area 904b (the so-called "starting area of ​​Figure 2"). The first starting area 904a is located in a position where a game ball may enter when the game ball is launched so that it flows down the left side of the display area 911 (the left side of the game area 902) ("left-handed shooting" is performed). The second starting area 904b is located in a position where a game ball may enter when the game ball is launched so that it flows down the right side of the display area 911 (the right side of the game area 902) ("right-handed shooting" is performed).

[0015] When a game ball enters the starting area 904, a numerical value is obtained from the random number source as win / loss lottery information (the win / loss lottery information obtained when the game ball enters the first starting area 904a is called the first win / loss lottery information, and the win / loss lottery information obtained when the game ball enters the second starting area 904b is called the second win / loss lottery information). If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss.

[0016] When a win / loss lottery is conducted using the win / loss lottery method, the result of the lottery is notified by a variation animation (an animation from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until the decorative symbol 80 completely stops in a combination indicating the win / loss lottery result, so-called animation for the middle of one variation. In the following explanation, this may also be referred to as "variation" or "rotation"). In addition, the player may be shown a known pseudo-stop state (a state in which the symbol is slightly shaking; also referred to as a temporary stop (state), etc.) that makes it appear to the player that the decorative symbol 80 has stopped. Since the decorative symbol 80 in the pseudo-stop state has not completely stopped (because the selection has not been determined), its type may change (in the diagram, the pseudo-stop state of the decorative symbol 80 may be represented by showing the target decorative symbol 80 shaking).

[0017] In this embodiment, the variation animation for the corresponding win / fail lottery result is executed in the order in which the win / fail lottery information is acquired. However, if new win / fail lottery information is acquired while the variation animation for a certain win / fail lottery result has not yet been completed (i.e., there is win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed), the newly acquired win / fail lottery information is stored in a storage means (RAM) (not shown) up to a predetermined limit as pre-variation win / fail lottery information (described later).

[0018] The acquired lottery information (for which notification of the corresponding lottery result has not been completed) is divided into "pre-change lottery information" (where the variation animation for the corresponding lottery result has not yet started, and the first pre-change lottery information is referred to as the first pre-change lottery information, and the second pre-change lottery information is referred to as the second pre-change lottery information) and "in-change lottery information" (where the variation animation for the corresponding lottery result has started but has not yet finished, and the first in-change lottery information is referred to as the first in-change lottery information, and the second in-change lottery information is referred to as the second in-change lottery information). In this embodiment, the maximum number of first pre-change lottery information entries that the storage means can store is four, and the maximum number of second pre-change lottery information entries that can store is also four. Furthermore, in this embodiment, there is at most one piece of information on the winning / losing lottery during a change that exists at any given time (it is not the case that both the first winning / losing lottery information and the second winning / losing lottery information exist (i.e., the changes in Special Figure 1 and Special Figure 2 proceed simultaneously)).

[0019] During the variation animation, a pre-variation display 72, which is an image (icon) indicating the existence of pre-variation win / failure lottery information, and a variation-in-variation display 71, which is an image (icon) indicating the existence of in-variation win / failure lottery information, are displayed in real time (see Figure 2). In this embodiment, the variation-in-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may be displayed on a different display device. In this embodiment, in a game state where the game ball should be launched aiming at the first starting area 904a (a game state where "left-handed shooting" should be performed), the first win / failure lottery information is acquired, so the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first pre-variation win / failure lottery information and the first in-variation win / failure lottery information, are displayed (the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the second win / failure lottery information, are either not displayed or are displayed smaller than the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first win / failure lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where "right-handed shooting" is required), the second win / loss lottery information is acquired, and the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second pre-rotation win / loss lottery information and the second in-rotation win / loss lottery information are displayed (the pre-rotation display 72 and in-rotation display 71 indicating the existence of the first win / loss lottery information are either not displayed or are displayed smaller than the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second win / loss lottery information). As described above, the maximum number of pre-rotation win / loss lottery information entries in this embodiment is four, so the maximum number of pre-rotation displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of in-rotation displays 71 displayed is one). Furthermore, since the maximum number of memory slots for the second pre-spin win / loss lottery information is four, the maximum number of pre-spin displays 72 that are shown when the game ball should be launched aiming for the second starting area 904b is also four (naturally, the maximum number of in-spin displays 71 that are shown is one).

[0020] The order in which the notification of the win / loss lottery result corresponding to each of the pre-reaction displays 72 is completed (the so-called "processing order") is such that the closer it is to the in-reaction display 71, the earlier it is processed. In other words, the pre-reaction displays 72 are displayed in an order such that the earlier they are processed, the closer they are to the in-reaction display 71. Each time the notification of the win / loss lottery is completed (the reel spin ends), the position in which the pre-reaction display 72 is displayed changes (each pre-reaction display 72 moves to a position according to the "processing order"). Also, the pre-reaction display 72 with the earliest processing order becomes the in-reaction display 71 when the notification of the win / loss lottery is completed (the reel spin ends) (it moves to the position where the in-reaction display 71 is displayed). It should be noted that, strictly speaking, the win / loss lottery by the win / loss lottery means is executed simultaneously with the start of the corresponding reel spin animation (the timing of such win / loss lottery execution is not explicitly shown to the player). Therefore, the pre-reaction displays 72 indicate the existence of win / loss lottery information (pre-reaction win / loss lottery information) for which the corresponding win / loss lottery has not yet been executed, and are sometimes referred to as "hold (display)". Furthermore, the number of pre-variation win / failure lottery information can be said to be the number of win / failure lotteries that are promised to be executed in the future (the number of win / failure lottery rights already acquired). Therefore, the more pre-variation win / failure lottery information (pending display) there is, the higher the probability that the future win / failure lottery result will be a jackpot at that point. Also, the in-variation display 71 indicates the existence of win / failure lottery information in which the corresponding win / failure lottery is being executed, but the variation animation to notify the result of that lottery is currently in progress (it is in an "active" state), and is therefore sometimes referred to as the "active display". Also, since the variation animation to notify the corresponding win / failure lottery result is currently in progress (the so-called "in-progress variation" is being executed), it is sometimes referred to as the "in-progress variation pending". In other words, the pre-variation display 71 is also sometimes treated as being included in the category of "pending". In this embodiment, the in-variation display 71 is larger than the pre-variation display 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar). Instead of assuming such a similar relationship, the basic forms (external shape, etc.) of the variable display 71 and the pre-variation display 72 may be completely different.

[0021] In this embodiment, similar to known gaming machines, the winning or losing result is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the decorative symbols 80 are of the same type is determined by whether the characters contained in each decorative symbol 80 are the same. In this embodiment, each decorative symbol 80 contains one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type; if the numbers are different, they are of different types. In the following description, each decorative symbol 80 may be expressed by the number contained in the decorative symbol 80, such as the "1" decorative symbol 80. Even if the decorative symbols 80 are of the same type, they may have different appearances (for example, different number designs). Each of the 80g of decorative patterns contains all types of decorative patterns 80 (all of the decorative patterns 80 from "1" to "7"). Each type of decorative pattern 80 may include elements other than numbers. For example, it may include a character associated with each number (type).

[0022] The combinations of decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, and right decorative symbol 80R, arranged from left to right) selected and stopped from each group of decorative symbols 80g are broadly classified into winning combinations, which indicate a win in the lottery, and losing combinations, which indicate a loss. In this embodiment, a winning combination is when all three decorative symbols 80 are of the same type, and a losing combination is when all three decorative symbols 80 are not of the same type.

[0023] In this embodiment, the fluctuations of each decorative pattern group 80g may temporarily stop (pseudo-stop). A temporary stop (pseudo-stop) refers to a state where the fluctuations have not completely stopped, but appear to the player as if they have stopped (for example, a state where they are slightly swaying). By temporarily stopping (pseudo-stopping) the fluctuations in this way, it is possible to create so-called "chance symbols" in the middle of the fluctuation animation.

[0024] Furthermore, images showing various information may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). For example, the symbols that start to change when the change animation begins and stop in a manner corresponding to the win / loss lottery result when the change animation ends (so-called small symbols) may be displayed in a small size. However, players can enjoy the game without being aware of these kinds of images. In other words, it is basically possible to understand the win / loss lottery result by looking at the decorative symbols 80 and the various animations.

[0025] Furthermore, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of these lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first and second winning / losing lottery results are generally referred to as "special symbols." The lighting patterns of the lamps corresponding to the regular lottery results (regular lotteries will be described later) are generally referred to as "regular symbols."

[0026] By winning the first or second draw, players are awarded a prize (jackpot). Players play with the aim of winning this prize (jackpot). That is, in order to participate in the first or second draw, players launch game balls towards the first starting area 904a or the second starting area 904b. The game state in which players play with the aim of winning a prize (jackpot) is broadly divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see Figure 3(a)). In this embodiment, there is also a first specific game state and a second specific game state which is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.

[0027] The normal game state is a low-base state in which it is difficult for game balls to enter the starting area 904, while the specific game state is a high-base state in which it is easier for game balls to enter the starting area 904 (easier than in the low-base state). In the normal game state, game balls should be launched aiming at the first starting area 904a (a state in which "left-handed shooting" should be performed). In the specific game state, game balls should be launched aiming at the second starting area 904b (a state in which "right-handed shooting" should be performed). In the high-base state, it is easier to win the normal lottery compared to the low-base state. The normal lottery is a lottery that is executed when a game ball enters the normal area 905. The second starting area 904b is a closed area under normal circumstances and is opened when the normal lottery is won. In other words, if the normal lottery is not won, the game ball will not enter the second starting area 904b. When the regular lottery is won, the opening / closing member (so-called electric chute) located at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening / closing member, in the open position, receives the game balls flowing down from above and guides the game balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, the game balls will enter the second starting area 904b relatively easily.

[0028] The normal area 905 is located in a position where game balls shot to the right can enter (see Figure 1). Therefore, if the player continuously shoots to the right in a specific game state, a normal lottery will be performed, and if the player wins the normal lottery, game balls will frequently enter the second starting area 904b. On the other hand, in the normal game state, it is difficult to win the normal lottery, so even if the player shoots to the right, the second starting area 904b is hardly opened, and the system is set so that shooting to the right is disadvantageous for the player. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get game balls into the second starting area 904b. The probability of winning the normal lottery in the normal game state may be set to 0%, making it impossible to get game balls into the second starting area 904b. With this configuration, the normal game state is a state in which the player aims to get game balls into the first starting area 904a by shooting to the left and win a prize (jackpot) after the first win / fail lottery. Furthermore, in the specific game state, the goal is to enter the second starting area 904b by shooting to the right, and to win a prize (jackpot) after the second win / loss lottery.

[0029] When a game ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (for example, 1) are dispensed (the number of prize balls dispensed when entering the first starting area 904a may differ from the number of prize balls dispensed when entering the second starting area 904b). Therefore, in the specific game state, the player can play without losing as many balls as in the normal game state. In the present technical field, when not in a jackpot state, the number of prize balls dispensed per number of balls launched is referred to as the "base." The specific game state is a "high base state" with a (relatively) high base, while the normal game state is a "low base state" with a (relatively) low base. In the high base state, game balls are more likely to enter the starting area 904 than in the low base state, making it easier to receive a win / loss draw. Therefore, the average time required for one variation (variation time) is shorter in the specific game state than in the normal game state (this is known as "time reduction"). Based on this, it can be said that the high base state is a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Furthermore, because of this structure, the average time spent playing continuously is longer in the normal game state than in the specific game states (the sum of the time spent in the first specific game state and the second specific game state).

[0030] The normal game state and the first specific game state are states where the probability of winning the draw is relatively low (low probability state), and the second specific game state is a state where the probability of winning the draw is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the probability of winning (jackpot probability) in the low probability state is approximately 1 / 319, and the probability of winning (jackpot probability) in the high probability state is approximately 1 / 99. The normal game state is a state in which the player shoots left and aims to win a prize (jackpot) through the first draw with a low probability (approximately 1 / 319). The first specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a low probability (approximately 1 / 319). The second specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a high probability (approximately 1 / 99).

[0031] Winning the first or second lottery will award a jackpot (prize). In this embodiment, there are three types of jackpots: a regular jackpot (regular prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) (see Figure 3(a)). A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game (all unit games) is completed. A first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all unit games) is completed. In other words, obtaining a first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. A second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all unit games) is completed. In other words, obtaining a second specific jackpot (second specific prize) is a condition (start condition) for transitioning to the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that perspective, the second specific jackpot is a more advantageous jackpot for the player than the first specific jackpot. It should be noted that providing these three types of jackpots is merely an example. For example, a configuration without a regular jackpot is also possible. Furthermore, a configuration without a first specific jackpot (first specific game state) is also possible.

[0032] In this embodiment, the distribution of jackpots (bonuses) obtained through the first win / fail lottery (special figure 1 lottery) is different from the distribution of jackpots (bonuses) obtained through the second win / fail lottery (special figure 1 lottery) (see Figure 3(b)). Jackpots obtained through the first win / fail lottery can be any of the following: a regular jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all (100%) jackpots obtained through the second win / fail lottery are set to be second specific jackpots. From this, it follows that after transitioning to a specific game state, as long as jackpots are obtained (consecutive wins) through the second win / fail lottery, the second specific game state, which is the most advantageous game state for the player, will continue.

[0033] The first and second specific game states end when predetermined termination conditions are met (see Figure 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the first specific game state is a low-probability state, it can be said that the game is played with the aim of winning a low-probability lottery (approximately 1 / 319) within the time it takes to perform 100 lotteries. Also in this embodiment, the second specific game state ends when the win / loss lottery results in 150 consecutive losses. Since the second specific game state is a high-probability state, it can be said that the game is played with the aim of winning a high-probability lottery (approximately 1 / 99) within the time it takes to perform 150 lotteries. In other words, the game machine 1 according to this embodiment is a so-called ST-type game (in practice, the state in which the aim is to win a high-probability lottery before a predetermined number of consecutive losses are referred to as "ST (state)"). The probability of missing the high-probability lottery (approximately 1 / 99) 150 times in a row (the probability that a certain second specific game state will end without winning the high-probability lottery at the start of that state) is approximately 22%, so the so-called continuation rate is approximately 78%. Note that unless otherwise specified in the following explanation, the above specifications are merely an example. For example, in the high-probability state, it is possible to win either a jackpot that continues the high-probability state (high-probability jackpot) or a jackpot that ends the high-probability state (transitions to a low-probability state) (low-probability jackpot), and the high-probability state continues until a low-probability jackpot is won, creating a so-called loop-type gameplay.

[0034] In this embodiment, even if the power to the gaming machine 1 is turned OFF (even if the power is turned OFF and then ON), the game state is maintained. However, if a predetermined reset operation is performed, which can only be performed by a gaming store employee (a person who can access the inside of the gaming machine), the machine will return to the normal game state (a gaming store employee is able to forcibly switch to the normal game state, which is the "default" game state). It is not normal for a player to stop playing in a specific game state that is advantageous to the player, and even if the store closes while the machine is in a specific game state, the store will likely perform a reset operation. Therefore, when the store opens (the so-called morning state), the machine is usually in the normal game state. Thus, basically, players will start playing from the normal game state.

[0035] When a jackpot (prize) is won after a draw, a jackpot game (prize game) is executed. The jackpot game is a unit game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed by the opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the big prize area 906 after it is opened (prize condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. If game balls are continuously launched toward the big prize area 906 during the jackpot game (in this embodiment, shot to the right), the prize condition is met before the time condition is met. In other words, in one unit of play, at least 10 game balls enter the jackpot area 906 (it is also possible for more than 10 game balls to enter the jackpot area 906, a so-called over-winning event). A unit of play is also called a round (game). The number of unit plays (rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, 15 prize balls are paid out when one game ball enters the jackpot area 906. Therefore, in a 10-round jackpot, at least 1500 prize balls are paid out.

[0036] The pre-reset display 72 (hold display) and the in-reset display 71 (active display) are sometimes collectively referred to as "hold," and the form of this "hold" suggests the level of reliability (the probability that the corresponding win / loss lottery result will be a jackpot (the probability of receiving a bonus)). The pre-reset display 72 and the in-reset display 71 can be one of several forms (see Figure 4) depending on the level of reliability (hereinafter, the forms that the pre-reset display 72 and the in-reset display 71 can be may be referred to as display forms). The level of reliability of the pre-reset display 72 and the in-reset display 71 refers to the level of reliability at the time each display form is displayed, and the level of reliability may increase due to subsequent changes in the display form (hereinafter, such changes may be referred to as "hold changes (effects)"). Furthermore, the relationship between the high and low levels of reliability of each display form refers to the relationship under the same game state. In this embodiment, reliability is indicated by the display pattern (change in the reserved ball) in all of the normal game state, the first specific game state, and the second specific game state. However, if one display pattern is said to have higher reliability than another, it means that the reliability is higher when the other display pattern is displayed than when the first display pattern is displayed in the same game state.

[0037] The display modes are broadly divided into normal display mode 70n and special display mode 70s. Normal display mode 70n is the standard display mode (default mode). The pre-variation display 72 and the in-variation display 71 have the highest probability of being normal display mode 70n (the probability of being normal display mode 70n is higher than the probability of being any of the special display modes 70s (preferably the probability of pre-variation display 72 and in-variation display 71 being normal display mode 70n is 90% or higher)). Special display mode 70s is a display mode that suggests a higher level of reliability than normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in a normal game state are provided: first special display mode 701s, second special display mode 702s, third special display mode 703s, and fourth special display mode 704s (explanation of special display modes in specific game states is omitted). The reliability of the target winning / losing lottery results increases in this order (the fourth special display mode 704s is the most reliable). The fourth special display mode 704s is only displayed when the target winning / losing lottery result is a jackpot (reliability = 100%). Each display mode only needs to be clearly distinguishable by the player. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (in the drawings, the color of special display mode 70s is indicated by text. If there is no text indicating the color, it is the normal display mode 70n). Different display modes may also differ in aspects other than color (for example, their external appearance may differ).

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

[0039] The gaming machine 1 is equipped with multiple types of operating means that can be operated by the player. In this embodiment, a push button (effect button) 61, a directional pad 62, and a special operation unit 65 are provided. The push button 61 can be pressed downwards. The directional pad 62 can be operated in any of the up, down, left, or right directions. The special operation unit 65 can be pressed backwards.

[0040] The following describes the effects that the gaming machine 1 according to this embodiment can perform, as well as the functions and characteristics of the gaming machine 1. Note that the configuration may be such that only some of the effects described below can be performed (only some of the features are provided).

[0041] <Special background image and intermediate image> During the variation animation, a background image is displayed as the background for the decorative symbols. In the gaming machine 1 according to this embodiment, the reliability may be indicated by the background image. A special background image may be displayed as the background image, and when a special background image is displayed, an intermediate image may be displayed. In the following description of the special background image and intermediate image, the win / loss lottery result that is the subject of the reliability indication by the background image (special background image) may be referred to as the target win / loss lottery result, and the variation animation corresponding to the target win / loss lottery result may be referred to as the target variation animation (target variation). The special background image and intermediate image are only displayed when predetermined execution conditions are met. In this embodiment, the special background image and intermediate image may be displayed in the normal game state. However, they may also be displayed in a specific game state. In addition, the background image is basically shown in the drawings used to explain the special background image and intermediate image, but the background image is basically omitted in other drawings.

[0042] Background images can be broadly categorized into normal background images (see Figure 5(a)) and special background images (see Figure 5(b)). The type of background image can be said to represent the difference between so-called stages (also referred to as modes or zones). The difference in appearance between normal and special background images can be any as long as the player can distinguish between them. The normal background image is the default background image. Unless otherwise specified, in the diagrams used to explain special and intermediate background images, the normal background image is shown in a plain form (nothing is drawn) as shown in Figure 5(a). The probability of variation effects being executed is highest when the normal background image is displayed (it is preferable that more than 80% of variation effects are performed when the normal background image is displayed).

[0043] Special background images are images that suggest a higher reliability of the target win / loss lottery result than when a normal background image is displayed (so-called chance-up background images). In other words, the probability of being notified that it is a jackpot in a spin when a special background image is displayed is higher than the probability of being awarded a bonus (jackpot game) in a spin when a normal background image is displayed. In this embodiment, special background image A (see Figure 5(b-1)) and special background image B (see Figure 5(b-2)) may be displayed as special background images. The probability of being notified that it is a jackpot in a spin when special background image B is displayed is higher than the probability of being notified that it is a jackpot in a spin when special background image A is displayed. In other words, special background image B is a background image that suggests a higher degree of chance-up than special background image A. Note that in this embodiment, even if special background image B is displayed, it is not guaranteed that the target win / loss lottery result is a jackpot (the reliability of special background image B ≠ 100%). Furthermore, even when the normal background image is displayed (and not when the special background image is displayed), there is still a possibility of winning the lottery. The difference between special background image A and special background image B can be anything as long as the player can distinguish between them.

[0044] Furthermore, images displayed for so-called customization (effect customization, brightness and volume adjustment), as well as the display during reel spin 71 and the display before reel spin 72, and the image representing the number of spins, etc., are not considered to be part of the background image (these images, like the decorative symbols, are displayed superimposed in front of the background image). Also, when certain effects such as so-called super reach effects are performed, the background images shown in Figure 5 will be hidden.

[0045] In this embodiment, a change from a state in which one background image is displayed to a state in which a different type of background image is displayed (hereinafter referred to as "background change") suggests that the situation has changed to one in which there is an expectation that the result of the lottery will be a jackpot. If the type of background image indicates the type of stage, then the background change is what is known as a "stage change". Hereafter, the background image before the change when a background change occurs may be referred to as the "previous background image", and the background image after the change may be referred to as the "later background image". In this embodiment, as background changes, "special background change A" (see Figure 6) can occur, in which the normal background image changes to special background image A (the previous background image is the normal background image, and the later background image is special background image A), and "special background change B" (see Figure 7) can occur, in which the normal background image changes to special background image B (the previous background image is the normal background image, and the later background image is special background image B). As mentioned above, the reliability of the target selection result is higher with special background image B than with special background image A, so it can be said that special background change B is more advantageous for the player than special background change A.

[0046] In this embodiment, when a background change occurs, an intermediate image is displayed between the state in which the first background image is displayed and the state in which the second background image is displayed. The intermediate image can be said to be an image that connects (intermediates) the first background image and the second background image. If the background change is considered as a so-called stage change, then the intermediate image can be said to be an image that indicates the occurrence of a stage change. In this embodiment, the intermediate image corresponds to the type of background image that will be displayed as the second background image. In other words, the intermediate image indicates the type of background image to which the transition will take place. When the second background image is special background image A (when special background change A occurs), intermediate image A is displayed (see (2) in Figure 6(b)). On the other hand, when the second background image is special background image B (when special background change B occurs), intermediate image B (an image with a different appearance from intermediate image A) is displayed (see (2) in Figure 7(b)). In other words, intermediate image A (see (2) in Figure 6(b)) is an image that suggests in advance that special background image A will be displayed (see (3) in Figure 6(b)) (that special background change A will occur), and intermediate image B (see (2) in Figure 7(b)) is an image that suggests in advance that special background image B will be displayed (see (3) in Figure 7(b)) (that special background change B will occur).

[0047] The specific forms of intermediate image A and intermediate image B may be anything. Preferably, they should include elements that suggest a later background image (corresponding special background image). That is, intermediate image A (see (2) in Figure 6(b)) includes elements that suggest special background image A, and intermediate image B (see (2) in Figure 7(b)) includes elements that suggest special background image B. This makes it possible to know in advance that when intermediate image A is displayed, the system will transition to a state where special background image A is displayed, and when intermediate image B is displayed, the system will transition to a state where special background image B is displayed. For example, intermediate image A may include at least a part of the name of the state (stage) where special background image A is displayed, and intermediate image B may include at least a part of the name of the state (stage) where special background image B is displayed. In this embodiment, since special background image A is named "○○○ (stage)", intermediate image A is said to include the characters "○○○". Since special background image B is named "xxx (stage)", intermediate image B is assumed to contain the letters "xxx".

[0048] Special background changes A and B do not occur during a variation. In other words, both the earlier and later background images are not displayed in a single variation. A variation in which the earlier background image is displayed (hereinafter sometimes referred to as the earlier variation) ends, and the game transitions to the next variation (hereinafter sometimes referred to as the later variation), in which the later background image is displayed (see Figures 6(a) and 7(a)). If the later background image is a special background image, the suggestion target (the target of the chance-up) indicated by the special background image is the win / fail lottery result corresponding to the later variation (that is, the later variation is the target variation, and the win / fail lottery result corresponding to the later variation is the target win / fail lottery result (the win / fail lottery result of the suggestion target)). In this embodiment, the intermediate image is displayed in the later variation. Specifically, the intermediate image is displayed when the later variation starts, and the intermediate image continues to be displayed until a predetermined display time has elapsed. When this display time has elapsed, the intermediate image is erased and the later background image is displayed (see Figures 6(a) and 7(a)). While the intermediate image is being displayed, the decorative symbols (decorative symbols that announce the result of the target lottery) displayed in front of the intermediate image will change (see Figure 6(b)(2) and Figure 7(b)(2)).

[0049] Here, the display time of the intermediate image differs depending on the type of intermediate image. Specifically, the display time Tb of intermediate image B is set to be longer than the display time Ta of intermediate image A. In this embodiment, Ta = 2 seconds and Tb = 4 seconds (see Figures 6(a) and 7(a)). In other words, special background image A starts to be displayed 2 seconds after the start of display of intermediate image A, while special background image B starts to be displayed 4 seconds after the start of display of intermediate image B. As described above, in this embodiment, the intermediate images are displayed from the start of the later change, so intermediate image A continues to be displayed until 2 seconds have passed from the start of the later change, while intermediate image B continues to be displayed until 4 seconds have passed from the start of the later change.

[0050] After the display time ends, the special background image will remain displayed as the subsequent spin (target spin) progresses. The result of the target win / loss lottery will then be announced during the subsequent spin. If a super reach animation or similar (a specific animation that triggers the background image to disappear) is performed during the subsequent spin, the special background image will disappear (the image of the super reach animation or similar will be displayed in its place). There is also a possibility that the subsequent spin will end without such an animation being performed (the subsequent spin will end with the special background image still displayed).

[0051] When an intermediate image is displayed, the player perceives that the background image is changing (transitioning to a state where a special background image is displayed). The display time of the intermediate image will vary depending on the type of special background image that is subsequently displayed. In this embodiment, a relatively longer display time for the intermediate image leads to a transition to a state where a relatively high-reliability special background image B is displayed, thus making the longer display time of the intermediate image an advantageous event for the player. For players who have already experienced the display of intermediate image A and special background image A, (they would normally expect the display time of intermediate image B to be the same as the display time of intermediate image A), so when intermediate image B is displayed, they may feel a sense of "discomfort" because its display time is longer (longer than the display time they have already experienced). In other words, if a player feels a sense of discomfort due to the long display time of the intermediate image, they can transition to a state where special background image B is displayed (which offers a higher chance of a big win than the state where special background image A is displayed), thus realizing an interesting gameplay experience.

[0052] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special background image and intermediate image. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0053] 〇Specific Example 1-1 Assume that a plurality of types of normal background images are provided. Regardless of their types, the reliability (the probability that the win-lose lottery result corresponding to the variation in which the normal background image is displayed is a big win) of the normal background images is the same (the types of normal background images do not affect the reliability), and it is assumed that the reliability is lower than that of the special background images (special background image A, special background image B).

[0054] When configured as in this example, the normal background images that may transition to the special background image (special background image A or special background image B) can be limited (only some of the plurality of types of normal background images are target normal background images that may transition to the special background image). For example, assume that three types of first to third normal background images are provided as normal background images, and there is no possibility of transitioning to the special background image from the state where the first normal background image and the second normal background image are displayed, but there is a possibility of transitioning to the special background image from the state where the third normal background image is displayed (set the third normal background image as the target normal background image) (see Fig. 8). By doing so, the state in which the target normal background image is displayed will function as a suggestion that there is a possibility of transitioning to the special background image.

[0055] 〇Specific Example 1-2 Assume that a plurality of types of normal background images are provided. And assume that a background change (normal background change) (see Fig. 9(a)) in which, from the state where a certain type of normal background image is displayed, the state changes to the state where another type of normal background image is displayed can occur. That is, assume that a background change can occur in which both the previous background image and the subsequent background image are normal background images. Also assume that an intermediate image N (different from intermediate image A and intermediate image B) is displayed between the state where the previous background image is displayed and the state where the subsequent background image is displayed during the normal background change, and set the length (Tb) (see Fig. 9(b)) of the display time of the intermediate image B when the special background change B occurs to be longer than the length (Tn) (see Fig. 9(a)) of the display time of the intermediate image N (Tn < Tb). By doing so, the fact that the display time of the intermediate image becomes longer than when the normal background change occurs can realize a gaming property that is regarded as an advantageous event for the player.

[0056] When setting it as in this example, it is conceivable that the display time (Tn) of the intermediate image when a normal background change occurs is the same as the length (Ta) of the display time of the intermediate image A when a special background change A occurs (Tn = Ta) (see Fig. 10(a)), or it is conceivable that it is shorter than the length (Ta) of the display time of the intermediate image A (Tn < Ta) (see Fig. 10(b)) (note that Ta < Tb). If such a setting is adopted, when the display time of the intermediate image exceeds Tn (= Ta), the possibility of a normal background change and a special background change A disappears (a special background change B occurs), and such a game property can be realized. On the other hand, if such a setting is adopted, when the display time of the intermediate image exceeds Tn, the possibility of a normal background change disappears, and when the display time of the intermediate image exceeds Ta, the possibility of a special background change A disappears (a special background change B occurs), and such a game property can be realized.

[0057] 〇Specific Example 1-3 It is assumed that a background change can occur from the state where the special background image A is displayed to the state where the special background image B is displayed. That is, it is assumed that a background change can occur where the special background image A is the previous background image and the special background image B is the subsequent background image (see Fig. 11). Even when such a background change occurs, since the subsequent background image is the special background image B, an intermediate image B is displayed (the display time is Tb) between the state where the special background image A is displayed and the state where the special background image B is displayed (see Fig. 11(a)). By doing so, a game property can be obtained where after the state where the special background image A is displayed, it is expected to further transition to the state where the special background image B is displayed.

[0058] Note that a background change from the state where the special background image B is displayed to the state where the special background image A is displayed (a background change where the special background image B is the previous background image and the special background image A is the subsequent background image) is a change in the direction of decreasing reliability, so it is preferably not allowed to occur.

[0059] 〇Specific Example 1-4 When a special background change occurs, the display of the subsequent background image shall begin from the start of the subsequent change (see Figure 12). In this case, the intermediate image shall be displayed during the previous change. That is, the previous change shall include the state in which the previous background image is displayed and the state in which the subsequent intermediate image is displayed. Since the display time Tb of intermediate image B (see Figure 12(b)) is longer than the display time Ta of intermediate image A (see Figure 12(a)), intermediate image B will start to be displayed at an "earlier timing" than intermediate image A, based on the end of the previous change. For example, if the display time Ta of intermediate image A is 2 seconds and the display time Tb of intermediate image B is 4 seconds, as in the above embodiment, then intermediate image A will start to be displayed 2 seconds before the end of the previous change, and intermediate image B will start to be displayed 4 seconds before the end of the previous change.

[0060] Thus, if the background image for the later variation is displayed from the start of the later variation (i.e., the background change is completed at the same time as the later variation begins), the chance-up effect of the special background image becomes easier to understand (it becomes easier to understand that there is reason to be optimistic about the later variation (target variation)).

[0061] 〇Specific Examples 1-5 The intermediate image is to be displayed across the preceding and succeeding fluctuations. That is, the intermediate image is displayed over a combined period (composite period) which is the period from the middle to the end of the succeeding fluctuation (preceding period P1) and the period from the start to the middle of the preceding fluctuation (successing period P2) (see Figure 13). Since the display time of intermediate image B is longer than the display time of intermediate image A, the composite period set when intermediate image B is displayed is longer than the composite period set when intermediate image A is displayed.

[0062] In this example, regardless of the type of intermediate image displayed (whether special background change A or special background change B occurs), the length of either the preceding period or the succeeding period can be made the same. For example, as shown in Figure 13, although the length of the preceding period P1 is different, by making the length of the succeeding period P2 the same, the timing at which the subsequent background image (special background image A or special background image B) is displayed can be made the same (for example, if the display time of intermediate image A is 2 seconds and the display time of intermediate image B is 4 seconds as in the above embodiment, it is conceivable that when intermediate image A is displayed, "preceding period (P1) = 1 second, succeeding period (P2) = 1 second", and when intermediate image B is displayed, "preceding period (P1) = 3 seconds, succeeding period (P2) = 1 second").

[0063] Although not shown in the diagram, the length of the later period P2 may differ, but the length of the earlier period P1 may be the same (for example, if, as in the embodiment described above, the display time of intermediate image A is 2 seconds and the display time of intermediate image B is 4 seconds, then when intermediate image A is displayed, the earlier period (P1) may be 1 second and the later period (P2) may be 1 second, and when intermediate image B is displayed, the earlier period (P1) may be 1 second and the later period (P2) may be 3 seconds).

[0064] Specific Examples 1-6 The intermediate image B is configured to have multiple types of images. For example, intermediate image B is provided as intermediate image B1 and intermediate image B2 which has a different form from intermediate image B1, and when special background change B occurs (when special background image B is displayed as the subsequent background image (see Figure 14(c))), intermediate image B1 may be displayed (see Figure 14(b-1)) or intermediate image B2 may be displayed (see Figure 14(b-2)).

[0065] It is assumed that displaying intermediate image B2 is more advantageous for the player than displaying intermediate image B1. In other words, the probability of an event favorable to the player occurring is higher when intermediate image B2 is displayed than when intermediate image B1 is displayed. Various events (events favorable to the player) can be considered as suggested by the type of intermediate image B (any event that is advantageous to the player when it occurs). For example, if the "favorable event" is assumed to be that the target win / loss result is a jackpot, then even if the same special background change B occurs, the game can be designed so that the expectation of a jackpot in the target win / loss result is higher when intermediate image B2 is displayed than when intermediate image B1 is displayed. In addition, it is also conceivable that the "favorable event" is assumed to be that the player transitions to a second specific game state. In other words, the probability that the jackpot is a second specific jackpot is higher when intermediate image B2 is displayed than when intermediate image B1 is displayed, if the target win / loss result is a jackpot.

[0066] By doing as in this example, when the display time of an intermediate image becomes longer (exceeding Ta) (when the player notices that the display time of the intermediate image is longer than usual), an interesting gameplay feature can be achieved in which the player also pays attention to the form of the intermediate image (the type of intermediate image B).

[0067] Specific Examples 1-7 When transitioning to a state where special background image A is displayed (when special background change A occurs), the intermediate image may not be displayed. In other words, the state may transition to a state where intermediate image A is displayed before special background image A is displayed, or the state may transition to a state where special background image A is displayed without the intermediate image being displayed.

[0068] Similarly, when transitioning to a state where special background image B is displayed (when special background change B occurs), the intermediate image may not be displayed. In other words, the intermediate image B may be displayed before transitioning to a state where special background image B is displayed, or the intermediate image may not be displayed before transitioning to a state where special background image B is displayed.

[0069] 〇Specific Examples 1-8 When transitioning to a state where special background image A is displayed (special background change A occurs), the intermediate image may not be displayed (sometimes intermediate image A is displayed during the transition, and sometimes it is not displayed during the transition). However, when transitioning to a state where special background image B is displayed (special background change B occurs), the intermediate image will always be displayed. When the relatively high-reliability special background image B is displayed, (unlike the relatively low-reliability special background image A) the intermediate image B will be displayed for a relatively long time (Tb) to emphasize that the state in which special background image B is displayed will be emphasized.

[0070] 〇Specific Examples 1-9 The probability of special background image B being displayed (special background change B occurring) per variation is set to be lower than the probability of special background image A being displayed (special background change A occurring). This increases the number of times the player encounters special background change A. In other words, the player will encounter the change where intermediate image A is displayed for Ta time, and then transitions to the state where special background image A is displayed, more often. Therefore, when special background change B occurs, the probability of the player feeling something is off increases when the display time of intermediate image B reaches Tb.

[0071] 〇Specific Examples 1-10 Contrary to the above embodiment, the display time Ta of intermediate image A is set to be longer than the display time Tb of intermediate image B. In this way, if the display time of the intermediate image is short, the game transitions to a state where a special background image (special background image B), which is relatively advantageous to the player, is displayed. In other words, unlike the above embodiment, the game is designed so that it is advantageous for the player when they feel that the display time of the intermediate image is short.

[0072] 〇Specific Example 1-11 The system is configured to have three or more special background images, each with a corresponding intermediate image (each special background image and each intermediate image has a different appearance from the others). For example, suppose there are three types of special background images: Special Background Image A, Special Background Image B, and Special Background Image C, and the reliability increases in this order (Special Background Image C is the most reliable). Furthermore, when a background change to special background image A occurs (special background change A), intermediate image A is displayed before special background image A is displayed (see Figure 15(a)), when a background change to special background image B occurs (special background change B), intermediate image B is displayed before special background image B is displayed (see Figure 15(b)), and when a background change to special background image C occurs (special background change C), intermediate image C is displayed before special background image C is displayed (see Figure 15(c)) (intermediate images A, B, and C have different appearances from each other), and the display time of each intermediate image is such that the display time Tb of intermediate image B is longer than the display time Ta of intermediate image A (see Figures 15(a) and (b)), and the display time Tc of intermediate image C is longer than the display time Tb of intermediate image B (see Figures 15(b) and (c)).

[0073] This approach allows for a gameplay experience where the longer the intermediate image is displayed, the more reliable the type of special background image that is displayed as the next background image will be.

[0074] 〇Specific Examples 1-12 While the intermediate image is displayed, the held items (pre-variation display 72, in-variation display 71) are hidden (not visible) (see Figure 16(b)). The held items may also be covered by the intermediate image. In other words, when a special background change occurs, the held items are displayed when the first background image is displayed and when the second background image is displayed, but they are not displayed in between the two states. Even if a new start entry (a game ball entering the start area 904) occurs while the intermediate image is displayed and new win / loss lottery information is acquired, the held items corresponding to that win / loss lottery information are not displayed (while the intermediate image is displayed). Since the special background change is characterized by the length of time the intermediate image is displayed, the increase or decrease in held items (pre-variation display 72, in-variation display 71) is not displayed while the intermediate image is displayed, making it easier for the player to notice the length of the display time.

[0075] <Specific design> As described above, multiple types of decorative symbols for notifying the result of the lottery are displayed in the display area 911. In this embodiment, some of these multiple types of decorative symbols are designated as specific symbols. In the following description, decorative symbols that are not specific symbols will be referred to as non-specific symbols (decorative symbols that are not specific symbols = non-specific symbols). Furthermore, the multiple types of decorative symbols referred to here are symbols that are normally displayed and can constitute combinations of symbols (losing combinations, winning combinations) that notify the result of the lottery, and special symbols that are only displayed in special cases are excluded.

[0076] In this embodiment, a "specific symbol determination lottery" is executed when a predetermined condition is met. The fact that the specific symbol determination lottery has been executed, and the results of the lottery, are not shown to the player. Therefore, whether or not a symbol is a specific symbol cannot be determined by the appearance (external form) of each decorative symbol. In other words, the various decorative symbols do not have any elements (elements that constitute the external form) that would allow one to determine whether or not a symbol is a specific symbol. The trigger for the execution of the specific symbol determination lottery (the fulfillment of the predetermined condition) can be anything. In this embodiment, the start of a new normal game state is considered to be the fulfillment of the predetermined condition. When a predetermined reset operation (an operation that can only be performed by a game store employee with access to the inside of the game machine) is performed, when a normal jackpot game ends, when there are 100 consecutive losses in the first specific game state, and when there are 150 consecutive losses in the second specific game state, the game transitions to the normal game state (the normal game state begins). At the start of the normal game state, a specific symbol determination lottery is performed, and a type of decorative symbol determined by the lottery is set as the specific symbol (stored in a memory means (RAM) not shown that is provided in the game machine 1) (see the frame at the top of Figure 17).

[0077] At the beginning of the variation animation, a group of decorative patterns (three groups of decorative patterns in this embodiment) containing multiple types of decorative patterns is displayed in a variation manner. Subsequently, it is indicated that one decorative pattern has been selected from each group of decorative patterns (hereinafter, the selected pattern may be referred to as the "selected pattern"). The manner in which a particular decorative pattern has been selected can be broadly divided into "stop display manner" and "pseudo-stop display manner". Such "stop display" and "pseudo-stop display" themselves are well known in the art (see, for example, Japanese Patent Application Publication No. 2013-240609), so they will be briefly explained. In the stop display manner, the selected pattern is shown to be in a state of complete stop. In the pseudo-stop display manner, the selected pattern is shown to be in a pseudo-stop (temporarily stopped) state (as described above). In a spinning reel animation, if a certain decorative symbol from a set of decorative symbols (target set of decorative symbols) is shown as a selected symbol via a "stop display," that symbol will not change to a different symbol in that spinning reel animation (the selection from the target set of decorative symbols is confirmed). On the other hand, if a certain decorative symbol from a set of decorative symbols (target set of decorative symbols) is shown as a selected symbol via a "pseudo-stop display" in a spinning reel animation, that symbol may change to a different symbol in that spinning reel animation (the selection from the target set of decorative symbols is not confirmed). In other words, the pseudo-stop display (mode) is a selection mode that makes it appear to the player that a certain decorative symbol has been selected, while leaving room for the possibility that the selected symbol may change to a different symbol. It should be noted that the selection may also be confirmed when a selected symbol changes from a "pseudo-stop display" state to a "stop display" state. In some drawings, decorative patterns shown in a pseudo-stop display manner are depicted as appearing to be swaying (see Figure 17(b)).

[0078] Specific symbols are symbols that are never shown as "pseudo-stop symbols." In other words, when it is indicated that a specific symbol has been selected from a group of decorative symbols, that symbol may be shown as a stop symbol, but not as a pseudo-stop symbol. To put it another way, when it is indicated that a specific symbol has been selected from a group of decorative symbols, that selection is always confirmed. On the other hand, non-specific symbols may be shown as "stop symbols" or as "pseudo-stop symbols." In other words, when it is indicated that a non-specific symbol has been selected from a group of decorative symbols, that symbol may be shown as a stop symbol or as a pseudo-stop symbol.

[0079] The gaming machine 1 according to this embodiment can perform a pseudo-continuous effect (a so-called pseudo-continuous effect) as a type of effect that utilizes pseudo-stop displays (an effect that is constructed on the premise that pseudo-stop displays will occur). Since the pseudo-continuous effect itself is well known, a detailed explanation will be omitted, but it is an effect in which three selected symbols chosen from each of the three groups of decorative symbols (see Figure 17(a)) are shown in a pseudo-stop display pattern (a combination that satisfies a specific rule (hereinafter referred to as a favorable combination)) (see Figure 17(B)), and then re-spin (see Figure 17(c)), and this is repeated one or more times. Generally, the more times the re-spin occurs, the higher the reliability. The rule for the favorable combination can be anything. In this embodiment, a pattern in which the numbers are arranged in order from left to right (a so-called sequential pattern) is considered a favorable combination (in this embodiment, the largest number of the decorative symbols is "7", so patterns such as "6-7-1" and "7-1-2" from left to right are also considered favorable combinations). Special symbols that are not normally displayed (symbols other than the decorative symbols "1" to "7" (symbols that constitute a combination indicating the win / loss result and those that do not)) may be displayed as symbols that constitute a good chance combination. For example, a symbol containing the word "NEXT" which suggests that a pseudo-consecutive win will occur may be displayed as the middle symbol that constitutes a good chance combination (the left and right symbols may be any of the decorative symbols "1" to "7").

[0080] As mentioned above, specific symbols are never used in a pseudo-stop display mode. Therefore, when a specific symbol is shown as a selected symbol from a certain group of decorative symbols, the possibility of a pseudo-continuous performance occurring at that point is eliminated. In other words, when a specific symbol is shown as a selected symbol, the selection of that symbol is confirmed (it will not change to any other symbol), and therefore the occurrence of a pseudo-continuous performance is negated at that point. To put it another way, when a pseudo-continuous performance occurs, all decorative symbols that make up the above-mentioned opportunity combination are controlled to be non-specific symbols. For example, if the "5" decorative symbol is a specific symbol, the possibility of a pseudo-continuous performance occurring is eliminated when the "5" decorative symbol is selected from any of the left decorative symbol group 80gL, the middle decorative symbol group 80gC, or the right decorative symbol group 80gR. Also, when a pseudo-continuous performance occurs, the above-mentioned opportunity combination is constructed without including the "5" decorative symbol. As described above, the auspicious combinations in this embodiment are the so-called sequential combinations. When the decorative symbol "3" is designated as a specific symbol, the auspicious combinations "3-4-5", "4-5-6", and "5-6-7" will not be displayed when a pseudo-continuous performance occurs (see Figure 17(b)).

[0081] Specific decorative symbols can be selected as symbols that make up the combination of symbols that announce the result of the lottery (winning combinations that announce a win (see Figure 18(a)) and losing combinations that announce a loss (see Figure 18(b))) (see Figure 18). Naturally, non-specific decorative symbols can also be selected as symbols that make up losing and winning combinations. In other words, the setting of specific symbols does not affect the combination of symbols that announces the result of the lottery.

[0082] Thus, in the gaming machine 1 according to this embodiment, a specific symbol is set that is not treated as a pseudo-stop display. Therefore, when the specific symbol is shown as the selected symbol, the occurrence of a pseudo-continuous performance, which is a "performance utilizing pseudo-stop displays," is negated, resulting in an interesting gameplay experience.

[0083] Furthermore, as in this embodiment, if the specific symbol is determined by a specific symbol determination lottery, and the type of decorative symbol designated as the specific symbol is not explicitly shown to the player, then a gameplay experience can be realized in which the player enjoys predicting which decorative symbol is the specific symbol.

[0084] The following describes specific examples of improvements, embellishments, and modifications to the above-mentioned specific patterns. Furthermore, whenever possible, a combination of the techniques described using the following examples may be applied.

[0085] 〇Specific Example 2-1 As a "performance utilizing pseudo-stop display," it is conceivable to have a configuration in which performances other than pseudo-continuous performances can occur, either in place of or in addition to pseudo-continuous performances. For example, it is conceivable to have a configuration in which a "re-variation performance" can occur as a performance utilizing pseudo-stop display, where three matching decorative symbols (winning combination) are displayed in a pseudo-stop state (preliminary state) (see Figure 19(a)), and then re-variate (see Figure 19(b)) to change into three matching decorative symbols (winning combination) of a different type and be displayed in a stopped state (post-state) (see Figure 19(c)). (Note that the re-variation performance may result in no change in the type of symbols.) In this case, since the specific symbols will not be displayed in a pseudo-stop state, they will not be displayed as constituting the winning combination in the preliminary state (the combination at the time of Figure 19(a)). However, since the specific symbols can be displayed in a stopped state, they may be displayed as constituting the winning combination in the post-state (the combination at the time of Figure 19(c)).

[0086] The system may be configured so that two or more "effects using pseudo-stop displays" can occur. If the system is configured so that two or more "effects using pseudo-stop displays" can occur, then the possibility of any of the two or more "effects using pseudo-stop displays" occurring will be eliminated the moment a specific symbol is shown as the selected symbol.

[0087] Specific Example 2-2 The configuration may be such that the decorative symbols designated as specific symbols are unchanging (predetermined). In other words, instead of a specific symbol determination lottery being performed to determine the decorative symbols that become the specific symbols, as in the above embodiment, the configuration may be such that certain decorative symbols remain designated as specific symbols. The fact that the decorative symbols designated as specific symbols are unchanging means that the decorative symbols that are not designated as specific symbols are also unchanging. By doing so, it is possible to create a game with an easy-to-understand gameplay experience in which predetermined types of decorative symbols are never displayed as pseudo-stops.

[0088] Specific Examples 2-3 The system is configured such that two or more decorative patterns can be designated as specific patterns. In other words, there are two or more decorative patterns that are not designated as pseudo-stopping patterns. If the system is configured such that the specific pattern is determined by a specific pattern determination lottery, as in the embodiment described above, then two or more decorative patterns are selected by the lottery. If the system is configured such that the decorative pattern designated as the specific pattern is unchanging, as in specific example 2-2 described above, then it is predetermined that two or more decorative patterns are the specific patterns.

[0089] Specific Example 2-4 Some of the multiple decorative symbols (non-target symbols) are configured so that they cannot be designated as specific symbols. For example, the "3" and "7" decorative symbols are designated as non-target symbols, and the specific symbols are set to be one of "1", "2", "4", "5", or "6". If the specific symbols are determined by a specific symbol determination lottery as in the above embodiment, then the non-target symbols will not be selected in that lottery. If the decorative symbols designated as specific symbols are fixed as in the above specific example 2-2, then it is predetermined that the decorative symbols other than the non-target symbols are the specific symbols. In this way, the types of decorative symbols that can be designated as specific symbols are limited to a certain number, making it relatively easy to identify which type of decorative symbol is the specific symbol.

[0090] 〇Specific Example 2-5 Instead of having a specific symbol set at all times as in the above embodiment, the specific symbol is set only during a period when certain conditions are met (hereinafter referred to as the "specific period"). In other words, during the specific period, one of the multiple decorative symbols is set as the specific symbol, and that specific symbol is not displayed as a pseudo-stop (see Figure 20(a)). However, during periods that are not the specific period (non-specific period), no specific symbol is set, and any of the multiple decorative symbols can be displayed as a pseudo-stop (see Figure 20(b)). In this example, it is preferable that there is no notification or suggestion that it is the specific period (so that it is not possible to distinguish whether or not it is the specific period from the outside). This way, players can enjoy playing while trying to predict whether or not it is currently the specific period.

[0091] However, as in this example, it can be said that the gameplay becomes quite difficult, as it is hard to find out which type of decorative symbol is designated as the specific symbol. In other words, as in the embodiment described above, a configuration in which decorative symbols that are not displayed as pseudo-stops are always present makes it easier to find out which type of decorative symbol is designated as the specific symbol.

[0092] 〇Specific Example 2-6 Decorative symbols designated as specific symbols will not change color. The colors of decorative symbols are known to indicate various information (for example, the value of a jackpot when a winning combination is formed is based on the colors of the decorative symbols that make up the winning combination), and it is also known that there are effects in which the colors change during the variation effect. Decorative symbols designated as specific symbols will not change color (however, at least some of the decorative symbols not designated as specific symbols may change color). Since the selection of a decorative symbol designated as a specific symbol is confirmed when it is indicated that it has been selected, the color of that decorative symbol will not change either (because if the color of the symbol changes, it may appear as if the type of symbol has changed (it may appear as if a change in the type of symbol has occurred when it should not change), so the color of the symbol will not change).

[0093] <Specific image effects> The gaming machine 1 according to this embodiment is capable of executing specific image effects (see Figures 21 to 23). Specific image effects are effects that suggest the probability of an event favorable to the player occurring (hereinafter, the event suggested by the specific image effects may be referred to as the "specific event"). In this embodiment, the specific image effects may occur during a jackpot game (a so-called "first win" jackpot game) which is executed when the player wins the win / loss lottery in the normal game state. Specifically, the event (specific event) that suggests the game state after the jackpot game ends transitions to a second specific game state (referred to as "○○ Rush" in this embodiment). In other words, it can be said that it suggests the probability that the jackpot won in the normal game state is a second specific jackpot. In this embodiment, if a second specific jackpot is won in the normal game state, the notification may occur before the start of the jackpot game (notified during the win variation), or it may occur during the jackpot game. If the winning combination that signals a jackpot (the winning combination that is ultimately shown during the winning spin) is a set of three "7" decorative symbols, it is confirmed at that point that it is a second specific jackpot. On the other hand, if the winning combination that signals a jackpot is a set of three decorative symbols other than the "7" decorative symbols, it is not confirmed at that point that it is a second specific jackpot, and it may be announced during the jackpot game (it may be announced that it has transitioned to the second specific game state). The specific image presentation in this embodiment may occur during a jackpot game when the winning combination that signals a jackpot is a set of three decorative symbols other than the "7" decorative symbols (when it is not confirmed that it is a second specific jackpot at the end of the winning spin).

[0094] The specific image presentation is a presentation that utilizes the winning area into which the game ball can enter (hereinafter, the winning area used in the specific image presentation will be referred to as the target winning area). The target winning area is the area into which the game ball can enter during the specific image presentation. In this embodiment, the specific image presentation is executed during a jackpot game (during a round), and the jackpot area 906 that is opened during the jackpot game is designated as the target winning area.

[0095] The specific image effect is an effect in which a specific image is displayed in the display area 911. As such specific images, a first specific image 11 and a second specific image 12 are displayed (see Figure 21(a)). Both the first specific image 11 and the second specific image 12 contain numerical values. Hereinafter, the numerical value of the first specific image 11 will be referred to as the "first numerical value," and the numerical value of the second specific image 12 will be referred to as the "second numerical value." It is preferable that the first specific image 11 and the second specific image 12 have image components (not the numerical values ​​themselves) that allow them to be distinguished from each other. In this embodiment, the first specific image 11 and the second specific image 12 have different colors (the first specific image 11 (first numerical value) is "blue," and the second specific image 12 (second numerical value) is "red"). Alternatively, the first specific image 11 and the second specific image 12 could be configured to have different sizes or different fonts.

[0096] In this embodiment, the first specific image 11 is displayed in association with the first character (indicated by the letter "A" in the drawing), and the second specific image 12 is displayed in association with the second character (indicated by the letter "B" in the drawing) (see Figure 21(a)). By associating different characters with the first specific image 11 and the second specific image 12 in this way, the first specific image 11 appears to represent the status of the first character, and the second specific image 12 appears to represent the status of the second character.

[0097] At the start of the specific image presentation, both the first specific image 11 (first numerical value) and the second specific image 12 (second numerical value) are in their initial state. In this embodiment, both the first numerical value and the second numerical value are in a state of "0" (see Figure 21(a)). The period during which the specific image presentation is executed is any period during which the target winning area, the big winning area 906, is open. In this embodiment, the execution period is set to a unit game of 3 to 6 rounds.

[0098] After the execution period begins, when the first game ball enters the major prize area 906 (target prize area) (hereinafter sometimes referred to as "first prize") (see Figure 21(b)), one of the first specific image 11 and the second specific image 12 changes (the other does not change) (see Figures 21(c-1) and (c-2)). In other words, one of the first and second values ​​increases (the other remains "0"). Hereinafter, the change in the first specific image 11 (first value) will be referred to as the "first specific change," and the change in the second specific image 12 (second value) will be referred to as the "second specific change." As described above, in this embodiment, the first value is "blue" and the second value is "red," and either "the blue value changes" (first specific change) (see Figure 21(c-1)) or "the red value changes" (second specific change) (see Figure 21(c-2)) occurs. In this embodiment, both the first specific change and the second specific change result in the corresponding numerical value becoming "+1" (changing from "0" to "1").

[0099] When a specific image effect occurs, a special effect advantageous to the player (hereinafter referred to as a specific advantageous effect) or an effect disadvantageous to the player (hereinafter referred to as a specific disadvantageous effect) will occur afterward. In the following, the specific advantageous and disadvantageous effects that occur when the first specific change occurs will be referred to as the first specific advantageous effect (see Figure 22(e-1)) and the first specific disadvantageous effect (see Figure 22(e-2)), and the specific advantageous and disadvantageous effects that occur when the second specific change occurs will be referred to as the second specific advantageous effect (see Figure 23(e-1)) and the second specific disadvantageous effect (see Figure 23(e-2)). A specific advantageous effect is an effect in which the corresponding specific image (the specific image that has changed) reaches a predetermined state (target state) during the execution period. When the first specific change occurs, the first specific advantageous effect may occur when the first specific image 11 (first numerical value) reaches the target state. When the second specific change occurs, the second specific advantageous effect may occur when the second specific image 12 (second numerical value) reaches the target state. On the other hand, a specific unfavorable performance is a performance in which the corresponding specific image (the specific image that has changed) does not reach the target state during the execution period. When a first specific change occurs, the first specific image 11 (first numerical value) not reaching the target state is considered the first specific unfavorable performance. When a second specific change occurs, the second specific image 12 (second numerical value) not reaching the target state is considered the second specific unfavorable performance.

[0100] In this embodiment, the target state is set to "100". That is, when either the first or second numerical value reaches "100", it is considered a specific advantageous outcome (see Figures 22(e-1) and 23(e-1)), and when it does not reach "100", it is considered a specific disadvantageous outcome (see Figures 22(e-2) and 23(e-2)). As described above, in this embodiment, each numerical value is displayed in conjunction with the corresponding character (first character or second character), and when the numerical value (power) of either character reaches "100", it is considered an outcome in which the target is achieved.

[0101] In this embodiment, the target numerical value may change each time a prize is won in the target prize area (grand prize area 906). Specifically, if a first specific change occurs in the first prize (see Figure 21(b)) (see Figure 21(c-1)), the first numerical value (first specific image 11) may change each time a prize is won in the target prize area (grand prize area 906) during the execution period (hereinafter sometimes referred to as a subsequent prize) (see Figures 22(a) to (d)). On the other hand, if a second specific change occurs in the first prize (see Figure 21(b)) (see Figure 21(c-2)), the second numerical value (second specific image 12) may change each time a subsequent prize is won (see Figures 23(a) to (d)). In other words, the specific image effect in this embodiment is an effect in which the numerical value (specific image) that changed in the first prize (hereinafter sometimes referred to as the target numerical value (target specific image)) may change toward the target each time a subsequent prize is won. In this embodiment, however, the amount of change in the numerical value due to a single post-event win is not constant.

[0102] If a specific event occurs (in this embodiment, it transitions to the second specific game state after the jackpot game ends), a specific advantageous effect (see FIGS. 22(e-1) and 23(e-1)) occurs. If the specific event does not occur (in this embodiment, it does not transition to the second specific game state after the jackpot game ends), a specific disadvantageous effect (see FIGS. 22(e-2) and 23(e-2)) occurs. That is, if the winning is the second specific jackpot, a specific advantageous effect occurs, but if it is not the second specific jackpot, a specific disadvantageous effect occurs. The specific advantageous effect can also be said to be an effect that determines that a specific event advantageous to the player occurs. The specific advantageous effect in this embodiment is an effect of notifying the transition to the second specific game state using the characters of "○○ Rush", which is the name of the second specific game state that is the specific event. As described above, in the specific image effect, the first specific change and the second specific change occur triggered by the first winning. When the first specific change occurs (see FIG. 21(c-1)), the fact that the target specific image (target value), the first specific image 11 (first value), reaches the target state (100) is the specific advantageous effect (first specific advantageous effect) (see FIG. 22(e-1)), and the fact that the first specific image 11 (first value) does not reach the target state (100) becomes the specific disadvantageous effect (first specific disadvantageous effect) (see FIG. 22(e-2)). On the other hand, when the second specific change occurs (see FIG. 21(c-2)), the fact that the target specific image (target value), the second specific image 12 (second value), reaches the target state (100) is the specific advantageous effect (second specific advantageous effect) (see FIG. 23(e-1)), and the fact that the second specific image 12 (second value) does not reach the target state (10?) becomes the specific disadvantageous effect (second specific disadvantageous effect) (see FIG. 23(e-2)). Thus, whether or not the specific image (value) that has changed triggered by the first winning reaches the target state is a branch as to whether or not the specific event occurs. Whether the winning is the second specific jackpot (whether the specific event occurs) is internally determined. In the case of the second specific jackpot (in the case where the specific event occurs), the target specific image (target value) approaches the target state triggered by the post-winning, and is finally controlled to reach the target state.On the other hand, when it is not the second specific big win (when the specific event does not occur), although the target specific image (target value) approaches the target state triggered by the post-award, it is finally controlled not to reach the target state. That is, at a stage before the target state, even if a post-award occurs, no further change occurs (in this embodiment, after the target value becomes "99", no change in the target value occurs triggered by the post-award).

[0103] Here, in this embodiment, when the second specific change occurs (see Fig. 21(c-2)) rather than when the first specific change occurs triggered by the first award (see Fig. 21(c-1)), the probability of the occurrence of the specific advantageous effect (that is, the occurrence of the specific event) is set to be higher. That is, either the first specific image 11 (first value) or the second specific image 12 (second value) only needs to reach the target state, but the probability of realizing the second specific image 12 (second value) is made higher than that of the first specific image 11 (first value). If the probability of the occurrence of the specific advantageous effect (first specific advantageous effect) when the first specific change occurs is P1, and the probability of the occurrence of the specific advantageous effect (second specific advantageous effect) when the second specific change occurs is P2, it is controlled so that "P1 < P2" (see above Fig. 22(e-1), above Fig. 23(e-1)).

[0104] In this way, the specific image effect in this embodiment is such that when a game ball wins in the target winning area, either the first specific change in which the first specific image 11 (first value) changes or the second specific change in which the second specific image 12 (second value) changes occurs. Since the probability of the occurrence of the specific event is set higher when the second specific change occurs than when the first specific change occurs, it is an interesting effect that the player will pay attention to which one changes when the game ball wins in the target winning area.

[0105] The following describes specific examples of improvements, embellishments, and modifications to the above-mentioned specific patterns. Furthermore, whenever possible, a combination of the techniques described using the following examples may be applied.

[0106] 〇Specific Example 3-1 The first specific image 11 and the second specific image 12 displayed in the specific image presentation do not necessarily have to represent numerical values ​​(first numerical value, second numerical value). The presentation is such that either the first specific image 11 or the second specific image 12 changes when the first prize is awarded in the target prize area during the execution period, and it is sufficient that the setting is such that the probability of the specific event occurring is higher when the second specific image 12 changes (when the second specific change occurs) than when the first specific image 11 changes (when the first specific change occurs).

[0107] For example, the first specific image 11 and the second specific image 12 represent different types of characters (character C and character D) (see Figure 24(a)). Then, triggered by the first win in the target winning area during the execution period (see Figure 24(b)), one of the characters changes (transforms). The change in the first specific image 11 (character C) is the first specific change (see Figure 24(c-1)), and the change in the second specific image 12 (character D) is the second specific change (see Figure 24(c-2)). Although not shown in the diagram, after the first and second specific changes occur, the change in the transformed character reaching a target form (which can be any form) is considered a specific advantageous performance, and in that case, the occurrence of a specific event is confirmed. The probability of the specific event occurring is set to be higher when the second specific change occurs than when the first specific change occurs triggered by the first win (see Figures 24(c-1) and (c-2)).

[0108] Specific Example 3-2 In the above embodiment, it was explained that one of the first and second numerical values ​​"increases" when the first prize is awarded in the target prize-winning area during the execution period. However, it is also possible to configure it to "decrease" in the opposite way. For example, suppose the initial values ​​of the first numerical value (first specific image 11) and the second numerical value (second specific image 12) are "100" (see Figure 25(a)). When the first prize is awarded (see Figure 25(b)), a first specific change occurs in which the first numerical value (first specific image 11) decreases (see Figure 25(c-1)), or a second specific change occurs in which the second numerical value (second specific image 12) decreases (see Figure 25(c-2)). When the first specific change occurs, the first numerical value (first specific image 11) is made to decrease when subsequent prizes are awarded (see Figures 26(a) to (d)). When the second specific change occurs, the second numerical value (second specific image 12) is made to decrease when subsequent prizes are awarded (see Figures 27(a) to (d)). The configuration is such that ultimately achieving the target state (for example, "0") is a specific advantageous event (see Figures 26(e-1) and 27(e-1)), and failing to achieve the target state is a specific disadvantageous event (see Figures 26(e-2) and 27(e-2)). The probability of a specific advantageous event occurring (a specific event occurring) is higher when a second specific change occurs (probability P2) than when a first specific change occurs (probability P1).

[0109] Furthermore, a configuration like the one in this example can be used to create the impression that, for example, enemy characters are displayed alongside each numerical value, and defeating the enemy characters (reducing their power to "0") is an advantageous outcome for the player (a specific advantageous outcome) (see Figures 26(e-1) and 27(e-1)).

[0110] Specific Example 3-3 The target winning area is any area into which a game ball can enter when a specific image effect occurs (an area into which a game ball can enter when launched in the correct launching manner). For example, if the specific image effect can occur during a jackpot game as in the above embodiment, the target winning area of ​​the specific image effect may be the general winning area 909R (an area into which the game ball can enter which a predetermined number of prize balls are dispensed but which does not trigger a win / loss lottery) (see Figure 1) into which a game ball can enter when launched in a launching manner appropriate for a jackpot game (right-handed if the jackpot winning area 906 is located to the right of 2904 as in the above embodiment) (see Figure 1).

[0111] Specific Examples 3-4 Multiple target winning areas may be provided. However, all of the multiple target winning areas must be areas into which the game ball can enter when a specific image effect occurs (areas into which the game ball can enter when launched in the correct launching manner). If the configuration allows for a specific image effect to occur during a jackpot game as in the above embodiment, then it is sufficient that multiple areas into which the game ball can enter when launched in a launching manner appropriate for a jackpot game are designated as target winning areas. For example, in a configuration where multiple large winning areas 906 are provided (for example, a configuration known as a twin attacker), any of them may be designated as target winning areas. Alternatively, the large winning area 906 and the general winning area 909R may be designated as target winning areas.

[0112] Specific Examples 3-5 The specific event that is the target of the specific visual effect (an event that is certain to occur when a specific advantageous effect is performed) can be any event that is more advantageous to the player than not to occur, and whose occurrence or non-occurrence is determined at the start of the specific visual effect (the game machine can determine whether or not the event will occur). For example, in the embodiment described above, when a specific visual effect is performed during a jackpot game, the configuration can be such that the target of the effect is a so-called "consecutive wins within the reserve," where a jackpot is won again after the jackpot game ends. In other words, the configuration is such that the probability of consecutive wins within the reserve is higher when the second specific change occurs than when the first specific change occurs.

[0113] Specific Examples 3-6 The specific image animation may occur during the variation animation. In this case, the target winning area must be an area into which a game ball may enter during the variation animation. For example, if the configuration allows the specific image animation to occur during the variation animation in the left-handed shooting state (normal game state), then the first starting area 904a could be designated as the target winning area. Alternatively, the general winning area 909L (an area into which a game ball can enter triggers the payout of a predetermined number of prize balls, but does not trigger a win / loss lottery) (see Figure 1), into which a left-handed shot game ball can enter, could also be designated as the target winning area.

[0114] If the configuration allows for specific image effects to occur during the variation effect in the right-hand shooting state (specific game state), then the second starting area 904b could be considered as the target winning area. Alternatively, the general winning area 909R, into which the right-hand shot game balls can enter, could be considered as the target winning area.

[0115] Specific Example 3-7 Unlike the above embodiment, the configuration is such that the specific image that did not change when the first prize was awarded in the target prize area during the execution period is deleted (see Figure 28). That is, when the first specific change occurs when the first prize is awarded (see Figure 28(b)) (see Figure 28(c-1)), the second specific image 12 (second numerical value) is deleted (see Figure 28(d-1)), and when the second specific change occurs (see Figure 28(c-2)), the first specific image 11 (first numerical value) is deleted (see Figure 28(d-2)). In this way, after either the first or second specific change occurs, only the specific image that changes toward the target is displayed, resulting in an easy-to-understand presentation.

[0116] However, in this example, after one of the first specific change or the second specific change occurs, only one specific image remains (the specific image that did not change does not remain) (see Figures 28(d-1), (d-2)), making it difficult to determine which one changed. As in the embodiment described above, by ensuring that the specific image that did not change remains even after one of the first specific change or the second specific change occurs, it is possible to maintain a state where it is easy to determine which of the first specific image 11 and the second specific image 12 has changed.

[0117] Specific Example 3-8 The presentation after one of the first or second specific changes occurs following the first award win during the execution period may differ from that of the above embodiment. For example, the following is possible.

[0118] Following the first win (see Figure 29(b)), either the first win of the first specific change (see Figure 29(c-1)) or the second specific change (see Figure 29(c-2)) occurs. After this, the player is requested to operate an operating means (e.g., a push button 61) (see Figure 29(d-1)(d-2)), and the operation of this operating means causes the target specific image (target numerical value) to change toward the target state. That is, after the first specific change occurs, the operation of the operating means causes the first specific image 11 (first numerical value) to change toward the target state (see Figure 29(d-1)). Reaching the target state is considered a specific advantageous effect, and failing to reach the target state is considered a specific disadvantageous effect. After the second specific change occurs, the operation of the operating means causes the second specific image 12 (second numerical value) to change toward the target state (see Figure 29(d-2)). If the target state is reached, a specific event occurs (a specific advantageous effect occurs), and if the target state is not reached, the specific event does not occur (a specific disadvantageous effect occurs). Various operating modes for the required operating means are conceivable. One possible configuration is one in which the target-specific image (target numerical value) gradually approaches the target state through continuous operation or maintenance operation (equivalent to rapid pressing or long-pressing if the operating means is a button) (see Figure 29(d-1)(d-2)), and whether or not it finally reaches the target state determines whether or not a specific event occurs. Alternatively, although not shown in the figures, a configuration may be used in which it is indicated whether or not the target-specific image (target numerical value) becomes the target state with a single operation (single operation).

[0119] 〇Specific Example 3-9 After the first and second specific changes occur, the "target" (target state) in which the specific event will occur will be shown. When the first specific change occurs, if the first specific image 11 reaches the target state, the first specific advantageous performance will occur and the specific event will occur, and the target state will be shown (see Figure 30(c-1)). Similarly, when the second specific change occurs, if the second specific image 12 reaches the target state, the second specific advantageous performance will occur and the specific event will occur, and the target state will be shown (see Figure 30(c-2)). In this way, an easy-to-understand performance format can be achieved.

[0120] 〇Specific Example 3-10 The setting is such that even if a specific advantageous effect occurs, it does not necessarily mean that a specific event will occur (the specific advantageous effect is not an effect that signals the occurrence of a specific event). Furthermore, the setting is such that the probability of a specific event occurring is higher when the second specific advantageous effect occurs after the second specific change than when the first specific advantageous effect occurs after the first specific change (see Figure 31).

[0121] For example, as in the embodiment described above, a specific image presentation may occur upon the first win, and the transition to the second specific game state is a specific event. When a specific advantageous presentation occurs, the game is set to transition to a specific game state (either the first specific game state or the second specific game state) after the jackpot game ends. Furthermore, the probability of the game state after the jackpot game ending being the second specific game state is higher when the second specific advantageous presentation occurs than when the first specific advantageous presentation occurs. Since the expected value of payouts is higher in the second specific game state than in the first specific game state, it can be said that the expected value of payouts is higher when the second specific advantageous presentation occurs than when the first specific advantageous presentation occurs.

[0122] Specific example 3-11 A predetermined effect (hereinafter referred to as the "special effect") may occur along with at least one of the first specific change and the second specific change, and the probability of a specific event occurring (a specific advantageous effect occurring) is higher when the special effect occurs compared to when it does not occur (more so when the result is as shown in Figure 32(c-1-2) than when it is as shown in Figure 32(c-1-1), and more so when it is as shown in Figure 32(c-2-2) than when it is as shown in Figure 32(c-2-1)). (Note that a slight difference in the timing of the occurrence of the specific change and the special effect is acceptable as long as the player perceives that both are occurring together). Figure 32 shows an example where the first special effect occurs when the first specific change occurs (see Figure 32(c-1-2)), and where the second special effect occurs when the second specific change occurs (see Figure 32(c-2-2)). However, it is also possible to have a configuration where the special effect does not occur in the case of either the first or second specific change (i.e., one of the first or second special effect does not occur). This approach creates an interesting presentation style that will draw the player's attention not only to whether either the first or second specific change occurs, but also to whether a specific special effect occurs along with the specific change.

[0123] If the system is set up so that a specific special effect may occur with the first specific change, or with the second specific change, it is preferable that the specific special effect behaves differently depending on the type of specific change. For example, the first specific special effect that occurs with the first specific change will display the first special image 13 (see Figure 32(c-1-2)), while the second specific special effect that occurs with the second specific change will display the second special image 14 (which has a different appearance from the first special image 13) (see Figure 32(c-2-2)).

[0124] Even when the setting allows for a specific special effect to occur with either the first specific change or the second specific change, it is preferable to maintain the rule that the probability of a specific event occurring is higher with the second specific change than with the first specific change. In other words, it is preferable to make the probability of a specific event occurring "first specific change (no specific special effect) < first specific change (with specific special effect) < second specific change (no specific special effect) < second specific change (with specific special effect)" (see Figure 33). By doing so, the type of specific change that occurs (whether the first specific image 11 or the second specific image 12 changes) becomes an important suggestion (a suggestion with high weight), and the presence or absence of a specific special effect becomes a secondary suggestion (a suggestion with low weight).

[0125] 〇Specific Example 3-12 The performance after the first specific change occurs does not have to be a performance using the first specific image 11. After the first specific change occurs, the performance may be configured such that if an image other than the first specific image 11 reaches a predetermined state (target state), it is considered the first specific advantageous performance (the occurrence of the specific event is confirmed), and if it does not reach that state, it is considered the first specific disadvantageous performance. Similarly, after the second specific change occurs, the performance may be configured such that if an image other than the second specific image 12 reaches a predetermined state (target state), it is considered the second specific advantageous performance (the occurrence of the specific event is confirmed), and if it does not reach that state, it is considered the second specific disadvantageous performance.

[0126] 〇Specific Example 3-13 The system is configured to display an image (specific change suggestion image 15) that indicates which specific change will occur before either the first or second specific change occurs. For example, if the specific change suggestion image 15 (the specific form may be anything) is displayed (see Figure 34(b)), the system is configured to make it more likely that the second specific change will occur than the first specific change, compared to when the specific change suggestion image 15 is not displayed (see Figure 34(a)). The system may also be configured to confirm that the second specific change will occur if the specific change suggestion image 15 is displayed. Since the second specific change has a higher probability of subsequent specific events occurring than the first specific change, it can be said that the display of the specific change suggestion image 15 is advantageous for the player.

[0127] 〇Specific Example 3-14 The initial states of the first specific image 11 and the second specific image 12 (the state before the first prize is awarded during the execution period) may change each time. For example, if the first specific image 11 and the second specific image 12 are numerical values ​​(first numerical value, second numerical value) as in the above embodiment, then the numerical values ​​(initial values) in the initial state may differ each time. It is also possible that the initial values ​​of the first numerical value and the initial values ​​of the second numerical value may be different.

[0128] In this example, the probability of a specific event occurring (a specific advantageous effect occurring) may differ depending on the initial value of the numerical value corresponding to the specific change that occurred. For example, as shown in Figure 35(a), the probability of a specific event occurring when the first specific change occurs differs depending on whether the initial value of the first numerical value is "0" (see Figure 35(a-1)) or "10" (see Figure 35(a-2)). Similarly, as shown in Figure 35(b), the probability of a specific event occurring when the second specific change occurs differs depending on whether the initial value of the second numerical value is "0" (see Figure 35(b-1)) or "10" (see Figure 35(b-2)). Note that Figure 35 shows an example where the probability of a specific event occurring when the corresponding specific change occurs increases as the initial value increases, but the reverse may also be applied. In this case, the effect will be such that players will pay attention not only to whether the first or second specific change occurs, but also to the initial values ​​of the first and second numerical values.

[0129] <Specific Selection> In this embodiment, the gaming machine 1 may have a specific selection (specific selection animation) during a variation animation in which the player can choose any option from among several options (arbitrary selection is possible). As will be described in detail later, the specific selection is executed across two variations (the previous variation animation and the next target variation animation), while an arbitrary selection, which is executed in a single variation from the presentation of options to the completion of the selection, is not considered a specific selection. Furthermore, in this embodiment, the specific selection can occur in the normal game state.

[0130] A specific selection includes a pre-selection stage in which multiple options are presented and a post-selection stage indicating that the selection has been completed (see Figure 36(a)). A specific selection is characterized by the fact that the variation animation in which the pre-selection stage is performed is different from the variation animation in which the post-selection stage is performed. Hereinafter, the variation (animation) in which the pre-selection stage is performed will be referred to as the "previous variation (animation)," and the variation (animation) in which the post-selection stage is performed will be referred to as the "target variation (animation)." The target variation animation is performed after the previous variation animation has finished. A specific selection can occur when the previous variation animation and the target variation animation are performed consecutively without any gap in between (when the win / loss lottery information corresponding to the target variation animation has been acquired at the time the previous variation animation begins). A specific selection will not occur in cases where, after a certain variation has finished, the game enters a non-variation state (a state in which no variation animation is being performed), and a game ball enters the starting area 904 in the non-variation state to start the next variation.

[0131] In this embodiment, the pre-selection stage (specific selection) begins midway through the aforementioned variation animation (see Figure 36(a)). In the pre-selection stage, each of the multiple options is displayed as an option image (see (1) in Figure 36(b)). In this embodiment, one of the multiple option images is designated as the "emphasized version" compared to the other option images. In this embodiment, the cursor is positioned over one of the option images (the option image the cursor is on is in the emphasized version). In addition, a state in which one option image is designated as the emphasized version can be created by making one option image larger than the other option images, or by displaying one option image in color and the other option images in monochrome. In the pre-selection stage, an operation validity period is set during which the operation of a predetermined operation means (cross key 62 in this embodiment) is effective (in this embodiment, the pre-selection stage = operation validity period). By operating the cross key 62 during the operation validity period, the option image designated as the emphasized version changes (in this embodiment, the cursor moves). During the operation validity period (pre-selection stage), an image representing the operation means to be operated (in this embodiment, the directional pad 62) is displayed. The operation validity period can also be described as a selection period provided for the player to choose their preferred option. In this embodiment, the length of the operation validity period is fixed (for example, 5 seconds). In other words, the operation validity period ends after a certain amount of time has elapsed since the display of the option image.

[0132] In the specific selection in this embodiment, the selected option image, which is in the highlighted form, is selected at the end of the operation validity period (see (2) in Figure 36(b)). In this embodiment, an image showing the elapsed operation validity period (time image 16) is displayed (see (1) in Figure 36(b)), allowing the approximate end time of the operation validity period to be determined in advance. The time image 16 can be anything that shows the elapsed operation validity period. In this embodiment, it is a meter that changes with the passage of time. Alternatively, a number that changes towards the end of the operation validity period (for example, a countdown number) may be displayed as the time image 16.

[0133] In this embodiment, the end of the operation validity period coincides with the end of the previous variation animation (the point at which notification that the win / loss lottery result corresponding to the previous variation animation is a loss is completed) (see (2) in Figures 36(a) and (b)). If the operation validity period is 5 seconds, the operation validity period will start 5 seconds before the end of the previous variation animation. With this configuration, the selected option image, which is designated as the highlighted form, will be selected at the end of the previous variation. Then, in the target variation animation, a post-selection stage is performed to indicate that the selection of the option image has been completed (see Figure 36(a)). In the post-selection stage, a selection completion image 17 is displayed to indicate that the selection of a specific option has been completed. The selection completion image 17 in this embodiment includes the animation elements (elements representing the type of option image) that were included in the selected option image, along with the words "Selection Complete" (see (3) in Figure 36(b)). Because it includes such animation elements, the form of the displayed option image will differ depending on which option image was selected. As will be described later, since the various option images in this embodiment represent characters, the selection completion image 17 includes the character from the selected option image. The player understands that the selection (specific selection) is complete when such a selection completion image 17 is displayed. The target variation performance proceeds with content that reflects the specific selection. In other words, the content of the target variation performance may differ depending on which option the player selects.

[0134] In this embodiment, multiple characters (character E, character F, character G (indicated by the letters "E", "F", and "G" in the diagrams)) are presented as options (option images) (see (1) to (2) in Figure 36(b)). After selection, a message indicating selection completion is displayed along with one of the characters, indicating to the player that that character has been selected (selection result) (see (3) in Figure 36(b)). The selected character appears as the player's character (ally character) in the battle sequence executed after the specific selection (see (4) in Figure 36(b)). In other words, the form of the battle sequence (target change) differs depending on which option is selected in the specific selection. Since this battle sequence is executed when a reach has been established, it can be said to be a type of reach sequence (super reach sequence). Therefore, it can be said that the selection in the specific selection is reflected in the form of the reach sequence executed afterward. However, the sequence in which the specific selection is reflected does not have to be a reach sequence, as long as it is executed during the target change.

[0135] In the battle sequence, an ally character and an enemy character (indicated by the word "enemy" in the diagram) fight. If the result of the target change lottery (target win / failure lottery result) is a jackpot, the ally character defeats the enemy character in a victory ending (see (5-1) in Figure 36(b)). If it is a loss, the ally character is defeated by the enemy character in a defeat ending (see (5-2) in Figure 36(b)). (Note that a so-called reversal pattern may occur where the outcome appears to be a defeat but is reversed as a victory ending.) The specific selection in this embodiment is performed before the battle sequence occurs and selects the ally character that will appear in the battle sequence. Therefore, the target change, including the battle sequence, will proceed with content that reflects the selection of the ally character in the specific selection. However, since the specific selection is at the player's discretion, the choice of option in the specific selection does not affect the target win / failure lottery result (the nature of the battle sequence (the ally character that appears) is unrelated to the target win / failure lottery result).

[0136] In this embodiment, the combination of options (option images) presented in the specific selection does not change. That is, in the specific selection, character E, character F, and character G are presented as options each time. Therefore, it can be said that the display of such a combination of option images constitutes the specific selection. Furthermore, the specific content of each option shown in the specific selection can be anything (presenting characters as options is merely one example). Any option that is reflected in the target change is acceptable.

[0137] Thus, in the gaming machine 1 according to this embodiment, the target variation progresses with content that reflects a specific selection, and what is novel about it is that this specific selection (the player's selection of a preferred option) is performed during the previous variation. Since it is not necessary to allocate time for selection during the target variation, it is possible to prevent the target variation from becoming too long. In addition, although time for the player to make a selection is provided during the previous variation, the completion of the selection (the result of the selection) (the execution of the post-selection stage) is shown in the target variation, so it is easy to understand that the player's selection is reflected in the target variation.

[0138] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific selection criteria. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0139] 〇Specific Example 4-1 The operation validity period may already be in effect when the previous variation begins (the pre-selection stage may have already been executed when the previous variation begins) (see Figure 37). In other words, the selection operation may become possible at the same time as the previous variation begins. If the end of the operation validity period coincides with the end of the previous variation, as in the above embodiment, then "length of operation validity period = length of previous variation (variation time)". The purpose of specific selection is to make the content of the target variation according to the player's choice (to make it to the player's preference), and it is also possible to ensure that the entire previous variation is used to provide sufficient time for the player to select their preferred option.

[0140] 〇Specific Example 4-2 Before the end of the previous variation, the player may decide on a selection (making it impossible to change the highlighted option image). That is, even before the end of the operation validity period (during the operation validity period) (see Figure 38(a)), performing a predetermined decision operation (for example, operating the push button 61) (see Figure 38(b)) will determine the selection of the option image that is currently in the highlighted state (see Figure 38(c)) (if no decision operation is performed, the selection will be determined at the end of the operation validity period). However, even if a decision operation is performed before the end of the operation validity period, in order to make it clear that the selection in a specific selection is reflected in the target variation, the selection completion image 17 will not be displayed in the previous variation (see Figure 38(d)), but will be displayed in the target variation (see Figure 38(e)) (the post-selection stage will be provided in the target variation).

[0141] Specific Example 4-3 The time image 16 indicating the elapsed operation validity period is not displayed. If an operation validity period is secured as a selection period during which the player can choose their preferred option, the time image 16 does not need to be displayed until that period ends. However, it can be said that it is preferable for the player if the time image 16 is displayed as in the above embodiment, because the player can know in advance how much time they have to consider their options.

[0142] Specific Example 4-4 The selection completion image 17 may not include any visual elements (visual elements representing the selected option image) contained in the selected option image, and may only indicate that the selection is complete. The absence of such visual elements means that the appearance of the selection completion image 17 displayed in the post-selection stage remains the same regardless of the type of option image selected in the pre-selection stage. For example, the words "Selection Complete" may be displayed in the post-selection stage (target change) regardless of the type of option image selected.

[0143] Specific Examples 4-5 The length of the validity period for a specific selection is not fixed (it can vary each time). Since the fluctuation time of the previous fluctuation (the time from the start to the end of the previous fluctuation) is different, the length of the validity period for the selection can change accordingly (even if the fluctuation time is short, a specific selection with a correspondingly shorter validity period may occur). If the validity period for the selection ends at the end of the previous fluctuation, as in the embodiment described above, the timing at which the validity period for the selection begins will vary depending on the length of the validity period. However, it can be said that a configuration in which the length of the validity period for a specific selection is fixed, as in the embodiment described above, results in a presentation that is easier for the player to understand, as there is no variation in the time required for selection.

[0144] Specific Examples 4-6 Specific selections can occur in specific game states. Since a specific selection involves executing the pre-selection and post-selection stages across two fluctuations (the preceding fluctuation and the subsequent target fluctuation), it has the advantage of ensuring sufficient selection time even if the fluctuation time of one fluctuation is short. Therefore, it can be said that the significance of causing a specific selection in a specific game state (high base state), which has a shorter average fluctuation time compared to a normal game state (low base state), is greater than in a normal game state.

[0145] 〇Specific Example 4-7 In the above embodiment, it was explained that the selection in the specific selection is reflected in the type of performance (reach performance) executed in the target change after the specific selection. However, the configuration is not limited to this as long as it is reflected in the performance executed in the target change. For example, the following configuration is also possible.

[0146] The specific selection will be reflected in the likelihood (probability of occurrence) of a predetermined effect (hereinafter referred to as the "specific target effect") that may occur at a predetermined timing in the target fluctuation (see Figure 39(a)). The specific form of the specific target effect may be anything. The setting is such that selecting a different option in the specific selection (Figure 39(b) (1) to (3)) will result in a higher probability of the specific target effect occurring at the predetermined timing in the target fluctuation (before the combination of decorative symbols that announces the win / loss result is displayed) (an effect like (4-1) in Figure 39(b) occurring). The specific target effect may be a so-called chance-up effect (however, the reliability is not 100%) that, if it occurs, increases the probability of the target winning lottery result being a jackpot compared to if it does not occur. In this case, the selection in the specific selection will be reflected in the probability that the specific target effect, which is a chance-up effect, will occur at a predetermined timing. Furthermore, the specific target animation may also be a guaranteed jackpot animation. In this case, the selection in the specific selection will be reflected as the probability that the specific target animation, which is a guaranteed jackpot animation, will occur at a predetermined timing in the target variation when the target win / loss lottery result is a jackpot.

[0147] Although not shown in the diagram, it is also conceivable that the specific selection will be reflected in the manner of the visual effects output during the target change. For example, it may be reflected in the background music (BGM) output during the target change. The background music output during the target change will differ depending on whether one option is selected or a different option is selected during the specific selection.

[0148] Specific Examples 4-8 The settings allow for variations in the combination of multiple options (option images) presented in the pre-selection stage of a specific choice. In other words, there are multiple types of options that can be presented in the specific choice, and it is possible for a specific choice to occur where at least some of these multiple types of options are not presented.

[0149] In this example, the probability (confidence) of the target lottery result being a jackpot can be set to differ depending on the combination of multiple options presented in the pre-selection stage. For example, if option X is one of the multiple options that can be presented in a specific selection, the probability (confidence) of the target lottery result being a jackpot can be set to be higher when a specific selection that includes option X occurs (see Figure 40(b)) than when a specific selection that does not include option X occurs (see Figure 40(a)) (Note that since the specific selection is arbitrary, which option is selected does not affect the confidence). Since the pre-selection stage is performed in the previous variation, the indication of the target lottery result based on the combination of options selected in that pre-selection stage is an indication as a so-called pre-reading effect (an indication of the win / loss lottery result corresponding to the next variation (target variation)).

[0150] 〇Specific Example 4-9 The specific selection is not one in which the player can choose any option. Rather, it is an "automatic selection" in which one of several options is automatically selected (the selected option is internally predetermined). Even with such an automatic selection, the pre-selection stage is executed in the previous variation, and the post-selection stage is executed in the target variation, thereby preventing the target variation from becoming too long.

[0151] For example, a specific selection method called "automatic selection" can be used as follows: In the pre-selection stage, multiple option images are displayed, and one option image designated as the highlighted form changes over time (for example, a cursor moves between each option image) (see Figure 41(a)). The change stops when one option image is in the highlighted form before the target variation begins (see Figure 41(b)). The change may also stop when the target variation ends. The change may stop automatically, or it may stop when the player operates a means of operation (for example, a push button 61). Then, in the target variation, a selection completion image 17 is displayed to indicate that the selection of the option image designated as the highlighted form has been completed (the post-selection stage is executed) (see Figure 41(c)).

[0152] Specific Example 4-10 The end of the operation validity period may be earlier than the end of the previous fluctuation. In other words, the operation validity period may be set in the previous fluctuation (see Figure 42(a)), and the operation validity period may end before the previous fluctuation ends, so that the selection of one option is decided before the previous fluctuation ends (making it impossible to select another option) (see Figure 42(b)). After that, the previous fluctuation ends (see Figure 42(c)), the target fluctuation begins, and a selection completion image 17 is displayed to indicate that the selection of the option has been completed (the post-selection stage is executed) (see Figure 42(d)).

[0153] 〇Specific Example 4-11 In the above embodiment, it was explained that in a target variation, after the post-selection stage is executed (the selection completion image 17 is displayed), a performance reflecting the specific selection (a battle performance in the above embodiment) is executed. However, it is also possible to have the performance reflecting the specific selection executed at the same time as the post-selection stage. In other words, after the post-selection stage (operation validity period) ends in the previous variation (see Figures 43(a) and 43(b)), the performance reflecting the specific selection may be executed at the same time as the selection completion image 17 is displayed during the target variation (see Figure 43(c)). When a specific selection occurs, it is not the case that the selection completion image 17 is displayed and the performance reflecting the specific selection is executed together every time (it is not the case that it is always as shown in Figure 43(c)). Rather, it is possible that the selection completion image 17 is displayed and the performance reflecting the specific selection is executed together only in some cases when a specific selection occurs (for example, it is conceivable that the display of the selection completion image 17 and the performance reflecting the specific selection are determined depending on the variation time of the target variation and the content of the specific selection). In this way, the selected image 17 is displayed and the corresponding animation is executed, so the player can easily understand that a specific selection has been made and that the target change is progressing.

[0154] 〇Specific Example 4-12 The configuration is such that the selection completion image 17 is not displayed. In other words, multiple options are shown in the previous variation, and the specific selection is confirmed before the target variation begins, but the selection completion image 17 is not shown in the target variation, and the target variation proceeds with content that reflects the specific selection. However, in this example, since the target variation is what indicates the completion of the selection, the effect of making it easy to understand that the player's selection is reflected in the target variation is not achieved.

[0155] <Target operation animation / Non-target operation animation> The gaming machine 1 according to this embodiment is capable of executing target operation effects (see Figure 44) and non-target operation effects (see Figure 45) as effects that may occur during the variation effect. In this embodiment, target operation effects and non-target operation effects may occur in the normal game state, but they may also occur in a specific game state. Both target operation effects and non-target operation effects occur when predetermined execution conditions are met. Since these execution conditions are not met in every variation, target operation effects and non-target operation effects do not occur in every variation. Furthermore, in this embodiment, target operation effects and non-target operation effects do not occur in the same variation.

[0156] One of several types of operating means that the player can operate is designated as the target operating means. The target operation performance is a performance that utilizes the said target operating means. In this embodiment, the special operating unit 65 (see Figure 1) is designated as the target operating means. In the target operation performance, an image representing the special operating unit 65, which is the target operating means (target operation image 18), is displayed in the display area 911 (see Figure 44(b)). Naturally, when the target operation performance is not being executed (before it starts), the target operation image 18 is not displayed (see Figure 44(a)). The target operation image 18 only needs to be in a manner that allows the player to recognize that it represents the special operating unit 65 (target operating means). It may be a realistic representation of the special operating unit 65, or it may be a stylized representation of the special operating unit 65. By displaying such a target operation image 18, the player senses that they are in a situation where they should operate the special operating unit 65, which is the target operating means. In this embodiment, in addition to the target operation image 18, an operation mode image 19 representing the operation mode of the target operating means is displayed. In this embodiment, the target operation display shows the result image 20 described later with a single operation (single operation) of the target operation means, so the operation mode image 19 including the word "Press" is displayed (see Figure 44(b)).

[0157] In the target operation display, an operation validity period is set during which the operation of the target operation means is reflected in the display. When the target operation means is operated during the operation validity period (see Figure 44(c)), a result image 20 representing the result of that operation is displayed (see Figure 44(d)). If the target operation means is not operated during the operation validity period, the result image 20 is not displayed. When the result image 20 is displayed, the target operation image 18 is erased. In other words, the target operation image 18 is erased in response to an operation of the target operation means during the operation validity period. Similarly, when the result image 20 is displayed, the operation mode image 19 is erased. In other words, the operation mode image 19 is erased in response to an operation of the target operation means during the operation validity period.

[0158] The specific form of the result image 20 may be anything. In this embodiment, the result image 20 is intended to indicate the probability (reliability) that the win / loss lottery result corresponding to the variable performance including the target operation performance will be a jackpot. The reliability is set to be higher when a result image of a different form (second result image 202) is displayed (see Figure 44(d-2)) than when a result image of a different form (first result image 201) is displayed (see Figure 44(d-1)).

[0159] The non-asymmetric operation animation is an animation that "resembles" the symmetric operation animation (it can be said to be a "pseudo" symmetric operation animation). In the non-asymmetric operation animation, the symmetric operation image 18 is displayed, just like in the symmetric operation animation (see Figure 45(b)). The position, size, and range in which the symmetric operation image 18 is displayed in the display area 911 are the same for both the symmetric and non-asymmetric operation animations. At this stage (when the symmetric operation image 18 is displayed), there is no difference between the symmetric operation animation (see Figure 44(b)) and the non-asymmetric operation animation (see Figure 45(b)) (it is not possible to determine which animation is occurring from the appearance of the animation). Furthermore, it is not possible to determine which animation is occurring from the decorative patterns or their background images. Therefore, there is a high probability that the player will feel that the symmetric operation animation is occurring (that they should operate the symmetric operation means). As mentioned above, in the target operation performance of this embodiment, the operation mode image 19 is displayed, and therefore the operation mode image 19 is also displayed in the non-target operation performance accordingly (the presence or absence of the operation mode image 19 is not a difference between the target operation performance and the non-target operation performance). The position, size, and range in which the operation mode image 19 is displayed in the display area 911 are the same for both the target operation performance and the non-target operation performance. As will be described later, the non-target operation performance does not reflect the operation of the target operation means. Therefore, strictly speaking, the operation mode image 19 displayed in the non-target operation performance does not represent the operation mode of the target operation means. However, since the image is the same as the one displayed in the target operation performance, the one displayed in the non-target operation performance is also referred to as the "operation mode image".

[0160] In the non-target operation presentation, even if the target operation means is not operated, the target operation image 18 and the operation mode image 19 are erased and the opportunity image 21 is displayed (see Figure 45(c)). The opportunity image 21 is a different image from the result image (it is not an image displayed as a result of the target operation presentation). If, as in this embodiment, multiple result images 20 (first result image 201, second result image 202 (see Figure 44(d))) are displayed, then the opportunity image 21 (see Figure 45(c)) is a different image from any of them. In other words, the non-target operation presentation does not have an operation validity period set as a trigger for the display of the result image 20. In the non-target operation presentation in this embodiment, the target operation image 18 is erased and the opportunity image 21 is displayed after a specified time has elapsed since the display of the target operation image 18 began. Note that even if the target operation means is operated before the specified time has elapsed, the opportunity image 21 will not be displayed. It is preferable that the specified time be shorter than the operation validity period set in the target operation presentation. In this embodiment, the effective period for target operation effects is 3 seconds, and the specified time for non-target operation effects is 1 second.

[0161] A target operation animation may occur at any of the one or more timings (predefined timings) in which a non-target operation animation may occur. Therefore, it is not possible to determine that an animation is a non-target operation animation based on the timing (scene) in which the target operation image 18 is displayed. For example, in this embodiment, a non-target operation animation may occur at a predetermined time after the start of the change (see Figure 45(a)) (see Figure 45(b)), but a target operation animation may also occur at a timing after a predetermined time has elapsed since the start of the change (see Figure 44(a)) (see Figure 44(b)) (at the same time after the start of the change, there is a possibility that both a non-target operation animation and a target operation animation will occur).

[0162] In this embodiment, the probability (reliability) of the win / loss lottery result corresponding to a variable performance including a non-targeted operation performance being a jackpot is set to be higher than that of a targeted operation performance. As described above, the targeted operation performance in this embodiment displays one of several types of result images 20 (see Figure 44(d)), but the non-targeted operation performance (see Figure 45) has higher reliability than any of the targeted operation performances that display any type of result image 20 (either the targeted operation performance shown in Figure 44(d-1) or the targeted operation performance shown in Figure 44(d-2)). Thus, the non-targeted operation performance (display of the chance image 21) can be said to be a so-called chance-up when compared to the targeted operation performance (display of the result image 20). The specific form of the chance image 21 can be anything as long as it is different from the result image 20. It is preferable that it is a form that suggests to the player that there is a situation in which a jackpot can be expected.

[0163] Furthermore, the probability of an asymmetrical operation animation occurring (probability of occurrence per spin) is lower than the probability of a target operation animation occurring (probability of occurrence per spin). In other words, the probability of encountering an asymmetrical operation animation is set lower than the probability of encountering a target operation animation (asymmetrical operation animations are "rare" animations).

[0164] In the non-target operation animation, the target operation image 18 is displayed (see Figure 45(b)), so the player perceives that it is a situation in which they should operate the target operation means. If the player has already encountered the target operation animation (see Figure 44) (has encountered an animation in which the target operation means is operated and the result image 20 is displayed), then it is highly likely that they will think that the target operation animation has occurred. After creating such a situation (a situation in which the player feels that they should operate the target operation means) (see Figure 45(b)), the target operation image 18 suddenly disappears and the opportunity image 21 is displayed without the player operating the target operation means (see Figure 45(c)), so the non-target operation animation can be said to be an animation that gives the player surprise (unexpectedness). In addition, in this embodiment, the non-target operation animation is a more reliable animation (than the target operation animation) (the opportunity image 21 suggests that it is a situation in which there is an expectation of a big win (granting of a bonus)), so it can be said to be an interesting animation that creates both surprise and anticipation of a big win.

[0165] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned target operation effects and non-target operation effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0166] 〇Specific Example 5-1 In the target operation animation, the operation pattern image 19 is not displayed (although the target operation image 18 is displayed) (see Figure 46(a-1)). If the player understands that the target operation means should be operated as long as the target operation image 18 representing the target operation means is displayed, then the operation pattern image 19 may not be displayed. In this case, the operation pattern image 19 is not displayed (although the target operation image 18 is displayed) even in the non-target operation animation (see Figure 46(b-1)). Since the non-target operation animation is intended to be mistaken for a target operation animation by the player, if the operation pattern image 19 is not displayed in the target operation animation, then the operation pattern image 19 should also not be displayed in the non-target operation animation. If the position, size, and range in which the target operation image 18 is displayed in the display area 911 are the same for both the target operation animation and the non-target operation animation, then when the target operation image 18 is displayed, it will be impossible to distinguish whether a target operation animation or a non-target operation animation is occurring.

[0167] Although not shown in the diagram, the target operation image 18 may be made to blink (repeatedly changing between becoming brighter and darker) during the target operation animation. This makes it easier to understand that the target operation means should be operated. In this case, the target operation image 18 displayed in the non-target operation animation will also blink in the same way.

[0168] 〇Specific Example 5-2 In the target operation presentation, if the target operation means is not operated by the end of the operation validity period, the result image 20 may be displayed upon the end of the operation validity period (a result image 20 in the same form as the result image 20 that would be displayed if the target operation means were operated during the operation validity period is displayed).

[0169] However, in this example, the target operation effect and the non-target operation effect become identical in that some kind of reaction (effect) occurs even if the target operation means is not operated. In other words, the non-target operation effect is characterized by surprising the player by displaying the opportunity image 21 even if the target operation effect is not performed. Therefore, in order to make the difference clear, it is preferable that the target operation effect be configured such that the result image 20 is not displayed unless the target operation means is operated during the operation validity period, as in the above embodiment.

[0170] 〇Specific Example 5-3 The appearance of the result image 20 displayed in the target operation animation does not indicate the probability (reliability) of the win / fail lottery result being a jackpot. If the appearance of the displayed result image 20 can differ, as in the above embodiment, then there should be no difference in reliability even if one appearance of the result image 20 (first result image 201) and another appearance of the result image 20 (second result image 202) are displayed. Unlike the above embodiment, the result image 20 displayed in the target operation animation may be fixed (it does not change with each animation) (since the result image 20 is fixed, the result image 20 cannot indicate reliability). However, it should be maintained that the probability (reliability) of the win / fail lottery result corresponding to a certain variation being a jackpot is higher when a non-target operation animation occurs than when a target operation animation occurs in that variation.

[0171] As shown in this example, the gameplay becomes easier to understand, as it is more reliable (a higher chance) when a non-target operation animation occurs and the opportunity image 21 is suddenly displayed, compared to when a target operation animation occurs and the result image 20 is displayed as a result of operating the target operation means.

[0172] 〇Specific Example 5-4 Multiple types of opportunity images 21 are provided to be displayed when an asymmetric operation animation occurs (when an asymmetric operation animation occurs, one of the multiple types of opportunity images 21 will be displayed). For example, after a specified time has elapsed since the target operation image 18 was displayed (see Figure 47(a)), the first opportunity image 211 may be displayed (see Figure 47(b-1)), or the second opportunity image 212 (which differs in appearance from the first opportunity image 211) may be displayed (see Figure 47(b-2)). For example, the characters included in the first opportunity image 211 and the characters included in the second opportunity image 212 may be different. Furthermore, when an asymmetric operation animation occurs in a certain variation, the probability (reliability) of the win / loss result corresponding to that variation being a jackpot is higher when the second opportunity image 212 is displayed than when the first opportunity image 211 is displayed.

[0173] As in this example, the non-target operation effect maintains its surprising nature as an effect where the opportunity image 21 is suddenly displayed even without any operation of the target operation means, while also becoming an interesting effect in that players can grasp the level of reliability by paying attention to the type of opportunity image 21.

[0174] Specific Example 5-5 As an operation animation, the probability of operating a different operation means (push button 61) than operating the target operation means (special operation unit 65) is assumed to be higher per variation. In other words, the probability of an operation animation (button operation animation) occurring in which an image representing a push button 61, a type of operation means, is displayed (button image), and some image (image showing the result) is displayed when the push button 61 is operated, is assumed to be higher than the probability of an operation animation (target operation animation) occurring for the special operation unit 65. In this configuration, although a button image is displayed, an animation will not occur in which the button image is erased and an image different from the image showing the result is displayed even if the push button 61 is not operated (that is, with respect to the push button 61, an animation equivalent to a non-target operation animation will not occur). By using the operation means (special operation unit 65) that has a lower probability of occurring as an operation animation for the target operation animation described in the above embodiment, the occurrence of a non-target operation animation that resembles the target operation animation can be made even more surprising.

[0175] 〇Specific Examples 5-6 Opportunity image 21 will not be displayed unless an asymmetrical operation animation occurs. In other words, it will not be displayed in fluctuations where an asymmetrical operation animation does not occur. By doing this, since opportunity image 21 will not be encountered unless an asymmetrical operation animation occurs, the value of the asymmetrical operation animation (opportunity image 21) can be increased.

[0176] Specific Examples 5-7 As shown in Figure 48, in a given variation, there is a possibility that a target operation effect will occur (see Figures 48(a) to (c)) followed by a non-target operation effect (see Figures 48(d) to (e)) (hereinafter, such variations will be referred to as "variations with both effects occurring"). When a variation with both effects occurring occurs, the player will encounter a target operation effect, and then a non-target operation effect in the same variation. In other words, because the player has encountered a target operation effect immediately before encountering a non-target operation effect, there is a high probability that the player will perceive the non-target operation effect as an effect that triggers a reaction (result image 20 is displayed) in response to the operation of the target operation means. Therefore, it can be expected that the surprise experienced by the player when a non-target operation effect occurs will be greater.

[0177] 〇Specific Examples 5-8 The sound effect output from speaker 67 when result image 20 is displayed during a target operation animation shall be different from the sound effect output from speaker 67 when opportunity image 21 is displayed during a non-target operation animation. Since non-target operation animations are intended to surprise players who may have thought a target operation animation had occurred (by displaying opportunity image 21 without any operation of the target operation means), it is preferable to make the sound effect output when opportunity image 21 is displayed different from the sound output when result image 20 is displayed, in order to further emphasize that opportunity image 21 has been displayed.

[0178] 〇Specific Examples 5-9 In the above embodiment, it was explained that when the target operation image 18 is displayed, the target operation animation and the non-target operation animation are indistinguishable in appearance. However, in this embodiment, the target operation animation and the non-target operation animation are externally different when the target operation image 18 is displayed. For example, the size of the target operation image 18 displayed in the target operation animation (see Figure 49(a-1)) and the size of the target operation image 18 displayed in the non-target operation animation (see Figure 49(a-2)) are different. Also, although not shown in the figures, it is conceivable that the color of the target operation image 18 displayed in the target operation animation is different from the color of the target operation image 18 displayed in the target operation animation.

[0179] The target operation image 18 is the same, but the image displayed together with the target operation image 18 may differ. For example, when a non-target operation animation occurs, a predetermined image (non-target suggestion image 22) is displayed together with the target operation image 18 (see Figure 49(b-2)), but when a target operation animation occurs, the non-target suggestion image 22 is not displayed together with the target operation image 18 (see Figure 49(b-1)). Although not shown in the figures, it is also conceivable that when a target operation animation occurs, a predetermined image (target suggestion image) is displayed together with the target operation image 18, but when a non-target operation animation occurs, the target suggestion image is not displayed together with the target operation image 18.

[0180] As in this example, it is possible to achieve a gameplay experience where some players (those who know the difference between targeted and non-targeted operation animations) can know in advance whether a targeted or non-targeted operation animation has occurred. However, a disadvantage is that knowing the difference between targeted and non-targeted operation animations eliminates the surprise when a non-targeted operation animation occurs (to avoid this disadvantage, the system should be configured as in the above embodiment).

[0181] <Pre-operation steps for unsupported features> The following describes the non-compatible pre-operations. In this embodiment, the effects of the non-compatible pre-operations described in detail below occur during normal gameplay. However, it is also possible to configure it to occur during specific gameplay states.

[0182] The non-compatible pre-operation utilizes the fact that two different types of operating means are provided as operating means for the effects that can be operated by the player. In the following, one of these two types of operating means will be referred to as operating means A, and the other as operating means B (operating means A and operating means B will be provided separately). In this embodiment, the push button 61 corresponds to operating means A, and the special operating unit 65 corresponds to operating means B.

[0183] In this embodiment, during a variation animation, an operation animation B may occur that requires the operation of the operation means B. At least a part of this operation animation B is designated as a specific operation animation B. In a specific operation animation B (see Figure 50), an operation validity period (hereinafter referred to as "specific operation validity period B") is provided during which the operation of the operation means B is reflected as an animation. The reaction (animation) that occurs as a result of the operation of the operation means B (single operation) during the specific operation validity period B is called "operation reaction B". In this embodiment, when the operation of the operation means B is performed during the specific operation validity period B, the specific operation validity period B ends as a result. As shown in Figure 50(a), in this embodiment, when the specific operation validity period B begins, an operation B image 24 representing the operation means B (special operation unit 65) (it is sufficient for the player to recognize that it represents the special operation unit 65) is displayed. A meter image showing the remaining time of the specific operation validity period B is also displayed. Although not shown, an image representing the operation of the operation means B (for example, an image including the word "Press") may also be displayed. When such an image is displayed during the specific operation validity period B, the player will sense that they are in a situation where they should operate operation means B.

[0184] The form of operation response B (see Figure 50(c)) differs depending on whether or not a non-corresponding pre-operation (see Figure 50(b-2)), which will be described in detail later, has been performed. Hereinafter, the form of operation response B when no non-corresponding pre-operation has been performed will be referred to as the "no pre-operation form," and the form of operation response B when no non-corresponding pre-operation has been performed will be referred to as the "with pre-operation form." The specific operation validity period B is the period during which the operation B image 24 is displayed (operation of operation means B is required) (see Figure 50(a)), so it is normal to operate operation means B accordingly (without performing a non-corresponding pre-operation) (see Figure 50(b-1)). Therefore, operation response B in the no-pre-operation form (see Figure 50(c-1)) is a normal action, and operation response B in the with-pre-operation form (see Figure 50(c-2)) is a special action.

[0185] In the case of non-corresponding pre-operation, operation means A is operated after the specific operation validity period B has started, but before operation means B is operated. In other words, during the specific operation validity period B, when the operation B image 24 is displayed and operation means B is requested, operation means A is operated (one operation in this embodiment) before operation means B is operated (operation means B is operated after operation means A is operated during the operation validity period) (see Figure 50(b-2)), resulting in operation response B being in the pre-operation mode (see Figure 50(c-2)). In other words, in this embodiment, the specific operation performance B is such that the response (action) when operation means B is operated is different because operation means A, which is an operation means for which no operation request has been made (operation of non-corresponding operation means), is performed in advance.

[0186] There are various ways to define the difference between the pre-operation-free and pre-operation-enabled modes of operation response B. Preferably, the pre-operation-free mode of operation response B should indicate the target win / fail lottery result (the win / fail lottery result corresponding to the variable performance including a specific operation performance). In this embodiment, the probability of winning the target win / fail lottery result is shown numerically (see Figure 50(c-1)). For example, several (three or more) candidate numerical values ​​that can be displayed are provided, and one of them is actually displayed (the higher the displayed numerical value, the higher the probability of success).

[0187] It is preferable that the operation response B in the pre-operated mode also suggests the result of the target win / loss lottery, but the method of doing so is different from that in the mode without pre-operation. In this embodiment, there is a possibility that the target win / loss lottery result will be a jackpot (before the combination of decorative symbols indicating the win / loss lottery result is displayed) (a so-called instant notification) (see Figure 50(c-2)). Specifically, there will be a favorable mode that indicates the situation has become advantageous to the player (see Figure 50(c-2) top) or an unfavorable mode that indicates the situation has become unfavorable (see Figure 50(c-2) bottom), and when the favorable mode is activated, it is confirmed that the target win / loss lottery result is a jackpot (note that the favorable and unfavorable modes shown are merely examples). In this embodiment, when the unfavorable mode is activated, it is confirmed that it is a loss. However, even when the unfavorable mode is activated, there may still be a slight possibility (a few percent) of winning the jackpot. In any case, basically, the pre-operated mode of operation response B is an extreme performance that either shows a jackpot confirmation or not.

[0188] It should be noted, as is obvious, that the presence or absence of non-corresponding pre-operations (whether operation response B is in the form of no pre-operation or in the form of pre-operation) does not affect the target win / loss lottery result (it does not affect the expected value of "payout"). In other words, the presence or absence of non-corresponding pre-operations only results in a difference in the manner of the performance executed as operation response B (in this embodiment, it results in a difference in the method of indicating the target win / loss lottery result).

[0189] Furthermore, in this embodiment, if operation means B is not performed during the specific operation validity period B, operation response B will not occur (neither the mode without prior operation nor the mode with prior operation will occur). Even if a non-corresponding prior operation is performed (operation means A is performed), if operation means B is not performed, operation response B (mode with prior operation) will not occur, and therefore the effect (performance effect) resulting from the non-corresponding prior operation will not manifest.

[0190] Thus, the specific operation performance B (specific operation validity period B) in this embodiment is a novel and interesting performance in which, if the operator operates the operator B according to the instructions, it will result in a no-prior-operation mode (normal response), but if the operator operates the operator B after operating the operator A (if the operator operates the operator B after performing a non-corresponding prior operation), it will result in a prior-operation mode that is different from the no-prior-operation mode. Players who are aware of the existence of non-corresponding prior operations (prior-operation mode) can enjoy the game by choosing whether or not to perform a non-corresponding prior operation when the specific operation performance B occurs (choosing whether the operation response B will be the no-prior-operation mode or the prior-operation mode).

[0191] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned non-compatible pre-operation (specific operation performance B). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0192] Specific Example 6-1 It is assumed that operation response B will occur even if operation means B is not operated during the specific operation validity period B (even if operation means B is not operated and the time runs out). In other words, the end of the specific operation validity period B (time runs out) is treated as an operation of operation means B. In this case, if a non-corresponding pre-operation (operation of operation means A) is performed during the specific operation validity period B (see Figure 51(a)) (see Figure 51(b)), and operation means B is not operated, and the specific operation validity period B runs out, this will trigger an operation response B in the form of a pre-operation (see Figure 51(c-2)). Also, if the specific operation validity period B runs out without a non-corresponding pre-operation, this will trigger an operation response B in the form of an unpre-operation (see Figure 51(c-1)).

[0193] However, in this example, the behavior of operation response B differs solely based on whether or not operation means A is performed (non-corresponding pre-operation) (even though the performance involves a request for operation by operation means B, the response differs solely based on whether or not operation means A is performed). If the intention is to create a performance where the response resulting from the operation of operation means B differs depending on whether or not a pre-operation by another operation means, operation means A, is performed, then the above embodiment should be used.

[0194] 〇Specific Example 6-2 The operation validity period B set when specific operation performance B occurs is not necessarily set to be specific operation validity period B every time. In other words, it may be specific operation validity period B, or it may be operation validity period B that is not specific operation validity period B (non-specific operation validity period B). The method for deciding whether to set it to specific operation validity period B or non-specific operation validity period B is not limited to any particular method. One possible method is to perform a predetermined lottery before specific operation performance B begins to make the decision.

[0195] If the specific operation validity period is B, as explained in the above embodiment, the form of operation response B will differ depending on whether or not a non-corresponding pre-operation (operation of operation means A) is performed. On the other hand, if the non-specific operation validity period is B, the form of operation response B will not differ regardless of whether or not a non-corresponding pre-operation (operation of operation means A) is performed (the pre-operation of operation means A does not affect operation response B). By doing as in this example, even if a specific operation performance B occurs and a non-corresponding pre-operation is performed, the performance form is such that it is not necessarily the case that operation response B in the form with a pre-operation will occur.

[0196] 〇Specific Example 6-3 Even if a non-corresponding pre-operation (operation of operating means A) is performed during the specific operation validity period B, the operation response B triggered by the operation of operating means B is not necessarily set to be in the pre-operation mode. In other words, in some cases when a non-corresponding pre-operation is performed, the operation response B in the pre-operation mode will occur, but in other cases the operation response B in the pre-operation mode will not occur.

[0197] For example, when an incompatible pre-operation (operation of operation means A) is performed during the specific operation validity period B (see Figure 52(a)) (see Figure 52(b)), a predetermined lottery (hereinafter referred to as the specific lottery) with a winning probability of ≠ 100% is performed. If the user wins the specific lottery, the operation response B will be in the form with a pre-operation (see Figure 52(c-2)), but if the user does not win the specific lottery, the operation response B will be in the same form as the form without a pre-operation (a form indistinguishable from the normal operation response B) (see Figure 52(c-1)). Although not shown in the figures, if no incompatible pre-operation is performed, the operation response B will be in the form without a pre-operation. By doing as in this example, even if an incompatible pre-operation is performed during the specific operation validity period B, the performance is not guaranteed to result in the operation response B in the form with a pre-operation.

[0198] 〇Specific Example 6-4 During the specific operation validity period B, an image suggesting an unsupported pre-operation (unsupported pre-operation suggestion image 25) is displayed. For example, during the specific operation validity period B, the unsupported pre-operation suggestion image 25, which includes an image representing operation means A (in the above embodiment, the push button 61), is displayed (see Figure 53). In this way, even players who are completely unaware of the existence of unsupported pre-operations will be prompted to perform an unsupported pre-operation (operation of operation means A), and it is expected that they will have more opportunities to encounter the operation response B of the pre-operation type. In this example, it is preferable that the image of operation means A included in the unsupported pre-operation image is smaller than the image of operation means B (operation B image 24) displayed during the specific operation validity period B (the area it occupies in the display area 911 is reduced). If the image of operation means A is made larger, there is a risk that the player may mistakenly think that they are in a situation where they should operate operation means A (it is important to make it clear that it is operation means B, not operation means A, that should be operated during the specific operation validity period B).

[0199] However, if the operation reaction B in the pre-operation existing mode is to be a so-called "hidden effect" (an effect that can only be touched by limited players (players who have found or obtained information about the existence of non-corresponding pre-operations)), it is preferable that, as in the above embodiment, an image (an image representing the operation means A) that suggests the existence of a non-corresponding pre-operation is not displayed during the specific operation valid period B.

[0200] 〇Specific Example 6-5 The specific modes of the non-pre-operation mode and the pre-operation existing mode of the operation reaction B are not limited to the modes described in the above embodiment. Basically, any mode that can occur as the non-pre-operation mode and any mode that can occur as the pre-operation existing mode may be different. For example, in the above embodiment, the suggestive effect (production effect) of the target success / failure lottery result was described as being different, but it may also be such that there is no difference in the suggestive effect of the target success / failure lottery result (only the production is different). For example, a configuration may be adopted in which the non-pre-operation mode and the pre-operation existing mode differ in the presence or absence of a predetermined production element (for example, an image of a specific character) (see FIG. 54). Also, although not shown, for example, the image displayed as the operation reaction B in the pre-operation existing mode is made more prominent than the image displayed as the operation reaction B in the non-pre-operation mode (the image displayed as the operation reaction B in the pre-operation existing mode is larger than the image displayed as the operation reaction B in the non-pre-operation mode, the image displayed as the operation reaction B in the pre-operation existing mode is brighter than the image displayed as the operation reaction B in the non-pre-operation mode, etc., and various methods for creating a "prominent" mode can be considered).

[0201] 〇Specific Example 6-6 A configuration is adopted in which a plurality of types of operating means A (operating means different from operating means B) are provided as operating means for which an operation during a specific operation validity period B is a non-corresponding pre-operation. For example, it is assumed that operating means A1 and operating means A2 are provided. Then, when a non-corresponding pre-operation (referred to as non-corresponding pre-operation A1) of operating operating means A1 during a specific operation validity period B1 is performed, and when a non-corresponding pre-operation (referred to as non-corresponding pre-operation A2) of operating operating means A2 during a specific operation validity period B1 is performed, the pre-operation active mode of the operation reaction B is different (when non-corresponding pre-operation A1 is performed, operation reaction B of pre-operation active mode A1 occurs, and when non-corresponding pre-operation A2 is performed, operation reaction B of pre-operation active mode A2 (different from pre-operation active mode A1) occurs). The difference between pre-operation active mode A1 and pre-operation active mode A2 may be any difference (both pre-operation active mode A1 and pre-operation active mode A2 are different from the pre-operation inactive mode). By doing so, even when a non-corresponding pre-operation is performed, an interesting production form is obtained in which the reaction differs depending on whether operating means A1 or operating means A2 is operated.

[0202] 〇Specific Example 6-7 Specific Operation Performance B is assumed to be a so-called chance-up performance. Specifically, at a predetermined timing, either Operation Performance A, which requires operation of the operation means, or Operation Performance B (Specific Operation Performance B), which requires operation of operation means B, may occur (there is assumed to be a branching point where Operation Performance A or Operation Performance B (Specific Operation Performance B) occurs). The probability of winning the jackpot in the target win / loss lottery at that point (predetermined timing) is set to be higher when Operation Performance B (Specific Operation Performance B) occurs (see Figure 55(a-2)) than when Operation Performance A occurs (see Figure 55(a-1)) (Operation Performance A is assumed to be the default, and Operation Performance B (Specific Operation Performance B) is assumed to be a chance-up). In other words, performances in which non-corresponding pre-operations are effective (reflected in the operation response) are considered more advantageous than performances in which they are not. In this case, it is preferable that the probability of Operation Performance A occurring at the predetermined timing is set higher than the probability of Specific Operation Performance B occurring. The predetermined timing can be anything. The designated timing could be set as the point at which a predetermined amount of time has elapsed since the start of the fluctuation, or as the timing when a specific event occurs (for example, the timing when a reach is achieved or the timing when a predetermined animation begins).

[0203] In this way, when a specific operation sequence B, which is a chance-up event, occurs (when a specific operation period B is provided), operating operation means A, which would have been operated if the default operation sequence (operation sequence A) had occurred, becomes an unsupported pre-operation sequence.

[0204] Specific Examples 6-8 The setting allows for different pre-operation modes depending on the degree of non-corresponding pre-operation (degree of operation of operation means A) during the specific operation validity period B. For example, during the specific operation validity period B (see Figure 56(a)), if operation means A is operated once before operation means B is performed (see Figure 56(b-2)), the mode of operation response B will be the first pre-operation mode. However, if operation means A is operated twice (see Figure 56(b-3)), the mode of operation response B will be the second pre-operation mode (which is different from the first pre-operation mode). If operation means A is not operated (see Figure 56(b-1)), the mode of operation response B will be the non-pre-operation mode. The difference between the first pre-operation mode and the second pre-operation mode can be anything. Both the first and second pre-operation modes only need to be different from the non-pre-operation mode. This creates an interesting presentation where the type of pre-operation differs depending on the degree of non-corresponding pre-operation during the specific operation validity period B (the degree of operation of operation means A).

[0205] 〇Specific Examples 6-9 It is assumed that even if a non-corresponding pre-operation is not performed during the specific operation validity period B, the same type of operation response B as the pre-operated type may occur. For example, when operation means B is operated (see Figure 57(b)) without a non-corresponding pre-operation being performed during the specific operation validity period B (see Figure 57(a)), it is possible that an operation response B without a pre-operation may occur (see Figure 57(c-1)), or that an operation response B identical to the pre-operated type may occur (see Figure 57(c-2)). In accordance with the above embodiment, when a non-corresponding pre-operation is not performed, it is possible that a numerical value representing reliability may be displayed, or that an instant notification effect may occur. If P1 is the probability of an operation response B without a pre-operation occurring when a non-corresponding pre-operation is not performed, and P2 is the probability of an operation response B identical to the pre-operated type, it is preferable that probability P1 > probability P2. In other words, when a non-corresponding pre-operation is not performed, it is basically the operation response B without a pre-operation occurring, but it is preferable that there is a relatively low probability that an operation response B identical to the pre-operated type may occur. If an incompatible pre-operation is performed, operation response B, which is a pre-operation type, will occur (as shown in Figures 50(a), (b-2), and (c-2)).

[0206] In this case, it is possible to achieve a gameplay experience in which the player may encounter the same type of operation response B as in the pre-operated state, even without performing a non-corresponding pre-operation (see Figure 57(c-2)). However, if the value of operation response B in the pre-operated state is to be increased, it is preferable to ensure that operation response B in the pre-operated state does not occur unless a non-corresponding pre-operation is performed, as in the above embodiment.

[0207] Specific Examples 6-10 When an unsupported pre-operation (operation of operation means A) is performed during the specific operation validity period B, a corresponding reaction (hereinafter referred to as pre-operation reaction A) will occur. Since the specific operation validity period B continues even if operation means A is operated, pre-operation reaction A will occur during the specific operation validity period B. However, when operation means B is operated during the specific operation validity period B, the specific operation validity period B ends, so pre-operation reaction A will not occur. For example, pre-operation reaction A may be represented by the display of pre-operation reaction image 26 (the specific form may be anything). After the occurrence of pre-operation reaction A, operation means B will be operated, triggering operation reaction B of the pre-operation type. The occurrence of such pre-operation reaction A allows the player to understand that an unsupported pre-operation has been received (that preparations for operation reaction B of the pre-operation type are complete).

[0208] <Specific vibration effect> The gaming machine 1 according to this embodiment is capable of executing a specific vibration effect (see Figure 59) as an effect that may occur during a variation effect. In this embodiment, the specific vibration effect may occur in the normal game state, but it may also occur in a specific game state. In the following description of the specific vibration effect, the variation effect in which the specific vibration effect occurs will be referred to as the target variation effect (target variation), and the win / loss lottery result corresponding to the target variation effect will be referred to as the target win / loss lottery result.

[0209] The specific vibration effect is a visual effect that suggests the probability of an event favorable to the player (hereinafter referred to as the specific favorable event) occurring. In this embodiment, the specific favorable event is defined as the target win / loss result being a jackpot (granting of a prize). The probability of the win / loss result being a jackpot is higher in spins in which the specific vibration effect occurs than in spins in which the specific vibration effect does not occur. In other words, the specific vibration effect is a so-called chance-up effect that suggests that the probability ((jackpot) reliability) of being notified that the target win / loss result is a jackpot (notification that a prize will be granted) has increased (therefore, the specific vibration effect is not an effect that occurs in every spin).

[0210] The specific vibration effect is an effect that utilizes a vibration device (oscillating source) supported by the main body (casing) of the gaming machine 1. The vibration produced by the vibration device (referring to vibration caused by the operation of tangible parts of the vibration device) can be felt by the player if they are operating the launching device 908 (touching the launching handle). In other words, the vibration produced by the vibration device is transmitted to the player playing the game via the casing. Note that the vibration device transmits vibrations via the casing (the operation of the vibration device transmits the shaking of the casing), and is not something that transmits vibrations (pressure changes) by blowing air (so-called air vibes, etc.). The gaming machine 1 according to this embodiment is equipped with a first vibration device and a second vibration device installed in a different location (apart) from the first vibration device. The specific vibration effect is an effect that assumes the provision of such two vibration devices. In this embodiment, the first vibration device is a push button 61, and the second vibration device is a special operation unit 65 (see Figure 1). In other words, each of the two types of operation means functions as a different vibration device. The structure of the vibration device (the structure that generates vibrations transmitted to the player playing the game) is well known, so its explanation will be omitted. In this embodiment, the magnitude (dB) of the vibration transmitted to the player operating the launching device 908 is set to be greater for the second vibration device than for the first vibration device. However, the difference is not very large and cannot be clearly distinguished.

[0211] A specific vibration effect may occur at a specific timing. There may be only one such specific timing, or there may be two or more. Furthermore, the time (location) set as a specific timing only needs to be one that can be determined as to whether or not it is at that time (that time (location) can be identified). In this embodiment, "at the start of the variation" (immediately after the start of the target variation) and "when the target specific effect occurs" are set as specific timings (Figure 59 shows the specific vibration effect that occurred when the target specific effect occurred). The target specific effect is an effect in which a predetermined image (hereinafter referred to as the target specific image 28) is displayed (see Figures 59 (b-1-1), (b-1-2)). In this embodiment, the beginning (opening) of a predetermined super reach effect is set as the target specific effect (the image displayed at the beginning of the super reach effect is the target specific image 28).

[0212] The specific vibration effect does not necessarily occur at a specific timing. In other words, the specific vibration effect may occur at a specific timing (see Figure 59(b-1)), or it may not occur (see Figure 59(b-2)). Rather, in this embodiment, the probability of the specific vibration effect occurring at any of the specific timings ("at the start of variation" and "when the target specific effect occurs") is lower than the probability of the specific vibration effect not occurring. Furthermore, there is no warning system that guarantees the occurrence of the specific vibration effect. In other words, players cannot completely predict when the specific vibration effect will occur. Therefore, the specific vibration effect in this embodiment can be said to be an effect that occurs suddenly for the player.

[0213] In this embodiment, the vibration devices (first vibration device, second vibration device) are both operating means. At a specific timing, no operation animation occurs that requests operation of the operating means designated as the vibration device (neither the operation animation requesting operation of the push button 61 nor the operation animation requesting operation of the special operation unit 65 occurs) (see Figures 59(b-1-1), (b-1-2)). In other words, the specific vibration animation occurs when no operation animation is being performed. Therefore, the probability that the player is directly touching the vibrating device when the specific vibration animation occurs is low.

[0214] Furthermore, in this embodiment, the time from the start to the end of the first specific vibration effect (the time during which the first vibration device is vibrating; hereinafter referred to as the first vibration time) and the time from the start to the end of the second specific vibration effect (the time during which the second vibration device is vibrating; hereinafter referred to as the second vibration time) are the same. Preferably, the first vibration time and the second vibration time are less than 5 seconds.

[0215] When a specific vibration effect occurs at a specific timing, it may result in a first specific vibration effect where the first vibration device vibrates (the second vibration device does not vibrate) (see Figure 59(b-1-1)), or it may result in a second specific vibration effect where the second vibration device vibrates (the first vibration device does not vibrate) (see Figure 59(b-1-2)). The probability (jackpot reliability) that the target spin will result in a jackpot is higher when the second specific vibration effect occurs at a specific timing in the target spin than when the first specific vibration effect occurs (see Figure 59(b-1)). As mentioned above, the occurrence of a specific vibration effect itself is a chance-up, so the first specific vibration effect can be said to be a "low chance-up" effect (an effect with a relatively low degree of chance-up), and the second specific vibration effect can be said to be a "high chance-up" effect (an effect with a relatively high degree of chance-up).

[0216] Regardless of whether the first or second specific vibration effect occurs, the player operating the launching device 908 can feel the vibration. However, since the player is unlikely to be directly touching the vibration device (as mentioned above, the operation effect is not performed at the specific timing, so the probability of touching the operation means, which is the vibration device, is low), it is not always possible to determine which of the first or second vibration device is vibrating (where the "oscillation source" is) (especially since the specific vibration effect occurs suddenly). In other words, the specific vibration effect in this embodiment is an interesting type of effect in which, if it is possible to determine which of the first or second vibration device is vibrating (which of the first or second specific vibration effect is occurring) based on the magnitude of the vibration transmitted indirectly through the casing, the level of reliability (degree of chance-up) can be determined, but if it is not possible to determine, the level of reliability cannot be determined.

[0217] In particular, in this embodiment, since the first vibration time and the second vibration time are the same, it is not possible to distinguish whether the first specific vibration effect or the second specific vibration effect is occurring based on the length of the vibration.

[0218] Furthermore, in this embodiment, the distance (shortest distance) from the launching device 908 (launching handle) is longer for the second vibration device than for the first vibration device (push button 61). In other words, the distance to the launching device 908, which the player is likely to be touching, is relatively farther for the second vibration device than for the first vibration device, making it less likely to feel the vibration. This creates an interesting presentation where the vibration of the vibration device (second vibration device), which is relatively less noticeable due to its greater distance, is considered more reliable when it vibrates.

[0219] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned matters concerning specific vibration effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0220] 〇Specific Example 7-1 As a specific vibration effect, an effect in which vibrations of both the first vibration device and the second vibration device occur together (hereinafter referred to as a composite specific vibration effect) (see FIG. 60(b-1-2)) may occur. That is, at a specific timing, an effect in which only one of the first vibration device and the second vibration device vibrates (the first specific vibration effect or the second specific vibration effect described in the above embodiment. In the following description of this example, it may also be referred to as a single specific vibration effect) (see FIG. 60(b-1-1)) may occur, or a composite specific vibration effect in which both the first vibration device and the second vibration device vibrate (see FIG. 60(b-1-2)) may occur. In the case of this example, as the single specific vibration effect, only one of the first specific vibration effect and the second specific vibration effect may occur, or both may occur.

[0221] It is preferable that the reliability when the composite specific vibration effect occurs is different from that of the single specific vibration effect. For example, if the configuration is such that the first specific vibration effect can occur as the single specific vibration effect, at a specific timing, the reliability of the target pass / fail lottery result when the composite specific vibration effect occurs is set to be higher than when the first specific vibration effect occurs (see FIG. 60(b-1)). Conversely, the reliability of the target pass / fail lottery result when the first specific vibration effect occurs may be set to be higher than when the composite specific vibration effect occurs. In this case, it becomes an effect form in which the level of reliability can be known when it is possible to determine whether both the first vibration device and the second vibration device are vibrating or only the first vibration device is vibrating. If the configuration is such that the second specific vibration effect can occur as the single specific vibration effect, it is preferable that the reliability is different from that of the composite specific vibration effect.

[0222] 〇Specific Example 7-2 The specific vibration effect does not necessarily have to occur during the variable effect. For example, it can be set to occur during a jackpot game.

[0223] The target of the suggestion made by the specific vibration effect (specific advantageous event) is not limited to the result of the target win lottery being a jackpot (jackpot reliability). Any event that, when it occurs, increases the expected value of the player's profit (expected value of payout) compared to when it does not occur is acceptable. For example, the game state after the jackpot game ends being a game state that is advantageous to the player (second specific game state) could be considered a specific advantageous event.

[0224] Specific Example 7-3 One or more specific timings are designated as timings at which a specific vibration effect occurs without fail (hereinafter referred to as the "special specific timing"). If the configuration is such that either the first or second specific vibration effect occurs as the specific vibration effect, as in the embodiment described above, then when the special specific timing is reached, either the first or second specific vibration effect will always occur. In this example, if the specific vibration effect occurs at the special specific timing, and the player knows that either the first or second vibration device vibrates when the special specific timing is reached, it becomes relatively easy to determine which one will vibrate.

[0225] 〇Specific Example 7-4 When either the first or second specific vibration effect occurs, a special effect element (specific effect element) is output that is not displayed when the other occurs. For example, when either the first or second specific vibration effect occurs (see Figure 61(b-1-2)), a specific vibration suggestion image 29 is displayed, which is not displayed when the other occurs (see Figure 61(b-1-1)) (the example in Figure 61 shows that the specific vibration suggestion image 29 is displayed when the second specific vibration effect occurs). In this case, the specific suggestion image is added as an element for determining whether the first or second specific vibration effect is occurring, making it easier to distinguish between the two. However, if it is to make it relatively difficult to distinguish between the first and second specific vibration effects, it is better to have a configuration without a specific effect element.

[0226] Furthermore, if the above-mentioned specific performance element (specific vibration suggestion image 29) is set to be displayed when the second specific vibration performance, which has a relatively high reliability, occurs, but not when the first specific vibration performance, which has a relatively low reliability, occurs (as shown in Figure 61), then the specific vibration suggestion image 29 will also function as an element that suggests a relatively high reliability (a high degree of chance-up).

[0227] It is also conceivable that elements other than the image displayed in the display area 911 may be used as the specific performance element. For example, the light emission pattern of a light-emitting unit (hereinafter referred to as the specific light-emitting unit 30) (see Figure 1) fixed at a predetermined position on the housing (outside the display area 911) may function as the specific performance element. That is, the specific light-emitting unit 30 emits light in a predetermined light emission pattern (specific vibration suggestion pattern) when either the first specific vibration performance or the second specific vibration performance occurs (see Figure 62 (b-1-2). The specific vibration suggestion pattern is defined as emitting light in "purple"). However, when the other occurs, it does not emit light in the specific vibration suggestion pattern (either it does not emit light at all, or it emits light in a pattern different from the specific vibration suggestion pattern) (see Figure 62 (b-1-1)). In this configuration, the specific light-emitting unit 30 (whether or not it is emitting light in the specific vibration suggestion pattern) is added as an element for determining whether the first specific vibration performance or the second specific vibration performance is occurring. However, since the degree of attention paid to the light-emitting part located outside the display area 911 is lower than that paid to the image displayed in the display area 911, it can be said that it is a weaker factor in determining whether the first specific vibration effect or the second specific vibration effect is occurring compared to the specific vibration suggestion image 29.

[0228] 〇Specific Example 7-5 The system will be configured to include a performance customization function that changes the probability of the performance occurring (since this type of performance customization function is well known, the explanation of the customization method will be omitted). Furthermore, the system will be configured to have a specific vibration performance as the target of the performance customization function. Specifically, it will be possible to change at least one of the probabilities of the first specific vibration performance occurring and the probabilities of the second specific vibration performance occurring at a specific timing (referring to the probability per specific timing).

[0229] For example, as shown in Figure 63, the probability of the second specific vibration effect occurring can be selected from "Normal" (default setting) and "Increased Probability". The setting is such that the probability of the second specific vibration effect occurring at a specific timing is higher when "Increased Probability" is selected than when "Normal" is selected. It is preferable that, regardless of how the probability of the specific vibration effect occurring is changed, the reliability of the target win / loss lottery result is maintained so that when the second specific vibration effect occurs at a specific timing, the reliability of the win / loss result is higher than when the first specific vibration effect occurs (in the example shown in Figure 63, regarding the second specific vibration effect, whether "Normal" or "Increased Probability" is selected, the reliability of the second specific vibration effect is maintained to be higher than that of the first specific vibration effect).

[0230] In this way, a gameplay feature can be realized in which players can arbitrarily change the likelihood of a specific vibration effect occurring at a specific timing (the likelihood of the reliability-indicating effect of the specific vibration effect occurring).

[0231] Specific Example 7-6 The first vibration time in the first specific vibration effect and the second vibration time in the second specific vibration effect are to be different (preferably both the first and second vibration times should be less than 5 seconds). For example, the first vibration time is set to be longer than the second vibration time. In this case, since vibration time is added as a factor to distinguish between the first and second specific vibration effects, it can be said that it becomes easier to determine whether the first or second specific vibration effect is occurring.

[0232] However, if it is to make it relatively difficult to determine whether the first specific vibration effect or the second specific vibration effect is occurring, it is advisable to set the first vibration time and the second vibration time to be the same, as in the embodiment described above.

[0233] Specific Example 7-7 Assume that at least one of the first vibration device and the second vibration device is located in a position inaccessible to the player. For example, suppose the vibrating object is located inside the gaming machine (in an accessible location for the staff but inaccessible to the player). As in the above embodiment, if both the first and second vibration devices are accessible to the player, then by touching either one immediately after feeling the vibration, it is possible to determine whether the first specific vibration effect or the second specific vibration effect is occurring (i.e., whether the first or second vibration device is vibrating). In this example, even if a vibration device located in an inaccessible position is vibrating, it becomes impossible to touch the device and confirm that it is vibrating, making it more difficult to determine whether the first specific vibration effect or the second specific vibration effect is occurring (compared to the configuration in the above embodiment).

[0234] Specific Examples 7-8 The second specific vibration effect is defined as an effect that, when it occurs, confirms that the result of the target win / loss lottery is a jackpot (jackpot confirmation effect). In this way, when the specific vibration effect occurs and it is determined that the vibration is originating from the second vibration device, it becomes clear at that point that a jackpot is confirmed.

[0235] 〇Specific Examples 7-9 In addition to the specific timings (timings at which either the first or second specific vibration effect may occur), there are timings at which one of the first or second specific vibration effects may occur, but the other may not. The configuration may include timings at which the first specific vibration effect may occur but the second specific vibration effect does not, or timings at which the second specific vibration effect may occur but the first specific vibration effect does not. By doing so, there is a possibility of encountering either the first or second specific vibration effect at timings other than the specific timings and experiencing what kind of vibration the effect is, thus increasing the probability of being able to determine which of the two occurred when the first or second specific vibration effect occurs at the specific timing.

[0236] 〇Specific Examples 7-10 At least one of the first specific vibration effect and the second specific vibration effect may produce multiple types of effects with different vibration patterns of the vibration device. For example, as the first specific vibration effect that may occur at a specific timing (see Figure 64(b-1)), there may be a first specific vibration effect A (see Figure 64(b-1-1)) in which the first vibration device vibrates with vibration pattern A, and a first specific vibration effect B (see Figure 64(b-1-2)) in which the first vibration device vibrates with vibration pattern B (a vibration pattern different from vibration pattern A). Note that the second vibration device does not vibrate in either the first specific vibration effect A or the first specific vibration effect B (see Figures 64(b-1-1), (b-1-2)). The difference between vibration pattern A and vibration pattern B only needs to be something that the player can potentially perceive. For example, the amplitude of the vibration device (a moving physical object) may be different (the magnitude of the vibration may be different). Furthermore, the probability of winning the target lottery is set to be higher when the second specific vibration effect B occurs than when the first specific vibration effect A occurs.

[0237] By doing so, when a specific vibration effect occurs, it is possible to identify which of the first vibration device and the second vibration device has vibrated. When it is found that the first vibration device has vibrated, a more detailed reliability suggestion effect can be obtained by further identifying its vibration mode (vibration mode A or vibration mode B). This becomes an effect form as described above.

[0238] In addition, even when configured as in this example (when there are a plurality of effects with different vibration modes of the vibration device for at least one of the first specific vibration effect and the second specific vibration effect), it is preferable to ensure that the second specific vibration effect has a higher reliability than the first specific vibration effect. That is, it is preferable to set any one of the one or more types of second specific vibration effects to have a higher reliability than any of the one or more types of first specific vibration effects.

[0239] <Specific pre-announcement effect (specific combination)> In the gaming machine 1 according to this embodiment, a specific pre-announcement effect (see FIG. 65(b-2)) may occur as an effect constituting the variable effect. Specifically, when the variable effect for a certain win / loss lottery result (hereinafter referred to as the target win / loss lottery result in the description of the specific pre-announcement effect) is the target variable effect (target variation), the specific pre-announcement effect may occur in the previous variable effect (previous variation) which is the variable effect immediately before the target variable effect. In the drawings for explaining the specific pre-announcement effect (specific combination), the pre-variation display 72 and the during-variation display 71 corresponding to the target win / loss lottery result may be shown with "T" attached. In addition, in this embodiment, the specific pre-announcement effect may occur in the normal gaming state, but it may also occur in a specific gaming state.

[0240] The special notification effect is an effect that makes the player believe that a specific combination, which is a type of so-called "chance symbol," has been enhanced (powered up). Specifically, it is as follows: In this embodiment, a specific combination is set as a type of chance symbol. The specific form (pattern) of the specific combination can be anything. It is sufficient that one or more combinations that satisfy a predetermined rule are designated as the specific combination (combinations that do not satisfy the rule are not designated as the specific combination). In this embodiment, the specific combination is one in which two of the three decorative symbols 80 that make up the symbol combination, the middle decorative symbol 80C and the right decorative symbol 80R, are "7" decorative symbols 80 (see Figure 65(a-3)(b-3)). Note that the specific combination that is formed in a certain spin is a combination that notifies the win / loss lottery result corresponding to that spin, and is therefore displayed in a completely stopped state (referred to as the stopped display form). If the specific combination is formed in the previous fluctuation (a losing fluctuation), the probability of the target winning / losing lottery result being a jackpot is higher compared to when the specific combination is not formed (a losing combination that is not a specific combination). In other words, the formation of the specific combination is a type of premonition that suggests an increased probability (reliability) of the target winning / losing lottery result being a jackpot.

[0241] A specific pre-announcement effect can occur during a spin (before the combination of decorative symbols 80 indicating the win / loss lottery result is shown). The specific pre-announcement effect can take any form as long as the player can recognize that the effect is occurring. In this embodiment, the display of an image containing the words "Power Up Zone" (specific pre-announcement image 31) occurs as a specific pre-announcement effect (see Figure 65(b-2)). In this embodiment, even if a specific pre-announcement effect occurs in a spin, it does not necessarily mean that a specific combination will be formed in that spin (a spin in which a specific pre-announcement effect occurs may end with a specific combination being formed, or it may end without a specific combination being formed). Naturally, even in spins in which a specific pre-announcement effect does not occur, it does not necessarily mean that a specific combination will be formed (a spin in which a specific pre-announcement effect does not occur may end with a specific combination being formed, or it may end without a specific combination being formed). In this embodiment, if the specific pre-announcement image 31 is displayed during a spin, it will continue to be displayed until it is determined whether or not a specific combination will be formed in that spin (see Figure 65(b-3)). In other words, any specific pre-announcement effect that occurs during a spin will continue until it is determined whether a specific combination is formed during that spin.

[0242] When a specific combination is formed in the preceding fluctuation (see Figure 65(a-3)(b-3)), a specific pre-announcement effect may occur before the specific combination is formed in that preceding fluctuation (see Figure 65(b-2)), or the specific pre-announcement effect may not occur (see Figure 65(a-2)) (hereinafter, the preceding fluctuation in the case where a specific combination is formed without a specific pre-announcement effect may be referred to as a "pre-announcement specific combination fluctuation," and the preceding fluctuation in the case where a specific combination is formed with a specific pre-announcement effect may be referred to as a "pre-announcement specific combination fluctuation"). As mentioned above, specific combinations are a type of pre-announcement effect that suggests an increased probability of a jackpot in the target win / loss lottery. The probability of the target win / loss lottery result being announced as a jackpot in the next spin, the target spin (see Figure 65(c)), is higher when the previous spin is a "specific combination spin without prior announcement" (see Figure 65(b)) than when the previous spin is a "specific combination spin without prior announcement" (see Figure 65(a)). (Note that the jackpot reliability of the target win / loss lottery result is as of the end of the previous spin (when the specific combination was formed).) In the following, the reliability of the target win / loss lottery result when a specific combination is formed in the previous variation without a specific pre-announcement effect occurring (when the previous variation becomes a "specific combination variation without pre-announcement") may be referred to as the basic reliability, and the reliability of the target win / loss lottery result when a specific combination is formed in the previous variation with a specific pre-announcement effect occurring (when the previous variation becomes a "specific combination variation with pre-announcement") may be referred to as the special reliability (basic reliability < special reliability). In this embodiment, the basic reliability is 20%, and the special reliability is 75%.

[0243] Thus, when a chance of a specific combination is established due to the previous variation, if no specific notice effect occurs before the specific combination is formed, the reliability of the target pass / fail lottery result is the basic reliability. However, if a specific notice effect occurs, the reliability of the target pass / fail lottery result becomes a special reliability (higher than the basic reliability). That is, since the reliability of the target pass / fail lottery result becomes higher when a specific notice effect occurs, an interesting gameplay can be realized that seems to strengthen the specific combination (chance) due to the specific notice effect.

[0244] Also, in this embodiment, even if a specific notice effect occurs due to a certain variation, it is not always the case that a specific combination is formed by that variation. That is, even if a specific notice effect occurs due to a certain variation, there is a possibility that a combination other than the specific combination is formed and the variation ends. Therefore, (for a player who knows the effect of the specific notice effect), when a specific notice effect occurs, it becomes a gameplay where the player hopes that a specific combination is established in that variation.

[0245] Hereinafter, specific examples of improving, concretizing, modifying, etc. matters related to the above specific notice effect (specific combination) will be described. Note that, as much as possible, a configuration in which technologies described using the following specific examples are combined and applied may also be adopted.

[0246] 〇Specific Example 8-1 Assume that a plurality of types of specific combinations are provided. For example, assume that specific combination A and specific combination B are provided. The specific aspect (pattern) of specific combination A and the specific aspect (pattern) of specific combination B may be any as long as they can be distinguished from each other. As an example, it is assumed that the various decorative designs 80 have unique colors, and both specific combination A and specific combination B are composed of decorative designs 80 of the same color (for example, specific combination A is a blue chance composed of "blue" designs (see Fig. 66(a-1)), and specific combination B is a red chance composed of "red" designs (see Fig. 66(a-2))).

[0247] Assuming this configuration, the effect of the specific pre-announcement effect extends to both specific combination A and specific combination B. That is, the reliability (basic reliability A) when the specific pre-announcement effect occurs in the previous spin and specific combination A is formed (see Figure 66(b-2)) is set to be higher than the reliability (basic reliability A) when specific combination A is formed without the specific pre-announcement effect occurring in the previous spin (see Figure 66(b-1)). Also, the reliability (basic reliability B) when specific combination B is formed when specific combination B is formed without the specific pre-announcement effect occurring in the previous spin (see Figure 66(c-2)) is set to be higher than the reliability (basic reliability B) when specific combination B is formed without the specific pre-announcement effect occurring in the previous spin (see Figure 66(c-1)) (Note that basic reliability A ≠ basic reliability B). In this way, the effect of the specific pre-announcement effect (the effect of increasing reliability) extends to any of the multiple specific combinations, so when the specific pre-announcement effect occurs, it is pleasing to the player regardless of which of the multiple specific combinations is formed (some players may even wish that when the specific pre-announcement effect occurs, it would be formed by any of the multiple specific combinations).

[0248] 〇Specific Example 8-2 If a specific pre-announcement effect occurs in a certain variation (the previous variation), a specific combination will be formed in that variation without fail (the variation in which the specific pre-announcement effect occurs is always a variation in which the specific combination is formed). However, as in the above embodiment, it is possible for a specific combination to be formed in a variation in which the specific pre-announcement effect does not occur. Even in this way, the gameplay will appear as if the specific pre-announcement effect is reinforcing the specific combination (chance combination).

[0249] However, in this example, since the formation of a specific combination is determined the moment a specific pre-announcement animation occurs, the fun of not knowing whether a specific combination will be formed when a specific pre-announcement animation occurs (the gameplay where the player would hope that a specific combination will be formed), as in the above embodiment, does not occur.

[0250] Specific example 8-3 If a specific pre-announcement animation occurs in a certain spin (see Figure 67(b)), it does not necessarily mean that a specific combination will be formed in that spin, but the probability of the specific combination being formed is set to be higher than when the specific pre-announcement animation does not occur (see Figure 67(a)) (see Figure 67). In this case, the occurrence of a specific pre-announcement animation in a certain spin (see Figure 67) also functions as an indication that the probability of the specific pre-announcement animation being formed in that spin has increased. Furthermore, even if a specific pre-announcement animation occurs in a certain spin (see Figure 67), it is not guaranteed that a specific combination will be formed, so the fun of not knowing whether a specific combination will be formed when a specific pre-announcement animation occurs (the gameplay where the player will hope that a specific combination will be formed) remains.

[0251] 〇Specific Example 8-4 The specific pre-announcement effect is not an effect in which an image (specific pre-announcement image 31) is displayed. In other words, the occurrence of the specific pre-announcement effect is not indicated by the image displayed in the display area 911 (the presence or absence of the specific pre-announcement effect is not indicated by a difference in the image displayed in the display area 911). For example, the specific pre-announcement effect is an effect in which at least one of the following is performed: a predetermined sound effect (specific pre-announcement sound) is output from the speaker 67, and a light-emitting unit (for example, a specific light-emitting unit 30 (see Figure 1)) located outside the display area 911 emits light in a predetermined light-emitting pattern (specific pre-announcement pattern).

[0252] During gameplay (during the reel spinning animation), players typically focus on the display area 911 where the decorative symbols 80 are displayed. Therefore, as in this example, by configuring the system so that the occurrence of a specific pre-announcement animation is not shown in the image displayed in the display area 911, it is expected that many players will not notice the occurrence of the specific pre-announcement animation even when it occurs. As a result, even if a specific combination is formed after the specific pre-announcement animation occurs, fewer players will notice that the reliability-enhancing effect of the specific pre-announcement animation is being activated (fewer players will notice than in the configuration where the specific pre-announcement image 31 is displayed, as in the above embodiment), thus achieving a gameplay experience in which fewer players will notice.

[0253] Specific Example 8-5 In the above embodiment, it was explained that a specific pre-announcement effect that occurs during a variation continues until it is determined whether a specific combination is formed in that variation (until a combination of decorative symbols 80 that notifies the win / loss lottery result corresponding to that variation is shown). However, it is also possible to prevent it from continuing. As shown in Figure 68, a specific pre-announcement effect that starts during a variation (during the previous variation) (see Figure 68(b)) will end during the variation (see Figure 68(c)), and the symbol combination corresponding to that variation (the previous variation) will be shown after the specific pre-announcement effect has ended (it will be determined whether a specific combination is formed (see Figure 68(d-2)) or not (see Figure 68(d-1))). If the specific pre-announcement effect is to display a specific pre-announcement image 31, as in the above embodiment, the specific pre-announcement image 31 will be deleted before the symbol combination corresponding to that variation is shown (it will be determined whether a specific combination is formed).

[0254] In this case, even if a specific pre-announcement animation occurs and a specific combination is formed, there will be no elements remaining to indicate that the specific pre-announcement animation had occurred at the time the specific combination is shown. Therefore, it is expected that more players will not realize that the reliability of the specific combination (chance combination) is increased by the occurrence of the specific pre-announcement animation. In other words, if you do not want to increase the number of players who know that the reliability of the specific combination is increased (becomes specially reliable) by the specific pre-announcement animation (you want it to be an animation known only to those in the know), then it is best to have the specific pre-announcement animation already finished by the time the specific combination is formed, as in this example.

[0255] Specific example 8-6 It is assumed that there are multiple types of specific pre-announcement effects. For example, a first specific pre-announcement effect (see Figure 69(a-1)) and a second specific pre-announcement effect (see Figure 69(a-2)) which is different from the first specific pre-announcement effect may occur. For example, the first specific pre-announcement effect is an effect in which the first specific pre-announcement image 311 is displayed, and the second specific pre-announcement effect is an effect in which the second specific pre-announcement image 312 (different from the first specific pre-announcement image 311) is displayed. The first specific pre-announcement effect and the second specific pre-announcement effect will not occur (start) at the same timing in the variation effect. That is, at timing T1 in which the first specific pre-announcement effect may occur (for example, t1 hours after the start of variation), the second specific pre-announcement effect will not occur, and at timing T2 in which the second specific pre-announcement effect may occur (for example, t2 hours after the start of variation (t1≠t2)), the first specific pre-announcement effect will not occur (see Figure 69(b)).

[0256] In this configuration, regardless of whether the first or second specific pre-announcement effect occurs, the reliability-enhancing effect for when a specific combination is formed will be activated. In other words, whether the specific combination is formed via the first specific pre-announcement effect in the previous spin, or via the second specific pre-announcement effect in the previous spin, the reliability of the target win / loss lottery result will be a special reliability that is higher than the basic reliability (when the specific combination is formed without either the first or second specific vibration effect occurring in the previous spin). It is conceivable that the special reliability be set to be the same whether the specific combination is formed via the first or second specific pre-announcement effect.

[0257] In this way, if any one of the multiple types of specific pre-announcement effects occurs, the reliability of the resulting combination increases. Since the timing of each type of pre-announcement effect is different, a gameplay experience is achieved where players can expect a specific pre-announcement effect to occur at various times.

[0258] Specific Example 8-7 In addition to specific combinations, there are also combinations different from the specific combinations (hereinafter referred to as non-specific combinations) that are designated as "chance combinations" (symbol combinations that suggest a higher probability of the next spin's win / loss result being a jackpot). As already explained, specific combinations are combinations (chance combination X) affected by the effect (reliability-enhancing effect) of specific pre-announcement effects. That is, the reliability of the target win / loss result corresponding to the next spin (target spin) is higher when a specific pre-announcement effect occurs and a specific combination is formed (see Figure 70(a-2)) than when a specific pre-announcement effect does not occur and a specific combination is formed (see Figure 70(a-1)) (see Figure 70(a)).

[0259] On the other hand, non-specific combinations (see Figure 70(b)) are combinations that are not affected by the specific pre-announcement effect (chance symbol Y). The pattern (rule) of the symbol combinations that fall under non-specific combinations can be any pattern (rule) that is different from the pattern (rule) of the symbol combinations that fall under specific combinations (Figure 70(b) shows, for example, a combination in which both the middle decorative symbol 80C and the right decorative symbol 80R are "3" decorative symbols 80 as a non-specific combination). Whether or not the specific pre-announcement effect occurred before the non-specific combination was formed in the previous variation does not affect the reliability of the target win / loss lottery result. In other words, whether a specific pre-announcement animation occurs in the previous spin and a non-specific combination is formed (see Figure 70(b-2)), or whether a specific pre-announcement animation does not occur in the previous spin and a non-specific combination is formed (see Figure 70(b-1)), there is no difference in the reliability of the target win / loss lottery result at the end of the previous spin (the probability that a jackpot will be announced in the next spin (target spin) (the degree of chance-up)) (see Figure 70(b)). Furthermore, when a non-specific combination is formed in the previous spin, the reliability of the target win / loss lottery result corresponding to the next spin (target spin) increases (i.e., there is a chance-up effect) (compared to when a non-specific combination was not formed in the previous spin), just as with specific combinations.

[0260] In this way, when a specific pre-announcement effect occurs during a certain fluctuation, if a specific combination (chance symbol X) is formed, the reliability-enhancing effect will be activated, but if a non-specific combination (chance symbol Y) is formed, the reliability-enhancing effect will not be activated, resulting in a gameplay style where attention should be paid to the content of the symbol combinations.

[0261] Specific Example 8-8 The special reliability is set to 100% (normal reliability is less than 100%). In other words, when the previous spin is a "pre-announced specific combination spin" (as shown in Figure 65(b)), the target win / loss lottery result (next spin) is guaranteed to be a jackpot (when the previous spin is a "non-pre-announced specific combination spin", the target win / loss lottery result is not guaranteed to be a jackpot). In this case, the special pre-announcement effect functions as a way to raise a specific combination that is not normally guaranteed to be a jackpot (normal reliability) to a guaranteed jackpot (100% reliability). When a special pre-announcement effect occurs in a certain spin (the previous spin), the game will be designed so that the player will strongly hope that a specific combination will be formed in that spin.

[0262] <Non-specific selection effect> The gaming machine 1 according to this embodiment is capable of executing a specific selection animation, as an example shown in Figure 71, and a non-specific selection animation, as animations that may occur during a variation animation (note that this specific selection animation is different from the specific selection shown in Figure 36, etc.). In the following description of the specific selection animation and the non-specific selection animation, a variation animation that includes a specific selection animation or a non-specific selection animation will be referred to as the target variation animation (target variation), and the win / loss lottery result announced in the target variation animation will be referred to as the target win / loss lottery result. In this embodiment, the specific selection animation and the non-specific selection animation may occur in the normal game state. However, they may also occur in the specific game state.

[0263] A specific selection presentation is a presentation that presents multiple types of options (displays option images representing each option) and prompts the player to select a preferred option (see Fig. 71(b)). The player can arbitrarily select a preferred option from among the multiple types of options. The options presented in the specific selection presentation can be anything. The specific selection presentation in this embodiment is a presentation in which the player selects an enemy character that battles a friendly character, which is a character on the player's side (indicated by the character "taste" in the drawing). That is, it is a presentation in which multiple types of enemy characters are presented as options (option images). In this embodiment, enemy character H (indicated by the character "enemy H" in the drawing), enemy character I (indicated by the character "enemy I" in the drawing), and enemy character J (indicated by the character "enemy J" in the drawing) are displayed as options.

[0264] The specific selection presentation allows the player to arbitrarily select one of several options (it is not selected automatically). As long as it is configured so that the player can arbitrarily select, the selection method in the specific selection presentation can be anything. In this embodiment, a selection period is set for the player to select their preferred option. During the selection period, option images representing the various options are displayed in the display area 911 (see Figure 71(b)). During the selection period, one of the multiple option images is designated as the "emphasized option" compared to the other option images. In this embodiment, the cursor is positioned over one of the option images (the option image the cursor is on is the emphasized option). Operation of the directional pad 62 becomes active during the selection period. By operating the directional pad 62, the option image designated as the emphasized option changes (in this embodiment, the cursor moves). Operation of the push button 61 also becomes active during the selection period. During the selection period, operating the push button 61 confirms the selection of the highlighted option image at that time (see Figure 71(c)) (hereinafter, the operation of moving the cursor with the directional pad 62 will be referred to as the selection operation, and the operation of confirming the selection (deciding the selection) with the push button 61 will be referred to as the confirmation operation). In other words, the player can select an option image by performing a selection operation to highlight their preferred option image and then performing a confirmation operation. During the selection period, an operation method image 32 is displayed to explain the methods of the selection operation and the confirmation operation. As described above, in this embodiment, the operation of the directional pad 62 is the selection operation and the operation of the push button 61 is the confirmation operation, so the operation method image 32 representing this is displayed. If no confirmation operation is performed during the selection period, the selection of the highlighted option image is confirmed at the end of the selection period. Although not displayed in this embodiment, an image showing the remaining time of the selection period may be displayed. The length of the selection period can be set as appropriate (in this embodiment, it is set to 5 seconds).

[0265] After the selection period ends, a selection result image 33 is displayed that shows which of the multiple selection images was selected (it includes elements representing the selected option) (see Figure 71(d)). Since the selection result image 33 includes elements representing the selected option, its appearance will differ depending on which selection image was chosen.

[0266] After the specific selection animation is completed (after the selection result image 33 is displayed), an animation corresponding to the selection made in the specific selection animation (hereinafter sometimes referred to as the post-selection animation) is executed (see Figure 71(e)). The post-selection animation can be any animation that reflects the selection made in the specific selection animation. In other words, there are multiple candidate animations that can be executed as the post-selection animation, and which candidate animation is actually executed is determined by the selection made in the specific selection animation. In this embodiment, a battle animation in which an ally character fights against an enemy character selected in the specific selection animation is executed as the post-selection animation. Since the type of enemy character that appears will differ depending on the character selected in the specific selection animation, the animation video output as the post-selection animation will differ depending on the selection.

[0267] In this embodiment, the result of the target win / loss lottery is announced by the outcome of the battle sequence performed as a post-selection sequence. In other words, the battle sequence, which is a post-selection sequence, is a so-called super reach sequence. If the target win / loss lottery result is a jackpot, the player's character defeats the enemy character (the character selected in the specific selection sequence) in a victory ending (see Figure 71(f-1)), and if it is a loss, the player's character is defeated by the enemy character (the character selected in the specific selection sequence) in a defeat ending (see Figure 71(f-2)). (Note that a so-called reversal pattern may occur where it appears as a defeat ending but is then reversed as a victory ending.) Since the enemy character is arbitrarily selected by the player, the enemy character that appears does not indicate the probability of a jackpot in the target win / loss lottery result.

[0268] The non-specific selection animation is an animation that resembles the specific selection animation (it is a "pseudo" specific selection animation). In this embodiment, the non-specific selection animation is designed to be indistinguishable from the specific selection animation up to a certain point (see Figure 72(b)). Specifically, during the period from the start of the non-specific selection animation until a predetermined time has elapsed (hereinafter referred to as the opening period), the same selection images as in the specific selection animation are displayed (the pattern of selection images shown in Figure 72(b) is the same as in Figure 71(b)). Therefore, in this state, the player cannot distinguish whether the specific selection animation is occurring or the non-specific selection animation is being executed. As mentioned above, in the specific selection animation, the selection images of enemy character H, enemy character I, and enemy character J are displayed, so the same selection images of enemy character H, enemy character I, and enemy character J are also displayed in the non-specific selection animation. Also, as mentioned above, the operation method image 32 is displayed in the specific selection animation, so the same image (operation method image 32) is displayed in the opening period of the non-specific selection animation. The purpose of displaying such an operation method image 32 is to make the player think that the specific selection animation has occurred. However, in non-specific selection sequences, the player cannot select their preferred option image. At the very least, the operation equivalent to the confirmation operation in a specific selection sequence (which corresponds to the operation of the push button 61 in the specific selection sequence of this embodiment) is invalid (unresponsive). Therefore, the option images displayed in the non-specific selection sequence of this embodiment cannot actually be selected, and strictly speaking, they can be said to be "images that appear to represent options" (however, since they are in the same form as the option images displayed in a specific selection sequence, those displayed in a non-specific selection sequence are also referred to as option images). Similarly, the operation method image 32 displayed in a non-specific selection sequence can strictly speaking be said to be an image that appears to be "an image explaining the operation for selection" (however, since they are in the same form as the operation method image 32 displayed in a specific selection sequence, those displayed in a non-specific selection sequence are also referred to as operation method image 32). In this embodiment, during the initial period, the cursor moves by operating the directional pad 62 (the option image in the highlighted form changes). In other words, the selection operation in a specific selection sequence is considered valid.As mentioned above, the operation equivalent to a decision is disabled, so even if you can move the cursor, you cannot select your preferred option.

[0269] The length of the initial period for the non-specific selection sequence can be set as appropriate, but it is preferable that it be relatively short. Furthermore, it is preferable that the length of the initial period be shorter than the selection period set in the specific selection sequence. In this embodiment, the initial period is 2 seconds. The end timing of the initial period is not announced to the player in advance (no image indicating the remaining time in the initial period (meter image, countdown image, etc.) is displayed) (see Figure 72(b)). When the initial period ends, the multiple types of selection images that were displayed are deleted without warning (no notification of deletion occurs) (see Figure 72(c)). Since the end timing of the initial period is not announced in advance, for a player who thinks that a selection sequence (specific selection sequence) has occurred, it will feel as if the selections were suddenly deleted before they could make a selection.

[0270] In the non-specific selection sequence, the selection images are suddenly erased (see Figure 72(c)), triggering the display of a predetermined opportunity image (hereinafter referred to as the special opportunity image 34) (see Figure 72(d)). The specific form of the special opportunity image 34 can be anything. As will be described later, the occurrence of the non-specific selection sequence is set to increase the reliability of the target win / loss lottery result being a jackpot, so it is preferable that the special opportunity image 34 is in a form that suggests that the probability of the target win / loss lottery result being reported as a jackpot has increased during the target variation. In this embodiment, the special opportunity image 34 is not displayed immediately after selection in the specific selection sequence. Therefore, the special opportunity image 34 can also be said to be an image that indicates the occurrence of the non-specific selection sequence. Furthermore, since none of the selection images are selected in the non-specific selection sequence in this embodiment, the selection result image 33, which is displayed in the specific selection sequence, is not displayed.

[0271] The progression of the target fluctuations after the special opportunity image 34 is displayed may be anything. In this embodiment, a special performance after non-selection is executed (see Figure 72(e)). The special performance after non-selection is a type of super reach performance and is not executed in fluctuations when a specific selection performance is executed. The special performance after non-selection leads to a favorable ending (see Figure 72(f-1)) indicating that the situation has become favorable to the player, or an unfavorable ending (see Figure 72(f-2)) indicating that the situation has become unfavorable (Note that as a favorable ending, a so-called reversal pattern may occur in which it appears to have reached an unfavorable ending, but this is reversed). The special performance after non-selection leads to a favorable ending if the target win / loss lottery result is a win, and to an unfavorable ending if it is a loss.

[0272] The non-specific selection effect is a so-called chance-up effect. When the non-specific selection effect occurs in a certain spin (target spin), the probability that the result of the win / fail lottery in that spin will be reported as a jackpot is higher (the reliability of the target win / fail lottery result is higher) than when the non-specific selection effect does not occur in that spin. As mentioned above, when the non-specific selection effect occurs, the special chance image 34 is displayed, so the display of the special chance image 34 can also be said to be a chance-up effect. However, in this embodiment, even if the non-specific selection effect occurs in a certain spin (target spin), it is not guaranteed that the result of the win / fail lottery reported in that spin (target spin) will be a jackpot (the reliability of the target win / fail lottery result is 100%) (the non-specific selection effect is not a so-called premium effect).

[0273] Thus, in this embodiment, the non-specific selection presentation displays the same selection images as the specific selection presentation (see Figure 72(b)), and it appears as if the player is being prompted to select their preferred selection image (to a player who has already experienced the specific selection presentation, it appears as if the specific selection presentation has occurred). However, in that state, the selection images suddenly disappear (see Figure 72(c)) and a special opportunity image 34 (an image that suggests a high probability of winning) is displayed (see Figure 72(d)). This is an interesting presentation that shows the player suddenly in a situation advantageous to them, contrary to their expectations.

[0274] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned non-specific selection presentations. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0275] 〇Specific Example 9-1 Multiple types of special opportunity images 34 are provided. For example, when the selection image is erased in a non-specific selection animation (see Figures 73(a) and 73(b)), the first special opportunity image 341 may be displayed (see Figure 73(c-1)), or a second special opportunity image 342, which is different in appearance from the first special opportunity image 341, may be displayed (see Figure 73(c-2)). Furthermore, the probability of winning the jackpot in the target selection lottery is set to be higher when the second special opportunity image 342 is displayed (see Figure 73(c-2)) than when the first special opportunity image 341 is displayed (see Figure 73(c-1)). The difference in appearance between the first special opportunity image 341 and the second special opportunity image 342 can be anything as long as the player can distinguish between them.

[0276] In this way, when a non-specific selection animation occurs, players can be surprised by its occurrence, but by paying attention to the type of special opportunity image 34 displayed (determining the type of special opportunity image 34), they can understand the degree of probability of winning the jackpot in the target win / loss lottery (the degree of chance-up), resulting in an interesting gameplay experience.

[0277] 〇Specific Example 9-2 Multiple types of special effects after a non-selection are provided. For example, there may be a first special effect after a non-selection and a second special effect after a non-selection that is different from it. The selection image may suddenly disappear (see Figure 74(a)(b)) and a special opportunity image 34 may be displayed (see Figure 74(c)), after which the first special effect after a non-selection may begin (see Figure 74(d-1)) or the second special effect after a non-selection may begin (see Figure 74(d-2)). Furthermore, the probability of winning the target selection lottery is higher when the second special effect after a non-selection is performed (see Figure 74(d-2)) than when the first special effect after a non-selection is performed (see Figure 74(d-1)). Both the first and second special effects after a non-selection can be used to announce the target selection lottery result based on their outcome (so-called super reach effects). In other words, both the first and second post-selection special effects are designed to result in a favorable outcome for the player if the target lottery result is a jackpot, and an unfavorable outcome for the player if it is a loss. The difference between the first and second post-selection special effects can be anything. It is sufficient that different types of visuals are output so that the player can recognize that they are different types of effects.

[0278] This approach creates a gameplay experience where players will focus on which type of post-selection special effect will be executed after the special opportunity image 34 is removed.

[0279] 〇Specific Example 9-3 The post-selection animation that is executed when a specific selection animation occurs is configured to also be executed when a non-specific selection animation occurs. The post-selection animation is intended to reflect the selection made in the specific selection animation, but since no selection is made by the player in a non-specific selection animation, one of several possible post-selection animations will be executed after the non-specific selection animation. For example, as in the embodiment described above, if one of candidate animations H (a super reach animation featuring enemy character H), candidate animation I (a super reach animation featuring enemy character I), or candidate animation J (a super reach animation featuring enemy character J) is executed as the post-selection animation (see Figure 71(e)), then after the special opportunity image 34 is displayed in the non-specific selection animation, one of these candidate animations will be executed.

[0280] Although not shown in the diagram, it is possible to set it so that after the special opportunity image 34 is displayed in a non-specific selection event, one of several candidate events is executed (for example, it is decided that candidate event H will be executed during a non-specific selection event), or, as shown in Figure 75, it is possible to set it so that it is unpredictable which type of candidate event will be executed (it is unknown which of candidate events H to J will be executed). If the former setting is adopted, a certain specific candidate event will be executed during a non-specific selection event, which has the advantage of emphasizing that a non-specific selection event has occurred (that the special opportunity image 34 was displayed). On the other hand, if the latter setting is adopted, the reliability of the target success / failure lottery result can be configured such that the reliability is different depending on the type of candidate performance (see Figure 75(d)) that is executed after the choice image is suddenly erased (see Figure 75(a) and (b)) and the special opportunity image 34 is displayed (see Figure 75(c)) (for example, the reliability is set to be higher when candidate performance I is executed (see Figure 75(d-2)) than when candidate performance H is executed (see Figure 75(d-1)), and higher when candidate performance J is executed (see Figure 75(d-3)) than when candidate performance I is executed (see Figure 75(d-2)). In other words, the game can be designed so that players will pay attention to the type of performance executed after the special opportunity image 34 is displayed.

[0281] 〇Specific Example 9-4 In the above embodiment, a specific selection animation may occur, and the non-specific selection animation is described as an "animation similar" to the specific selection animation. However, the specific selection animation may not occur. Since the non-specific selection animation appears to prompt the player to choose their preferred option from among several options, the sudden disappearance of the options and the display of the special opportunity image 34 alone would surprise the player, and therefore, the specific selection animation may be prevented from occurring.

[0282] However, by allowing specific selection animations to occur, it is likely that most players will perceive a non-specific selection animation as a specific selection animation (that they have already experienced) when a non-specific selection animation occurs after they have experienced a specific selection animation. Therefore, the sudden appearance of the special opportunity image 34 without being able to select an option will be a great surprise to the player. In other words, if the goal is to create a greater surprise through the occurrence of a non-specific selection animation (the sudden disappearance of the selection image), it is preferable to allow specific selection animations to occur as in the above embodiment.

[0283] 〇Specific Example 9-5 In the non-specific selection presentation, it was explained that an operation equivalent to a decision operation (operation of the push button 61 in the above embodiment) while the option images are displayed (initial period) is unresponsive. However, a predetermined response may be generated in response to such an operation. For example, when such an operation is performed (see Figure 76(b)), a response is generated as if the selection of the highlighted option image (highlighted option) has been decided (a response of the same nature as when a decision operation is performed during the specific selection presentation) (see Figure 76(c)).

[0284] This reaction is merely a "deception" (fake), and the state in which the above operation is performed while the choice image is highlighted does not affect the content of the subsequent target change animation. In other words, regardless of the state of the choice image, when the initial period ends, the choice image will be erased (see Figure 76(d)) and the special opportunity image 34 will be displayed (see Figure 76(e)). Even in this way, in non-specific choice animations, the choice image will suddenly be erased and the special opportunity image 34 will be displayed, resulting in an interesting animation style that shows the player suddenly in a favorable situation contrary to their expectations.

[0285] 〇Specific Example 9-6 The system is configured so that the special opportunity image 34 may be displayed even after the specific selection animation has finished. For example, after the selection period for the specific selection animation has ended (the selection of one option image has been decided) (see Figure 77(b)) and before the post-selection animation begins (see Figure 77(d)), the special opportunity image 34 may be displayed (see Figure 77(c)). (It is also possible that the special opportunity image 34 may not be displayed after the selection period has ended.) When the specific selection animation occurs during a target variation, the probability of winning the target lottery is set to be higher when the special opportunity image 34 is displayed (when the process proceeds as shown in Figure 77(b)→(c)→(d)) than when the special opportunity image 34 is not displayed (when the process proceeds as shown in Figure 77(b)→(d)). In other words, the display of the special opportunity image 34 during the specific selection animation functions as a way to increase the reliability of the specific selection animation (a so-called chance-up element).

[0286] By setting it so that the special opportunity image 34 may be displayed during a specific selection animation, there is a possibility of encountering the special opportunity image 34 when a specific selection animation occurs. Players who have already encountered the special opportunity image 34 can easily understand that when a non-specific selection animation occurs and the special opportunity image 34 is displayed, they can expect a good result in the target winning / losing lottery (making the non-specific selection animation easier to understand).

[0287] Specific Example 9-7 The probability of a non-specific selection animation occurring is set lower than the probability of a specific selection animation occurring (probability refers to the probability of the animation occurring per spin). This increases the opportunities for players to encounter specific selection animations. Therefore, when multiple selection images are displayed, it is expected that more players will perceive a specific selection animation as occurring.

[0288] 〇Specific Example 9-8 The system is configured to allow for two or more specific selection sequences with different combinations of choice images. Furthermore, it is configured to allow for the execution of non-specific selection sequences corresponding to each of the specific selection sequences. For example, a first specific selection sequence and a second specific selection sequence may occur as specific selection sequences, and a first non-specific selection sequence that displays the same choice images as the first specific selection sequence and a second non-specific selection sequence that displays the same choice images as the second specific selection sequence may occur as non-specific selection sequences. In the example shown in Figure 78, the first specific selection sequence displays enemy character H (candidate sequence H), enemy character I (candidate sequence I), and enemy character J (candidate sequence J) as choice images during the selection period (see Figure 78(a-1)), and the second specific selection sequence displays enemy character K (candidate sequence K) and enemy character L (candidate sequence L) as choice images during the selection period (see Figure 78(a-2)). Based on this premise, the first non-specific selection effect is defined as an effect in which the same choice images (same combination of choice images) as the first specific selection effect are displayed during the initial period (see Figure 78(b-1)), and these choice images are suddenly erased and the special opportunity image 34 is displayed when the initial period ends. The second non-specific selection effect is defined as an effect in which the same choice images (same combination of choice images) as the second specific selection effect are displayed during the initial period (see Figure 78(b-2)), and these choice images are suddenly erased and the special opportunity image 34 is displayed when the initial period ends. When choice images are displayed, it is not possible to determine whether the first specific selection effect or the first non-specific selection effect is occurring (it is not possible to determine visually which effect is occurring in the states of Figure 78(a-1) and Figure 78(b-1)), and it is not possible to determine whether the second specific selection effect or the second non-specific selection effect is occurring (it is not possible to determine visually which effect is occurring in the states of Figure 78(a-2) and Figure 78(b-2)).

[0289] As shown in this example, the specific selection animation becomes a type of animation where the combination of displayed choice images can differ each time. Furthermore, since there is a corresponding non-specific selection animation (a non-specific selection animation where the combination of choice images is the same and visually indistinguishable from the corresponding specific selection animation) for each specific selection animation, the gameplay becomes such that no matter which combination of choice images is displayed, there is a possibility that it will suddenly disappear and the special opportunity image 34 will be displayed.

[0290] <Specific covering function> The gaming machine 1 according to this embodiment is equipped with a specific covering function as a function that can be activated during a variation performance. In the following description of the specific covering function, the variation performance in which the specific covering function is activated may be referred to as the target variation performance (target variation), and the win / loss lottery result announced in the target variation performance may be referred to as the target win / loss lottery result. In this embodiment, the state in which the specific covering function can be activated may occur during a variation performance in the normal game state. However, it may also be configured so that it may occur during a variation performance in the specific game state.

[0291] During the variation animation, various reliability indicator images are displayed, which include elements that suggest the probability (reliability) that the win / loss lottery result announced during the variation animation will result in a jackpot (a prize will be awarded). In this embodiment, a specific reliability indicator image 35 (see Figure 79(a)) is provided as one type of reliability indicator image that can be displayed in the display area 911 during the variation animation. The specific reliability indicator image 35 is displayed when predetermined display conditions are met. Since these conditions are not met every variation, the specific reliability indicator image 35 is not displayed every variation.

[0292] The specific reliability suggestion image 35 includes reliability suggestion elements (image components constituting the specific reliability suggestion image 35) that suggest the reliability of the target win / loss lottery result. Specifically, the specific reliability suggestion image 35 includes one of several types of reliability suggestion elements. The specific reliability suggestion image 35 is displayed in a specific target performance. In this embodiment, a predetermined super reach performance (which, if the target win / loss lottery result is a jackpot, leads to an outcome that indicates a favorable situation for the player (see Figure 79(c-1)), and if it is a loss, leads to an outcome that indicates an unfavorable situation for the player (see Figure 79(c-2))) is defined as the specific target performance. However, the specific target performance can be anything that can occur in a variation performance, and is not limited to reach performances. In this embodiment, the image representing the title of the specific target performance is defined as the specific suggestion image, and the color of the text of the title (the color of the part inside the outer edge that forms the text) is defined as the reliability suggestion element (see Figure 79(a)). In other words, the color of a specific part of the specific confidence suggestion image 35 is considered a confidence suggestion element. In this embodiment, the color of that part is one of "white," "green," or "red." Hereinafter, the specific confidence suggestion image 35 in which the color of that part is "white" may be referred to as the first specific confidence suggestion image 351, the specific confidence suggestion image 35 in which the color is "green" may be referred to as the second specific confidence suggestion image 352, and the specific confidence suggestion image 35 in which the color is "red" may be referred to as the third specific confidence suggestion image 353. When it is decided that the specific confidence suggestion image 35 will be displayed, (regardless of whether the specific covering function, which will be described in detail later, is activated (whether or not the specific covering image 36 is displayed)), the type of specific confidence suggestion image 35 to be displayed is internally determined in advance based on the target success / failure lottery result.

[0293] When the specific confidence indicator image 35 is displayed, the confidence level of the target win / loss lottery result increases in the order of "first specific confidence indicator image 351 < second specific confidence indicator image 352 < third specific confidence indicator image 353" (see the upper part of Figure 79(a)). Note that the first specific confidence indicator image 351 is the "default" form. When a specific confidence indicator image 35 is displayed, the probability that it will be the first specific confidence indicator image 351 is said to be over 50%. Therefore, the display of the second specific confidence indicator image 352 or the third specific confidence indicator image 353 can be said to be a so-called chance-up effect (based on the display of the first specific confidence indicator image 351). Furthermore, since the third specific confidence indicator image 353 has a higher confidence level than the second specific confidence indicator image 352, it can be said that the degree of chance-up is greater with the third specific confidence indicator image 353 than with the second specific confidence indicator image 352.

[0294] If the specific covering function is not activated (if the specific covering image 36, which will be described in detail later, is not displayed), the period before the specific reliability suggestion image 35 is displayed (a portion of the period during the target fluctuation) is defined as the specific period (see Figure 80(a)). The specific covering function is activated by operating the specific operating means during this specific period (hereinafter, the operation of the specific operating means may also be referred to as the specific operation) (see Figure 80(b-2)). Conversely, if the specific operating means is not operated during this specific period (if there is no specific operation) (see Figure 80(b-1)), the specific covering function will not be activated. The specific operating means can be any type of operating means that the player can operate. In this embodiment, the push button 61 is defined as the specific operating means. As described above, in this embodiment, the title of the specific target performance is defined as the specific reliability suggestion image 35, and if the specific covering function is not activated, this title is displayed at a specific point in time after a predetermined time has elapsed since the start of the specific target performance. In this embodiment, the specific period includes the period from the start of the specific target performance to the specific point in time. Therefore, if the specific operation means (push button 61) is operated during the period from when the specific target performance starts until a specific point in time (the point in time when the title display may start), the specific covering function will be activated.

[0295] When a specific operation is performed during a specific period (see Figure 80(b-2)) and the specific covering function is activated, a specific covering image 36 is displayed in the display area 911 after the end of the specific period, covering at least a portion of the specific confidence suggestion image 35 so that it is not visible. In this embodiment, the specific covering image 36 is displayed so as to cover the entire specific confidence suggestion image 35 (see Figure 80(c-2)). That is, the image layer of the specific covering image 36 is placed in front of the image layer representing the specific confidence suggestion image 35. Therefore, the entire confidence suggestion element included in the specific confidence suggestion image 35 is covered by the specific covering image 36. Since the position where the specific confidence suggestion image 35 is displayed is fixed, the position where the specific covering image 36 is displayed is also fixed. In other words, the size and display position (display range in the display area 911) of the specific covering image 36 in this embodiment are constant (the same each time). Since the specific covering image 36 is an opaque image, the specific confidence suggestion image 35 (the entire confidence suggestion image) is not visible. Therefore, it is not possible to know which of the first specific confidence suggestion image 351 to the third specific confidence suggestion image 353 is being displayed. Thus, when the specific covering function is activated, the confidence suggestion effect provided by the display of the specific confidence suggestion image 35 (confidence suggestion element) cannot be enjoyed. In this embodiment, the image layer of the specific covering image 36 is placed in front of the image layer of the background image (the image displayed as the background of the specific confidence suggestion image 35, which is also the image displayed as the background of the decorative pattern 80), so the specific covering image 36 covers a portion of the background image so that it is not visible.

[0296] In this embodiment, during a specific period, an image representing the specific operating means (push button 61) is not displayed. In other words, no image requesting a specific operation is displayed (no image suggesting to the player that they should operate the push button 61 is displayed) (see Figure 80(a)). In short, the specific covering function can be said to be a kind of "trick," a so-called "hidden operation effect" (or a "hidden button effect" if the target operating means is the push button 61, as in this embodiment).

[0297] When the specific covering function is activated, the specific covering image 36 is erased after a predetermined time has elapsed (see Figure 80(d)). This predetermined time is set to be longer than the time during which the specific confidence level suggestion image 35 is displayed (the time during which the specific confidence level suggestion image 35 is displayed when the specific covering function is not activated). Therefore, at the time the specific covering image 36 is erased, the specific confidence level suggestion image 35 is no longer displayed.

[0298] On the other hand, if the specific operating means is not operated during a specific period (when no specific operation is performed) (see Figure 80(b-1)), the specific covering function is not activated. In other words, the specific covering image 36 is not displayed. Consequently, the specific confidence level suggestion image 35 is displayed in a state where its entirety is visible (see Figure 80(c-1)). As described above, the specific covering function in this embodiment can be said to be a so-called "hidden operation effect" that requires the operation of the specific operating means when no operation request has been made, so normally the specific operating means is not operated during a specific period. Therefore, the fact that the entire specific confidence level suggestion image 35 is displayed in a state where it is visible can be said to be a state where the normal effect has been performed.

[0299] In this embodiment, after the specific confidence level suggestion image 35 is erased when the specific covering function is not activated, and after the specific covering image 36 is erased when the specific covering function is activated, the progression of the target change will be the same regardless of whether the specific covering function was activated (whether the specific covering image 36 was displayed or not) (see Figure 80(d)). In other words, the difference depending on whether the specific covering function is activated or not is whether the specific covering image 36 is displayed during the period in which the specific confidence level suggestion image 35 can be displayed, so after a certain point in time after that period has ended, the presentation will be the same (the presentation will "converge").

[0300] As described above, in the gaming machine 1 according to this embodiment, confidence is sometimes indicated by a specific confidence indication image 35. However, when the specific covering function is activated, the specific confidence indication image 35 is covered by a specific covering image 36, and the confidence indication effect of the specific confidence indication image 35 is not manifested. In other words, if a specific operation is performed during a specific period, the confidence indication effect of the specific confidence indication image 35 is restricted (a player who knows about the existence of the specific covering function can operate a specific operation means during a specific period if they want to prevent the confidence indication effect of the specific confidence indication image 35 from manifesting). This realizes an interesting gameplay experience in which the degree of confidence indication differs depending on the player's choice.

[0301] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific coating functions. Furthermore, whenever possible, a configuration may be created by combining multiple technologies described using the following examples.

[0302] 〇Specific Example 10-1 When the specific covering function is activated, the specific covering image 36 covers a portion of the confidence suggestion elements contained in the specific confidence suggestion image 35. In other words, a portion of the confidence suggestion elements is covered by the specific covering image 36, but other portions of the confidence suggestion elements are not covered by the specific covering image 36. For example, the following configuration is conceivable.

[0303] The specific confidence suggestion image 35 shall include three or more confidence suggestion elements. For example, the specific confidence suggestion image 35 shall include characters as in the embodiment described above, and each of these characters shall be a confidence suggestion element. Each character shall be either a standard form (default form) or a special form, and the number of characters in the special form shall indicate the confidence level of the target winning lottery result (for example, the more characters in the special form, the higher the confidence level) (see Figure 81(a)). The difference between the standard form and the special form may be anything. For example, the standard form may be white (characters) and the special form may be red (characters).

[0304] The specific covering image 36 displayed when a specific operation is performed during a specific period and the specific covering function is activated will cover some confidence indicator elements (text) but not some other confidence indicator elements (see Figure 81(b-2)). In this way, when the specific covering image 36 is displayed, the entirety of the confidence indicator provided by the specific confidence indicator image 35 is not visible, but some of it is visible (some confidence indicator elements are covered, while others are exposed). In other words, the possibility that the specific confidence indicator image 35 is one of several possible forms (multiple forms with different levels of confidence) is eliminated, but the possibility that it is one of several other forms remains (in the example shown in Figure 81(b-2), the possibilities of (2) to (7) shown in Figure 81(a) are still present, but the possibilities of (1) and (8) are eliminated). If no specific operation is performed during a specific period and the specific covering function is not activated, the entire specific confidence suggestion image 35 will be displayed, and the confidence suggestion effect of the specific confidence suggestion image 35 will be expressed as is (see Figure 81(b-1)).

[0305] As in this example, the specific covered image 36 functions to conceal some of the confidence-indicating elements from the specific confidence-indicating image 35 (if you want to conceal some of the confidence-indicating elements of the specific confidence-indicating image 35, you can perform a specific operation at a specific time).

[0306] Specific Example 10-2 As explained in Specific Example 10-1, in a configuration where a specific covering image 36 that covers a part of the specific confidence suggestion image 35 (confidence suggestion element) is displayed, the range over which the specific covering image 36 covers the specific confidence suggestion image 35 (confidence suggestion element) is not constant. For example, the setting is such that a first specific covering image 361 may be displayed as the specific covering image 36 (see Figure 82(c-1)), or a second specific covering image 362 which differs from the first specific covering image 361 in at least one of its size (display range) and display position (see Figure 82(c-2)). In this way, the range over which the specific confidence suggestion image 35 is covered will differ when the first specific covering image 361 is displayed compared to when the second specific covering image 362 is displayed (in the example in Figure 82, the range over which the specific confidence suggestion image 35 is covered by the second specific covering image 362 is smaller than that of the first specific covering image 361). In this way, the degree to which confidence-suggesting elements are exposed (the degree to which confidence-suggesting elements are covered) differs when the first specific covered image 361 is displayed compared to when the second specific covered image 362 is displayed, resulting in a different confidence-suggesting effect being expressed.

[0307] Whether the first specific covering image 361 or the second specific covering image 362 is displayed can be determined by the nature of the specific operation during a specific period. In other words, if the first specific operation is performed during the specific period (see Figure 82(b-1)), the first specific covering image 361 is displayed, and if the second specific operation (an operation different from the first specific operation) is performed (see Figure 82(b-2)), the second specific covering image 362 is displayed. Various differences can be considered between the first specific operation and the second specific operation. For example, the operation of a certain type of specific operation means (e.g., a push button 61) during the specific period could be considered the first specific operation (see Figure 82(b-1)), and the operation of a different type of specific operation means (e.g., a special operation unit 65) during the specific period could be considered the second specific operation (see Figure 82(b-2)). Although not shown, it is also possible that the first specific operation and the second specific operation are operations of the same specific operation means (e.g., a push button 61), but the specific nature of the operation is different. For example, the first specific operation is defined as the operation of a specific operating means once during a specific period, and the second specific operation is defined as the operation of a specific operating means twice during the same period.

[0308] If no specific operation is performed during the specified period (see Figure 82(b-3)), none of the specific covering images 36 will be displayed (see Figure 82(c-3)). In other words, the entire specific confidence suggestion image 35 (confidence suggestion element) will be exposed.

[0309] Specific Example 10-3 The display of the specific confidence indicator image 35 does not have to occur during the reel spin. For example, it may occur during a jackpot game. In this case, the specific covering function may also occur during a jackpot game (the specific covering image 36 may be displayed during a jackpot game). The target (reward) indicated by the specific confidence indicator image 35 displayed during a jackpot game may be anything. For example, the reward could be that the game state after the jackpot game ends becomes a game state advantageous to the player (second specific game state), and the probability of this reward being granted could be indicated by the specific confidence indicator image 35.

[0310] Specific Example 10-4 As a type of specific confidence indicator image 35 (a type of confidence indicator element), there may be an image that, when displayed, confirms that the target winning / losing lottery result is a jackpot (granting of a prize) (for example, a specific confidence indicator image 35 containing rainbow-colored text is considered an image that confirms a jackpot).

[0311] In this case, if it is internally determined that a specific reliability indicator image 35 for a confirmed jackpot will be displayed, then if a specific operation is performed during a specific period, the specific reliability ind...

Claims

[Claim 1] A display means having a display area, A specific operating means that can be operated by the player, A method for conducting a draw to determine whether a winner will be selected, An effect execution means that performs a variation effect from the time the decorative pattern displayed in the display area starts to change until it stops in a manner that indicates the result of the win / fail lottery by the win / fail lottery means, Equipped with, In the aforementioned variation animation, a specific reliability suggestion image containing elements that indicate the probability that the corresponding win / loss lottery result will be a win may be displayed in the display area. A gaming machine characterized in that, by operating the specific operating means during a specific period of time while the fluctuation performance is in progress, a specific covering image is displayed in the display area that covers at least a portion of the specific reliability suggestion image and makes it invisible. however, During the specified period, no image requesting the operation of the specified operating means is displayed. If the specified operating means is not operated during the specified period, the specified confidence level suggestion image is made fully visible. There is no difference in the image displayed in areas of the display area other than the predetermined area, depending on whether the specific operating means is operated during the specified period and the specific covering image is displayed in a predetermined area which is part of the display area, or whether the specific operating means is not operated during the specified period and the specific covering image is not displayed in the predetermined area of ​​the display area. It shall be considered as such.