Gaming machine

JP7923587B2Active Publication Date: 2026-09-18SANSEI R&D KK
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Patent Information

Application Number
JP2025113456
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-07-04
Publication Date
2026-09-18
Estimated Expiration
2041-05-25

AI Technical Summary

Benefits of technology

【0006】 本発明にかかる遊技機は、演出の進行(展開)を分かりやすくすることが可能である。

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Abstract

To provide a game machine capable of allowing progress (development) of a performance to be understood easily.SOLUTION: In a game machine capable of executing multiple kinds of specific performances reaching an advantageous conclusion when a winning / losing lottery result becomes winning and reaching a disadvantageous conclusion when it becomes losing, a compound selection performance including a first selection performance for showing which of the multiple kinds of specific performances is executed and a second selection performance for showing a type of a good chance event occurring in the specific performance selected in the first selection performance occurs before the specific performance is started.SELECTED DRAWING: Figure 19
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Description

[Technical Field]

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

[0002] Gaming machines in which a ready-to-win performance selected in a selection performance is executed are known (see, for example, Patent Document 1 below). [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2013-150891 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of making the progress (development) of a performance easy to understand. [Means for Solving the Problem]

[0005] The gaming machine according to the present invention, which is made to solve the above problem, is a gaming machine capable of executing a plurality of types of specific performances that lead to an advantageous outcome favorable to a player or a disadvantageous outcome that is an outcome when the advantageous outcome is not reached, wherein a combined selection performance including a first selection performance indicating which of the plurality of types of the specific performances is to be executed before the specific performance is started, and a second selection performance indicating the type of opportunity event that occurs in the specific performance selected in the first selection performance, is generated; and in the specific performance, in addition to the type of the opportunity event indicated in the second selection performance, there is a possibility that the type of the opportunity event not indicated in the second selection performance also occurs. [Effect of the Invention]

[0006] The gaming machine according to the present invention can make the progress (development) of a performance easy to understand. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram to explain the game state (transitions between game states). [Figure 4] This is a diagram to explain the appearance of the held symbols. [Figure 5] This diagram shows how decorative characters are added to the normally occurring hold symbols in a prescribed order. [Figure 6] This diagram illustrates the relationship between the decorative characters attached to the first and second hold symbols in a normal manner, when a special type of hold symbol is placed in between the first and second hold symbols. [Figure 7] This is a diagram to explain specific examples 1-3. [Figure 8] This is a diagram to explain the preview effects and the reliability change effects. [Figure 9] This is a diagram to explain specific example 2-1 (first confidence level change effect). [Figure 10] This is a diagram to explain specific example 2-1 (second confidence level change effect). [Figure 11] This is a diagram to explain specific example 2-1 (a simulated change in confidence level). [Figure 12] This is a diagram to explain specific example 2-1 (suggestion of the probability of a change in reliability being demonstrated by a preview image). [Figure 13] This is a diagram to explain specific example 2-2. [Figure 14] This is a diagram illustrating specific example 2-2 (an example in which the appearance of the preview image suggests a high probability that the changed image will be highly reliable). [Figure 15] This is a diagram to explain specific example 2-3. [Figure 16] This is a diagram to explain specific example 2-4. [Figure 17] It is a diagram for explaining types of specific performances and types of opportunity events. [Figure 18] It is a diagram for explaining specific aspects of opportunity events. [Figure 19] It is a diagram for explaining composite selection performances (a first selection performance and a second selection performance). [Figure 20] It is a diagram for explaining Specific Example 3-1. [Figure 21] It is a diagram for explaining Specific Example 3-3. [Figure 22] It is a diagram for explaining Specific Example 3-5. [Figure 23] It is a diagram for explaining Specific Example 3-6. [Figure 24] It is a diagram showing aspects of decorative symbols displayed in a situation where a specific mode is set. [Figure 25] It is a diagram for explaining a fluctuation stop action. [Figure 26] It is a diagram for explaining Specific Example 4-3. [Figure 27] It is a diagram for explaining Specific Example 4-4. [Figure 28] It is a diagram for explaining Specific Example 4-5. [Figure 29] It is a diagram for explaining Specific Example 4-6. MODE FOR CARRYING OUT THE INVENTION

[0008] 1) Basic Configuration of Gaming Machine Hereinafter, one embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, when the term "image" is used without particularly specifying otherwise, it includes not only still images but also moving images.

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

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

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

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

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

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

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

[0016] In this embodiment, similar to known gaming machines, the result of the draw is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g will be a predetermined combination (for example, three of the same decorative symbols 80). If it is a loss, it will be a combination other than the combination that results in a jackpot.

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

[0018] If the draw result is a jackpot, a jackpot game is executed, opening the jackpot area 906 (the player is granted the "bonus" of a jackpot game). Since the jackpot game itself is publicly known, a detailed explanation is omitted. The number of rounds (round distribution), etc., can be set as appropriate.

[0019] 2) Game state The game state in which players aim to win a jackpot can be broadly divided into normal game state and special game state (see Figure 3(a)). The special game state is a game state that is more advantageous to the player compared to the normal game state. The normal game state is a low probability state in which the probability of winning a jackpot is low, and a low base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. There are two special game states: the first special game state and the second special game state. The first special game state is a high probability state (probability fluctuation state) in which the probability of winning a jackpot is high, and a high base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low probability state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which it is easy for the game ball to enter the starting area 904.

[0020] In normal gameplay, the player aims to launch the game ball towards the first starting area 904a (the so-called starting area of ​​Special Figure 1). In this embodiment, the player performs what is known as "left-handed shooting". Since the first win / loss lottery information is acquired when the game ball enters the first starting area 904a, the normal gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called Special Figure 1 lottery; hereinafter sometimes referred to as the first win / loss lottery). On the other hand, in special gameplay, the player aims to launch the game ball towards the second starting area 904b (the so-called starting area of ​​Special Figure 2). In this embodiment, the player performs what is known as "right-handed shooting". Since the second win / loss lottery information is acquired when the game ball enters the second starting area 904b, the special gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called Special Figure 2 lottery; hereinafter sometimes referred to as the second win / loss lottery). The special game state is a state in which the player is more likely to win the lottery to open the second starting area 904b, which is triggered when a game ball enters the normal starting area 905. Therefore, game balls enter the second starting area 904b relatively easily. Note that the settings for transitioning between game states can be anything, so the explanation is omitted. Also, the above-mentioned game state is merely an example.

[0021] The gaming machine 1 in this embodiment is a so-called "V-probability type" "ST machine". There are two types of jackpots: a regular jackpot and a special jackpot. After winning a regular jackpot, the game transitions to a second special game state (low probability, with time reduction) after the jackpot game ends. The second special game state continues for a predetermined number of consecutive times until the win / loss lottery result is a loss (in the following description, the number of losses from the start of a game state until the end of that game state without winning a jackpot may be referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special game state (so-called time reductions) is 100. After winning a special jackpot, the game transitions to a first special game state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special game state (so-called STs) is 150.

[0022] In the first draw (special drawing 1), 50% of the winning jackpots (jackpot distribution) are regular jackpots and 50% are special jackpots (the so-called probability of entering a bonus round is 50%). In the second draw (special drawing 2), 100% of the winning jackpots (jackpot distribution) are special jackpots (the so-called probability of entering a bonus round is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V-area (not shown) is opened during the jackpot game (it is opened for a time when, if the game ball is aimed at the V-area, the game ball will almost certainly enter it), and the game state after the jackpot game ends becomes a special game state, provided that the game ball enters the V-area. On the other hand, when a regular jackpot is won, the V-area is not opened, or it is opened to such an extent that it is practically impossible for the game ball to enter. As a result, the game ball does not enter the V-area, and the game state after the jackpot game ends returns to the normal game state.

[0023] Please note that the above-mentioned "V-type probability variation" "ST machine" is merely one example. It is also possible to have a configuration where the probability variation rate is the same for the first and second win / loss draws, rather than a "V-type probability variation" machine. Furthermore, it is also possible to have a so-called "probability variation loop machine" instead of an "ST" machine. In addition, it is also possible to have a gaming machine with so-called "two-type" functions ("Type 1 and Type 2 mixed machine," etc.). Unless otherwise specified in the following explanation, the gameplay, such as the distribution of jackpots, can be changed as appropriate.

[0024] In this embodiment, the probability of winning a jackpot in the low-probability state (normal game state, second special game state, and condition-activated game state described later) is approximately 1 / 319, and the probability of winning a jackpot in the high-probability state (first special game state) is approximately 1 / 100. The specific values ​​of these jackpot probabilities can be changed as appropriate.

[0025] 3) Display of held symbols As described above, the reserved symbol 10, which indicates the existence of win / loss lottery information stored in the memory means, is displayed in the display area 911. In this embodiment, in the normal game state, the reserved symbol 10 (reserved symbol 10 of Special Figure 1) is controlled as follows. Note that the control may be configured to occur as follows only when certain conditions are met, such as when in a predetermined performance mode. However, the control described below does not end after a few spins. It is intended to continue for at least 10 spins or more. In addition, in the special game state (for the reserved symbol 10 of Special Figure 2), it may be controlled as follows.

[0026] The modes of the reserved symbols 10 (reserved symbols 11 during variation, reserved symbols 12 before variation) are broadly divided into normal modes 10n and special modes 10s (see Figure 4). Under normal circumstances, the reserved symbols 10 are in normal mode 10n. In other words, normal mode 10n is the basic mode. The reserved symbols 10 are displayed in normal mode 10n most of the time. That is, the probability of being displayed in normal mode 10n is the highest (in this embodiment, more than 98% are in normal mode 10n).

[0027] The reserved symbol 10 in special mode 10s (see Figure 4) has a higher probability (hereinafter sometimes referred to as (jackpot) reliability) of the winning / losing result corresponding to the reserved symbol 10 being a jackpot than the reserved symbol 10 in normal mode 10n. In this embodiment, multiple types of such special mode 10s are set. That is, all of the multiple types of special mode 10s have a higher reliability than normal mode 10n. However, a configuration in which only one type of such special mode 10s is set is also possible.

[0028] In the normal mode 10n, one of X decorative characters 30 is attached to the reserved symbol 10 in a predetermined order. In this embodiment, four decorative characters 30 are set. Specifically, these are "Z", "E", "R", and "O" (see Figure 4), and this order is the predetermined order. Assuming that only the reserved symbol 10 in the normal mode 10n is displayed, the characters are attached in a predetermined order in a "cycle" manner, such as 1st "Z", 2nd "E", 3rd "R", 4th "O", 5th "Z", 6th "E", etc. (see Figure 5). It is preferable that the X decorative characters 30 form a string that represents some meaning. If X=4, for example, a string that makes up a "four-character idiom" can be set as the decorative characters 30. The characters may be any of the following: "alphabet", "hiragana", "katakana", "kanji", etc. (a combination of two or more of these may also be used), but "numbers" are excluded. The reason is that if the game is structured with numbers (including Chinese numerals), players may mistakenly believe that these numbers represent some kind of order, such as the order in which the games are played.

[0029] As shown in Figure 5, the decorative characters 30 are applied in order of the earliest notification of the corresponding win / loss lottery result, in what is called the "processing order". The character applied to a certain reserved symbol 10 does not change as long as that reserved symbol 10 is in its normal state 10n (the same character is applied until the notification of the win / loss lottery result corresponding to that reserved symbol 10 is completed and it is erased). If an "O" is applied to a reserved symbol 10, then in the processing order, the next reserved symbol 10 will be given a "Z". In other words, each decorative character 30 is applied in a "cycle". In this embodiment, the decorative characters 30 are applied in order of the "processing order" which includes both the reserved symbol 11 during the change and the reserved symbol 12 before the change. There are four of the above decorative characters 30, and a maximum of five reserved symbols 10 (reserved symbols 10 of Special Figure 1) are displayed, consisting of one reserved symbol 11 during the change and four reserved symbols 12 before the change. Therefore, when five reserved symbols 10 are displayed and all of them are in their normal state 10n, the reserved symbol 10 that is consumed first (reserved symbol 11 during the change) and the reserved symbol 10 that is consumed last (the fourth reserved symbol 12 before the change) will have the same character attached to them (see Figure 5(f)). In other words, at least the reserved symbols 12 before the change will all have different characters attached to them.

[0030] Thus, in this embodiment, decorative characters 30 are sequentially added to the reserved symbols 10 in the normal configuration 10n, which has the advantage of making it easy to grasp the status of the reserved symbols (the number of win / fail judgment information stored in the memory means).

[0031] In particular, in this embodiment, the maximum number of pre-reset symbols 12 displayed (the number of reserved symbols 10 of Special Figure 1 acquired in normal gameplay) Y and the number of decorative characters 30 X are both "4". Therefore, the pre-reset symbols 12 are always (regardless of the number of pre-reset symbols 12) adorned with different decorative characters 30 (see Figure 5), which has the advantage of making it easy to grasp the number of pre-reset symbols 12. Since there is always "one" reserved symbol 11 during reel spinning while the reel spinning animation is being performed, players need to be aware of the number of pre-reset symbols 12 while playing. Therefore, it is important to make it easy to grasp the number of pre-reset symbols 12 as in this embodiment.

[0032] On the other hand, the special mode 10s reserved symbols 10 are not adorned with the decorative characters 30. When three or more reserved symbols 10 are displayed in order of consumption, and one or more reserved symbols 10 of special mode 10s are displayed between reserved symbols 10 of normal mode 10n, the reserved symbols 10 of normal mode 10n (decorative characters 30) are controlled as follows: One of the reserved symbols 10 of normal mode 10n that sandwich the reserved symbols 10 of special mode 10s in the order of consumption is designated as the first reserved symbol 10, and the other as the second reserved symbol 10 (whose consumption order is later than the first reserved symbol 10). Furthermore, the first reserved symbol 10 is adorned with the nth decorative character 30 in a predetermined order, and s reserved symbols 10 of special mode 10s are displayed between the first and second reserved symbols 10. In this case, the second reserved symbol 10 will be adorned with the "n+1+s"th decorative character 30 in a predetermined order.

[0033] For example, if the decorative character 30 of the first reserved symbol 10 is "O" and s=1 (when one reserved symbol 10 of special mode 10s is displayed between reserved symbols 10 of normal mode 10n), then the decorative character 30 of the second reserved symbol 10 will be "E" (see Figure 6(a)). Also, for example, if the decorative character 30 of the first reserved symbol 10 is "E" and s=2 (when two consecutive reserved symbols 10 of special mode 10s are displayed between reserved symbols 10 of normal mode 10n), then the decorative character 30 of the second reserved symbol 10 will be "Z" (see Figure 6(b)). In other words, assuming that the reserved symbol 10 of special mode 10s is normal mode 10n, and that reserved symbol 10 has a decorative character 30 attached to it, then that decorative character 30 will be displayed on the second reserved symbol 10. In other words, the decorative character 30 of the previous reserved symbol 10, with an "s" space skipped, will be displayed on the subsequent reserved symbol 10.

[0034] In this embodiment, multiple types of special modes 10s are provided. The special modes 10s are divided into basic special modes 101s and pre-announcement special modes 102s (see Figure 4(b)). The basic special modes 101s indicate reliability through the color elements they contain (these colors are indicated by text in the drawings). In this embodiment, three types are set: "blue," "green," and "red" (reliability increases in this order (red is the highest)). A basic special mode 101s that guarantees a jackpot may also be set. Even the basic special mode 101s with the lowest reliability (blue in this embodiment) is still more reliable than the normal mode 10n. In addition, a configuration in which a predetermined character is set as the basic special mode 101s is also possible.

[0035] On the other hand, the special notification mode 102s indicates (predicts) that the probability of changing to the basic special mode 101s (due to the occurrence of a so-called hold change effect) has increased compared to the case of the normal mode 10n. However, in this embodiment, even if the special notification mode 102s is reached, it does not necessarily mean that it will change to one of the basic special modes 101s in the future. Since all of the basic special modes 101s described above are more reliable than the normal mode 10n, the special notification mode 102s, which indicates that the probability of changing to the basic special mode 101s is higher than that of the normal mode 10n, can be said to have a higher reliability than the normal mode 10n, considering that point (the possibility of changing to the basic special mode 101s). However, in this embodiment, if the change from the special notification mode 102s to the basic special mode 101s does not occur and it remains in the special notification mode 102s (when the corresponding win / loss lottery result is announced while remaining in the special notification mode 102s), its reliability is considered to be the same as or lower than that of the normal mode 10n. In other words, the special notification mode 102s itself does not indicate that it is more reliable than the normal mode 10n. Furthermore, in this embodiment, there is a possibility (not 0%) of changing from the normal mode 10n to the basic special mode 101s. However, the change from the normal mode 10n to the basic special mode 101s may be prevented. In this case, the difference in operation between the normal mode 10n and the basic special mode 101s becomes clearer.

[0036] Thus, the special notification mode 102s suggests a change to the basic special notification mode 101s, and its reliability is not very high (it is not much different from the normal mode 10n). Therefore, the reserved symbol 10 of the normal mode 10n and the reserved symbol 10 of the special notification mode 102s are considered to contain common elements. In this embodiment, the external shape of the reserved symbol 10 is the same (see Figure 4). In other words, the reserved symbol 10 of the normal mode 10n and the reserved symbol 10 of the special notification mode 102s have the same external shape as the reserved symbol 10, but differ in the presence or absence of decorative characters 30 (they are similar). In this embodiment, the special notification mode 102s has the same external shape as the normal mode 10n and is a mode that appears to be emitting light. Note that in this embodiment, the external shape of the reserved symbol 10 of the basic special notification mode 101s is different from that of the normal mode 10n and the special notification mode 102s. In other words, the basic special form 101s and the normal form 10n and the advance notice special form 102s differ not only in the presence or absence of decorative characters 30, but also in their external appearance (see Figure 4), so the difference is clear.

[0037] As described above, in this embodiment, the reserved symbols 10 of special mode 10s do not have decorative characters 30 attached, and the reserved symbols 10 that precede and follow the reserved symbols 10 of normal mode 10n, which are separated by the reserved symbols 10 of special mode 10s in the order of consumption, have decorative characters 30 attached, skipping the number of decorative characters 30 that correspond to the number of reserved symbols 10 of special mode 10s. This makes it easy to distinguish between normal mode 10n and special mode 10s.

[0038] Furthermore, the advance special form 102s, which is a type of special form 10s, and the normal form 10n have common elements (in this embodiment, the external shape), but differ in the presence or absence of decorative characters 30. As mentioned above, the advance special form 102s suggests a change to the basic special form 101s, and its reliability is not very high. Therefore, it is made to include elements common to the normal form 10n, but differs in the presence or absence of decorative characters 30. In this way, the decorative characters 30 can also function as an element to distinguish the normal form 10n from the advance special form 102s (a type of special form 10s).

[0039] The following describes specific examples of improvements, concretizations, and modifications to the display of the reserved symbol 10. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0040] 〇Specific Example 1-1 In the above embodiment, it was explained that the number of decorative characters 30 X and the maximum number of pre-reset symbols 12 (reset symbols in Special Figure 1) Y are the same (four). However, the number of decorative characters 30 (X) may be greater than the number of pre-reset symbols 12 (Y). In other words, it is sufficient if "X ≥ Y". By doing so, in any situation, the pre-reset symbols 12 will have different decorative characters 30 attached to them, making it easy to determine the number.

[0041] 〇Specific Examples 1-2 In the above embodiment, it was explained that the retained symbols 10 to which the decorative characters 30 are attached (normal form 10n) include both the retained symbols 11 during the change and the retained symbols 12 before the change. However, it is also possible to have only the retained symbols 12 before the change (maximum of four displayed) be the target, and the retained symbols 11 during the change not have the decorative characters 30 attached. In other words, the retained symbols 12 before the change (the one that is consumed first) will be in a form that does not include the decorative characters 30 when it becomes the retained symbols 11 during the change.

[0042] Specific Examples 1-3 As described above, the reserved symbols 10 in normal mode 10n are adorned with decorative characters 30 in a predetermined order. In other words, it can be seen that the adorning with decorative characters 30 being adorned in a predetermined order is set as a "rule," but the configuration is such that this "rule" may be broken. For example, when a reserved symbol 10 has "Z" adorned with it, the next reserved symbol 10 following the reserved symbol 10 in the consumption order may be displayed, and this new reserved symbol 10 may also have "Z" adorned with it (see Figure 7(a)). In other words, the "rule" is broken when the new reserved symbol 10 is displayed. In this case, the probability of a jackpot in the win / loss lottery result corresponding to the new reserved symbol 10 is higher (it may also be set to guarantee a jackpot), compared to when the "rule" is maintained, i.e., when the decorative character 30 "E" is adorned with it.

[0043] Furthermore, while it has been explained that when a special mode 10s reserve symbol 10 is displayed between the earlier reserve symbol 10 (normal mode 10n) and the later reserve symbol 10, the later reserve symbol 10 will have the "n+1+s"th decorative character 30 in a predetermined order (the decorative character 30 displayed on the later reserve symbol 10 will be the one skipping "s" positions from the decorative character 30 of the earlier reserve symbol 10), this rule may be broken. For example, if the earlier reserve symbol 10 is "E" and the number of special mode 10s reserve symbols 10 is s=1, then normally (according to the rule) the later reserve symbol 10 would have "O", but there may be cases where the later reserve symbol 10 has "R" (see Figure 7(b)). In other words, the special mode 10s reserve symbol 10 may be considered as not existing (the earlier reserve symbol 10 and the later reserve symbol 10 are considered to be consecutive), and a decorative character 30 may be attached. If such a situation occurs, the probability of a jackpot for the retained symbol 10 after the "rule" has been broken will be increased (compared to when the "rule" is maintained). Alternatively, the probability of a jackpot may be increased for the retained symbol 10 in special form 10s (compared to when the "rule" is maintained), rather than for the retained symbol 10 after the break.

[0044] 4) Various effects that make up the effects during the change The gaming machine 1 according to the present embodiment can execute the following effects as effects that constitute an in-fluctuation effect (effects that can occur during the in-fluctuation effect). It should be noted that a configuration may be adopted in which only some of the effects shown below can be executed.

[0045] 4-1) Reliability change effect, notice effect The reliability change effect is an effect indicating that the probability that the winning / losing lottery result (target winning / losing lottery result) is a jackpot has increased. That is, it is a so-called chance-up effect. The reliability change effect changes the mode of an effect image (hereinafter referred to as the target image 20) displayed in the display area 911. The target image 20 in the present embodiment is an image (title image) including the "title" of a ready-to-win effect. Specifically, at the beginning of the ready-to-win effect, an image including characters indicating the title (name) of the ready-to-win effect is displayed, and the change of the characters indicating the title from "white" (reference mode) (see Fig. 8(d)) to "red" (chance-up mode) (see Fig. 8(g)) occurs as the reliability change effect (in Fig. 8, "white" is represented by no hatching, and "red" is represented by hatching). That is, assuming that, for the target image 20 changed by the reliability change effect, the image before change is the pre-change image 20x and the image after change is the post-change image 20y, the "white" image is the pre-change image 20x, and the "red" image is the post-change image 20y. It should be noted that a plurality of types of modes may be set as modes that can be the pre-change image 20x or the post-change image 20y. Furthermore, a configuration may be adopted in which an image of a certain mode may serve as the pre-change image 20x in some cases and serve as the post-change image 20y in other cases. For example, three types of characters indicating the title, namely "white", "red", and "gold" (the highest reliability), are set, and a configuration may be adopted in which a change from "white" (pre-change image 20x) to "red" (post-change image 20y) may occur, and a change from "red" (pre-change image 20x) to "gold" (post-change image 20y) may also occur.

[0046] In a given variation animation (target variation animation), if a reliability change animation occurs, a pre-announcement animation may occur before the reliability change animation occurs in that target variation animation. The pre-announcement animation is an animation in which a pre-announcement image 25 is displayed in the display area 911. The pre-announcement image 25 is intended to suggest the occurrence of a reliability change animation. As described above, in this embodiment, the reliability change animation is one in which the target image 20 is a "title image" and its color changes, so an image containing the words "title change" is displayed in the display area 911 as the pre-announcement image 25 (see Figure 8(b)). In this embodiment, if a pre-announcement animation in which the pre-announcement image 25 is displayed occurs in a given variation animation, a reliability change animation with the title image as the target image 20 will always occur before the variation animation ends. However, the change in the title image does not necessarily accompany the occurrence of the pre-announcement animation. That is, a change in the title image may occur in a given variation animation even if the pre-announcement animation does not occur in that variation animation.

[0047] In this embodiment, two or more types of reach sequences are set as the reach sequences that are the target of the reliability change effect. After a pre-announcement sequence occurs, one of the two or more reach sequences will occur, and the title image of that reach sequence will change. Since the title will be different for each type of reach sequence, the appearance of the target image 20 (the part with text representing the title) will differ depending on the type of reach sequence that occurs.

[0048] The sequence from the occurrence of the pre-announcement effect to the occurrence of the reliability change effect is as follows: The occurrence of the pre-announcement effect is clearly indicated to the player by the large display of the pre-announcement image 25 in the display area 911 (see Figure 8(b)). Subsequently, the pre-announcement image 25 becomes smaller and is displayed near the outer edge of the display area 911 (see Figure 8(c)). This state of displaying the small pre-announcement image 25 continues until the reliability change effect begins. After the occurrence of the pre-announcement effect, one reach effect that is the target of the reliability change effect occurs. The title image "white" that indicates the title of the reach effect that occurred at the beginning is displayed as the target image 20 (pre-change image 20x) (see Figure 8(d)). After this, the reliability change effect occurs. The reliability change effect is divided into a pre-change stage and a post-change stage.

[0049] The pre-change stage includes a first half and a second half. In the first half (beginning of the pre-change stage), the pre-change image 20x and the preview image 25 (displayed near the outer edge of the display area 911) are displayed separately (see Figure 8(d)). In the second half, which is then executed, the preview image 25 gradually enlarges and moves toward the pre-change image 20x (see Figure 8(e)), and is displayed so as to overlap the pre-change image 20x. In this embodiment, the entire pre-change image 20x is covered by the preview image 25 (see Figure 8(f)). This situation is created by setting the image layer representing the preview image 25 in front of the image layer representing the pre-change image 20x (target image 20).

[0050] After the pre-change stage, the game transitions to the post-change stage. In the post-change stage, the preview image 25 is removed. This causes the target image 20 to be exposed again, but the exposed target image 20 is the post-change image 20y. In other words, the title image "Red," which is the post-change image 20y indicating a higher reliability than the pre-change image 20x, is displayed (see Figure 8(g)). Through these pre-change and post-change stages, from the player's perspective, the pre-change image 20x, which was covered by the preview image 25, appears to have changed into the post-change image 20y as a result of the preview image 25 being removed.

[0051] In a configuration that generates a pre-announcement effect and a reliability change effect as in this embodiment, it is necessary to clearly show the player that the occurrence of the pre-announcement effect leads to the occurrence of the reliability change effect (to clearly show what effect the pre-announcement effect has). As described above, by having the target image 20 (pre-change image 20x) temporarily covered by the pre-announcement image 25 and then changing to the post-change image 20y when exposed, it becomes an easy-to-understand effect that the pre-announcement image 25 caused the change in the target image 20 (that the "reliability change" occurs as a result of the "consumption" of the pre-announcement image 25).

[0052] The following describes specific examples of improvements, concretizations, and modifications to the reliability change and pre-announcement effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0053] 〇Specific Example 2-1 The system is configured such that there are multiple types of target images 20 that the preview image 25 may change. That is, when a preview effect occurs during a certain variation, one of the multiple types of target images 20 that can be displayed during that variation will change as a result of the effect of the preview effect. For example, when a preview effect occurs in which a certain preview image 25 is displayed, a first reliability change effect (see Figure 9) in which the first target image 21 changes may occur, or a second reliability change effect (see Figure 10) in which the second target image 22 changes may occur. In other words, when a preview effect occurs during a certain variation, it is guaranteed that one of the multiple types of reliability change effects will occur.

[0054] An example of a preview image 25 is one that includes the text "Text color changes to red" (see Figure 9(a)). The first target image 21 is the "title image" of the reach animation as described in the above embodiment, and the second target image 22 is the color of the text representing the character's lines displayed in the reach animation (dialogue image). When the first reliability change animation occurs due to the action of the preview animation (preview image 25), the "title image" changes from "white" to "red" (see Figures 9(b) to (d)). When the second reliability change animation occurs due to the action of the preview animation (preview image 25), the "dialogue image" changes from "white" to "red" (see Figures 10(b) to (d)). In the animation during the variation, the timing of when the second target image 22 is displayed is earlier than the timing of when the first target image 21 is displayed. Therefore, if the preview animation occurs and the first reliability change animation does not occur, the preview image 25 is not "consumed" (the preview image 25 remains displayed) (see Figure 10(a)). Then, the second reliability change effect occurs using the remaining preview image 25 (see Figures 10(b) to (d)). On the other hand, if the first reliability change effect occurs, the preview image 25 is "consumed" (the preview image 25 is deleted) (see Figure 9(e)). Therefore, no further changes occur in the dialogue image (second target image 22) using the preview image 25.

[0055] In this way, when a pre-announcement animation occurs, the gameplay becomes focused on which of the multiple reliability change animations will occur. If the settings are such that the occurrence of one of the first or second reliability change animations is more advantageous to the player (a setting that increases the reliability) than the occurrence of the other, the gameplay becomes such that the player will expect the more advantageous reliability change animation to occur.

[0056] Further, when the configuration is set as in this example, a configuration can be adopted in which a fake reliability change effect (see FIG. 11) can occur. After the notice effect is generated, a notice image 25 is displayed so as to cover the "title image" (white) (see FIG. 11(b)), but even after the notice image 25 is erased, no change in the direction of increasing reliability of the "title image" occurs (it remains "white") (see FIG. 11(c)), which is the fake reliability change effect. In other words, it is assumed that while making it appear as if a reliability change effect accompanying the generation of the notice effect has occurred (while making it appear as if a first reliability change effect has occurred), the "fake" effect in which no reliability change occurs can be generated. At the point in time when the image to be effected (the "title image" (white)) is covered by the notice image 25 (the point in time in FIG. 9(c) and FIG. 11(b)), it is impossible for the player to determine whether the effect is a reliability change effect (first reliability change effect) or a fake reliability change effect. When such a fake reliability change effect occurs, the notice image 25 is not "consumed" (it remains displayed without being erased) (see FIG. 11(c)). Therefore, a reliability change effect for another image will occur subsequently. In other words, in terms of the above example, a reliability change effect (second reliability change effect) with the "speech bubble image" as the target image 20 occurs (see FIG. 10).

[0057] If the occurrence of the first reliability change effect is more advantageous to the player than the occurrence of the second reliability change effect, when the notice image 25 is displayed so as to cover the "title image" (at the point in time in FIG. 9(c) and FIG. 11(b)), the player will hope that the effect is not "fake". Conversely, if the occurrence of the second reliability change effect is more advantageous to the player than the occurrence of the first reliability change effect, when the notice image 25 is displayed so as to cover the "title image" (at the point in time in FIG. 9(c) and FIG. 11(b)), the player will hope that the effect is "fake".

[0058] Furthermore, as in this example, if the setting is such that the target image 20 does not necessarily change even when the preview image 25 overlaps with the target image 20 (a false reliability change effect may occur), the probability of the target image 20 changing (the probability of a reliability change effect occurring instead of a false reliability change effect) may be suggested depending on the form of the preview image 25 when it overlaps with the target image 20. For example, if a second preview image 252 (for example, an image with a red background; see Figure 12(b)) which has a different form from the first preview image 251 (for example, an image with a white background; see Figure 12(a)) is displayed as the preview image 25 when it overlaps with the target image 20, the probability of a reliability change effect occurring instead of a false reliability change effect is higher when the second preview image 252 (for example, an image with a red background; see Figure 12(b)) which has a different form from the first preview image 251 is displayed. In this way, the gameplay becomes such that players pay attention to what form of preview image 25 overlaps with the target image 20.

[0059] 〇Specific Example 2-2 In the above embodiment, the reliability change effect (pre-change stage) is described as covering the entire target image 20 (pre-change image 20x) with the preview image 25. However, it is also possible to have a configuration in which only a part of the target image 20 (pre-change image 20x) is covered with the preview image 25 (see Figure 13(b)).

[0060] Furthermore, in this case, even if a portion of the target image 20 is covered by the preview image 25, the remaining portion of the target image 20 is exposed, so the change in the target image 20 (the change from the pre-change image 20x to the post-change image 20y) can be shown by the exposed portion. In accordance with the above embodiment, while a portion of the title image remains covered by the preview image 25, the change from "white" (see Figure 13(b)) to "red" (see Figure 13(c)) is shown by the exposed portion, and after this change, the preview image 25 is erased (see Figure 13(d)). In this way, by utilizing the fact that there is an exposed portion of the target image 20 that is not covered by the preview image 25, the change in the target image 20 can be grasped before the preview image 25 is erased.

[0061] Furthermore, in the case of the example described above, the size of the area covered by the preview image 25 in the target image 20 (pre-change image 20x) may indicate the form of the post-change image 20y (the probability of changing to a highly reliable post-change image 20y). For example, as explained in the above embodiment, if the pre-change image 20x is a title image "white" and there is a possibility that it will change to "red" or "gold" as the post-change image 20y, then the probability of the post-change image 20y being a more reliable title image "gold" is higher when the second preview image 252 is displayed (see Figure 14(b)), which covers a larger area of ​​the pre-change image 20x (title image "white") than the first preview image 251 is displayed (see Figure 14(a)). In this way, the gameplay becomes such that the player pays attention to the size of the area covered by the preview image 25 in the target image 20.

[0062] Specific Examples 2-3 In the above embodiment, it was explained that after the preview image 25 is superimposed on the target image 20 (pre-change image 20x), the target image 20 becomes the changed image 20y almost simultaneously with the deletion of the preview image 25. However, as shown in Figure 15, the target image 20 may change from the pre-change image 20x (see Figure 15(c)) to the changed image 20y (see Figure 15(d)) after the preview image 25 superimposed on the target image 20 (see Figure 15(b)) is deleted. In the above embodiment, the moment when the target image 20 changes from the pre-change image 20x to the changed image 20y is not visible, which may make it difficult to determine whether the target image 20 has changed. In this example, the moment when the target image 20 changes from the pre-change image 20x to the changed image 20y is visible, which has the advantage of making it easy to understand that the target image 20 has changed. However, the configuration described above is superior in that the timing at which the preview image 25 is erased coincides with the timing at which the changed image 20y appears, making it easier for the player to get the impression that the target image 20 has been changed to the changed image 20y due to the action of the preview image 25.

[0063] Specific Example 2-4 In the first variation of the game, the settings may allow for the display of multiple types of preview images 25. In addition to the "title change" described in the above embodiment, it is conceivable that the settings may allow for the display of preview images 25 such as "reserve change" (see Figure 16), which previews the occurrence of a so-called reserve change effect in which the appearance of the reserve symbols 10 changes, and "symbol change" (not shown), which previews the occurrence of a reach symbol change. In any case when a preview effect in which any of the preview images 25 is displayed occurs, the pre-change image 20x of the target image 20 is covered by the preview image 25 and then changes to the post-change image 20y. For example, when a "reserve change" occurs, the reserve symbol 10 before the change (see Figure 16(b)) is covered by the preview image 25 as the pre-change image 20x (see Figure 16(c)), and as the preview image 25 is erased, the reserve symbol 10 after the change appears as the post-change image 20y (see Figure 16(d)).

[0064] 4-2) Combined Selection Presentation In this embodiment, multiple types of specific effects can occur as part of the effects that constitute the fluctuation effects. All of these multiple types of specific effects ultimately lead to either a favorable outcome that is advantageous to the player, or an unfavorable outcome that is disadvantageous to the player if the favorable outcome is not reached. All of these multiple types of specific effects in this embodiment are reach effects, and they lead to an outcome that corresponds to the result of the win / loss lottery (the outcome indicates the win / loss lottery result). That is, if the win / loss lottery result is a jackpot, it leads to a favorable outcome, and if it is a loss, it leads to an unfavorable outcome. The favorable outcome includes cases in which a so-called reversal pattern occurs where it appears to have reached a failure outcome but is then reversed.

[0065] In this embodiment, four types of special effects can occur: the first, second, and fourth special effects (see Figure 17(a)). The basic probability of a jackpot differs for each type of special effect. Specifically, the probability differs when it is assumed that none of the opportune events described later occur. In this embodiment, the probability of a jackpot increases in the order of the first, second, third, and fourth special effects (the fourth special effect having the highest probability).

[0066] In this embodiment, in all of the multiple types of specific performances, the player is required to operate the operation means 70 just before reaching the conclusion (an operation performance occurs as a performance constituting the specific performance). The specific performance reaches its conclusion when the operation means 70 is operated during the operation valid period. In other words, the operation of the operation means 70 in the specific performance can be said to be a branching point just before the result of the win / loss lottery is determined. If the operation means 70 is not operated during the operation valid period, the conclusion is reached when the operation valid period ends. In this embodiment, the operation means 70 is provided as a first operation means 71 and a second operation means 72 (see Figure 1), and the player is required to operate either the first operation means 71 or the second operation means 72. The probability of reaching a favorable conclusion (i.e., the reliability of winning the jackpot) is higher when the second operation performance, which requires the operation of the second operation means 72, occurs than when the first operation performance, which requires the operation of the first operation means 71, occurs. The first operation performance can be said to be the standard mode (default), and the second operation performance is a chance-up mode.

[0067] Each of the various special effects displays different types of video (the specific types of video content for each special effect can be anything, so explanation and illustration are omitted) in the display area 911, and the player can distinguish between the same and different special effects based on the differences in these videos. However, the differences in these videos do not include differences due to the presence or absence of so-called chance-up elements. In other words, special effects of the same type are considered to be those for which the same video is output from the player's perspective. Although not illustrated, an image indicating the title of each special effect is displayed at the beginning of each special effect, so the type of special effect can also be distinguished by the differences in these titles.

[0068] In certain sequences, multiple types of chance-up events may occur. In this embodiment, three types of chance-up events can occur: the first, second, and third chance-up events (see Figure 17(b)). The number of chance-up events that occur in a particular sequence is not fixed. That is, the number of chance-up events that occur in a particular sequence is between 0 and 3, and the more times they occur, the higher the probability of reaching a favorable outcome (jackpot reliability). The first chance-up event is when the characters representing the dialogue of the characters appearing in the particular sequence (hereinafter sometimes referred to as character image 41) turn "red". In other words, while the default state for the character image 41 is "white" (see Figure 18(a-1)), the first chance-up event is set when the character image 41 turns "red" (see Figure 18(a-2)). The second chance-up event is when a predetermined chance image 42 (cut-in image) is displayed during the particular sequence. In other words, the default state (see Figure 18(b-1)) is when the opportunity image 42 is not displayed through a specific performance, and the second opportunity event is when the opportunity image 42 is displayed at a predetermined timing (see Figure 18(b-2)). The third opportunity event is when the operation performance (described above) performed in the specific performance is the second operation performance (see Figure 18(c-2)) instead of the first operation performance (see Figure 18(c-1)).

[0069] These first to third opportunity events can occur in any of the multiple types of specific performances. However, the exact form of the performance representing each opportunity event is not the same. For example, the dialogue represented by the above text image 41 differs in content depending on the specific performance, so even if the color of the dialogue is the same, the displayed string will be different. In other words, the event that the color of the dialogue text becomes "red" (first opportunity event) can occur in any of the multiple types of specific performances. Similarly, the form of the opportunity image 42 may differ for each specific performance (or may be the same). Even if the form of the opportunity image 42 differs for each specific performance, the event that the opportunity image 42 is displayed (second opportunity event) can occur in any of the multiple types of specific performances.

[0070] All three of the first, second, and third opportunity events increase the probability of a favorable outcome (jackpot reliability) when they occur. However, each opportunity event has a different value to the player when it occurs (the degree of increase in reliability differs). In this embodiment, the value increases in the order of the first opportunity event, the second opportunity event, and the third opportunity event (the third opportunity event is the most valuable). In other words, assuming that an opportunity event occurs only once in a certain type of special effect, it is more advantageous (higher reliability) for the player when the second opportunity event occurs than when the first opportunity event occurs, and when the third opportunity event occurs than when the second opportunity event occurs.

[0071] Furthermore, the length of time required to reach the conclusion (the point at which the winning or losing result is determined) for each specific performance is constant, regardless of whether or not a favorable event occurs. In other words, the time it takes to reach the conclusion does not change depending on whether or not a favorable event occurs. However, the time it takes to reach the conclusion may differ when comparing different types of specific performances. That is, the time required for one type of specific performance may differ from that of another type of specific performance, but whether or not a favorable event occurs in that particular specific performance (how many first to third favorable events occur) does not affect the time required.

[0072] When a specific event occurs during a particular spinning animation (target spinning animation), a combined selection animation may occur before the specific event in that target spinning animation. If a combined selection animation occurs, then one of several specific events will always occur afterward. Note that various specific events may occur without going through the combined selection animation. In other words, the occurrence of a combined selection animation is not a condition for the occurrence of various specific events. However, if a combined selection animation occurs, it is guaranteed that at least one favorable event will occur in the subsequent specific event, so in that respect, it can be said that it is advantageous for the player when a specific event occurs after going through the combined selection animation (a specific event that occurs without going through the combined selection animation may not produce any favorable events at all).

[0073] The combined selection sequence (see Figures 19(b) to (e)) includes a first selection sequence and a second selection sequence, which are executed consecutively. Note that the first and second selection sequences do not allow the player to choose their preferred option (candidate). Multiple possible options are presented, and one of them is automatically selected. After the first selection sequence ends (the result of the first selection sequence is shown), the second selection sequence begins immediately. Unless otherwise specified, if the first and second selection sequences occur consecutively, the first selection sequence may be executed after the second selection sequence.

[0074] The first selection animation (see Figures 19(b) and 19(c)) indicates which of several specific animations (first to fourth specific animations) will be executed. In other words, the first to fourth specific animations are presented as "candidates" (options) that may be executed in the future, and one of them will be selected. In this embodiment, images containing characters representing the names of each of the first to fourth specific animations (names of the reaches) are displayed as images indicating the options (first option images 51) (the names of the first to fourth specific animations are illustrated as Reach A to Reach D). These four first option images 51 are displayed in a variable manner (see Figure 19(b)), and when the variation stops, it is indicated that one of them has been selected (see Figure 19(c)). The specific animation selected here will be executed after the completion of the combined selection animation (second selection animation) (see Figure 19(f)).

[0075] Following the first selection sequence, the second selection sequence (see Figures 19(d) and 19(e)) is executed. The second selection sequence indicates the type of opportunity event that will occur in the specific sequence selected in the first selection sequence. Specifically, the first to third opportunity events are presented as "candidates" (options) for opportunity events that may occur in the specific sequence, and one of them is selected. In this embodiment, images containing characters representing the names of each of the first to third opportunity events (chance-up names) are displayed as images indicating the options (second selection images 52) (the names of each of the first to third opportunity events are illustrated as dialogue changes, cut-ins, and devices). These three second selection images 52 are displayed in a variable manner (see Figure 19(d)), and the change in the variable manner stops, indicating that one of them has been selected (see Figure 19(e)).

[0076] The combined selection sequence ends when the second selection sequence concludes. Then, the specific sequence selected in the first selection sequence (one of the first to fourth specific sequences) begins (see Figure 19(f)). In this specific sequence, the opportunity event selected in the second selection sequence occurs (see Figure 19(e)). In this embodiment, opportunity events not selected in the second selection sequence may also occur in subsequent specific sequences. In other words, it is not guaranteed that opportunity events not selected in the second selection sequence will not occur in subsequent specific sequences. If the setting is such that only opportunity events selected in the second selection sequence occur, then only one type of opportunity event will occur in the specific sequence after the combined selection sequence (which may lead to a decrease in appeal due to the limited number of sequence patterns). Therefore, it is preferable not to exclude the possibility of unselected opportunity events occurring.

[0077] Thus, in this embodiment, both the type of specific performance that occurs in the composite selection performance and the type of opportune event that occurs in that specific performance are shown, making it easier to understand the progress (development) of the performance.

[0078] The following describes specific examples of improvements, concretizations, and modifications related to complex selection presentations. Furthermore, whenever possible, a configuration may be created that combines multiple techniques described using the following examples.

[0079] 〇Specific Example 3-1 In the above embodiment, it was explained that all opportunity events (first opportunity event to third opportunity event) shown as candidates in the second selection performance can occur in any type of specific performance (any of the first specific performance to fourth specific performance). However, the types of opportunity events that can occur may differ depending on the type of specific performance. Furthermore, "opportunity event does not occur" as used here includes cases where no reference event (default state) is set. For example, in the above embodiment, it was explained that the third opportunity event is when the operation performance executed in the specific performance is not the first operation performance (default state) that prompts the operation of the first operation means 71, but the second operation performance that prompts the operation of the second operation means 72. However, even in cases where the first operation performance does not occur and the second operation performance always occurs (i.e., the "first operation performance" that serves as the reference (comparison target) does not occur), this is also included in "opportunity event does not occur" (because an opportunity event is an event that becomes a "chance up" only when a "comparison target" exists). In other words, unless an event is not a "branching point" in the storyline (an event that may or may not occur), it is not considered an opportune event.

[0080] For example, suppose that in the first to third specific performances, any of the first to third opportunity events can occur, but in the fourth specific performance, the first and second opportunity events can occur, but the third opportunity event will never occur (see Figure 20(a)). In this case, the flow of the performance when the first to third specific performances are selected in the first selection performance is the same as in the embodiment described above. That is, in the second selection performance, all of the first to third opportunity events are shown as "candidates" (see Figure 20(b-1)). On the other hand, if the fourth specific performance is selected in the first selection performance, the first and second opportunity events are shown as "candidates" in the second selection performance, but the third opportunity event, which will never occur, is not shown as a "candidate" (see Figure 20(b-2)).

[0081] Thus, if the types of opportunistic events that can occur differ depending on the type of specific performance, then the "candidates" for opportunistic events shown in the second selection performance should be determined according to the type of specific performance selected in the first selection performance. In other words, if we proceed as in this example, the combined selection performance should be configured so that the second selection performance is executed after the first selection performance is executed (after the type of specific performance to be executed is indicated).

[0082] Conversely, if, as in the embodiment described above, all opportunity events (first to third opportunity events) shown as candidates in the second selection presentation can occur regardless of the type of specific presentation (any of the first to fourth specific presentations), then there is an advantage in that control like that in this example (controlling the types of opportunity events that become candidates (the types of candidates presented in the second selection presentation) based on the specific presentation to be executed (the selection of the first selection presentation)) is unnecessary. Furthermore, there is also the advantage that the composite selection presentation can be configured so that the first selection presentation is executed (the specific presentation to be executed is selected) after the second selection presentation is executed (after the opportunity events are selected).

[0083] Specific Example 3-2 The combination of candidates shown in the first selection animation may change each time. Since specific animations not shown as candidates in the first selection animation will not be selected (will not occur), this animation format will be such that the player hopes that a specific animation with a higher reliability will be included as a candidate.

[0084] Similarly, the combination of candidates shown in the second selection sequence may change each time. Since opportune events not shown as candidates in the second selection sequence will not be selected (will not occur), this sequence format encourages players to hope that more reliable opportune events will be included in the candidates.

[0085] Specific Example 3-3 In the second selection sequence, there are cases where two or more favorable events can be selected (see Figure 21). As in the embodiment described above, if three favorable events, from the first to the third, are presented as candidates in the second selection sequence, it is possible that two or all three will be selected, and the two or more selected favorable events may occur in subsequent specific sequences. The more favorable events that occur in a specific sequence, the higher the probability of reaching a favorable outcome (higher jackpot reliability). Therefore, as in this example, the sequence is designed so that the player hopes that more favorable events (second selection image 52) will be selected in the second selection sequence.

[0086] Unlike the second selection animation, the first selection animation determines the type of specific animation that will occur (only one specific animation will be executed afterward). Therefore, it is not possible to have a configuration where two or more specific animations (first selection image 51) are selected.

[0087] In the example shown, the setting may be such that the opportunity event not selected in the second selection sequence does not occur in the subsequent specific sequence. As in the embodiment described above, if the configuration is such that one opportunity event is selected in the second selection sequence, it is undesirable if the setting is not such that the unselected opportunity event can also occur in the subsequent specific sequence, as this would limit the patterns of the sequence. However, if the setting is such that two or more opportunity events may be selected in the second selection sequence (the number of opportunity events selected is indeterminate), as in the example shown, then the configuration may be such that only the one or more opportunity events selected in the second selection sequence occur in the subsequent specific sequence, and the other opportunity events do not occur in the subsequent specific sequence. In the example shown in Figure 21 (when the result of Figure 21(b) is reached), the first opportunity event (dialogue change) and the second opportunity event (cut-in) occur in the subsequent specific sequence, but the third opportunity event (device) does not occur.

[0088] Specific Examples 3-4 In the second selection sequence, it is possible for a result to occur where none of the multiple opportunity events presented as candidates (second selection image 52) are selected (hereinafter referred to as the "non-selection result"). If the non-selection result occurs, it is also possible that no opportunity events will occur at all in subsequent specific sequences (none of the first, second, or third opportunity events will occur).

[0089] As in the embodiment described above, if the second selection sequence is configured to select a type of opportune event (second selection image 52), then it is guaranteed that at least one type of opportune event will occur in the specific sequence after the combined selection sequence. Therefore, the occurrence of the combined selection sequence is advantageous to the player in this respect, resulting in a gameplay experience that is beneficial to the player. On the other hand, in the case of the present example, even if the combined selection sequence occurs, there may be cases in which no opportune events occur at all in the specific sequence, thus broadening the range of possible sequences.

[0090] Specific Examples 3-5 At the beginning of the combined selection sequence (referring to a situation where the results of both the first and second selection sequences are unknown), both the candidate for the first selection sequence (first selection image 51) and the candidate for the second selection sequence (second selection image 52) are shown (see Figure 22(b)). In other words, as in the above embodiment, instead of showing the types of opportunistic events that may occur in a specific sequence after the type of specific sequence to be executed has been determined (the result of the first selection sequence has been shown), the candidate for the specific sequence and the candidate for the opportunistic events are shown together (see Figure 22(b)) from a stage before the type of specific sequence to be executed has been determined (before the first selection sequence begins (see Figure 22(c))).

[0091] As in the embodiment described above, if the second selection sequence begins after the result of the first selection sequence is determined, there is a risk that if the result of the first selection sequence is unfavorable to the player (for example, if a specific sequence with low reliability is selected), the player may become discouraged with that selection and lose interest in the result of the second selection sequence. The same applies if the result of the second selection sequence is determined first. That is, if the result of the second selection sequence is unfavorable to the player (for example, if a favorable event with low reliability is selected), the player may become discouraged with that selection and lose interest in the result of the first selection sequence. To prevent this situation, both the candidate for the specific sequence and the candidate for the favorable event are shown at the beginning of the combined selection sequence.

[0092] In particular, as explained in the specific example 3-2 above, if the settings are such that the candidates for specific effects and favorable events can change each time, then what kind of candidates are presented is of great interest to the player. Therefore, it can be said that it is effective to show the candidates for specific effects and favorable events at a stage where no selection has been made at all (a stage before the player may become discouraged).

[0093] Specific Examples 3-6 The second selection sequence includes a configuration in which, if it occurs during a specific sequence, it is guaranteed to result in a favorable outcome (hereinafter referred to as a "confirmed event"). As in the above embodiment, if the setting is "favorable outcome = jackpot," then the confirmed event is shown as a candidate in the second selection sequence, and if the confirmed event is selected, the result of the win / loss lottery is guaranteed to be a jackpot at that point. In this way, the player pays attention to whether or not the candidate (second selection image) shown in the second selection sequence includes a confirmed event (see Figure 23(b-2)), and if it is included, the player hopes that the confirmed event will be selected (the "premium" second selection image shown in Figure 23(b-2) corresponds to a confirmed event). Furthermore, if the configuration is such that the second selection performance occurs after the result of the first selection performance is determined (the type of specific performance to be executed is decided), as in the embodiment described above, even if a specific performance with a low reliability is selected in the first selection performance, a pattern can occur where a guaranteed event is selected in the second selection performance, resulting in a guaranteed jackpot (a pattern where an unfavorable situation in the first selection performance is overturned in the second selection performance), which adds to the excitement.

[0094] If a confirmed event is included as one of the opportune events, it is conceivable that the confirmed event may occur in some of the multiple types of specific performances, but not in the other specific performances. For example, the confirmed event may not occur in the second specific performance (reach B) and the third specific performance (reach C), but may occur in the first specific performance (reach A) and the fourth specific performance (reach D). In this case, if the second or third specific performance is selected in the first selection performance (see Figure 22(a)), the confirmed event will not be selected in the second selection performance (the confirmed event will not be shown as a candidate) (see Figure 23(b-1)), and if the first or fourth specific performance is selected in the first selection performance, there is a possibility that the confirmed event will be selected in the second selection performance (see Figure 23(b-2)). Therefore, selecting the first or fourth specific performance in the first selection performance is advantageous to the player in that there remains a possibility that the confirmed event will be selected in the second selection performance.

[0095] 4-3) Variable Stop Symbol Action In this embodiment, the following variation stop action can be performed as an action that constitutes the variation performance. Note that this variation stop action can occur when a predetermined performance mode (specific mode) is set. In other words, the various configurations described below refer to those when the specific mode is set. For example, the form of the decorative pattern 80 described below refers to those when the specific mode is set. However, it is also possible to have a configuration in which such a condition is not set for the variation stop action to occur, and the variation stop action can occur at all times.

[0096] Each decorative pattern 80 (see Figure 24(a)) includes a main element 81 indicating its type and a sub-element 82 attached to the main element 81. The main element 81 is the part that includes characters (in this embodiment, "numbers"). If the characters in the main element 81 are the same (even if the font and other external appearances are different), the type of pattern is the same. In this embodiment, it includes any number from "1" to "7". In other words, seven types of patterns are set as decorative patterns 80. The sub-element 82 is the part that represents a different character corresponding to each of the numbers from "1" to "7". Note that "character" includes not only those that represent animals such as humans, but also those that represent objects. Furthermore, it includes not only things that actually exist, but also fictional things that appear in original works such as comics.

[0097] In this embodiment, the main element 81 "1" is associated with "Character A", "2" with "Character B", ... "7" with "Character G" (see Figure 24(a)). In other words, decorative patterns 80 of the same type (decorative patterns 80 with the same main element 81) include the same type of character as a sub-element 82. Note that each character may change in appearance within a range that the player can recognize as representing the same character. The left decorative pattern group 80gL, the right decorative pattern group 80gR, and the middle decorative pattern group 80gC each include seven types of patterns, "1" to "7", in the main element 81.

[0098] In the following explanation, the decorative pattern 80 included in the left decorative pattern group 80gL (the decorative pattern 80 selected from the left decorative pattern group 80gL) will be referred to as the left decorative pattern 80L, the decorative pattern 80 included in the right decorative pattern group 80gR (the decorative pattern 80 selected from the right decorative pattern group 80gR) will be referred to as the right decorative pattern 80R, and the decorative pattern 80 included in the middle decorative pattern group 80gC (the decorative pattern 80 selected from the middle decorative pattern group 80gC) will be referred to as the middle decorative pattern 80C (see Figure 24(b)). As will be explained in more detail later, if we were to assign prefixes "first" to "third" to the order in which the fluctuation stop action occurs (including pseudo-stops), then the left decorative symbol 80L (left decorative symbol group 80gL) would be the "first decorative symbol (first decorative symbol group)", the right decorative symbol 80R (right decorative symbol group 80gR) would be the "second decorative symbol (second decorative symbol group)", and the middle decorative symbol 80C (middle decorative symbol group 80gC) would be the "third decorative symbol (third decorative symbol group)".

[0099] First, the left decorative symbol group 80gL stops moving, and the left decorative symbol 80L is displayed to the left of the center in the width direction of the display area 911 (see Figure 25(b)). Note that in the explanation of the movement stop action, "stop" includes pseudo-stop (a state in which it appears to the player that it has stopped but has not completely stopped, for example, a state in which it is slightly swaying). Subsequently, the right decorative symbol group 80gR stops moving, and the right decorative symbol 80R is displayed to the right of the center in the width direction of the display area 911 (see Figure 25(c)). Note that the timing of when the left decorative symbol 80L is displayed and when the right decorative symbol 80R is displayed do not matter. Both may be displayed simultaneously (the fluctuations of the left decorative symbol group 80gL and the right decorative symbol group 80gR may stop at the same time), or the timing of the display of the right decorative symbol 80R may be earlier than the timing of the display of the left decorative symbol 80L (the timing of the fluctuation of the right decorative symbol group 80gR may be earlier than the timing of the fluctuation of the left decorative symbol group 80gL stopping).

[0100] Subsequently, the variation of the central decorative pattern group 80gC stops. At this time, the sub-element part 82 of the left decorative pattern 80L (left sub-element part 82L) and the sub-element part 82 of the right decorative pattern 80R (right sub-element part 82R) are displaced so that they move closer to each other. In other words, one central decorative pattern 80C that is displayed when the variation of the central decorative pattern group 80gC stops is displayed between the left decorative pattern 80L and the right decorative pattern 80R in the width direction, and the characters of the left sub-element part 82L and the right sub-element part 82R move toward the central decorative pattern 80C. Specifically, the characters of the left sub-element part 82L and the right sub-element part 82R perform a variation stop action that stops one central decorative pattern 80C selected from the central decorative pattern group 80gC (see Figure 25(d)). In this embodiment, the final combination of decorative patterns 80 displayed after the variation stop action indicates a "miss". In other words, the spin stop action only occurs in spins where the lottery result is a loss. After that, if there is any pending information from before the spin, the game moves on to the next spin.

[0101] In this embodiment, even when a variable stop action occurs, the sub-element section 82 (left sub-element section 82L, right sub-element section 82R) and the main element section 81 remain connected (not separated) in the left decorative pattern 80L and the right decorative pattern 80R (see Figure 25(d)). In other words, it is easy to see that the left decorative pattern 80L and the right decorative pattern 80R are a single pattern composed of the main element section 81 and the sub-element section 82.

[0102] Thus, the variable stop action is an interesting one, as it utilizes the fact that the left decorative symbol 80L and the right decorative symbol 80R, which are displayed on either side of the central decorative symbol 80C, include a sub-element part 82 (character), and that this sub-element part 82 stops the central decorative symbol 80C (central decorative symbol group 80gC).

[0103] The following describes specific examples of improvements, concretizations, and modifications to matters related to variable stop actions. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0104] 〇Specific Example 4-1 The variation stop action in the above embodiment occurs when the middle decorative pattern 80C (third decorative pattern) is displayed between the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) in the width direction. However, the positional relationship (direction in which the three decorative patterns 80 are aligned) can be changed as appropriate, as long as the decorative pattern 80 that is the target of the variation stop action is displayed between two decorative patterns 80 that have a sub-element 82 that performs the variation stop action. For example, the decorative pattern 80 (third decorative pattern) that is the target of the variation stop action may be displayed between the decorative pattern 80 (first decorative pattern) displayed on the upper side of the display area 911 and the decorative pattern 80 (second decorative pattern) displayed on the lower side (the three decorative patterns 80 are aligned vertically).

[0105] 〇Specific Example 4-2 When the types of the left decorative symbol 80L and the right decorative symbol 80R are the same, a so-called "reach" is established, and the reel stop action does not occur. When the types of the left decorative symbol 80L and the right decorative symbol 80R are the same, it means that the character in the sub-element part 82 of the left decorative symbol 80L and the character in the sub-element part 82 of the right decorative symbol 80R are the same. There is a risk that players may feel uncomfortable with two "characters of the same type" performing an action at the same time (it would result in an unnatural (unrealistic) performance where two characters of the same type move together at the same time to stop the middle decorative symbol 80C), so the reel stop action does not occur when a reach is established. In other words, the reel stop action will only occur when the types of the left decorative symbol 80L and the right decorative symbol 80R are different, that is, when the character in the sub-element part 82 of the left decorative symbol 80L and the character in the sub-element part 82 of the right decorative symbol 80R are different.

[0106] In this example, the spinning stop action occurs when a reach is not achieved, meaning the spinning stop action occurs during a so-called "complete miss" spin (a spin where a miss is announced without a reach being achieved).

[0107] Specific Example 4-3 Unlike the above example 4-2, the configuration allows for a variable stop action to occur even when a reach is achieved (see Figure 26(a)) (see Figure 26(b)). However, the variable stop action when a reach is achieved will be different for the character represented by the left sub-element 82L and the character represented by the right element, even though they are of the same type. Note that "different actions" here does not include cases where the actions of both characters are symmetrical. In other words, "different actions" are defined as actions of both characters that are not identical (in a manner that perfectly overlaps when translated) and are also asymmetrical. In the above embodiment, if the configuration is such that the same type of character is displayed on the left and right sides of the display area 911 when a reach is achieved, the actions of the character represented by the left sub-element 82L and the character represented by the right element will be non-identical and asymmetrical (see Figure 26(b)). In other words, when the same character located on the left and right moves toward the center, it would be conceivable to make the movement symmetrical, but the movement is deliberately made asymmetrical.

[0108] The mere presence of identical characters at the same time is inherently unnatural, and this unnaturalness is amplified when those identical characters also perform the same actions. Therefore, to minimize this unnaturalness, when a variation stop action occurs during a reach, the actions of both characters are deliberately made different (to avoid displaying two identical characters performing the same actions at the same time, thereby suppressing the unnaturalness).

[0109] In this example, it is best to assume that for every type of decorative symbol 80 (each of characters A to I), there are two actions: one for when it is displayed as the left decorative symbol 80L (left action) and another for when it is displayed as the right decorative symbol 80R (right action; which is different from the left action). Regardless of whether a reach is achieved or not, if a certain decorative symbol 80 is displayed as the left decorative symbol 80L, the left action (see Figure 26(c-1)) is executed, and if it is displayed as the right decorative symbol 80R, the right action (see Figure 26(c-1)) is executed. In this way, regardless of whether a reach is achieved or not (even if a reach is achieved), the actions of the left and right characters will inevitably be different.

[0110] Furthermore, in this example, since the reel stop action occurs even when a reach is achieved, the reel stop action can be triggered not only in reels that result in a "miss after a reach" but also in reels that result in a "jackpot". In other words, it is possible to configure the reel stop action to occur when the left decorative symbol 80L and the right decorative symbol 80R, which constitute the reach, stop, and the same type of middle decorative symbol 80C stops.

[0111] Specific Example 4-4 The system is configured so that the occurrence of a reel stop action functions as a so-called pre-announcement effect. A pre-announcement effect suggests that the probability of a certain win / loss result (target win / loss result) becoming a jackpot has increased, using a reel stop effect that notifies one or more preceding win / loss results that are notified before the target win / loss result. The reel stop action occurs when the notification of the preceding win / loss result (miss) is made (see Figure 27(b-1)). In other words, the occurrence of a reel stop action functions as an indication of the occurrence of a pre-announcement effect. If there is "no pre-announcement," then the reel stop action does not occur (see Figure 27(b-2)). If the setting is such that a larger number of so-called pre-announcements (number of preceding win / loss results) indicates a higher probability of a jackpot for the target win / loss result, then the more times the reel stop action occurs, the higher the probability of a jackpot for the target win / loss result.

[0112] In this way, a unique variation stop action occurs in which the sub-element section 82, which includes the left decorative symbol 80L and the right decorative symbol 80R, stops the middle decorative symbol 80C, thus indicating the occurrence of a pre-read, making it an easy-to-understand pre-read effect.

[0113] In this example, for each type of decorative symbol 80 (each of characters A to I), two or more actions with different characteristics may be prepared, and these actions may indicate the reliability of the target win / loss lottery result. For example, suppose that each of characters A to I has a first action and a second action. If the combination of the left decorative symbol 80L and the right decorative symbol 80R is the same, the combination of characters that perform the spinning stop action will be the same. However, if the character of the left sub-element 82L and the character of the right sub-element 82R perform the second action (see Figure 27(c-2)), the reliability of the target win / loss lottery result will be higher (higher reliability of the pre-read) than if the character of the left sub-element 82L and the character of the right sub-element 82R perform the first action (see Figure 27(c-1)). In this way, the performance becomes one in which attention should be paid to what actions the left and right characters perform during the spinning stop action.

[0114] Specific Examples 4-5 The decorative pattern 80 (decorative pattern group 80g) that is stopped by the fluctuation stop action does not include a sub-element part 82 (character). In accordance with the above embodiment, the middle decorative pattern 80C (decorative pattern included in the middle decorative pattern group 80gC) includes a main element part 81 (number) but does not include a sub-element part 82 (see Figure 28). Since the fluctuation stop action is a performance in which the left sub-element part 82L and the right sub-element part 82R perform an action, the middle decorative pattern 80C that is stopped by this action does not need to have a sub-element part 82.

[0115] This clarifies the difference between the "symbol that causes stopping" (with sub-element 82) and the "symbol that can be stopped" (without sub-element 82), making the variable stopping action easier to understand.

[0116] Specific Examples 4-6 The various decorative patterns 80 included in the left decorative pattern group 80gL and the various decorative patterns 80 included in the right decorative pattern group 80gR may be configured such that they do not include the sub-element part 82 while they are changing, but change to include the sub-element part 82 when the change stops. For example, they may change using only the "number" (main element part 81) (see Figure 29(a)), and then be displayed as "number" (main element part 81) + "character" (sub-element part 82) when they stop (see Figures 29(b) and (c)). The change stop action occurs after the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) are shown (the left and right decorative pattern groups 80gR have stopped changing), so they do not need to include the sub-element part 82 in the state prior to that.

[0117] Furthermore, the central decorative pattern 80C (central decorative pattern group 80gC) may remain without the sub-element section 82 (remaining as a number) even when the variation stops (see Figure 29(d)), and may be configured to display as a "number" (main element section 81) + "character" (sub-element section 82) when the variation stops, similar to the left decorative pattern 80L and the right decorative pattern 80R (not shown).

[0118] 5) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0119] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0120] The effects described in the above embodiment that suggest the probability (reliability of winning) of the draw result being a "jackpot" can also be used to suggest the probability of winning a so-called "minor win."

[0121] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0122] ·Means 1-1 A gaming machine that displays as a reserved symbol the existence of winning / losing lottery information used in a winning / losing lottery, for which the notification of the corresponding winning / losing lottery result has not yet been completed, wherein the reserved symbol has a normal form and a special form which has a higher probability of the corresponding winning / losing lottery result being a win than the normal form, and the reserved symbol in the normal form is characterized in that X decorative characters, which are different from each other and have a predetermined order, are attached in a cyclical order in which the notification of the corresponding winning / losing lottery result is given first. According to the above-mentioned gaming machine, it becomes easy to understand the current status of the held balls (stored winning / losing lottery information).

[0123] ·Means 1-2 The gaming machine according to means 1-1, characterized in that, in the order of consumption, if s of the special type of reserved symbols are displayed between the earlier reserved symbol and the later reserved symbol which are in the normal form, the earlier reserved symbol is affixed with the nth decorative character in the prescribed order, and the later reserved symbol is affixed with the n+1+s decorative character in the prescribed order. This makes it easier to distinguish between the normal and special modes of the reserved symbols.

[0124] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that the reserved symbols in the normal mode and at least one of the reserved symbols in the special mode differ in the presence or absence of the decorative characters, but have common elements. As described above, decorative characters are added to the normally occurring hold symbols in a prescribed order (to help understand the hold status), but it is also possible to make hold symbols without these decorative characters function as special hold symbols.

[0125] ·Means 2-1 A gaming machine comprising: a display means having a display area; a variation performance execution means that performs a variation performance from the start of variation of a decorative pattern displayed in the display area until the decorative pattern stops in a manner corresponding to the win / fail lottery result; and a notification performance execution means that performs a notification performance that displays a notification image to notify that a reliability change performance will occur during the variation performance, in which the reliability change performance includes a pre-change stage in which the notification image is displayed so as to cover at least a part of the pre-change image, which is the target image before the change; and a post-change stage in which the notification image is erased and a post-change image is displayed that indicates a higher reliability than the pre-change image. According to the above-mentioned gaming machine, the change in the appearance of the target image as a result of the occurrence of a pre-announcement effect (due to the effect of the pre-announcement image) can be made into a reliability change effect that is easy to understand.

[0126] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the pre-change stage includes a first half in which the pre-change image and the preview image are displayed separately, and a second half in which the preview image is displaced in the direction of the pre-change image and the preview image is displayed so as to cover at least a part of the pre-change image. This method makes it easier to demonstrate that the target image has changed due to the effect of the preview image.

[0127] ·Means 2-3 A gaming machine according to means 2-1 or means 2-2, characterized in that after the preview image is displayed so as to cover at least a part of an image, a pseudo-reliability change effect may occur in which the preview image remains without any change in the direction of increasing the reliability of the image, and after the pseudo-reliability change effect occurs, a reliability change effect occurs with an image other than the original image as the target image. This configuration ensures that even if an image is covered by a preview image, a confidence level change animation will not necessarily occur for that image. In such cases, the preview image will not be "consumed," and a confidence level change animation will occur using a different image as the target image.

[0128] ·Means 3-1 A gaming machine capable of executing multiple types of specific performances that lead to a favorable outcome for the player or an unfavorable outcome if the favorable outcome is not reached, characterized in that, before the start of the specific performance, a composite selection performance occurs which includes a first selection performance indicating which of the multiple types of specific performances will be executed, and a second selection performance indicating the type of favorable event that occurs in the specific performance selected in the first selection performance. According to the above-mentioned gaming machine, the progression (development) of the effects when specific effects occur becomes easier to understand.

[0129] ·Means 3-2 The gaming machine according to means 3-1, characterized in that all of the opportunity events shown in the second selection presentation can occur in any of the multiple types of the specific presentations shown in the first selection presentation. This eliminates the need to control the type of opportunity event shown in the second selection sequence based on the content of the first selection sequence (making it easier to control the second selection sequence).

[0130] ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that two or more opportune events may be selected in the second selection presentation. This creates a presentation format where players hope that more favorable events will be selected in the second selection sequence.

[0131] ·Means 3-4 A gaming machine according to any one of means 3-1 to 3-3, characterized in that, when it occurs in the aforementioned specific performance, a confirmed event that guarantees the arrival of the favorable outcome may be shown as the favorable event in the second selection performance. In this way, when a confirmed event is shown in the second selection sequence, the presentation format becomes such that the player hopes that the confirmed event will be selected.

[0132] ·Means 3-5 A gaming machine according to any one of means 3-1 to 3-3, characterized in that at the beginning of the combined selection sequence, when neither the first selection sequence nor the second selection sequence has been completed, both the candidate for the first selection sequence and the candidate for the second selection sequence are shown. If the result of either the first or second selection sequence is shown first, players may become disappointed and lose interest. Therefore, it is acceptable to show both selection sequence options first, before the results of either selection sequence have been revealed.

[0133] ·Means 4-1 A gaming machine comprising: a display means having a display area; a first decorative pattern group, a second decorative pattern group, and a third decorative pattern group, each containing multiple types of decorative patterns, which are displayed in the display area in a variable manner; and a notification means that notifies the result of a draw based on a combination of the first decorative pattern, the second decorative pattern, and the third decorative pattern selected and displayed from each decorative pattern group; wherein at least the first decorative pattern and the second decorative pattern have a main element part indicating their type, as well as a sub-element part attached to the main element part; and a variable stop action is possible in which, after the first decorative pattern is displayed on one side of the display area and the second decorative pattern is displayed on the other side, the first sub-element part, which is the sub-element part of the first decorative pattern, and the second sub-element part, which is the sub-element part of the second decorative pattern, are displaced to move closer to each other, stopping the variable movement of the third decorative pattern group and resulting in the third decorative pattern being displayed between the first and second decorative patterns. According to the above-mentioned gaming machine, it is possible to perform interesting symbol stopping actions by utilizing the sub-elements of the first and second decorative symbols.

[0134] ·Means 4-2 The gaming machine according to means 4-1, characterized in that the sub-element part represents a character, and the same type of decorative pattern includes the same type of character as the sub-element part. This creates a visual effect that makes it appear as if the character has stopped the third decorative pattern.

[0135] ·Means 4-3 The gaming machine according to means 4-2, characterized in that the variation stop action may occur when the first decorative pattern and the second decorative pattern are different, but the variation stop action does not occur when the first decorative pattern and the second decorative pattern are of the same type and a reach is established. When a reach is achieved, the first and second sub-elements will be the same character. Since this simultaneous operation of the same character (operating together to stop the third decorative symbol) may appear unnatural, it may be better to prevent the reel from stopping when a reach is achieved.

[0136] ·Means 4-4 The gaming machine according to means 4-2, characterized in that when the first decorative pattern and the second decorative pattern are of the same type and a reach is achieved, the variation stop action is such that the action of the character represented by the first sub-element part, which is a character of the same type, and the action of the character represented by the second sub-element part are different. If a change-stop action is to occur even when a reach is achieved, it is best to make the actions of the same character different to minimize the sense of incongruity caused by the same character acting at the same time.

[0137] ·Means 4-5 The gaming machine according to any one of means 4-1 to 4-4, characterized in that the third decorative pattern includes the main element but does not include the sub-element. This makes it clear which decorative pattern stops the fluctuation (first decorative pattern, second decorative pattern) and which is stopped (third decorative pattern). [Explanation of Symbols]

[0138] 1. Gaming machine 10 Reserved Symbols 11. Symbols held during fluctuation 12 Pre-change reserved symbols 10n Normal configuration 10s special mode 101s Basic special mode 102s Preview Special Pattern 20 Target Images 20x Before Change Image Image after 20 years of change 21 First target image 22 Second target image 25 Preview Images 251 First preview image 252 Second Trailer Image 30 decorative characters 41 Character Image 42 Opportunity Images 51 First choice image 52 Image of the second option 70 Operating means 71 First operating means 72 Second operating means 80 Decorative patterns 80L Left decorative pattern 80R Right decorative pattern 80C Medium decorative pattern 80g Decorative Patterns 80gL Left decorative pattern group 80gC Medium Decorative Pattern Group 80gR Right Decorative Pattern Group 81 Main element part 82 Sub-element section 82L Left subelement part 82R Right subelement part 91 Display device 911 Display area

Claims

[Claim 1] A gaming machine capable of executing multiple specific sequences that lead to a favorable outcome for the player or an unfavorable outcome if the favorable outcome is not reached, Before the aforementioned specific performance begins, A first-choice performance that indicates which of the multiple types of the aforementioned specific performances will be executed, A second selection presentation that indicates the type of opportune event that occurs in the specific presentation selected in the first selection presentation, This will result in a complex selection animation that includes the following: The aforementioned combined selection performance is performed after the first selection performance is performed, the second selection performance is performed. The gaming machine is characterized in that, in the aforementioned specific performance, in addition to the type of opportunity event shown in the second selection performance, there is also a possibility that a type of opportunity event not shown in the second selection performance may occur.

Citation Information

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