Game machine

JP2024132152A5Pending Publication Date: 2026-03-19SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-03-17
Publication Date
2026-03-19

AI Technical Summary

Technical Problem

Existing gaming machines experience a decline in operation due to inefficient lottery mechanisms and lack of engaging gameplay features.

Method used

A gaming machine with a starting area for game balls, special lotteries, and performance executions based on lottery information, featuring standby permission and prohibition types to enhance gameplay dynamics and player engagement.

Benefits of technology

The solution effectively suppresses the decline in operation by enhancing player interaction and increasing the chances of winning, thereby maintaining player interest and profitability.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suppressing a decrease in operation.SOLUTION: A game machine comprises: a start area where a game ball can enter; lottery means for executing a special lottery on the basis of lottery information acquired at a momentum of the game ball entering the start area; and performance execution means for executing a performance during variation from starting variation of a decorative pattern till stopping the variation in a mode corresponding to the variation of the special lottery. The game machine is provided with a standby permission type one in which a standby image can be displayed in the state of the performance during variation being not executed as a state in which the game ball should be shot while aiming at the start area, and a standby inhibition type one in which the standby image is not displayed in the state of the performance during variation being not executed.SELECTED DRAWING: Figure 14
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Description

[Technical field]

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

[0002] There is known a gaming machine in which a standby image is displayed while a symbol indicating a lottery result does not change (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-154892 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that is capable of suppressing a decline in operation. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a starting area into which a gaming ball can enter, a lottery means for executing a special lottery based on lottery information obtained when a gaming ball enters the starting area, and an effect execution means for executing an effect during the change from when the decorative pattern starts to change until it stops in a manner corresponding to the special lottery, and is characterized in that, as gaming states in which the gaming ball should be launched toward the starting area, there are provided a wait-allowed type in which a wait image can be displayed when the during-change performance is not being executed, and a wait-prohibited type in which the wait image is not displayed when the during-change performance is not being executed. Effect of the Invention

[0006] According to the gaming machine of the present invention, it is possible to suppress a decline in operation. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a large prize game) in which the specific area is in a closed state, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small prize game) in which the specific area is in an open state. [Figure 4] 1 is a diagram for explaining the gameplay (transition of game states) of the gaming machine according to the present embodiment. FIG. [Diagram 5] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 6] FIG. 13 is a diagram for explaining specific example 1-2 (loop type gameplay). [Figure 7] FIG. 13 is a diagram for explaining specific example 1-2 (ST type gameplay). [Figure 8] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 9] A diagram to explain the game (control of the displayed image) in the advantageous first game state. [Figure 10] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 11] FIG. 11 is a diagram for explaining specific example 2-2 (specific example 2-2-1). [Figure 12] FIG. 13 is a diagram for explaining specific example 2-3. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 14] 11A to 11C are diagrams for explaining the control of standby images in each game state. [Figure 15] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 16] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 17]This is a diagram to explain the selection effect (pre-effect) that is executed during target change when the hit time H is won in the advantageous first game state. [Figure 18] This is a diagram to explain that the presentation mode in the second gaming state is also reflected during a jackpot game. [Figure 19] This is a diagram to explain that when a second jackpot is won in a favorable first gaming state, a selection effect is executed during the jackpot game. [Figure 20] FIG. 13 is a diagram for explaining specific example 4-2-1. [Figure 21] FIG. 13 is a diagram for explaining specific example 4-2-2. [Figure 22] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 23] FIG. 11 is a diagram for explaining control of bonus information. [Figure 24] FIG. 24 is a diagram for explaining the control of bonus information (continuation of FIG. 23). [Diagram 25] FIG. 5A is a diagram for explaining specific example 5-6, and FIG. 5B is a diagram for explaining specific example 5-7. [Figure 26] FIG. 13 is a diagram for explaining a step-up effect (operation sound). [Figure 27] FIG. 6 is a diagram for explaining specific example 6-2. [Figure 28] FIG. 6 is a diagram for explaining specific example 6-3. [Figure 29] FIG. 6 is a diagram for explaining specific example 6-4. [Diagram 30] FIG. 6 is a diagram for explaining specific example 6-5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a pachinko game machine 1 (hereinafter, simply referred to as a game machine) according to the present invention will be described in detail with reference to the drawings. In addition, unless otherwise specified, the various images in the following description include not only still images but also moving images. In addition, when it is said that a game ball enters (wins) XX, strictly speaking, it means that a sensor installed in the XX has detected the game ball that has entered. In addition, unless otherwise specified, it is assumed that the various values ​​(probabilities, etc.) described below can be increased or decreased. In addition, if the state in which the various areas are "closed" in the following description is a state in which the game ball cannot enter, the state in which the various areas are "open" may be a state in which the game ball can enter, and any method may be used to realize the state in which the game ball cannot enter or can enter. In addition, unless otherwise specified, the following description is based on the assumption that no abnormality occurs and the player plays as instructed (the player does not play a special game and plays normally).

[0009] First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1 etc. The gaming machine 1 has a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 is provided in a substantially arc shape, which constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902. The gaming area 902 is provided with a starting area 904, a big winning area 906, an outlet 907, etc.

[0010] A display area 911 of the display device 91 is visible through an opening 901 formed in the game board 90. In some drawings, the shape of the display area 911 that is exposed and not covered by the game board 90 is shown in a simplified form (shown as a square), but the size and shape of this part can be changed as appropriate.

[0011] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the flowing behavior of the game balls when the game balls collide with the game pegs. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.

[0012] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.

[0013] 2) Playability (game quality) 2-1) Special lottery When the game ball enters the starting area 904, a numerical value (hereinafter, sometimes referred to as lottery information) is obtained from a random number source. A special lottery (special drawing lottery) is executed using the numerical value. In this embodiment, the result modes of the special lottery are a big win, a small win, a miss, and a sudden time reduction (C time reduction) (hereinafter, sometimes referred to as "a push time"). If the numerical value as the lottery information is the same as the value for a big win, it is a big win, if it is the same as the value for a small win, it is a small win, if it is the same as the value for a miss, it is a miss, and if it is the same as the value for a push time, it is a push time. Note that a "pull time" is not strictly a win (a big win or a small win), but it is not a miss, so in the following explanation, when the result of the special lottery is a push time, it is sometimes called a "win" at the push time.

[0014] In this embodiment, a first starting area 904a and a second starting area 904b at a position different from the first starting area 904a are provided as the starting area 904. When a game ball enters the first starting area 904a, first lottery information is acquired, and a first special lottery (special drawing 1 lottery) is executed based on the first lottery information. When a game ball enters the second starting area 904b, second lottery information is acquired, and a second special lottery (special drawing 2 lottery) is executed based on the second lottery information. The first starting area 904a is an area into which a game ball enters by launching a game ball so that it flows down the left side of the game area 902 (the left side of the display area 911) (a so-called "left hit" is performed). The second starting area 904b is an area into which a game ball enters by launching a game ball so that it flows down the right side of the game area 902 (the right side of the display area 911) (a so-called "right hit" is performed). In this embodiment, the game ball is set so that when a "right hit" is performed, the game ball will not enter the first starting area 904a, and when a "left hit" is performed, the game ball will not enter the second starting area 904b.

[0015] When a jackpot is won, a jackpot game is executed. In order to distinguish a jackpot (game) that has been won through a small win, the details of which will be described later, a jackpot is sometimes called a "direct win". In a jackpot game, a unit game (referring to a game for one "round". In the following description, it may be called a "round") in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met is repeated one or more times. In this embodiment, the unit game ends (the jackpot area 906 is closed) when either the winning condition that 10 game balls enter the jackpot area 906 or the time condition that a predetermined time has passed is met. The more unit games (number of rounds) included in a jackpot game, the greater the player's profit (expected profit value) that can be obtained in the jackpot game. In this embodiment, the big prize area 906 is provided on the right side of the play area 902, and the player plays the game so that the game ball enters the right side of the play area 902 (so-called "right hit").

[0016] When a small prize is won, a small prize game is executed. In the small prize game, the large prize area 906 is opened and a specific area 906x provided in the large prize area 906 is opened (see FIG. 3(b)). The letter "V" is written near the specific area 906x, and the "V" is used to indicate the specific area 906x to the player. The specific area 906x is normally closed (see FIG. 3(a)), but is opened when a small prize is won (see FIG. 3(b)). The large prize area 906 has two exit areas, and a game ball that enters the large prize area 906 passes through one of the two exit areas. One of the two exit areas is the specific area 906x. A sensor is provided in each of the exit areas, and a game ball that passes through one of the exit areas is treated as having won the large prize area 906. In other words, a gaming ball that enters the specific area 906x also enters the big prize area 906.

[0017] When a gaming ball enters the specific area 906x (see FIG. 3(b)), a big win game is executed. In other words, not only can a big win be won by lottery, but a big win can also be won via a small win (to win a big win, it is sufficient for one gaming ball to enter the specific area 906x). Note that the specific area 906x may be provided outside the big win area 906.

[0018] The small win game is regarded as a unit game for one round of the big win game acquired through the small win game. For example, a 10-round big win (a big win in which 10 unit games are executed) through a small win game is a game in which the small win game (a game in which the big win area 906 is opened and the specific area 906x is opened) is executed as the first round game, and the opening of the big win area 906 executed as the big win game is executed as the second to tenth round game (if the game ball does not enter the specific area 906x, the second to tenth round games are not executed and only the small win game ends). In addition, a 10-round big win, which is a direct win, is executed 10 rounds without including the small win game. The small win game ends when at least one of the time condition and the winning condition (10 winnings in this embodiment) is established, like the unit games constituting the big win game. If the game balls are shot continuously, the winning conditions will be met first, so in a small win game, the player can get the same number of prize balls as in a single unit game.

[0019] In this embodiment, when a small prize is won, the specific area 906x is opened together with the big prize area 906 (see FIG. 3(b)), but the time is secured to be long enough to allow the game ball to enter the specific area 906x. The specific area 906x is provided on the right side of the game area 902, and the player hits the right side to allow the game ball to enter the specific area 906x. If the player continues to hit the right side, the game ball will almost certainly enter the specific area 906x. When a small prize is won, an instruction to hit the right side is displayed in the display area 911, so the player only needs to follow the instruction. Even if the player starts hitting the right side 10 or so seconds after the instruction is issued, the game ball is set to almost certainly enter the specific area 906x. In this way, in this embodiment, the setting is substantially "winning a small prize = winning a big prize" (winning a small prize leads to winning a big prize). In this embodiment, in a unit game constituting a big win game, the specific area 906x is in a closed state (see FIG. 3(a)).

[0020] In addition, gaming machines such as the gaming machine 1 of this embodiment, which have the possibility of winning a jackpot not only when a jackpot is won but also when a small jackpot is won, are called "type one / type two mixed machines" (winning a jackpot via a small jackpot is a "type two" game).

[0021] The types of jackpots (including via small jackpots) are roughly divided into a first jackpot and a second jackpot. Details of each game state will be described later, but a first jackpot is a jackpot that transitions to a first game state after the jackpot game ends, and a second jackpot is a jackpot that transitions to a second game state after the jackpot game ends. The first jackpot is also divided into a first jackpot A and a first jackpot B. Details of each game state will be described later, but a first jackpot A is a jackpot that transitions to an advantageous first game state after the jackpot game ends, and a first jackpot B is a jackpot that transitions to a standard first game state after the jackpot game ends. The game states are favorable to the player in the order of the standard first game state, the advantageous first game state, and the second game state (the second game state is the most favorable), so in terms of the game states to which the player transitions after the jackpot game ends, it can be said that the order of favorable to the player is the first jackpot B, the first jackpot A, and the second jackpot (the second jackpot is the most favorable).

[0022] The number of rounds of the jackpot game can be set appropriately. In this embodiment, all jackpots are set to 10 rounds.

[0023] The special lottery result is notified by the decorative pattern 80 (see FIG. 2) displayed in the display area 911. In this embodiment, three decorative pattern groups 80g, each of which includes a plurality of types of decorative pattern 80, are set. Specifically, there are three decorative pattern groups: a left decorative pattern group 80gL displayed on the left side of the display area 911, a right decorative pattern group 80gR displayed on the right side, and a middle decorative pattern group 80gC displayed between the left decorative pattern group 80gL and the right decorative pattern group 80gR. The lottery result is notified by a combination of three decorative patterns 80 (left decorative pattern 80L, right decorative pattern 80R, middle decorative pattern 80C) selected and displayed from each decorative pattern group 80g. The performance from when the three decorative pattern groups 80g start to change until the change stops and a combination showing the lottery result is displayed is the during-change performance (hereinafter, when "change" or "rotation" is used without any particular specification, it refers to the during-change performance). Note that in some drawings, the illustration of the decorative pattern 80 is omitted. In this embodiment, when a big win or a small win (a small win that can get a big win) occurs, a "winning combination" that is a set of three decorative symbols 80 of the same type is displayed. When a push occurs, a "pull combination" is displayed. The push combination may be different from the winning combination. Although details will be described later, in this embodiment, since push times H and push times B are provided, when push times H occurs, a "pull H combination" is displayed, and when push times B occurs, a "pull B combination" is displayed. In this embodiment, the "pull H combination" is a combination of "1·3·5" from the left, and the "pull B combination" is a combination of "2·4·6" from the left. When a miss occurs, a "miss combination" is displayed. The miss combination is different from both the winning combination and the push combination (pull H combination, push B combination). However, since the sudden combinations are not all of the same type and some may appear to be losses, in a variation indicating a sudden win, the sudden combination is displayed small near the outer edge of the display area 911 at the end of the variation (in a manner that is less noticeable than the display manner of the winning combination or losing combination at the end of a winning variation or losing variation (in a manner in which the decorative patterns 80 that make up the combination are displayed small)).

[0024] In addition, a pattern (another pattern; not shown) other than the decorative pattern 80 may be displayed. For example, in this embodiment, when a small win and a big win are both won, the same type of three decorative patterns 80 are displayed, but when a big win is won and when a small win is won, the appearance of the other pattern may be different (the other pattern can be used to distinguish whether the big win or the small win has been won). When a sudden win is won, the other pattern may be used in a different manner from both a win (big win, small win) and a loss (the other pattern can be used to understand that the sudden win has been won). The other pattern may be displayed in the display area 911 or outside the display area 911 (lighting pattern of a lamp or the like displayed outside the display area 911).

[0025] 2-2) Game status The game state in which the player plays to win a jackpot is roughly divided into a first game state and a second game state (see FIG. 4). The first game state is a game state in which the game ball should be shot aiming at the first starting area 904a (so-called "left shot" should be performed). If the player performs a "right shot" in the first game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to the case of a "left shot"), so if a "right shot" is detected, the player is warned to perform a "left shot". On the other hand, the second game state is a game state in which the game ball should be shot aiming at the second starting area 904b (so-called "right shot" should be performed). If the player performs a "left hit" in the second gaming state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to when a "right hit" is performed), so if a "left hit" is detected, the player is urged to perform a "right hit".

[0026] The first gaming state is divided into an advantageous first gaming state (hereinafter sometimes referred to as state A) and a standard first gaming state (hereinafter sometimes referred to as state B). The advantageous first gaming state is a state in which a low opening / closing mode (details will be described later) is set. The standard first gaming state is a state in which a high opening / closing mode (details will be described later) is set. Although details will be described later, due to the difference in the opening / closing mode, the advantageous first gaming state is considered to be a more advantageous state for the player than the standard first gaming state. In addition, the second gaming state (hereinafter sometimes referred to as state H) is also a state in which the high opening / closing mode is set. The second gaming state is the most advantageous state (best state) for the player. In this embodiment, the second gaming state is named "XX Chance".

[0027] 2-3) Opening and closing mode The low opening / closing mode and the high opening / closing mode are provided as the opening / closing modes. The low opening / closing mode is a state without so-called time reduction (no time reduction state), and the high opening / closing mode is a state with so-called time reduction (time reduction state). The low opening / closing mode and the high opening / closing mode differ in the ease with which the second starting area 904b is opened. The second starting area 904b is an area that is normally closed (when closed, the game ball cannot enter), and is an area that is opened by winning the normal lottery (a so-called "electric chute (area)"). The normal lottery is executed when the game ball enters the normal area 905. The normal area 905 is provided on the right side of the game area 902 (see FIG. 1). In other words, it is provided at a position where the game ball can enter when a "right hit" is performed. When the second starting area 904b is in an open state, the game ball can enter the second starting area 904b relatively easily by performing a "right hit".

[0028] The probability of winning the normal lottery when the high opening / closing mode is set is higher than the probability of winning the normal lottery when the low opening / closing mode is set. The probability of winning the normal lottery when the low opening / closing mode is set may be 0%. Also, the probability of winning the normal lottery when the high opening / closing mode is set may be 100%. Therefore, basically, it can be said that the game ball is more likely to enter the second starting area 904b (starting area 904) when the high opening / closing mode is set than when the low opening / closing mode is set, which is more advantageous for the player. However, as will be described in detail later, there is no such relationship between the advantageous first game state and the reference first game state.

[0029] In a state where the low opening / closing mode is set, there is a possibility of transitioning to the high opening / closing mode as a result of a special lottery. Specifically, if the result of the special lottery is "a thrust", after the change ends, a transition to the high opening / closing mode (a state with time reduction) is executed (the next change will be "high opening / closing mode"). In other words, "a thrust" is a transition of the game state without going through a jackpot game, and it can be said to be a lottery result that acquires the "right to transition to the game state (transition to the high opening / closing mode)". On the other hand, if the game is already in the high opening / closing mode, such a mode transition without going through a jackpot game does not occur (it is not won at "a thrust"). In other words, since the game is already in the "time reduction" state, it does not suddenly transition to the "time reduction" state without going through a jackpot (it means that in the "no time reduction" state, a transition to the "time reduction" state can occur without going through a jackpot).

[0030] 2-4) On hold The gaming machine 1 according to this embodiment includes a storage means (not shown) for storing the new lottery information as reserved information (reserved) when a game ball enters the starting area 904 and new lottery information is acquired, and when a variation-in-progress performance corresponding to the previously acquired lottery information is being executed (when the decorative pattern 80 is being varied). The reserved information stored in the storage means may be displayed as a reserved pattern 70 (see FIG. 2). The reserved pattern 70 is divided into a variation-in-progress reserved pattern 71 and a pre-variation reserved pattern 72. The variation-in-progress reserved pattern 71 indicates the presence of lottery information in which a variation-in-progress performance for the corresponding special lottery result has started but the variation-in-progress performance has not ended (hereinafter, this may be referred to as variation-in-progress reserved information). The pre-variation reserved pattern 72 indicates the presence of lottery information in which a variation-in-progress performance for the corresponding special lottery result has not started (hereinafter, this may be referred to as pre-variation reserved information). In addition, the changing reserved pattern 71 is not strictly speaking a "reserved" (reserved information), but is generally referred to as a "reserved change" (recognized as a type of reservation), and is therefore included in the concept of "reserved". Also, the order in which the notification of the special lottery result corresponding to the pre-changing reserved pattern 72 is completed (the so-called reserved "consumption order") is earlier the closer it is to the changing reserved pattern 71.

[0031] The maximum number of pre-change reserved information that can be stored is set to an upper limit. In this embodiment, a maximum of four pre-change reserved information obtained by winning in the first starting area 904a is stored (the maximum number of special reserved information = 4). On the other hand, there is no area for storing pre-change reserved information obtained by winning in the second starting area 904b (the maximum number of special reserved information = 0). Therefore, in this embodiment, the reserved pattern 70 is not displayed in the second game state in which the game ball should be launched (hit to the right) toward the second starting area 904b. Also, among the first game states in which the game ball should be launched (hit to the left) toward the first starting area 904a, the advantageous first game state is a state that ends in one rotation, so the reserved pattern 70 is not displayed, and the reserved pattern 70 is displayed in the standard first game state. Note that in some drawings, the reserved pattern 70 is omitted from illustration.

[0032] 2-5) Game state transition, etc. (see Figure 4) In the reset state where a specific reset operation (an operation that can be performed by the gaming establishment (a gaming establishment staff member) who has access to the inside of the gaming machine, not an operation that can be performed by the player) has been performed, the advantageous first gaming state (state A) is established. Note that this reset operation is not turning the power off / on. Therefore, if no reset operation is performed and the power is simply turned off / on, the previous gaming state is retained. In this embodiment, resetting the RAM provided in the gaming machine 1 (performing RAM clearing) is considered to be the reset operation. However, unlike the gaming machine 1 according to this embodiment, a configuration in which turning the power off / on is the reset operation may also be used.

[0033] In the advantageous first gaming state (state A), the player plays a left-handed game. When the gaming ball enters the first starting area 904a, the first lottery information is acquired, and a first special lottery (special drawing 1 lottery) based on the first lottery information is executed. The first special lottery in the advantageous first gaming state is set so that the result is a "jackpot" at 1 / 349 and a "thrust time" at 348 / 349. In other words, the first special lottery in the advantageous first gaming state is one in which a "miss" does not occur as a lottery result. The "thrust time" is divided into a thrust time H and a thrust time B. When the lottery result is a thrust time H, the next change causes a transition to the second gaming state (state H). When the next change causes a transition to the standard first gaming state (state B), the next change causes a transition to the standard first gaming state. In this embodiment, the probability of the thrust time H being the thrust time is 68 / 349, and the probability of the thrust time B being the thrust time is 280 / 349.

[0034] In the standard first gaming state (state B), the player plays a left-handed game (the reason why the state is not one in which right-handed play should be performed will be described later). When the gaming ball enters the first starting area 904a, the first lottery information is acquired, and a first special lottery (special drawing 1 lottery) based on the first lottery information is executed. The result of the first special lottery in the standard first gaming state is a "jackpot" at 1 / 349 and a "miss" at 348 / 349. In other words, the probability of a jackpot is the same as in the advantageous first gaming state, but the "thrust time" is not won, and if there is no jackpot, it is a miss. In other words, since the standard first gaming state is already in the high opening / closing mode (a state with time reduction), the "thrust time" (acquisition of the right to transition to the high opening / closing mode (special transition right to be described later)) does not occur as a result of the first special lottery. In the event of a jackpot, the distribution (jackpot distribution) is as follows: 50% is a second jackpot, 18% is a first jackpot A, and 32% is a first jackpot B.

[0035] In this embodiment, if the special lottery fails a predetermined number of times in succession in the standard first gaming state, a rescue function is activated. The value of the predetermined number of times can be set as appropriate, but it is preferable to set it to a value three times or more the denominator of the jackpot probability (349 in this embodiment). In this embodiment, the predetermined number of times is set to 1324 times. When the rescue function is activated (after a fluctuation in which 1324 consecutive times of failure occurs), the jackpot game is not executed and the game state transitions to the advantageous first gaming state. Note that such a rescue function may not be provided in the configuration.

[0036] In the second gaming state, the player plays a right-hand hit game. Since the second gaming state is a state in which it is easy to win the normal lottery, the second starting area 904b is opened relatively easily, and the second lottery information is acquired when the gaming ball enters the second starting area 904b. In other words, the second gaming state is a so-called "high base state" in which the gaming ball can easily enter the second starting area 904b. The second special lottery (special chart 2 lottery) is executed when the second lottery information is acquired. The second special lottery is set so that the result is a "jackpot" at 1 / 349 and a "small jackpot" at 348 / 349 (after all, the probability of winning a jackpot is the same (1 / 349) in any gaming state). In other words, there are no "misses" as a result of the lottery, and the odds of winning (a big win or a small win) are 1 / 1 (100%) (since the second game state is already in the high opening / closing mode, there is no chance of winning "at the time of the thrust" in the second game state). In addition, for the small win acquired through the second special lottery, the opening time of the specific area 906x is extremely long, and if the player continuously shoots the game ball aiming at the specific area 906x, the game ball will enter the specific area 906x with almost 100% probability (see FIG. 3(b)). In other words, winning a small win through the second special lottery leads to winning a big win with almost 100% probability, and is practically equivalent to winning a big win. Therefore, the second game state can be said to be a state in which a big win can be acquired with 1 / 1 (100%), and is the most advantageous game state for the player (the state that the player should aim for). Since the second game state is a high opening / closing mode (a state with time reduction), the "thrust time" does not occur as a result of the second special lottery. Also, the second game state is a state that ends when the second special lottery is executed once (a time reduction state that ends when the special drawing 2 is executed once), and does not end even if the first special lottery is executed. As described above, since the probability of winning in the second special lottery is substantially 1 / 1, it is sufficient that the configuration ensures that the second special lottery is executed once (although it is meaningless since the substantial probability of winning is 1 / 1, it may be set so that the number of times the second special lottery, which is the condition for the time reduction to end, is executed twice or more).

[0037] The distribution (distribution) of the jackpot (including via small jackpot) obtained in the second gaming state is 81% for the second jackpot and 19% for the first jackpot A. In other words, there is an 81% probability that the game will transition to the second gaming state again after the jackpot game ends. In other words, the probability of a consecutive win (probability of the second gaming state continuing) is 81%.

[0038] The standard first gaming state is a high opening / closing mode, but the opening time (time when the gaming ball can enter) of the second starting area 904b in the case of winning the normal lottery is extremely short (short enough that the game ball cannot enter without committing fraud, etc.), and it is virtually impossible (extremely difficult or impossible) to enter the second starting area 904b. Therefore, the standard first gaming state is different from the second gaming state (high base state) which is the same high opening / closing mode, and can be said to be a state (low base state) in which the benefits of the high opening / closing mode cannot be enjoyed. Therefore, hitting the ball to the right in the standard first gaming state is more disadvantageous to the player than hitting the ball to the left (because of this setting, the standard first gaming state is a gaming state in which the ball should be hit to the left). Therefore, in the standard first gaming state, the player hits the ball to the left and plays the game with the aim of winning a jackpot by making the game ball enter the first starting area 904a (first special lottery).

[0039] 2-6) Characteristics of each game state (see Figure 4) The difference (difference in player's profit) between the advantageous first gaming state and the standard first gaming state, which are the same first gaming state (a state in which the player should hit left), is as follows. If a jackpot is won in the first special lottery in the advantageous first gaming state, and it is a second jackpot, the game moves to the second gaming state, which is the best state ("R11" in FIG. 4). In addition, since the advantageous first gaming state is a low opening / closing mode, it is possible to win "thrust" in the first special lottery. If the jackpot is "thrust H" (68 / 349), the game moves to the second gaming state, which is the best state, without going through a jackpot (second jackpot) ("R12" in FIG. 4). On the other hand, the standard first gaming state does not win "thrust" in the first special lottery. Therefore, the only way to move to the second gaming state, which is the best state, is to win a jackpot (second jackpot) (the game moves to the second gaming state at "R2" in FIG. 4). In this way, the advantageous first gaming state and the standard first gaming state have in common the fact that they have a route to win the second jackpot (jackpot route) as a route to transition to the second gaming state, which is the highest state (the probability of winning the second jackpot (0.5 / 349) is also the same). In the advantageous first gaming state, in addition to the jackpot route, there is a route to transition to the second gaming state without winning a jackpot by winning "Push Time H" (hereinafter, the right to transition to the second gaming state without passing through a jackpot obtained by winning "Push Time H" is sometimes referred to as the "special transition right", and the transition to the second gaming state by winning "Push Time H" is sometimes referred to as the "transition not passing through a jackpot"), which means that it is more advantageous than the standard first gaming state (the value of one first special lottery is higher). In other words, the advantageous first gaming state is a state in which it is possible to win "Push Time" because it is a low opening / closing mode, and is therefore more advantageous than the standard first gaming state, which is a high opening / closing mode (a state in which the benefits of the high opening / closing mode cannot be enjoyed).

[0040] As described above, the first special drawing in the advantageous first gaming state can be said to be advantageous results (effective "wins") for the player for "1 / 349 jackpot" and "68 / 349 push time H", and to be disadvantageous results (effective "losses") for the player for "280 / 349 push time B". If push time B is won, the player will immediately transition to the standard first gaming state (hereinafter, the right to transition to the standard first gaming state without going through a jackpot, obtained by winning "pull time B", is sometimes referred to as the "normal transition right"), so the advantageous first gaming state is a state in which drawing the probability of "69 / 349" ("1 / 349 jackpot" + "68 / 349 push time H") in one first special drawing will be advantageous to the player. From this, it can be said that the advantageous first gaming state is a state that has a greater advantage than the standard first gaming state, in which the only advantageous outcome is winning the "1 / 349 jackpot" (anything else is an unfavorable outcome (a loss)).

[0041] In addition, since the result of the first special lottery in the advantageous first gaming state is either a "jackpot" or a "thrust time", and there is no loss, the advantageous first gaming state can be said to be a state in which only "one special lottery" is executed after the transition (after one special lottery is executed, a jackpot is won or the gaming state transition always occurs). If the result of the first special lottery in the advantageous first gaming state is "thrust time B", which has the highest probability, the game transitions to the standard first gaming state, and since the first special lottery for a "jackpot" or a "loss" is executed in the standard first gaming state, the game in the standard first gaming state can be said to be the same as the game in the conventional normal gaming state (a game aiming to win a jackpot and transition to an advantageous gaming state after that). Among the gaming states, the frequency of receiving a special lottery is the highest (the longest stay time) in the standard first gaming state, and the frequency of receiving a special lottery is the lowest (the shortest stay time) in the advantageous first gaming state.

[0042] In this embodiment, the advantageous first gaming state is established after the reset operation is performed. Since the reset operation can be performed by the gaming establishment, the gaming establishment can arbitrarily select whether or not to set the advantageous first gaming state (can select whether or not to set the advantageous first gaming state when opening the establishment). This has the advantage of broadening the scope of business formats for the gaming establishment.

[0043] In this embodiment, the second gaming state, which is the highest state, has a consecutive win probability (probability of continuation) of 81% (proportion of the second jackpot), but if it does not reach that probability (19%), it will become a first jackpot A and will transition to the advantageous first gaming state after the jackpot game. In other words, even if it is unfortunately not a consecutive win (it does not transition to the second gaming state again), it can transition to the advantageous first gaming state and receive the benefits of the advantageous first gaming state (a lottery with a result favorable to the player at "69 / 349"). Not only if the "second jackpot" of 0.5 / 349 is won in the advantageous first gaming state, but also if the "thrust time H" of 68 / 349 is won, a non-passing jackpot transition occurs and the player can immediately return to the second gaming state. Since the probability of winning 68 / 349 in one lottery is realistic, there is a good chance of returning to the second gaming state (so-called "pullback").

[0044] In this embodiment, even if a jackpot is won in the first gaming state (advantageous first gaming state, reference first gaming state), if it is not a second jackpot, the game will not transition to the second gaming state. However, even if it is not a second jackpot, if it is the first jackpot A, the game will transition to the advantageous first gaming state after the jackpot game, so the gameplay has the potential to win the rush H in the advantageous first gaming state.

[0045] In addition, in this embodiment, if a predetermined number of consecutive misses occur in the standard first gaming state (1324 in this embodiment), a rescue function is activated and the game state transitions to the advantageous first gaming state. In other words, the predetermined number of consecutive misses triggers a chance for a special lottery in which there is a possibility of winning "H at the time of the big win" (there is a possibility of transitioning to a non-passing jackpot). In this way, it is possible to promote playing in the standard first gaming state (the most unfavorable state).

[0046] The following describes specific examples of improvements, modifications, and specific embodiments of the above gameplay-related features. Note that, to the extent possible, a configuration may be made in which multiple features described using the following specific examples are applied.

[0047] ○Specific example 1-1 A "loss" may occur in the first special lottery in the advantageous first gaming state. For example, the probability of each event resulting from the first special lottery in the advantageous first gaming state may be set to 1 / 349 for a jackpot, 40 / 349 for a push time H, 40 / 349 for a push time B, and 268 / 349 for a loss (see FIG. 5). In the event of a loss, no transition of the gaming state occurs, and the advantageous first gaming state continues. In other words, the first special lottery in the advantageous first gaming state is executed again.

[0048] In this way, the advantageous first gaming state continues as long as the result of the first special lottery is a miss. From another perspective, it is possible to realize a gaming state in which the player aims to win a jackpot or a hit H before hitting a hit B and transitioning to the standard first gaming state (ending the advantageous first gaming state), and continues (carries over) if the player misses.

[0049] ○Example 1-2 A "lose" may occur in the second special lottery in the second gaming state. For example, the probability of each event resulting from the second special lottery in the second gaming state is set to 1 / 349 for a big win, 100 / 349 for a small win, and 248 / 349 for a lose. In other words, the combined probability of a big win including a direct win and a small win via the small win is set to 101 / 349 (see Figures 6 and 7).

[0050] In this case, the gameplay differs depending on how many times the time-saving count X (the number of times the high opening / closing mode continues) of the second game state is set. For example, if the time-saving count X is set extremely high (for example, X=10,000 times) (see FIG. 6), the gameplay will be of a so-called "loop type" in which the second game state is virtually guaranteed to continue until the next big win or small win is won (if the probability that the second game state will continue until the next big win or small win is won is 99.9% or more, it is considered to be a "loop type"). Note that, as in the second game state of the above embodiment, even if the time-saving count is 1, the gameplay will be of a "loop type" in which the next big win is guaranteed to be won.

[0051] On the other hand, if the number of time-saving times X is reduced (for example, X=10 times) so that it is unclear whether the second gaming state will continue until the next big or small win is won (see FIG. 7), the game becomes a so-called "ST type" game. When the game becomes an ST type game, the game state to which the game transitions after the end of the second gaming state (after X consecutive misses) may be the advantageous first gaming state or the standard first gaming state. As in the example shown in FIG. 7, if the game transitions to the advantageous first gaming state after the end of the second gaming state, the game becomes a game with a chance to transition to the second gaming state again after the so-called ST is over (a chance to win the rush time H).

[0052] In the case of a loop type gameplay, it is necessary to set up so that some of the jackpots that can be won in the second game state are not second jackpots (it is necessary that a first jackpot is provided as part of the jackpots that can be won) (see FIG. 6). In other words, it is necessary to allocate the jackpots that fall from the second game state. On the other hand, in the case of an ST type gameplay, it is possible to allocate so that all of the jackpots that can be won in the second game state are second jackpots (a configuration in which winning a jackpot = consecutive jackpots can be achieved) (see FIG. 7). Alternatively, it is also possible to set up so that some of the jackpots are first jackpots.

[0053] The second game state may be a "loop type" as shown in Fig. 6 and an "ST type" as shown in Fig. 7. For example, a second jackpot may be a second jackpot A that transitions to a "loop type" second game state as shown in Fig. 6 after the jackpot game ends, and a second jackpot B that transitions to a "ST type" second game state as shown in Fig. 7 after the jackpot game ends.

[0054] ○Example 1-3 The configuration is such that there is no jackpot that transitions to the reference first gaming state after the jackpot game ends. In accordance with the above embodiment, the configuration is such that there is no first jackpot B (see FIG. 8).

[0055] With this configuration, even if a jackpot is won in the first gaming state (advantageous first gaming state, standard first gaming state) and it is not a second jackpot (if the transition to the second gaming state cannot be realized), the game will transition to the advantageous first gaming state. In other words, if a jackpot is won, even if the game does not transition to the second gaming state, which is the highest state, the game will transition to the advantageous first gaming state (the game will have the possibility of at least winning the H when the jackpot is won).

[0056] 3) Control of various images in the advantageous first gaming state In the advantageous first gaming state, an advantageous image 10, which is a dedicated image that is displayed only in the advantageous first gaming state (not displayed in the standard first gaming state or the second gaming state), is displayed (see FIG. 9(a)). The advantageous image 10 is displayed before the change in the advantageous first gaming state starts (hereinafter, sometimes simply referred to as "before the change"), and is considered to represent the characteristics of the advantageous first gaming state. As described above, the advantageous first gaming state is a state in which one first special lottery can be taken, which is advantageous in that there is a possibility of transitioning to the second gaming state (non-passing transition occurs) without winning a jackpot by winning the thrust H (obtaining a special transition right). Therefore, in this embodiment, before the change, the advantageous image 10 including the characters "Bet on this one ball" is displayed in the display area 911. That is, the characters "one ball" suggest one lottery (entry of a gaming ball into the starting area 904), and the characters "Bet on the game" suggest that there is a certain degree of expectation in the state. Further, the advantageous image 10 in this embodiment is also a background image (a background image exclusively for the advantageous first game state) displayed as a background of the decorative pattern 80 waiting for a change.

[0057] Before the advantageous first gaming state changes, an instruction image 12 is displayed in addition to the advantageous image 10. The instruction image 12 is an image for instructing the player to aim the gaming ball at the first starting area 904a. In this embodiment, the instruction image 12 includes an "arrow" pointing to the first starting area 904a (see FIG. 9(a)). In addition to or instead of such an image pointing to the first starting area 904a, the instruction image 12 may include text such as "aim."

[0058] In addition, in the advantageous first game state after the reset operation, the decorative pattern 80 waiting for a change is displayed together with the advantageous image 10 and the instruction image 12. In the advantageous first game state after the reset operation, it is preferable that the decorative pattern 80 is displayed in a fixed manner (post-reset manner). For example, the combination of "1, 2, 3" arranged in this order from the left is set as the post-reset manner (see FIG. 9(a)). On the other hand, although not shown, in the advantageous first game state after the first jackpot A, the winning combination (three of the same decorative pattern 80) that notified the first jackpot A is set as a state waiting for a change. Therefore, before the change of the advantageous first game state (before the start of the target change described later), by looking at the decorative pattern 80 waiting for a change, it is possible to distinguish whether the advantageous first game state is after the reset operation or after the first jackpot A.

[0059] The player launches the game ball (hits to the left) toward the first starting area 904a in accordance with the instructions of the instruction image 12, and the first special lottery is executed when the game ball enters the first starting area 904a, and a variation-in-progress performance (hereinafter sometimes referred to as target variation) that notifies the result is started. The instruction image 12 is erased when the target variation starts (see FIG. 9(b)). In this embodiment, it is erased simultaneously with the start of the target variation. In other words, the instruction image 12 is erased when the variation-in-progress performance that may notify the winning of the sudden H (acquisition of the special transition right) starts.

[0060] In addition, "when the target change starts" includes not only the same time as the target change starts, but also the case where the indication image 12 is erased after a certain time (up to about 2 seconds) has passed. In other words, a time lag is allowed that makes the indication image 12 seem to be erased as a result of the game ball entering the first start area 904a from the player's viewpoint.

[0061] Since the advantageous first game state has not ended at the time when the target change is started, the instruction image 12 may remain displayed in view of this. However, the reason for erasing the instruction image 12 when the target change is started as in this embodiment is as follows. In the first special lottery in the advantageous first game state, there is a possibility that the player wins the thrust H and transitions to the second game state (a transition without passing through the jackpot occurs). However, if the left hand shot is continued while the target change is being executed, and the game ball enters the first starting area 904a and the special chart 1 reservation (pre-change reservation information) is acquired, the first special lottery based on the special chart 1 reservation will be executed even after transitioning to the second game state. Although the probability is not very high, if a jackpot is won in this first special lottery, the jackpot will be the first jackpot A with a 50% probability. That is, if a jackpot is won in the first special lottery based on the remaining reserved special chart 1, the probability (50%) that it is the first jackpot A is higher than the probability (19%) that it is the first jackpot A in the second special lottery. In other words, the first special lottery is a lottery that is more disadvantageous to the player than the second special lottery, and if a jackpot is won in that disadvantageous lottery, there is a high probability that the second game state will end. Therefore, in this embodiment, when the target change is started, the instruction image 12 is displayed to prevent any more game balls from being shot (to prevent the reserved special chart 1 from being acquired). In other words, since it is preferable that only one game ball enters the first starting area 904a in the advantageous first game state, when the target fluctuation is started (when one game ball enters the first starting area 904a), the instruction image 12 is erased to prevent any more game balls from entering the first starting area 904a (to prevent two or more game balls from entering the first starting area 904a in the advantageous first game state).

[0062] In this embodiment, the advantageous image 10 is also erased together with the instruction image 12 (see FIG. 9(b)). Since the advantageous image 10 can also be said to be an image suggesting that the first starting area 904a should be aimed at, when the target change is started, the advantageous image 10 is also erased to prevent any more game balls from being shot.

[0063] In the target variation, an effect is executed to notify the result of the first special lottery in the advantageous first game state. The specific form may be any. In this embodiment, the player is prompted to operate the operating means 60 (for example, the push button 61) (see FIG. 9(b)), and an effect according to the result of the first special lottery is executed as a trigger. As described above, since winning the jackpot or the thrust time H is an advantageous result for the player, an effect (advantageous effect) (see FIG. 9(c-1)) indicating that the player is in a happy situation is executed when the jackpot or the thrust time H is won is executed, and an effect (unfavorable effect) (see FIG. 9(c-2)) indicating that the player is in an unfortunate situation is executed when the thrust time B is won. The effects when the jackpot is won and when the thrust time H is won may be different. That is, if there is a jackpot, an effect for the jackpot is executed, and if there is a thrust time H, an effect indicating that the player will move to the second game state (○○ chance) is executed. The disadvantageous effect may be an effect indicating a transition to the standard first game state (XX stage) (see FIG. 9(c-2)). Although not shown in FIG. 9, if the first game state H is won, the first game state H combination will be displayed, and if the first game state B is won, the first game state B combination will be displayed by the end of the target variation.

[0064] The following describes specific examples of improvements, modifications, and embodiments of the matters related to the control of various images in the advantageous first gaming state. Note that, to the extent possible, a configuration may be made in which multiple matters described using each of the following specific examples are applied.

[0065] ○Example 2-1 When the target change starts, the instruction image 12 is erased, and an image (hereinafter, a stop request image 14) indicating that further launch of game balls (launch of game balls toward the first starting area 904a) should be stopped is displayed in the display area 911 (see FIG. 10(b)). For example, a stop request image 14 including the characters "STOP" or "STOP" is displayed. Naturally, the stop request image 14 is not displayed before the target change starts (see FIG. 10(a)).

[0066] It is thought that there may be a certain number of players who continue firing without noticing that the instruction image 12 has been erased. By following this example, it is expected that more players will stop firing after the target movement has started.

[0067] ○Example 2-2 Depending on the result of the first special lottery in the advantageous first gaming state, the instruction image 12 may not be erased when the target variation starts. In other words, the instruction image 12 may be erased when the target variation starts, or may not be erased when the target variation starts. However, regardless of the configuration, if the result of the first special lottery is "H at the time of hitting", the instruction image 12 is erased when the target variation starts (see FIG. 11(b-1)). Also, "the instruction image 12 is not erased when the target variation starts" means that the instruction image 12 is not erased at the timing when the instruction image 12 is erased when the target variation starts (when the target variation starts), and the instruction image 12 is erased at a later timing (by the time the advantageous first gaming state ends). However, in the case of this example, there is a drawback that the result of the first special lottery is limited depending on whether the instruction image 12 is erased when the target variation starts (the result of the lottery can be predicted to some extent at the beginning of the target variation). To eliminate such drawbacks, it is preferable to erase the instruction image 12 when the target variation starts, regardless of the result of the first special lottery, as in the above embodiment.

[0068] <Example 2-2-1> (See Figure 11) Even if the target change begins when the result of the first special lottery is "time to hit B", the instruction image 12 is not erased (see FIG. 11(b-2)). In the case of "time to hit B", the game transitions to the standard first game state after the target change ends. The standard first game state is the most unfavorable game state for the player, and is a game state in which the player plays with the aim of winning a jackpot, so winning a jackpot with the special chart 1 reservation (remaining reservation) acquired in the favorable first game state is not disadvantageous to the player. Therefore, the instruction image 12 is made to remain even if the target change begins when the result of the first special lottery is "time to hit B".

[0069] <Specific Example 2-2-2> (not shown) As explained in the above specific example 1-1, the first special lottery may result in a "miss". In this configuration, even if a target variation in which the result of the first special lottery is a "miss" is started, the instruction image 12 is not erased as a result of the first special lottery. In the case of a "miss", the advantageous first game state is maintained even after the target variation ends, so the instruction image 12 remains as there is no significant disadvantage in obtaining the special figure 1 reservation. However, if the maximum number of memories in the special figure 1 reservation is 2 or more, after the target variation becomes a "miss", the next variation may win "H at the time of thrust" and transition to the second game state, and the remaining special figure 1 reservation may win a jackpot (first jackpot A). Therefore, if this point is taken into consideration, if the maximum number of memories in the special figure 1 reservation is 2 or more, it may be better to erase the instruction image 12 as a result of the start of the target variation, even if the target variation is a "miss".

[0070] ○Example 2-3 Before the target variation is started (before variation), an image (game instruction image 16) is displayed in the display area 911 to show the player that it is a preferable game mode to have "only one" game ball enter the first starting area 904a. For example, the game instruction image 16 including text such as "Stop firing when one ball wins" is displayed (see FIG. 12(a)). By doing so, the player can know in advance that only one game ball needs to enter the first starting area 904a, making it less likely that two or more game balls will win. The game instruction image 16 may be erased when the target variation is started.

[0071] Instead of the erased game instruction image 16, the stop request image 14 as explained in the specific example 2-1 may be displayed (see FIG. 12(b)). By doing so, after the event explained by the game instruction image 16 occurs (only one game ball needs to enter the first starting area 904a), the game instruction image 16 is replaced by the stop request image 14 indicating that no more shots are required, so that it is easy to understand that the situation has come where shots should be stopped.

[0072] ○Example 2-4 At least a part of the game board 90 (game board) is formed of a material having light transmission (hereinafter, the part having light transmission is referred to as the light transmission part 90a). At least the upper side of the part where the first starting area 904a is provided on the game board 90 is the light transmission part 90a. A part of the display area 911 is made to overlap with the light transmission part 90a. The instruction image 12 is made to be displayed in the part of the display area 911 that overlaps with the light transmission part 90a (see FIG. 13). That is, at least a part of the instruction image 12 is visible through the light transmission part 90a of the game board 90. By doing so, the instruction image 12 can be displayed near the first starting area 904a, making it easier to understand that the situation is one in which the first starting area 904a should be aimed. Note that at least a part of the advantageous image 10 may also be made to be visible through the light transmission part 90a of the game board 90.

[0073] 4) Standby image control In this embodiment, a standby image 20 (see FIG. 14 (a-2) (b-2)) may be displayed when the performance during change is not being executed (non-changing state). The standby image 20 is an image for emphasizing that the state is non-changing (no game is being played). The standby image 20 may be of any specific form. It may be an image introducing the original work that became the motif of the gaming machine 1, an image introducing the manufacturer (maker) who created the gaming machine 1, an image introducing the game method, an image introducing a performance that may be executed as a performance that constitutes the performance during change, or a combination of these. In addition, it is preferable that the standby image 20 includes an element (for example, the text "demo movie") that clearly indicates to the player that the game is on standby (not changing). In addition, the standby image 20 may include a so-called customization screen that includes the volume, the amount of light, the probability of occurrence of various performances, and the like.

[0074] In this embodiment, the image layer representing the standby image 20 is set to the forefront (at least in front of the image layer of the decorative pattern 80 and its background image that are waiting for the start of the change). The standby image 20 in this embodiment is displayed in the entire display area 911. Therefore, when the standby image 20 is displayed, the decorative pattern 80 and its background image that are waiting for the start of the change cannot be seen (see FIG. 14 (a-2) (b-2)). However, this does not deny the configuration in which the standby image 20 is displayed in a part of the display area 911. In any case, it can be said that the state in which the standby image 20 is displayed is a state in which the decorative pattern 80 and the like that are waiting for the start of the change cannot be seen or are difficult to see (the visibility is hindered by the standby image 20). When the entry of a game ball into the start area 904 is detected while the standby image 20 is displayed, the corresponding during-change performance is started, and the standby image 20 is erased.

[0075] The condition under which the standby image 20 is displayed is defined as a predetermined condition. In this embodiment, the establishment of the predetermined condition is that the non-changing state is maintained (does not change) for a predetermined time (20 seconds) after the non-changing state. In short, the standby image 20 can be displayed if a state in which no game is being played continues for a certain period of time. However, although the predetermined condition is a necessary condition for the standby image 20 to be displayed, the standby image 20 is not necessarily displayed even if the predetermined condition is established, and whether the standby image 20 is displayed or not depends on the type of game state (a state in which a game ball should be launched toward the starting area 904) at that time. Hereinafter, a game state in which the standby image 20 is displayed when a predetermined condition is established in a non-changing state is also referred to as a "standby permitted type" (game state), and a game state in which the standby image 20 is not displayed even if a predetermined condition is established in a non-changing state is also referred to as a "standby prohibited type" (game state).

[0076] In this embodiment, of the three game states, the reference first game state and the second game state are "standby permitted" game states. That is, in the reference first game state or the second game state, if the non-variable state continues for a predetermined time, the standby image 20 is displayed (see Figs. 14(a) and 14(b)). The standby image 20 displayed in the reference first game state and the standby image 20 displayed in the second game state may be of different types. That is, the standby image 20 for the "reference first game state" and the standby image 20 for the "second game state" may be prepared separately.

[0077] On the other hand, the advantageous first gaming state is a "prohibited waiting" gaming state. That is, in the advantageous first gaming state, the waiting image 20 is not displayed no matter how long the non-changing state continues (see FIG. 14(c)). As described above, in the advantageous first gaming state, the advantageous image 10 and the instruction image 12 are displayed before the start of the target change (before the change). That is, it can be said that the advantageous first gaming state is promoted by displaying an image suggesting that the advantageous first gaming state is an advantageous situation and an image showing the playing method of the state. Despite this, if the waiting image 20 is displayed, the advantageous image 10 and the instruction image 12 will be in a state where they cannot be seen (or are difficult to see) due to the waiting image 20, so that the waiting image 20 is not displayed even if a predetermined condition is established before the change of the advantageous first gaming state, and the advantageous image 10 and the instruction image 12 can be always seen in the same form.

[0078] The following describes specific examples in which the matters related to the control of the standby image 20 are improved, modified, or embodied. Note that, to the extent possible, a configuration may be made in which a plurality of matters described using each of the following specific examples are applied.

[0079] ○Example 3-1 In the above embodiment, it has been explained that the advantageous first gaming state is always the "waiting prohibition type", but the same advantageous first gaming state may be the "waiting permission type" or the "waiting prohibition type". Specifically, a plurality of conditions (transition conditions) for transitioning to the advantageous first gaming state are provided, and the advantageous first gaming state transitioned to when a certain transition condition (specific transition condition) among the plurality of transition conditions is satisfied is the "waiting prohibition type", but the advantageous first gaming state transitioned to when another transition condition (non-specific transition condition) is satisfied is the "waiting permission type".

[0080] There are various ways to classify specific transition conditions / non-specific transition conditions. As a suitable example, it is possible to classify whether the reset condition is established by a reset operation that the player cannot perform (from another perspective, it is to classify whether the game condition is established by the player playing). In the above embodiment, there are three transition conditions: (1) after a reset operation, (2) after the end of the jackpot game of the first jackpot A, and (3) after the rescue function is activated. It can be said that (1) is a reset condition and (2) and (3) are game conditions. The reset condition (1) is a specific transition condition, and the game conditions (2) and (3) are non-specific transition conditions.

[0081] The fact that the reset condition is met means that the gaming establishment has performed a reset operation, and there is a high probability that this has happened just after the establishment has opened. Therefore, if the standby image 20 is displayed in this situation, it becomes impossible to know whether the game is in the advantageous first game state or not, so this is designated as a "standby prohibition type." In other words, after the reset operation is performed, the advantageous image 10 and the instruction image 12 are continuously displayed until the target change starts (see FIG. 15(a)). On the other hand, the fact that the game condition is met means that there is a high probability that the player has been playing continuously up until that point, and the player will have understood that the game has transitioned to the advantageous first game state, so there is no problem with the standby image 20 being displayed, and this is designated as a "standby permission type" (see FIG. 15(b) and (c)).

[0082] As mentioned above, the rescue function may not be provided. In this case, whether the state is "prohibited waiting" or "permitted waiting" can be considered to differ depending on whether the jackpot game is over or not. In other words, the advantageous first game state after the jackpot game is over is the "permitted waiting" type (see FIG. 15(b)), and the advantageous first game state not after the jackpot game is the "prohibited waiting" type (see FIG. 15(a)).

[0083] ○Example 3-2 Even in gaming machines other than those having the specifications of the above embodiment, it is conceivable to provide a "standby permission type" gaming state and a "standby prohibition type" gaming state. For example, in a configuration in which a normal gaming state and one or more special gaming states that are more advantageous to a player than the normal gaming state are provided, it is conceivable that the normal gaming state is "standby permission type" and the special gaming state is "standby prohibition type". It can be said that the normal gaming state is the most disadvantageous gaming state among the multiple gaming states. The special gaming state may be advantageous in that the ease of entry of the gaming ball into the starting area 904 (so-called base) is higher than in the normal gaming state, or it may be advantageous in that the probability of winning the special lottery is higher than in the normal gaming state (it is a probability change state) (or a combination thereof). For example, a configuration is provided in which a first special gaming state with a low probability and a high base and a second special gaming state with a high probability and a high base are provided.

[0084] It is normal for a player to stop playing in the normal game state, and it is not likely that they will stop playing in the special game state. Therefore, the normal game state is designated as the "standby permitted type," and when no one is playing, the standby image 20 is displayed to emphasize that the game is available for play. On the other hand, the special game state is designated as the "standby prohibited type," since it is considered that the player has been playing continuously up to that point, and therefore there is no need to take the trouble of displaying the standby image 20 even if the fluctuation temporarily stops.

[0085] ○Example 3-3 The configuration is such that whether the type is "waiting permitted" or "waiting prohibited" is determined not based on the current game state but based on other factors. For example, the player can arbitrarily select whether the type is "waiting permitted" or "waiting prohibited". In other words, as a kind of so-called player customization function, the "waiting permitted" / "waiting prohibited" type can be selected. Any method of selection is acceptable. For example, as shown in FIG. 16, the selection (switching) can be made by operating various operation means 60 (push button 61 or cross key 62). Since players have different perceptions of the wait image 20 being displayed in a non-variable state, the player can arbitrarily select whether the state is such that the wait image 20 can be displayed. For example, if a player is annoyed when the wait image 20 is displayed in a situation where he is aiming for the starting area 904 but does not win, he can select the "waiting prohibited" type so that the wait image 20 is not displayed even in such a situation.

[0086] Although not shown, the player may be allowed to arbitrarily select between the "waiting permitted type" and the "waiting prohibited type" for each game state. For example, in a configuration in which two game states, a first game state and a second game state, are provided, the "waiting permitted type" / "waiting prohibited type" may be selected for the first game state, and the "waiting permitted type" / "waiting prohibited type" may be selected for the second game state.

[0087] 5) Advance Production If "Push H" is won in the advantageous first game state (special transition right is acquired), a presentation (advantageous presentation) indicating a transition to the second game state (○○ chance) is executed by target change (see FIG. 17(b)). In a target change that wins the push H, a pre-show is executed after the advantageous presentation (see FIG. 17(c)(d)). The target change is from when the decorative pattern 80 starts to change until the push H combination is displayed frozen and then erased, and the pre-show is executed during the target change. Note that if the push H is won, the next target change will be a change in the second game state, so the target change can be said to be a "pre-transition change" (presentation during pre-transition change) just before the transition to the second game state.

[0088] The variation performance in the second game state (○○ chance) is set to one of a plurality of types of performance modes. The performance mode is an element that controls the mode of the variation performance. If the type of performance mode is different, the mode of the variation performance (the mode of the performance that notifies the result of the special lottery) will obviously be different. However, the performance mode does not affect the expected value of the actual profit (ball output). In this embodiment, three performance modes (performance mode X, performance mode Y, and performance mode Z) are provided. The difference between each performance mode (the difference between the variation performance in which each performance mode is set) may be any. In this embodiment, the characters that are the motifs (main characters) of each performance mode are different. Specifically, the performance mode X is based on the character X, the performance mode Y is based on the character Y, and the performance mode Z is based on the character Z. In the variation performance in the second game state, it is preferable to display a unique image (mode-corresponding image) that represents the set performance mode. For example, in presentation mode X, an image containing the letters "Mode X" is displayed in display area 911, in presentation mode Y, an image containing the letters "Mode Y", and in presentation mode Z, an image containing the letters "Mode Z" (see Figure 17(f). Figure 17(f) shows the state when mode Z is selected). Naturally, a mode-corresponding image representing a certain type of presentation mode will not be displayed when a different type of presentation mode is set. In addition, although not shown in the figure, it is preferable that the background image displayed as the background of decorative pattern 80 be different for each presentation mode.

[0089] In this embodiment, the presentation mode in the variation presentation in the second game state is reflected during the jackpot game (during the round). Specifically, in this embodiment, notification of whether the jackpot acquired in the second game state (second special lottery) is the second jackpot or the first jackpot A is executed during the jackpot game. That is, in the variation presentation in the second game state, a notification that a jackpot has been won is made (see FIG. 18(b)), and the type of the jackpot is notified during the jackpot game. As for the form of the presentation (type notification presentation) that notifies the type of the jackpot, there are three types, namely, presentation mode X, presentation mode Y, and presentation mode Z, and the form differs depending on which one is selected. In this embodiment, the type notification presentation is a battle presentation in which the player's character and the enemy character fight, and at least the player's character is different depending on the presentation mode (see FIG. 18(c)). In the case of the second jackpot, the type notification effect leads to a winning ending in which the player's character wins (a winning ending includes a so-called reversal pattern in which a player appears to have lost but this is overturned) (see FIG. 18(d-1)), and in the case of the first jackpot A, the type notification effect leads to a losing ending in which the player's character loses (see FIG. 18(d-2)). Note that the "notification" of the type of jackpot mentioned above refers to a notification that can be clearly understood by any player, and does not include the display of a different pattern or other rules that allow players to grasp the type of jackpot. Also, the setting may be such that a case may occur in which the winning of the second jackpot is definitely notified during the change in the second game state.

[0090] The pre-effect in this embodiment is a selection effect for selecting the effect mode in the effect during the change in the second game state. Also, as described above, it can be said to be a selection effect for selecting the effect mode of the type notification effect in the big win game. In the target change, after the player is notified that the game will move to the second game state due to the advantageous effect, the selection effect occurs as a pre-effect. In the selection effect, three option images 30 representing the effect modes X to Z are displayed in the display area 911, and the player is prompted to select one of the options within the selection period (see FIG. 17(c)). The player can select a preferred option by operating the operation means 60. Any selection method may be used. In this embodiment, the option (presentation mode) on which the cursor is located is selected by moving the cursor with the cross key 62 and pressing the push button 61 (performing a decision operation) (see FIG. 17(d)). Note that if the decision operation is not performed within the selection period, the option (presentation mode) on which the cursor is located at the end of the selection period is selected. Since the selection performance is executed as a pre-performance during the target change, the selection period ends before the target change ends.

[0091] After such a selection effect (pre-effect), the target change ends and the second game state starts. In the second game state, a change effect is executed according to the effect mode selected in the selection effect (see FIG. 17(f), FIG. 18(a)(b)). After a jackpot win is notified by the change effect in the second game state, a type notification effect corresponding to the effect mode selected in the selection effect is executed in the jackpot game (see FIG. 18(c)).

[0092] In this embodiment, after the selection effect ends (after the transition to the second gaming state), the presentation mode cannot be changed. Specifically, the presentation mode selected in the selection effect is maintained until the first jackpot A is won in the second gaming state and the game transitions to the advantageous first gaming state (until the end of a specified period, which will be described later). However, this does not deny the possibility of setting the presentation mode to be changeable (changeable midway) after the selection effect ends and the game transitions to the second gaming state. If it is changeable midway, the presentation during the change in the presentation mode will be executed, as well as the type notification presentation during the jackpot.

[0093] As described above, in this embodiment, when the hit time H is won in the advantageous first game state, the game state transitions to the second game state without a jackpot game (a non-jackpot transition occurs) (see the time chart at the top of Figure 17), so that the game progresses smoothly by executing a selection effect (pre-effect) that determines the presentation mode in the second game state when the target change notifies the player that the hit time H has been won.

[0094] In this embodiment, even if the second jackpot is won in the advantageous first gaming state (see FIG. 19(a)(b)), the game state will transition to the second gaming state after the jackpot game ends. In this case, a selection effect for selecting the performance mode is executed during the jackpot game (during the round) of the second jackpot (see FIG. 19(c)), and is not executed during the target change (unlike the case of winning the thrust H, it is executed after the target change ends). In this way, when transitioning to the second gaming state via a jackpot, a selection effect (equivalent to the above-mentioned pre-performance) is executed during the jackpot game. In other words, since the jackpot game is executed before transitioning to the second gaming state, there is no need to take the trouble of executing a selection effect during the target change that notifies the player of the winning of the second jackpot.

[0095] Hereinafter, specific examples of improvements, modifications, and specific embodiments of the above-mentioned pre-performance-related matters will be described. Note that, to the extent possible, a configuration may be made in which multiple matters described using each of the following specific examples are applied.

[0096] ○Example 4-1 Although the pre-effect in the above embodiment is described as a selection effect for selecting an effect mode, it may be other effects as long as they are related to the second gaming state. Examples of other effects are as follows. Note that the effects related to the second gaming state here include effects related to a jackpot obtained in the second gaming state.

[0097] It is assumed that a performance explaining the specifications of the second gaming state occurs as a pre-performance. For example, a performance explaining the jackpot probability (effective jackpot probability) of the second gaming state or a performance explaining the so-called continuation rate can be considered.

[0098] A performance explaining the playing method of the second game state is generated as a pre-performance. For example, a performance informing the player of the area to be targeted in the second game state (the second start area 904b in the above embodiment) is generated as a pre-performance.

[0099] A performance that explains the type notification performance is generated as a pre-performance. The content of the type notification performance and what kind of ending will please the player are explained. If the type notification performance is as in the above embodiment, it is explained that it is a battle performance in which the player's character and the enemy character fight, and that if the player's character wins, it will be a second jackpot (consecutive wins), etc.

[0100] ○Example 4-2 The advance performance is executed during the fixed period of the target variation. The fixed period is the period from the time when the sudden H combination, which is the result of the special lottery corresponding to the target variation, is displayed (hereinafter referred to as the display time) to the time when the sudden H combination is erased (hereinafter referred to as the erasure time. The erasure time is the end time of the target variation) (see Figures 20 and 21). The display time may be the time when the sudden H combination is displayed as a stop (specific example 4-2-1) (see Figure 20), or may be the time when it is displayed as a pseudo stop (specific example 4-2-2) (see Figure 21).

[0101] <Example 4-2-1> (See Figure 20) The display time is the time when the strike-time H combination is displayed stationary (see FIG. 20(b)). The stationary display here refers to a state in which the decorative patterns 80 (the decorative patterns 80 constituting the strike-time H combination) have completely stopped moving (displayed as if they were not moving). In this case, the determination period is the period from when the decorative patterns 80 constituting the strike-time H combination are displayed stationary (display time) to when they are erased (erasure time) (the period from FIG. 20(b) to (e)), and the pre-performance (selection performance) (see FIG. 20(c)(d)) is executed during this period.

[0102] <Example 4-2-2> The display time is the time when the strike-time H combination is pseudo-stopped (see FIG. 21(b)). The pseudo-stopped display here refers to a state in which the decorative patterns 80 (the decorative patterns 80 constituting the strike-time H combination) appear to be stopped but are not completely stopped (for example, a state in which they are slightly swaying). Between the display time and the erasure time, the decorative patterns 80 constituting the strike-time H combination stop completely (are displayed as stopped) (see FIG. 21(d)). In other words, the decorative patterns 80 constituting the strike-time H combination stop completely in the middle of the fixed period. During this fixed period (the period from FIG. 21(b) to (e)), a pre-performance (selection performance) is executed (see FIG. 21(c)(d)).

[0103] In both of the above <Specific Example 4-2-1> and <Specific Example 4-2-2>, the time of display (the time of Fig. 20(b), Fig. 21(b)) is the time when the state (combination) of the decorative pattern 80 becomes a state (push-time H combination) indicating that push-time H has been won (that the special transition right has been acquired). In other words, the period after the decorative pattern 80 indicates that push-time H has been won (the period from Fig. 20(b) to (e), the period from Fig. 21(b) to (e)) is set as a fixed period, and the pre-performance (Fig. 20(c)(d), Fig. 21(c)(d)) is executed during the fixed period. By doing this, since the decorative pattern 80 has already indicated that the hit time H has been won during the determination period, it becomes easy for a player (who knows that the hit time H combination is a combination that indicates the hit time H has been won (transition to the second game state)) to understand that the pre-performance relates to the second game state (the game state to which the transition is indicated by the decorative pattern 80) even if the pre-performance is executed during the target change.

[0104] ○Example 4-3 The setting is such that the pre-performance may or may not be executed by the target change that notifies the winning of the hit H. In other words, if a predetermined performance execution condition is satisfied, the pre-performance (selection performance) is executed by the target change that notifies the winning of the hit H, but if the performance execution condition is not satisfied, the pre-performance (selection performance) is not executed by the target change.

[0105] The performance execution condition can be set from various viewpoints. For example, one of different candidate times is set as the time (change time) required for the target change to notify the winning of the hit H (the change time of the target change can change each time). In such a configuration, if the change time of the target change to notify the winning of the hit H is a predetermined time or more (a threshold or more), the pre-performance is executed, but if it is less than the predetermined time (less than the threshold), the pre-performance is not executed (see FIG. 22(a)). In short, if the change time of the target change to notify the winning of the hit H is relatively short, the pre-performance is not executed because there is no time to execute the pre-performance. By doing as in this example, there is an advantage that it is not necessary to set the change time of the target change taking into account the time of the pre-performance. For example, it is also possible to cause a target change to occur in which the winning of the hit H is notified in an extremely short time.

[0106] In addition, it is also conceivable that the performance execution condition is configured so that the establishment or non-establishment of the performance execution condition is determined depending on the trigger of the transition to the advantageous first gaming state. For example, as in the above embodiment, when the first big win A is acquired in the second gaming state and the first advantageous gaming state to which the transition is made is won at the time of the hit H, the pre-performance is not executed in the target change. In other words, the advantageous first gaming state after the end of the second gaming state is considered to be a state in which the performance execution condition is not established, and the other advantageous first gaming states (in the above embodiment, the advantageous first gaming state after the reset operation, the advantageous first gaming state after the first big win A is won in the standard first gaming state, and the advantageous first gaming state after the rescue function is activated) are considered to be states in which the performance execution condition is established (see FIG. 22(b)). Winning the hit H in the advantageous first gaming state after the end of the second gaming state corresponds to a so-called "pullback", and the player will have already experienced the second gaming state (the player who played the second gaming state will not have changed), so in this case, the pre-performance is not executed in the target change.

[0107] In the case where the pre-performance is a selection performance as in the above embodiment, if the performance execution conditions are not met and the selection performance is not executed, a specific option that has been determined in advance may be automatically set and the second game state may be started. For example, if a selection performance in which the performance modes X to Z are selected may occur as in the above embodiment, it is possible to configure the second game state to be started with the performance mode X being automatically set when the performance execution conditions are not met and the selection performance is not executed. In contrast to this, a lottery may be performed internally, and the performance mode selected by the lottery may be automatically set (the type of the performance mode that is automatically set when the performance execution conditions are not met may change each time). Since the type of the performance mode does not affect the expected value of the actual profit (balls), there is no big problem even if the performance mode is automatically set regardless of the player's selection when the performance execution conditions are not met and the selection performance is not executed. In this case, since there is a possibility that the performance mode that the player prefers will not be set, it is preferable to configure the performance mode to be changeable (changeable during the game) even after transition to the second game state.

[0108] 6) Control of reward information The period that starts based on a predetermined start condition and ends based on a predetermined end condition is defined as the prescribed period. In the present embodiment, the start condition of the prescribed period is the establishment of a condition for newly transitioning to the second gaming state, and the end condition is the establishment of a condition for ending the second gaming state. Specifically, the start condition is winning the second jackpot or the rush time H by the first special lottery (winning the second jackpot by the second special lottery is not the start condition), and the end condition is winning the first jackpot A by the second special lottery. In this embodiment, the jackpots acquired during the prescribed period include the second jackpot acquired through the first special lottery (the so-called first jackpot) and the first jackpot A acquired through the second special lottery (the jackpot that triggers a fall from the second gaming state, which is the highest state), but at least one of these jackpots may be set not to be included in the jackpots acquired during the prescribed period.

[0109] When the specified period ends (see FIG. 23(a)), the bonus information 40 showing the status of the bonus obtained during the specified period is displayed (see FIG. 23(b)). The "bonus" may be anything related to the profit (balls) obtained by the player. In this embodiment, the bonus information 40 may display the number of jackpots obtained during the specified period (corresponding to the number of consecutive jackpots), and the total number of prize balls obtained by adding up the prize balls obtained in each jackpot. Other bonus information 40 may be displayed. The total number of prize balls may or may not include prize balls obtained other than the winning of the big prize area 906. Also, the so-called over-winning amount for the big prize area 906 that may occur in each round of play may or may not be included.

[0110] In this embodiment, the bonus information 40 is displayed after the end of the final round of the first jackpot A acquired through the second special lottery in the second gaming state (ending period) (see FIG. 23(b)). That is, the bonus information 40 is displayed just before the end of the specified period. In the ending period, the number of jackpots is represented by "BONUS x O" (a number representing the number of jackpots is inserted in "O"), and the total number of prize balls is represented by "□□□□□pt" (a number representing the total number of prize balls is inserted in "□□□□□"). Note that the bonus information 40 may also be displayed during periods other than the ending period. Although not shown, for example, the number of jackpots may be displayed during the fluctuation of the second gaming state, or the total number of prize balls may be displayed during the round of the second jackpot acquired in the second gaming state (the change in the total number of prize balls over time may be displayed). In addition, when various bonus information 40 is displayed during periods other than the ending period, it may be displayed in a different manner. For example, in this embodiment, at the start of a winning game, the number of jackpots is represented as "○th time" (the "○" is replaced with a number representing the number of jackpots) (see Figures 24(c-1) and (c-2)).

[0111] After the specified period ends (after the jackpot game of the first jackpot A acquired in the second game state ends), the game state transitions to the advantageous first game state (see FIG. 23(c)). As described above, the advantageous first game state is a state in which the probability of winning at the time of the push H is relatively high, that is, a state (pullback state) in which the second game state (○○ chance) can be expected to be “pulled back”. If the time of the push B is won in the advantageous first game state, the game state transitions to the standard first game state. In other words, the state in which the expectation of the “pulling back” of the second game state is ended. If winning at the time of the push B is considered to be “the establishment of a specific condition”, the establishment of a specific condition in the advantageous first game state means that the state in which the expectation of the “pulling back” of the second game state is ended. Note that if the first jackpot A is won in the advantageous first game state, the game state does not transition to the second game state, but the game state transitions again to the advantageous first game state, and the state in which the expectation of the “pulling back” of the second game state continues, so it is not considered to be the establishment of a specific condition. In other words, in this embodiment, winning time B in the advantageous first gaming state (transition to the standard first gaming state) is considered to be the fulfillment of a specific condition, and anything else is not considered to be the fulfillment of a specific condition.

[0112] In the advantageous first gaming state, if the player hits the jackpot H or the second jackpot (see FIG. 23(d)), the game moves to the second gaming state (the "pullback" of the second gaming state occurs). In other words, the specified period starts again before the specific condition is met. In this case, as described above, during the second jackpot round or during the target fluctuation resulting from the hit H, a selection effect occurs to select the effect mode for the second gaming state (see FIG. 24(a)).

[0113] It is determined whether the presentation mode selected in the selection performance when "pullback" occurs (hereinafter, sometimes referred to as the selection performance during pullback) is the same type as the presentation mode of the previous specified period (the previous specified period). In other words, it is determined whether the presentation modes of the two consecutive specified periods (the previous specified period and the subsequent specified period) through the advantageous first game state are the same type. Since the selection performance also occurs at the start of the previous specified period, it is also determined whether the presentation modes selected in the two consecutive selection performances through the advantageous first game state are the same type. If the presentation mode selected in the selection performance during pullback (the presentation mode of the subsequent specified period) is the same type as the presentation mode of the previous specified period (see FIG. 24(b-1)), the bonus information 40 is not reset (see FIG. 24(c-1)), and if they are different types (see FIG. 24(b-2)), the bonus information 40 is reset (see FIG. 24(c-2)). That is, in the former case, the privilege information 40 is controlled so that the numerical values ​​representing the various benefits obtained in the later specified period are added to the numerical values ​​representing the various benefits at the end of the earlier specified period, whereas in the latter case, the privilege information 40 is controlled so that the numerical values ​​representing the various benefits in the later specified period are counted from the beginning (initial value) regardless of the numerical values ​​representing the various benefits at the end of the earlier specified period (no matter what the privilege information 40 is at the end of the earlier specified period).

[0114] In this way, when the player selects the same type of presentation mode as in the previous specified period in the pull-back selection presentation, the player is highly likely to want a continuous game that continues from the previous specified period in the subsequent specified period, so the bonus information 40 is not reset. That is, the bonus information 40 is continuously counted, so that the "continuity" from the previous specified period is emphasized. On the other hand, when the player selects a different type of presentation mode from the previous specified period in the pull-back selection presentation, the bonus information 40 is reset, so that the player is highly likely to want a game that is different from the previous specified period to be played in the subsequent specified period. That is, the bonus information 40 is counted from the beginning, so that the "continuity" from the previous specified period appears to have been terminated.

[0115] In addition, when a specific condition is met (when the player wins the B-th chance and the game moves to the standard first game state), the bonus information 40 is reset. In other words, when a specific condition is met and the game state is moved to the second game state and a selection performance is executed, the bonus information 40 is counted from the beginning regardless of the type of performance mode selected in the selection performance.

[0116] The following describes specific examples in which the above-mentioned control of the special information 40 is improved, modified, or embodied. Note that, to the extent possible, a configuration may be made in which a plurality of the items described using the following specific examples are applied.

[0117] ○Example 5-1 After the selection effect ends and the game moves to the second game state, the presentation mode may be changed midway (the presentation mode may be changed to a different presentation mode from the one selected in the selection effect during the specified period). In this case, the "presentation mode of the previous specified period" refers to the presentation mode set at the end of the previous specified period (when the first jackpot A is won). In other words, the presentation mode selected by the player at the end of the previous specified period is used as the standard, and if the presentation mode selected in the selection effect during the pullback is the same type as the presentation mode, the bonus information 40 is not reset, and if it is a different type, the bonus information 40 is not reset.

[0118] ○Example 5-2 The specified period in the above embodiment is described as one in which the start condition is the establishment of a condition for a new transition to the second gaming state, and the end condition is the establishment of a condition for the end of the second gaming state (so-called consecutive win state), but is not limited to this. It is sufficient if it is a period that starts with the establishment of a predetermined start condition and ends with the establishment of a predetermined end condition, and a selection effect that allows the player to select a presentation mode for the period occurs when the period starts.

[0119] For example, one big win game can be regarded as the specified period. At the start of a big win game, a selection effect occurs to select a presentation mode during the big win game (during a round). If a presentation mode of the same type as that set in the previous big win game (previous selection effect) is selected in the newly generated selection effect, the bonus information 40 is reset, but if a different presentation mode is selected, the bonus information 40 is not reset.

[0120] ○Example 5-3 In the pull-back selection performance, when the player selects the same type of performance mode as the previous specified period, some of the multiple types of bonus information 40 are reset, but the other bonus information 40 is not reset. For example, in the case where the bonus information 40 is configured to display the number of jackpots (number of consecutive wins) and the total number of prize balls as described in the above embodiment, when the player selects the same type of performance mode as the previous specified period in the pull-back selection performance, one of the number of jackpots and the total number of prize balls is not reset, but the other is reset. In other words, by continuously counting one of the number of jackpots and the total number of prize balls, the "continuity" from the previous specified period is shown, while the other is reset, so that it is possible to grasp that the specified period has ended. In addition, when the player selects a different type of performance mode from the previous specified period in the pull-back selection performance, both the number of jackpots and the total number of prize balls are reset.

[0121] ○Example 5-4 In the pull-back selection performance, when the player selects a performance mode different from the previous specified period, some of the multiple types of bonus information 40 are reset, but the other bonus information 40 is not reset. For example, in the case where the bonus information 40 is configured to display the number of jackpots (number of consecutive wins) and the total number of prize balls as described in the above embodiment, when the player selects a performance mode different from the previous specified period in the pull-back selection performance, one of the number of jackpots and the total number of prize balls is reset, but the other is not reset. In other words, by resetting one of the number of jackpots and the total number of prize balls, it appears that the "continuity" from the previous specified period has been terminated, while the other is counted continuously, so that it is shown that the consecutive wins are continuing due to the pull-back. Note that, when the player selects the same type of performance mode as the previous specified period in the pull-back selection performance, neither the number of jackpots nor the total number of prize balls is reset.

[0122] ○Example 5-5 The selection performance is not limited to the selection of the performance mode. That is, when the specified period starts, even when a selection performance that allows the player to select an element other than the performance mode is executed, the control can be performed in the same manner as in the above embodiment. That is, in the selection performance during the pullback, if the player selects an option of the same kind as the previous selection performance, the bonus information 40 is not reset, and if the player selects an option of a different kind, the bonus information 40 is reset.

[0123] The element for which the selection is prompted in the selection effect may be related to the specified period (the second gaming state or the jackpot game obtained in the second gaming state). For example, the selection effect allows the player to freely select background music to be output during the specified period (music that is output continuously regardless of the effect for notifying the result of the special lottery or the type of jackpot). In the selection effect during the pullback, if the player selects the same type of background music as in the previous selection effect, the bonus information 40 is not reset, and if the player selects a different type of background music, the bonus information 40 is reset.

[0124] ○Example 5-6 In the selection performance during pullback, it is made clear which presentation mode was the same as that in the previous specified period. For example, in the selection performance during pullback, a distinguishing image 45 including the characters "previous mode" is displayed in association with the option image 30 indicating the same presentation mode as that in the previous specified period (the distinguishing image 45 is not attached to other option images 30) (see FIG. 25(a)). In this manner, it is easy to understand which presentation mode was the same as that in the previous specified period. Note that the distinguishing image 45 is not displayed in selection performances that are not selection performance during pullback (the first selection performance after a reset operation, or a selection performance after a transition to the reference first game state once after the previous second game state has ended).

[0125] ○Example 5-7 In the pull-back selection performance, if the same type of presentation mode as that of the previous specified period is selected, an image (preliminary image 47) is displayed that indicates in advance that the bonus information 40 will not be reset. For example, in the pull-back selection performance, a preliminary image 47 including the text "If you select the same mode as last time, it will continue" is displayed (see FIG. 25(b)). By doing so, if the same type of presentation mode as that of the previous specified period is selected, the player can sense that the "continuation" of the previous specified period can be played (it will not be reset). Note that, when performing as in this example, it is preferable to clearly indicate which type of presentation mode was the same as that of the previous specified period, as shown in the above specific example 5-6.

[0126] 7) Step-up operation sounds The gaming machine 1 according to this embodiment can execute a step-up effect (see FIG. 26). The step-up effect can occur as part of a during-change effect. In this embodiment, it can occur as part of a during-change effect in the reference first gaming state (normal gaming state). However, it may also be a during-change effect in other gaming states, or an effect that can occur during a jackpot game. In other words, it basically does not matter when it occurs. The step-up effect in this embodiment is an effect that prompts the player to operate the operating means 60. In this embodiment, the player is prompted to operate the push button 61.

[0127] The step-up effect is an effect in which a predetermined effect element progresses step by step. The change in the step is indicated by a change in the image (hereinafter referred to as the step image 50) displayed in the display area 911. In this embodiment, the step image 50 represents an enemy character, and the type of the enemy character changes each time a step-up occurs. The number of steps in the step-up effect can be set appropriately. The step-up effect in this embodiment is an effect that can progress from one step (step 1) to a maximum of five steps (step 5). The step-up effect in this embodiment is intended to suggest the probability (reliability) that the result of the first special lottery (hereinafter sometimes referred to as the target special lottery result) corresponding to the variable effect including the step-up effect will be a jackpot. Before the step-up effect is started, a result step is determined based on the target special lottery result. The result step is a step that indicates the result of the step-up effect, and it is assumed that the effect will not progress to a step higher than the step. The higher the result step, the higher the jackpot reliability of the target special lottery result. The result stage may be set to always be two or more stages (so that there is no case where no step-up occurs at all). Note that this step-up performance is one example that suggests the reliability of a big win. It is sufficient that the performance element progresses in stages, and the event suggested by the step-up performance may be anything.

[0128] The step-up presentation in this embodiment is a presentation in which the player is prompted to repeatedly operate the push button 61 in succession (so-called "rapid tapping" in the case of the push button 61 as in this embodiment). In the step-up presentation, a valid operation period is provided during which operation of the operating means 60 is valid. In a state in which the result stage has not yet been reached, a lottery (progression lottery) is held to determine whether or not to advance the stage (change the stage image 50 by one stage) when a single operation of the push button 61 is detected during the valid operation period. If the progress lottery is won, the stage is advanced. After the result stage is reached, a progress lottery is not held even if operation of the push button 61 is detected, or the progress lottery is not won, so that no further step-ups occur.

[0129] In this embodiment, if the result stage has not been reached at the end of the operation valid period, a compulsory transition to the result stage is made. For example, even if no operation of the operation means 60 is performed (no progress lottery is performed), the result stage is ultimately reached. Therefore, the player can grasp the result stage in any case. However, such control (compulsory transition to the result stage) may not be performed. In other words, if the operation valid period ends without the result stage being reached, the step-up presentation ends as it is (the presentation ends without the player being able to grasp the result stage).

[0130] In addition, when the result stage reaches 5th stage in the step-up performance in which the result stage is set to 5th stage (the highest stage), the stage does not progress any further and the operation valid period ends. In other words, when the result stage reaches 5th stage, no operation request is made to the player.

[0131] In addition, the progress lottery may be performed not every time the operation means 60 is operated, but every time a specified number of operations of two or more are performed. For example, the progress lottery may be performed every five operations.

[0132] Furthermore, in this embodiment, when a maintaining operation for maintaining the push button 61 in an operated state (so-called "long press" in the case of the push button 61 as in this embodiment) is performed during the operation valid period, a function (automatic rapid-fire function) is installed to replace the maintaining operation with a rapid-fire operation. The automatic rapid-fire function is deemed to have performed one operation when the push button 61 is kept in an operated state for a predetermined time (e.g., 0.2 seconds) during the operation valid period. Therefore, a progress lottery is held when the push button 61 is kept in an operated state for the predetermined time.

[0133] In the step-up performance, when the operation of the operating means 60 satisfies a predetermined condition, an operation sound (a short sound with an output time of less than 1 second (preferably less than the above-mentioned predetermined time so that an earlier operation sound and a later operation sound do not overlap (overlap) when the above-mentioned automatic rapid-fire function is used)) is output from the speaker 65 (see FIG. 1). If the operation of the operating means 60 does not satisfy the predetermined condition, the operation sound is not output. For example, if the operating means 60 is not operated at all, no operation sound is output at all. In this embodiment, the predetermined condition is satisfied when the operating means 60 is operated once during the valid operation period. In other words, in this embodiment, the output of the operation sound is made to coincide with the trigger for the progress lottery to be held.

[0134] As the operation sound, there are provided operation sounds having different modes (multiple types of operation sounds). In this embodiment, four types of operation sounds are provided: a first operation sound, a second operation sound, a third operation sound, and a fourth operation sound. The various operation sounds are associated with each stage in the step-up performance. The first operation sound is associated with stage 1, the second operation sound with stage 2, the third operation sound with stage 3, and the fourth operation sound with stage 4 (see Fig. 26(b) to (d)). As described above, when stage 5 is reached, the operation effective period ends (no operation request is made), so no operation sound is provided corresponding to the five stages. In other words, the operation sounds are associated with each stage (stages below the highest stage) where a situation in which an operation request is made may occur.

[0135] Therefore, a player who encounters the step-up performance in this embodiment feels as follows. For example, assume that the step-up performance has five result stages. If the player performs continuous operations according to the instructions, the first operation sound is continuously output in the first stage (see FIG. 26(b)). When the player wins the advancement lottery and advances to the second stage (see FIG. 26(c)), the first operation sound changes to the second operation sound as a trigger. When the player wins the advancement lottery in the second stage and advances to the third stage (not shown), the second operation sound changes to the third operation sound as a trigger. When the player wins the advancement lottery in the third stage and advances to the fourth stage (see FIG. 26(d)), the third operation sound changes to the fourth operation sound as a trigger. When the player wins the advancement lottery in the fourth stage and advances to the fifth stage (not shown), the operation valid period ends and the operation sound is no longer output.

[0136] In this way, in the step-up presentation in this embodiment, the manner of the operation sound changes when the reel progresses from N stage (N is a natural number except 0) to N+1 stage. In other words, not only does the image (stage image 50) actually change, but the operation sound also changes, so that the occurrence of a step-up is easily conveyed to the player (the occurrence of a step-up is emphasized by the change in the operation sound).

[0137] Hereinafter, specific examples of the above-mentioned step-up performance-related matters that have been improved, modified, embodied, etc. will be described. Note that, to the extent possible, a configuration may be made in which a plurality of matters described using each of the following specific examples are applied.

[0138] ○Example 6-1 Although the step-up performance in the above embodiment has been described as requiring a player to perform successive operations, it may also be required to perform a maintenance operation (so-called "long press" in the case of the push button 61). That is, a progress lottery is executed based on the detection of a maintenance operation of the operating means 60, and a step-up occurs when the progress lottery is won. A predetermined condition is met when the maintenance operation is performed for a predetermined time (for example, 0.5 seconds), and an operation sound is output when the predetermined condition is met. It is preferable that the length of one operation sound is less than the predetermined time. In this way, the previous operation sound and the subsequent operation sound do not overlap (overlap). It is preferable that the timing for executing the progress lottery coincides with the timing for outputting the operation sound. That is, the timing for executing the progress lottery is met when the maintenance operation is performed for a predetermined time.

[0139] The manner (type) of the operation sound is changed when a step-up occurs, thereby providing a performance in which the occurrence of a step-up is emphasized by the change in the manner of the operation sound.

[0140] ○Example 6-2 In the above embodiment, it has been described that various operation sounds are associated with one stage, but a certain type of operation sound, which is at least a part of the multiple types of operation sounds, may be associated with two or more stages. For example, assume that three types of operation sounds, operation sound A, operation sound B, and operation sound C, which have different aspects from each other, are provided. Assume that operation sound A is associated with stages 1 and 2, operation sound B is associated with stage 3, and operation sound C is associated with stage 4 (see FIG. 27). In this way, when a step-up from stage 1 to stage 2 occurs, the aspect of the operation sound does not change, but when a step-up from stage 2 to stage 3 or from stage 3 to stage 4 occurs, the aspect of the operation sound changes, so that the occurrence of the step-up is emphasized.

[0141] Also, as shown in the example of Fig. 27, among the step-up timings that can occur in the step-up performance (the first timing is from step 1 to step 2, the second timing is from step 2 to step 3, the third timing is from step 3 to step 4, etc.), it is preferable to set the operation sound so that the manner of operation sound does not change at one or more timings close to the start of the performance, but changes at subsequent timings. Since the step-up performance is a performance form in which the player pays more attention to the step-up as it progresses in the latter half (the player can expect the target special lottery result to be a jackpot), it is preferable to change the operation sound when the step-up occurs in the latter half to emphasize it.

[0142] ○Example 6-3 When the operation of the operating means 60 satisfies a predetermined condition, an operation sound is output, and an operation trigger image 55 is displayed in the display area 911 together with the output of the operation sound. The operation trigger image 55 is an image that emphasizes the operation sound, and for example, an effect image that makes it look as if an "impact" is occurring due to the operation can be displayed as the operation trigger image 55. It is preferable that the display time of the operation trigger image 55 that is displayed in response to one operation is approximately the same as the output time of the operation sound. The various operation trigger images 55 may have any difference in appearance. The operation trigger images 55 may have different shapes and sizes, or may have different colors.

[0143] When a step-up occurs, the state of the operation trigger image 55 also changes together with the state of the operation sound. If four types of operation sounds, namely, a first operation sound, a second operation sound, a third operation sound, and a fourth operation sound, are prepared as in the above embodiment, corresponding operation trigger images 55 are prepared, that is, a first operation trigger image 551 (see FIG. 28(a)) corresponding to the first operation sound, a second operation trigger image 552 (see FIG. 28(b)) corresponding to the second operation sound, a third operation trigger image 553 (see FIG. 28(c)) corresponding to the third operation sound, and a fourth operation trigger image 554 (see FIG. 28(d)) corresponding to the fourth operation sound.

[0144] By following this example, the manner in which the operation sound changes when progressing from stage N (N is a natural number other than 0) to stage N+1, and the manner in which the operation trigger image 55 also changes, resulting in a presentation that makes it easier for the player to understand that a step-up has occurred.

[0145] Among the multiple types of operation trigger images 55, a certain type of operation trigger image 55 may be associated with two or more types of operation sounds. For example, an operation trigger image A associated with the first and second operation sounds, an operation trigger image B associated with the third operation sound, and an operation trigger image C associated with the fourth operation sound may be provided (operation trigger images A to C are not shown). In this case, when stepping up from 1st stage to 2nd stage, the operation sound changes but the operation trigger image 55 does not change (it remains as operation trigger image A). When stepping up from 2nd stage to 3rd stage and from 3rd stage to 4th stage, the operation trigger image 55 changes together with the operation sound. In this way, a configuration may be adopted in which the operation trigger image 55 does not change when some step-ups occur.

[0146] ○Example 6-4 The state of an image (hereinafter, referred to as a request image 574) showing the operation mode of the operation means 60 required of the player changes with the change of the operation sound. If continuous operation of the operation means 60 is required as in the above embodiment, the request image 574 including the character "repeated hit" is displayed in the display area 911. The various request images 574 having different states are associated with the various operation sounds. If four types of operation sounds, namely a first operation sound, a second operation sound, a third operation sound, and a fourth operation sound, are prepared as in the above embodiment, the corresponding request images 574 are prepared, that is, a first request image 571 (see FIG. 29(a)) corresponding to the first operation sound, a second request image 572 (see FIG. 29(b)) corresponding to the second operation sound, a third request image 573 (see FIG. 29(c)) corresponding to the third operation sound, and a fourth request image 574 (see FIG. 29(d)) corresponding to the fourth operation sound. The request image 574 is maintained in a state in which the operation mode of the operation means 60 required of the player can be understood. For example, the first request image 571 to the fourth request image 574 are configured to have different colors and / or sizes but the same external shape, so that the operation mode of “repeated tapping” is maintained in an understandable (readable) state.

[0147] By following this example, the manner in which the operation sound changes when progressing from stage N (N is a natural number other than 0) to stage N+1, and the manner in which the request image 574 also changes, resulting in a presentation that makes it easier for the player to understand that a step-up has occurred.

[0148] Among the multiple types of request images 574, a certain type of request image 574 may be associated with two or more types of operation sounds. For example, a configuration may be provided in which a request image A associated with a first operation sound and a second operation sound, a request image B associated with a third operation sound, and a request image C associated with a fourth operation sound (request images A to C are not shown). In this case, when stepping up from step 1 to step 2, the operation sound changes but the request image 574 does not change (request image A remains unchanged). When stepping up from step 2 to step 3 and from step 3 to step 4, the request image 574 changes together with the operation sound. In this way, a configuration may be adopted in which the request image 574 does not change when some step-ups occur.

[0149] ○Example 6-5 The appearance of an image showing an operation means 60 required of a player changes with the change in the operation sound. If the operation means 60 is a push button 61 as in this embodiment, an image showing the push button 61 (hereinafter referred to as a button image 59) is displayed, and the appearance of the button image 59 changes with the change in the operation sound. If four types of operation sounds, a first operation sound, a second operation sound, a third operation sound, and a fourth operation sound, are prepared as in the above embodiment, corresponding button images 59 are prepared, that is, a first button image 591 (see FIG. 30(a)) corresponding to the first operation sound, a second button image 592 (see FIG. 30(b)) corresponding to the second operation sound, a third button image 593 (see FIG. 30(c)) corresponding to the third operation sound, and a fourth button image 594 (see FIG. 30(d)) corresponding to the fourth operation sound. The button image 59 is maintained in a state in which the player can understand the object (push button 61) for which the operation is requested. For example, first button image 591 to fourth button image 594 differ in at least one of color and size, but maintain the state of representing "push button 61."

[0150] By following this example, the manner of the operation sound changes when progressing from stage N (N is a natural number other than 0) to stage N+1, and the manner of the button image 59 also changes, resulting in a presentation that makes it easier for the player to understand that a step-up has occurred.

[0151] Among the multiple types of button images 59, a certain type of button image 59 may be associated with two or more types of operation sounds. For example, a configuration may be provided in which a button image A associated with a first operation sound and a second operation sound, a button image B associated with a third operation sound, and a button image C associated with a fourth operation sound (button images A to C are not shown). In this case, when stepping up from stage 1 to stage 2, the operation sound changes but the button image 59 does not change (it remains as button image A). When stepping up from stage 2 to stage 3 and from stage 3 to stage 4, the button image 59 changes together with the operation sound. In this way, a configuration may be adopted in which the button image 59 does not change when some step-ups occur.

[0152] 8) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0153] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0154] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0155] ○Means 1-1 The game machine includes a display means having a display area, a starting area into which a game ball can enter, a lottery means for executing a special lottery based on lottery information acquired when a game ball enters the starting area, a performance execution means for executing a performance during the change from when a decorative pattern starts to change until the decorative pattern stops in a manner corresponding to the special lottery, and a storage means for storing a predetermined number of the lottery information in which the corresponding performance during the change has not yet started. The game machine includes a first game state in which a game ball should be launched aiming at a first starting area, which is a type of the starting area, and a second game state in which a game ball should be launched aiming at a first starting area, which is a type of the starting area, and a third game state in which a game ball should be launched aiming at a first starting area, which is a type of the starting area, and a fourth game state in which a game ball should be launched aiming at a first starting area, which is a type of the starting area, is more advantageous than the first game state. a second game state is provided in which the game ball should be launched aiming at a second starting area, and as the first game state, a favorable first game state is provided in which a special transition right to transition to the second game state through the special lottery can be acquired even without winning a jackpot through the special lottery, and in the favorable first game state, when the during-variation performance is not being executed, an instruction image indicating that the game ball should be launched aiming at the first starting area is displayed in the display area, and the instruction image is erased when the during-variation performance, which notifies the acquisition of the special transition right, is started. According to the above gaming machine, it is possible to prevent the occurrence of an event in which, after acquiring a special transition right and transitioning to the second gaming state, a special lottery is executed based on the lottery information (lottery information stored in the memory means) obtained during the advantageous first gaming state.

[0156] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that the instruction image is erased when the variable performance is started in the advantageous first gaming state regardless of the result of the special lottery. In this way, it is possible to prevent the result of the special lottery from being predicted depending on whether or not the indication image is erased when the variable performance starts. In addition, regardless of the result of the special lottery, the indication image can be erased when the variable performance starts, making control easy.

[0157] ○Means 1-3 The gaming machine described in means 1-1 is characterized in that the first gaming state is a standard first gaming state in which the special transition right cannot be acquired, the advantageous first gaming state is a state in which a normal transition right to transition to the standard first gaming state can be acquired through the special lottery even without acquiring a jackpot through the special lottery, and the instruction image is not erased even when the variable performance in which the acquisition of the normal transition right is announced is started in the advantageous first gaming state. In the standard first gaming state in which the special transition right cannot be acquired, it is acceptable for a lottery to be held based on lottery information obtained during the advantageous first gaming state, and the instruction image may be prevented from being erased when the variable performance in the advantageous first gaming state begins.

[0158] ○Means 2-1 A gaming machine comprising: a starting area into which a gaming ball can enter; a lottery means for executing a special lottery based on lottery information obtained when a gaming ball enters the starting area; and an effect execution means for executing an effect during the change from when the decorative pattern starts to change until it stops in a manner corresponding to the special lottery, wherein the gaming states in which the gaming ball should be launched toward the starting area include a standby-permitted type in which a standby image is displayed when a predetermined condition is satisfied when the during-change performance is not being executed, and a standby-prohibited type in which the standby image is not displayed even if the predetermined condition is satisfied when the during-change performance is not being executed. By doing so, it is possible to prevent inconveniences, such as a decrease in operation, caused by the standby image being displayed and / or the standby image not being displayed.

[0159] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that the gaming states include a first gaming state and a second gaming state that is more advantageous than the first gaming state, and the first gaming states include an advantageous first gaming state in which a non-passing transition to a jackpot may occur, in which a jackpot is transferred to the second gaming state through the special lottery even if a jackpot is not won through the special lottery, and a standard first gaming state in which the non-passing transition to a jackpot does not occur, and the advantageous first gaming state is of the no-wait type. By doing this, it is possible to prevent a situation in which the player is unable to understand that he is in the advantageous first gaming state due to the display of the standby image (a situation in which the image indicating that he is in the advantageous first gaming state is not visible due to the display of the standby image).

[0160] ○Means 2-3 The gaming machine described in means 2-1 is characterized in that the gaming states include a first gaming state and a second gaming state that is more advantageous than the first gaming state, and the first gaming states include an advantageous first gaming state in which a non-pass-through transition to the second gaming state through the special lottery may occur even if a jackpot is not won through the special lottery, and a standard first gaming state in which the non-pass-through transition to the jackpot does not occur, and the advantageous first gaming state is a state to which the player may enter after a specified reset operation that the player cannot perform, or which the player may enter when a specified condition is met while playing the game, and the advantageous first gaming state entered after the reset operation is the standby prohibition type, while the advantageous first gaming state entered when the specified condition is met is the standby permission type. In this way, in the advantageous first gaming state entered by the satisfaction of the reset condition, a situation in which the player cannot recognize that he is in the advantageous first gaming state due to the display of a standby image is prevented (a situation in which the image indicating that he is in the advantageous first gaming state cannot be seen due to the display of a standby image). On the other hand, in the advantageous first gaming state entered by the satisfaction of the gaming condition, the player will be aware of the transition to that state by having played up until that point, so a standby image may be displayed.

[0161] ○Means 2-4 A gaming machine as described in Means 2-2 or 2-3, characterized in that a first starting area and a second starting area are provided as the starting areas, a normal area is provided as an area into which a gaming ball can enter, the second starting area is an area that is opened by winning a normal lottery that is executed when a gaming ball enters the normal area, a low opening / closing mode and a high opening / closing mode that has a higher probability of winning the normal lottery than the low opening / closing mode are provided, the first gaming state is a state in which a gaming ball should be launched aiming at the first starting area, the advantageous first gaming state is a state in which the low opening / closing mode is set, the standard first gaming state is a state in which the high opening / closing mode is set, but it is difficult or impossible to cause the gaming ball to enter the second starting area even if the normal lottery is won, so that launching the gaming ball aiming at the second starting area is disadvantageous to the player, and the second gaming state is a state in which a gaming ball should be launched aiming at the second starting area in which the high opening / closing mode is set. As described above, since the low opening / closing mode is set, it is possible to set the player into an advantageous first gaming state in which a non-pass transition to a jackpot may occur.

[0162] ○Means 3-1 A gaming machine comprising: a starting area into which a gaming ball can enter; a lottery means for executing a special lottery based on lottery information obtained when a gaming ball enters the starting area; and an effect execution means for executing an effect during variation from when a decorative pattern starts to vary until it stops in a manner corresponding to the special lottery, wherein the gaming states include a first gaming state and a second gaming state which is more advantageous than the first gaming state, and the first gaming state includes an advantageous first gaming state in which a player can transition to the second gaming state without winning a jackpot by winning a special transition right through the special lottery even if the player does not win a jackpot through the special lottery, and a pre-effect related to the second gaming state is executed in a pre-transition during-variation effect, which is the during-variation effect that notifies the player of the acquisition of the special transition right in the advantageous first gaming state. According to the above gaming machine, a pre-performance relating to the second gaming state is executed during the pre-transition variable performance in the advantageous first gaming state, thereby eliminating the inconvenience that occurs when transitioning to the second gaming state without going through a jackpot.

[0163] ○Means 3-2 The gaming machine described in means 3-1 is characterized in that the during-changing performance of the second gaming state is set to one of a plurality of performance modes, and the pre-performance is a selection performance that prompts the player to select the performance mode in the second gaming state that is subsequently started from among the plurality of performance modes. In this way, the presentation mode to be set in the second gaming state can be selected before the transition to the second gaming state.

[0164] ○Means 3-3 The gaming machine described in means 3-1 or 3-2 is characterized in that after the state of the decorative pattern in the pre-transition variable performance indicates that the special transition right has been acquired, the pre-performance is executed during a determined period until the end of the pre-transition variable performance. By doing this, the pre-effect is executed in a situation where the appearance of the decorative pattern indicates the acquisition of a special transition right (transition to the second gaming state), making it easy to understand that the pre-effect relates to the second gaming state.

[0165] ○Means 4-1 A gaming machine which, when a specified period begins, executes a selection effect that prompts a player to select which of a plurality of presentation modes will be the presentation mode for the specified period, and during the specified period, bonus information showing the status of the bonuses obtained during the specified period is displayed, and when the specified period begins again after the specified period ends before a specific condition is met, if the same type of presentation mode as in the previous specified period is selected in the selection effect, the bonus information is not reset, and if the same type of presentation mode as in the previous specified period is not selected in the selection effect, the bonus information is reset. According to the gaming machine, when the same type of presentation mode is selected, the bonus information is not reset and it is possible to make it appear as if the specified period continues.

[0166] ○Means 4-2 The gaming machine described in Means 4-1 is characterized in that it transitions to a pull-back state when the specified period ends, and the end of the pull-back state is considered to be the fulfillment of the specific condition, and the pull-back state is a state in which not only a jackpot-via transition in which a jackpot is won through a special lottery that is executed when the gaming ball enters a specified area and then the game transitions back to the specified period, but also a non-jackpot-via transition in which the game transitions back to the specified period even if a jackpot is not won through the special lottery. In this way, the start of the specified period again before the end of the pull-back state, which is advantageous in terms of causing a non-passing transition to a jackpot (winning a "pull-back" for a specific period in the pull-back state), can be set as a condition under which the bonus information may not be reset.

[0167] ○Means 5-1 A gaming machine comprising: an operating means operable by a player; and an effect execution means for executing a step-up effect that progresses in stages and encourages the player to operate the operating means, wherein an operation sound is output when the operation of the operating means satisfies a predetermined condition in the step-up effect, and the manner of the operation sound changes when the step-up effect progresses from N stage (N is a natural number except 0) to N+1 stage. In the step-up effect of the gaming machine, the manner of the operation sound changes as the stage progresses, so that the occurrence of a step-up is easy to understand (easy to convey).

[0168] ○Means 5-2 The gaming machine described in means 5-1 is characterized in that when the operation of the operating means satisfies the specified condition, an operation trigger image is displayed along with the operation sound, and when the step-up presentation progresses from N stage (N is a natural number except 0) to N+1 stage, the appearance of the operation trigger image changes. By doing so, the operation trigger image changes together with the change in the operation sound, making it easier to notice that a step-up has occurred. [Explanation of symbols]

[0169] 1. Gaming machines 10 Advantageous Images 12 Instruction images 20 Waiting Images 30 Choice Images 40 Bonus Information 50 step images 60 Operation means (61 push button 62 cross key) 65 Speaker 70 Reserved Design 80 Decorative Designs 90 Game Board 90a Light transmission part 904 starting area (904a first starting area 904b second starting area) 906 Big Winners Area 906x specific area 91 Display device 911 Display area

Claims

[Claim 1] A speaker and A display means having a display area, A means of operation that can be operated by the player, An effect execution means capable of executing a stage effect that indicates the progression of a stage by a change in the stage image displayed in the aforementioned display area, Equipped with, The aforementioned stage presentation is a presentation that prompts the player to perform continuous operations of the control means, and each time the control means is operated, an operation sound is output from the speaker and an operation response image is displayed in the display area. The manner of the operation sound and the operation response image changes when the aforementioned stage presentation progresses from the Nth stage to the next stage, the N+1th stage. A gaming machine characterized by the following features.