Game machine

The gaming machine addresses the issue of displaying game assistance images during variable displays by using an operation means and effect execution to reduce the progress image, ensuring seamless integration with the variable display process.

JP2025103541APending Publication Date: 2025-07-09SANSEI R&D KK
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Patent Information

Application Number
JP2023220994
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-27
Publication Date
2025-07-09

AI Technical Summary

Technical Problem

Gaming machines face the challenge of displaying game assistance images without hindering the progress of variable displays, as customization during these displays can disrupt the flow.

Method used

The gaming machine includes an operation means, a display area for decorative symbols, and an effect execution means to reduce the progress image during variation, allowing game assistance images to be displayed in an outer area without interfering with the variable display.

Benefits of technology

This approach enables the display of game assistance images without disrupting the variable display process, enhancing player engagement and understanding.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025103541000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of displaying a game support image without interfering with the progress of a performance during variation.SOLUTION: A game machine comprises operation means operable by a player, display means having a display area for displaying multiple types of decorative symbols which notify a player of a win / lose lottery result, and performance execution means for executing a performance during variation from when the decorative symbols start variation until they stop in a manner according to the win / lose lottery result. When the operation means is operated while the performance during variation is executed, a game state becomes a reduction state in which a progress image which is the image of the performance during variation is made smaller, and a game support image which supports a game is displayed in the outer area of the display area in which the progress image is not displayed is displayed.SELECTED DRAWING: Figure 24
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Description

Technical Field

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

Background Art

[0002] A gaming machine that can be customized during a variable display (while the symbols indicating the winning or losing lottery result are changing) is known (see, for example, Patent Document 1 below). If an image for customization is displayed during the variable display, the progress of the variable display will be hindered.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of displaying a game assistance image without hindering the progress of the variable display.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes an operation means operable by a player, a display means having a display area for displaying a plurality of types of decorative symbols for notifying a winning or losing lottery result, and an effect execution means for executing an effect during variation from when the decorative symbol starts to vary until it stops in a manner corresponding to the winning or losing lottery result. When the operation means is operated while the effect during variation is being executed, the progress image, which is an image of the effect during variation, is set to a reduced state in which it becomes smaller, and a game assistance image for assisting the game is displayed in an outer area where the progress image in the display area is not displayed.

Effects of the Invention

[0006] According to the gaming machine of the present invention, it is possible to display a game assistance image without interfering with the progress of the variable performance.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, embodiments of the pachinko gaming machine 1 (hereinafter simply referred to as the gaming machine) according to the present invention will be described in detail with reference to the drawings. Note that, unless otherwise specified, various images in the following description include not only still images but also moving images. Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that a sensor provided in the ○○ has detected the game ball that has entered. Also, unless it is something that changes to a value that eliminates the features, various values (probabilities, etc.) described below can be increased or decreased as appropriate. Also, in the following description, as long as the state where various regions are "closed" is a state where a game ball cannot enter and the state where they are "open" is a state where a game ball can enter, any method for realizing the non-entry / possible-entry state may be used (for example, even if an entrance is open, a state where a game ball does not pass through the entrance is regarded as "closed"). Also, unless otherwise specified, the following description is based on the premise that no abnormality occurs in the gaming machine 1 and the player plays the game as instructed (the player plays the game correctly). Note that alphabets such as "A", "B", "N", "L", "H" ("H1", "H2"), "M1", "M2", etc. are for distinguishing each matter to which the alphabet is attached (supplementary elements), and the characters themselves do not have any meaning.

[0009] With reference to FIG. 1 and the like, the overall configuration of the gaming machine 1 will be briefly described. The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding a game ball launched by operating a launching device 908 (launching handle) into the game area 902 is provided in a substantially arc shape. In the game area 902, a start area 904, a big winning area 906, an out port 907, and the like are provided.

[0010] The display area 911 of the display device 91 is visually recognized through an opening 901 formed in the game board 90. In the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game ball when the flowing game ball collides with them. The game balls flowing down in the game area 902 change in various manners according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, a game ball is launched toward the game area 902 by operating the launching device 908. When the game ball flowing down in the game area 902 wins in a winning area such as the special start area 904 or the big winning area 906, a predetermined number of prize balls are paid out by a payout device.

[0012] 2) Game playability <Special lottery> When a game ball enters the special start area 904, a numerical value (hereinafter, may also be referred to as special lottery information) is acquired from a random number source. Using the said numerical value, a special lottery (special symbol (special figure) lottery) is executed. In the present embodiment, as a result pattern of the special lottery, a big win, a small win, a loss, and a sudden time shortening (C time shortening) (hereinafter, may also be referred to as "sudden time") may occur. If the numerical value as the special lottery information is the same as the numerical value for a big win, it is a big win; if it is the same as the numerical value for a small win, it is a small win; if it is the same as the numerical value for a loss, it is a loss; if it is the same as the numerical value for a sudden time, it is a sudden time. Note that "sudden time" is not strictly a win (big win or small win), but it is not a loss. Therefore, in the following description, when the result of the special lottery is a sudden time, it may also be said that the sudden time "wins".

[0013] In this embodiment, a first special start area 904a and a second special start area 904b located at a position different from that of the first special start area 904a are provided as the special start area 904 (see Fig. 1). When a game ball enters the first special start area 904a, first special lottery information is obtained, and based on this, a first special lottery (special drawing 1 lottery) is executed. When a game ball enters the second special start area 904b, second special lottery information is obtained, and based on this, a second special lottery (special drawing 2 lottery) is executed. The first special start area 904a is an area where a game ball may enter by firing the game ball so as to flow down the left side of the game area 902 (the left side of the display area 911) (so-called "left shot"). The second special start area 904b is an area where a game ball may enter by firing the game ball so as to flow down the right side of the game area 902 (the right side of the display area 911) (so-called "right shot"). In this embodiment, it is set such that when a "right shot" is performed, the game ball does not enter the first special start area 904a, and when a "left shot" is performed, the game ball does not enter the second special start area 904b.

[0014] <Normal lottery> The second special start area 904b is an area that is normally closed and is opened by winning a normal lottery (normal symbol (general drawing) lottery) (so-called "electric chute (area)"). That is, the second special start area 904b becomes a state in which a game ball can enter more easily than normal when winning a normal lottery. The normal lottery is executed when a game ball enters the normal start area 905 (see Fig. 1). When a game ball enters the normal start area 905, a numerical value (hereinafter, also referred to as normal lottery information) is obtained from a random number source. The normal lottery is executed using the numerical value. The normal start area 905 is provided on the right side of the game area 902. That is, it is provided at a position where a game ball can enter when a "right shot" is performed.

[0015] The content of the normal lottery is different between the state in mode M1 and the state in mode M2. Mode M2 is a so-called "time-saving (state)". Mode M1 is a state without time-saving, that is, a "non-time-saving (state)". Therefore, when in mode M2, the average value of the variation time of the normal symbol (the time from when the normal symbol starts to vary until it stops in a manner corresponding to the normal lottery result) is shorter than when in mode M1. In this embodiment, the shortest variation time T2min when in mode M2 is set to be shorter than the shortest variation time T1min when in mode M1. Therefore, when in mode M2, the progress of the game is faster than when in mode M1. Incidentally, when in mode M2, the average value of the variation time of the special symbol (the time from when the special symbol starts to vary until it stops in a manner corresponding to the special lottery result) may be made shorter than when in mode M1.

[0016] As the opening modes of the second special start area 904b when winning the normal lottery, there are "short opening" and "long opening". In this embodiment, if the normal lottery is executed, it is assumed to win either "short opening" or "long opening". However, even if winning "short opening", the opening time of the second special start area 904b is extremely short, and it is practically impossible to let the game ball enter the second special start area 904b (in the sense that it is impossible without illegal acts etc.). That is, even if it is "short opening", the benefit of winning the normal lottery cannot be enjoyed. In other words, "short opening" is substantially a "loss".

[0017] On the other hand, when "Long Release" is selected, the release time of the second special start area 904b is sufficiently long. Therefore, by continuously firing the game balls to some extent aiming at the second special start area 904b (performing "right hitting" in this embodiment), the game balls can easily enter the second special start area 904b. That is, the benefits of winning the normal lottery can be enjoyed. In this way, "Short Release" is substantially a "miss", and "Long Release" is a substantial "win". Note that as long as the game balls do not enter the second special start area 904b except when "Long Release" is selected, for example, it may be simply a miss (the second special start area 904b is not released at all) for those other than "Long Release" (as long as the winning probability of "Long Release" is substantially the winning probability of the normal lottery).

[0018] Although details will be described later, in the state where mode M1 is set, the winning mode of the normal lottery will not be "Long Release". That is, in the state where mode M1 is set, it is virtually impossible for the game balls to enter the second special start area 904b. In the state where mode M2 is set, the winning mode of the normal lottery may be "Long Release" (however, except when in the first gaming state M2). That is, if in the state where mode M2 is set, there is a possibility that the game balls can enter the second special start area 904b. Note that in the state where mode M1 is set, as long as it is virtually impossible for the game balls to enter the second special start area 904b, the winning probability of the normal lottery (the probability of winning "Short Release") can be extremely low (the winning probability may be 0).

[0019] <Hit (Hit Game)> When a jackpot is won, a jackpot game is executed (a "prize" is given to the player). In order to distinguish it from a jackpot (game) that comes after a minor win, which will be described in detail later, a jackpot win may also be referred to as a "direct win". The jackpot game is a unit game in which the large winning area 906 (which is closed under normal conditions) (see Fig. 1 etc.) is opened until a predetermined condition is met (it refers to a game for one so-called "round". In the following description, it may also be referred to as a "round"). One or more times. In this embodiment, the unit game ends (the large winning area 906 closes) when either the winning condition that a predetermined number (10 in this embodiment) of game balls win in the large winning area 906 or the time condition that a predetermined time has elapsed is satisfied. When a game ball wins in the large winning area 906, a specified number (15 in this embodiment) of prize balls are paid out. If game balls are continuously launched aiming at the large winning area 906, the winning condition is satisfied before the time condition is satisfied and the unit game ends. That is, in this embodiment, at least 150 (10×15) prize balls are paid out in one unit game (round) (if a so-called over-win occurs, the corresponding number of prize balls is added). Naturally, the more the number of unit games (rounds) included in the jackpot game, the greater the player's profit (expected value of profit) obtained in the jackpot game. In this embodiment, the large winning area 906 is provided on the right side of the game area 902, and the player plays so that the game ball enters the right side of the game area 902 (so-called "right hitting").

[0020] When a minor win is won, a minor win game is executed. In this embodiment, as minor wins, minor win A and minor win B are provided. Minor win A is a minor win game A in which a V-win (described later) can be easily achieved if the game is played as instructed. Minor win B is a minor win game B in which a V-win is extremely difficult or impossible (it is impossible to achieve a V-win without improper behavior). Specifically, it is as follows.

[0021] The small win game A is such that when the big winning area 906 is opened, a specific area 906x provided within the big winning area 906 is also opened (see Fig. 3(b)). The character "V" is attached near the specific area 906x, and this "V" is used as the text indicating the specific area 906x to the player. The specific area 906x is normally closed (see Fig. 3(a)), but is opened when winning the small win A (see Fig. 3(b)). Note that two exit areas are provided in the big winning area 906, and the game ball that enters the big winning area 906 will pass through one of the two exit areas. One of the two exit areas is the specific area 906x. Sensors are provided in each of the exit areas, and the game ball that passes through any of the exit areas is treated as having won in the big winning area 906. That is, the game ball that enters the specific area 906x is also considered to have entered the big winning area 906.

[0022] When a game ball enters the specific area 906x (see Fig. 3(b)), the big win game is executed (hereinafter, the entry of a game ball into the specific area 906x may also be referred to as "V winning"). That is, not only can one win the big win by lottery, but one can also obtain the big win via the small win A (V winning) (to obtain the big win, it is sufficient for one game ball to enter the specific area 906x). Note that the specific area 906x may also be provided outside the big winning area 906.

[0023] The small win game A is regarded as a unit game for one round of the big win game obtained through it. For example, a 10-round big win (a big win in which the unit game is executed 10 times) via the small win A means that the small win game A (a game in which the big winning area 906 is opened and the specific area 906x is opened) is the first-round game, and the opening of the big winning area 906 executed as the subsequent big win game is executed as the games in the 2nd to 10th rounds (if the game ball does not enter the specific area 906x (in the case of so-called "puncture"), the games in the 2nd to 10th rounds are not executed and only the small win game ends). Note that a 10-round big win that is a direct win is executed with 10 unit games without including the small win game. The small win game A ends when at least one of the time condition and the winning condition (10 wins in this embodiment) is satisfied, similar to the unit game constituting the big win game. Since the winning condition will be satisfied first if the game ball is continuously launched, in the small win game A, the same prize balls as in one unit game can be obtained.

[0024] In this embodiment, when winning the small win A, the specific area 906x is opened together with the big winning area 906 (see Fig. 3(b)), and the time is ensured to be long enough for the game ball to enter the specific area 906x. The specific area 906x is provided on the right side of the game area 902. To make the game ball enter the specific area 906x, the player makes a right shot. If the player continuously makes a right shot, the game ball will almost surely enter the specific area 906x (achieve a V win). When winning the small win, an instruction to execute a right shot is issued in the display area 911, so the player only needs to follow it. Even if the right shot is started with a delay of about 10 seconds after the instruction is issued, it is set so that the game ball will almost surely enter the specific area 906x. Thus, in this embodiment, it is substantially a setting where "winning the small win A = winning the big win" (winning the small win A leads to winning the big win). Note that in this embodiment, in the unit game constituting the big win game, the specific area 906x is in a closed state (see Fig. 3(a)).

[0025] On the other hand, in the small hit game B, the specific area 906x is not opened, or even if the specific area 906x is opened, it is extremely short, and it is virtually impossible for the game ball to enter (V-win) the specific area 906x (it is impossible to cause a V-win without illegal acts such as prying open the specific area 906x). Therefore, unlike the small hit A, the small hit B is a small hit in which "winning the jackpot via a small hit" cannot be achieved. Note that the small hit game B only needs to be impossible to achieve a V-win, and may be configured such that it is possible for the game ball to win in the big winning area 906, or may be configured such that it is extremely difficult (virtually impossible) for the game ball to win in the big winning area 906 (the opening time of the big winning area 906 is extremely short). The small hit B in the present embodiment is configured such that it is extremely difficult (virtually impossible) for the game ball to win in the big winning area 906. That is, it is a so-called "small hit without ball output".

[0026] Note that a gaming machine such as the gaming machine 1 according to the present embodiment, which has the possibility of winning the jackpot not only when winning the jackpot but also when winning a small hit (small hit A in the present embodiment), is called a "type 1 and type 2 hybrid machine" etc. (winning the jackpot via a small hit is a "type 2" gaming property).

[0027] In the present embodiment, the jackpot probability of the first special lottery is 1 / 197 (see Fig. 4(b)). As described above, since the small hit B is not associated with winning the jackpot, the (substantive) jackpot probability when the first special lottery is executed is 1 / 197.

[0028] On the other hand, in the present embodiment, the jackpot probability of the second special lottery is 1 / 197 (the same as the first special lottery), and the small hit A probability is 196 / 197. As described above, since the small hit A is associated with winning the jackpot, the (substantive) jackpot probability of the second special lottery is 1 / 1 (direct jackpot probability 1 / 197 + jackpot probability via small hit A 196 / 197) (see Fig. 4(b)). That is, it is set such that "when the game ball enters the second special start area 904b = winning the jackpot".

[0029] The types of big wins (including both "direct wins" and "via small wins A") are broadly classified into the first big win and the second big win. Details of each gaming state will be described later. The first big win is a big win that transitions to the first gaming state (strictly, the first gaming state M1) after the big win game ends (see Fig. 5), and the second big win is a big win that transitions to the second gaming state after the big win game ends.

[0030] The second big win is further classified into the second big win L and the second big win H. The second big win L is a big win that transitions to the second gaming state L after the big win game ends (see Fig. 5), and the second big win H is a big win that transitions to the second gaming state H after the big win game ends.

[0031] The second big win H is further classified into the second big win H1 and the second big win H2. The second big win H1 is a big win that transitions to the second gaming state H1 after the big win game ends, and the second big win H2 is a big win that transitions to the second gaming state H2 after the big win game ends (see Fig. 5).

[0032] The number of rounds of the big win game can be set as appropriate. In this embodiment, big wins obtained through the first special lottery are considered to be 3-round big wins regardless of their type (the first big win, the second big win L, the second big win H1) (see Fig. 4(a-1)). On the other hand, big wins obtained through the second special lottery are considered to be 10-round big wins regardless of their type (the second big win H1, the second big win H2) (see Fig. 4(a-2)).

[0033] <Gaming State> The gaming states for playing the game aiming to obtain a big win through a special lottery are broadly classified into the first gaming state and the second gaming state (see Fig. 5). The first gaming state is a state in which the player should aim at the first special start area 904a and launch the game ball. In this embodiment, it is a gaming state in which the player should hit the ball to the left. The second gaming state is a state in which the player should aim at the second special start area 904b and launch the game ball. In this embodiment, it is a state in which the player should hit the ball to the right.

[0034] The first gaming state is divided into a first gaming state M1 and a first gaming state M2 (see FIG. 5). The first gaming state M1 is a state in which mode M1 is set (non-time-saving state), and the first gaming state M2 is a state in which mode M2 is set (time-saving state). However, even if the player wins the normal lottery in the first gaming state M2, it will not result in a "long release" (all are "short releases"). That is, it is practically impossible to enter a game ball into the second special starting area 904b in the first gaming state M2 unless there is an illegal act or the like. In other words, although the first gaming state M2 is a so-called time-saving state, even if the player wins the normal lottery, the opening time of the second special starting area 904b is extremely short, which is a "micro-time-saving" state, so the player cannot enjoy the benefits of participating in the normal lottery. Thus, in the first gaming state M2, even if the player hits the ball to the right (fires a game ball towards the normal starting area 905 and the second special starting area 904b) and participates in the normal lottery, the player cannot enjoy the benefits of the normal lottery, and hitting the ball to the right is disadvantageous. Therefore, the player should hit the ball to the left (fire a game ball towards the first special starting area 904a). In the present embodiment, the normal starting area 905 is not provided in the area where a game ball can enter when hitting the ball to the left. Since the first gaming state encourages hitting the ball to the left, if the player plays the game as instructed, the normal lottery will not be conducted. Since the first special lottery is executed in the first gaming state, the jackpot probability is 1 / 197 (see FIG. 4(b)).

[0035] The second gaming state is a state where mode M2 is set (time - shortening state). The second gaming state is divided into a second gaming state L and a second gaming state H. The probability of winning the "long release" in the normal lottery is higher when in the second gaming state H than when in the second gaming state L. As described above, the substantial jackpot probability of the second special lottery is 1 / 1 (direct win 1 / 197 + via small win A 196 / 197) (see Fig. 4(b)). Since winning the long release in the second gaming state and causing the game ball to enter the second special start area 904b leads to winning the jackpot, "the winning probability of the long release in the normal lottery = (substantial) jackpot probability". Therefore, it can be said that the second gaming state H is a high - probability state where it is easier to win the jackpot than the second gaming state L. In the following description, the winning probability of the long release in the normal lottery in the second gaming state may also be referred to as the "substantial jackpot probability".

[0036] In this embodiment, the winning probability of the long release in the normal lottery (substantial jackpot probability) in the second gaming state L is 1 / 319 (see Fig. 4(c)). The second gaming state L ends when the normal lottery is executed 100 times after the start of the gaming state (after the jackpot game of the second major jackpot L ends) (see Fig. 5). If the result of the normal lottery that does not win the long release is regarded as a "miss", it means that it ends by missing continuously 100 times (so - called continuous number = 100 times). Therefore, the second gaming state L is a gaming property aiming to win the long release (substantially win the jackpot) with a probability of 1 / 319 within 100 lottery draws.

[0037] The second gaming state H is divided into a second gaming state H1 and a second gaming state H2. The probability (substantial jackpot probability) of winning the "long release" in the normal lottery is higher when in the second gaming state H2 than when in the second gaming state H1. In this embodiment, the winning probability of the long release in the normal lottery (substantial jackpot probability) is 1 / 88 in the second gaming state H1 and 1 / 1 (100%) in the second gaming state H2 (see Fig. 4(c)).

[0038] The second gaming state H (second gaming state H1 and second gaming state H2) ends when 120 normal lotteries are executed after the start of the gaming state (after the jackpot games of second jackpot H1 and second jackpot H2 end) (see Fig. 5). If the result of a normal lottery that does not win the long release is regarded as a "loss", it means that it ends by losing continuously 120 times (so-called continuous number = 120 times). As described above, since the winning probability of the long release (substantive jackpot probability) in the second gaming state H1 is 1 / 88, it is a gaming property aiming to win 1 / 88 before 120 lotteries are conducted (so-called ST (number of times) = 120 times setting).

[0039] On the other hand, in the second gaming state H2, since the winning probability of the long release (substantive jackpot probability) is 1 / 1 (100%), it easily wins the long release before the end of the gaming state (before losing continuously 120 times). That is, the second gaming state H2 is a state where the acquisition of the next jackpot is virtually promised (before transitioning to the first gaming state). Note that the second gaming state H2 only needs to have the next jackpot virtually promised, and the winning probability of the long release in the normal lottery can be changed as appropriate. Even if the winning probability of the long release in the normal lottery is less than 100%, it is sufficient if the probability that it is virtually impossible to not win the long release continuously 120 times (for example, the winning probability of the long release is 9 / 10).

[0040] <Game flow> The following is a description of the general game flow (game flow), which partly overlaps with the above description. When a predetermined reset operation (an operation that can be performed by the game parlor side (game parlor staff) and cannot be performed by the player) is performed, the game state is in the first game state M1. That is, the state after reset is the first game state M1. Note that the reset operation is not a simple power off / on. If only the power off / on is performed, the game state when the power is turned off is continued. As will be described later, since the first game state M2 is the most disadvantageous state for the player, usually the game is in a state where it has stopped in the first game state M2. Therefore, unless there are special circumstances such as stopping the game in the second game state, at the opening of the game parlor (so-called early morning), if the reset operation has been performed, it is in the first game state M1, and if the reset operation has not been performed (if it is only power off / on), it is in the first game state M2.

[0041] The first game state M2 is the most disadvantageous game state for the player. Specifically, since it is easier to obtain a jackpot in the second game state than in the first game state, the first game state is more disadvantageous than the second game state. Also, since the first game state M1 is a state in which the "special transition right" described later can be obtained, it is more advantageous than the first game state M2 (in which the "special transition right" cannot be obtained).

[0042] In the first game state M2, the game ball should be launched toward the first special start area 904a (perform a left shot) and aim to obtain a jackpot through the first special lottery. Note that the first game state M1 is also a state where a left shot should be performed. The first special start area 904a is an always-open area whose size does not change, and it is more difficult for the game ball to enter than the second special start area 904b in the open state. Assuming that the expected value of the number of prize balls obtained per launched game ball is the "base", the first game state is a so-called "low base" state where it is difficult to obtain the prize balls (3 in this embodiment) paid out by entering the special start area 904 compared to the second game state, and the speed of decreasing the held balls is fast (the second game state is a "high base" state).

[0043] The probability of hitting the jackpot obtained through the first special lottery (jackpot allocation) is the first jackpot (40%), the second jackpot L (30%), and the second jackpot H1 (30%) (see Fig. 4(a-1)). That is, in the first game state M2, there is a possibility of obtaining these jackpots. When the first jackpot (40%) is obtained, the game state shifts to the first game state M1 after the jackpot game ends. When the second jackpot L is obtained, the game state shifts to the second game state L after the jackpot game ends. When the second jackpot H1 is obtained, the game state shifts to the second game state H1 after the jackpot game ends (see Fig. 5).

[0044] The second game state is a state in which the game ball is launched (right-handed) toward the second special start area 904b and the normal start area 905, aiming to obtain a jackpot through the second special lottery. The actual jackpot probability of the second special lottery is 1 / 1 (see Fig. 4(b)). Since winning the "long release" of the normal lottery directly leads to jackpot winning, the second game state is a state in which the game is played aiming to win the "long release" of the normal lottery. Therefore, the actual jackpot probability of the second game state L is 1 / 319 (otherwise, it is actually a miss), the actual jackpot probability of the second game state H1 is 1 / 88 (otherwise, it is actually a miss), and the actual jackpot probability of the second game state H2 is 1 / 1 (see Fig. 4(c)).

[0045] The second game states that can be shifted to from the first game state are the second game state L and the second game state H1. The second game state H1 is advantageous in that its actual jackpot probability is higher than that of the second game state L (1 / 319 < 1 / 88). Also, the second game state H1 is advantageous in that it has a greater number of continuous plays than the second game state L (100 times < 120 times). When a miss occurs 100 times in a row in the 1 / 319 lottery after shifting to the second game state L, the game state shifts to the first game state M1. When a miss occurs 120 times in a row in the 1 / 88 lottery after shifting to the second game state H1, the game state shifts to the first game state M1 (see Fig. 5).

[0046] When a jackpot is won in the second game state L or the second game state H1, all such jackpots are the second major jackpot H2 (see Fig. 4(a-2)). However, it may be set such that only a part of them is the second major jackpot H2 (for example, a part is the second major jackpot H2 and another part is the second major jackpot H1). After the jackpot game of the second major jackpot H2 ends, the game state will shift to the second game state H2 (see Fig. 5). Since the second game state H2 has a virtual jackpot probability (the probability of winning the long release of the normal lottery) of 1 / 1, a jackpot can be won immediately (in one normal lottery or the second special lottery).

[0047] Therefore, in the present embodiment, the jackpot won in the second game state L or the second game state H1 (the previous jackpot) and the jackpot won in the second game state H2 (the subsequent jackpot) are made to appear as if they were one jackpot. That is, although the previous jackpot and the subsequent jackpot are originally different jackpots, the second game state H2 executed between the two jackpot games is a state where a jackpot (the subsequent jackpot) can be won immediately. Therefore, during the second game state H2, it appears as if it is during the jackpot game (during the round), and the two jackpots are "seamlessly" connected. In the present embodiment, since both the previous jackpot and the subsequent jackpot are 10-round jackpots, it appears as if it is one jackpot for 20 rounds. As described above, since at least 150 (10×15) prize balls are paid out in one unit game (round), in order to make it appear as if it is a jackpot (bonus) that can obtain 150×20 = 3000 prize balls, when winning the jackpot (the previous jackpot) in the second game state L or the second game state H1, an image indicating that a jackpot including the characters "3000" has been won is displayed (in the present embodiment, an image of "Super Bonus 3000" is displayed). That is, at the time of winning the previous jackpot, the profit including the subsequent jackpot that has not yet been won but is certain to be won at that time (the combined profit obtained from the previous jackpot game and the subsequent jackpot game) is displayed, making the two jackpots appear as one jackpot.

[0048] When considering the previous jackpot and the subsequent jackpot as one jackpot, it can be said that the gaming property of the gaming machine 1 according to the present embodiment is such that if the lottery of 1 / 88 is continuously conducted 120 times without omission, the "Super Bonus 3000" can be obtained. In short, using the terms used in this technical field, it is a so-called ST type with a jackpot probability (substantially) of 1 / 88 and a continuous number of times of 120 times, and all the bonuses obtained during ST are 20-round jackpots (jackpots with a minimum number of winning balls of 3000).

[0049] After the above reset operation, after the first jackpot, after the second game state L, and after the second game state H1, it transitions to the first game state M1 (so-called C time) (see Fig. 5). However, it may be configured to transition directly to the first game state M2 without transitioning to the first game state M1 after the end of any state. Since the first game state M1 remains a first game state, basically it is a state aiming to obtain a jackpot (1 / 197) through the first special lottery. However, in the first game state M1, the first special lottery may win in the "sudden moment" to obtain the special transition right even if it does not win the jackpot. In this embodiment, in the first game state M1, even if it misses the 1 / 197 jackpot lottery, it wins in the sudden moment with a probability of 39 / 197. When winning in the sudden moment (when obtaining the special transition right), it transitions to the second game state L without going through the jackpot game (see Fig. 5). That is, the special transition right is the right to transition to a game state more advantageous than the current game state (the first game state M1) without going through the jackpot game. Note that as long as it is a game state more advantageous than the current game state (the first game state M1), it may be configured to transition to the second game state H1. In this embodiment, in the first game state M1, when it does not win the jackpot or in the sudden moment (157 / 197), it transitions to the first game state M2. That is, the first special lottery that can be received in the first game state M1 is once, and when it does not win the jackpot or in the sudden moment, the first game state M1 ends and transitions to the first game state M2. Note that the transition from the first game state M1 to the first game state M2 (transition with a probability of 157 / 197) is a transition from mode M1 to mode M2, so strictly speaking, this transition can also be said to be a transition by "sudden moment" (sudden shortening of time). However, the first game state M2 is a state that cannot receive the benefits of mode M2 (time shortening state) (micro time shortening state), and since it does not seem like a time shortening state to the player, it cannot be said to be a substantial "acquisition of the time shortening state" (it cannot be said to be the "acquisition of the special transition right"), so it will not be called "sudden moment" (sudden time shortening).

[0050] Unlike this embodiment, as an aspect of the lottery result in the first gaming state M1, it may be set that the first gaming state M1 is maintained. For example, assume a lottery distribution where the jackpot is at 1 / 197, a sudden win is at 39 / 197, the first gaming state M1 is maintained at 57 / 197, and a transition to the first gaming state M2 occurs at 100 / 197. In this case, as long as 57 / 197 is not reached, the first special lottery in the first gaming state M1 will be repeated (before reaching 100 / 197 and transitioning to the first gaming state M2, it becomes a gaming nature aiming for a jackpot or a sudden win).

[0051] In this way, the first gaming state M1 can be said to be advantageous compared to the first gaming state M2 where the right (special transition right) to transition to a gaming state more advantageous than the current gaming state without going through a jackpot game cannot be obtained, as the first gaming state M1 can acquire such a right. Such a difference can be set between the first gaming state M1 and the first gaming state M2 because the first gaming state M1 is a state where mode M1 is set (non-time-reduced state), and the first gaming state M2 is a state where mode M2 is set (time-reduced state (very short time-reduced state)). Specifically, the second gaming state is a state where mode M2 is set (time-reduced state), but since the first gaming state M2 is already in a state where mode M2 is set, a mode transition cannot occur. However, since the first gaming state M1 is not in a state where mode M2 is set, a transition to the second gaming state (mode M2) can occur. That is, the first gaming state M2 is in mode M2 (time-reduced state), but by setting it so that the benefit of being in the mode M2 (allowing a game ball to enter the second special starting area 904b) cannot be enjoyed, the right (special transition right) to a mode transition that does not go through a jackpot due to being in mode M2 cannot be obtained either, making it a disadvantageous state (the most disadvantageous gaming state for the player) compared to the first gaming state M1.

[0052] Since it is configured in this way, basically, a player plays the game aiming to win a jackpot in the first game state M2 (calculated so that the time of playing the game in the first game state M2 is the longest). Therefore, the first game state M2 is the reference first game state (reference first game state) (so-called "normal state"), and it can be said that the first game state M1 is a first game state (advantageous first game state) more advantageous than the reference first game state in that it can acquire a special transition right.

[0053] In the present embodiment, the first game state M1 (C time) is named "XX time", the second game state L is named "XX chance", and the second game state H1 is named "XX rush". Since the first game state M2 is the reference first game state (normal state), no special name corresponding to the first game state M2 is provided. Further, since the second game state H2 is a state that appears as if in the middle of a jackpot game, no special name corresponding to the second game state H2 is provided.

[0054] <Decoration symbol> In the display area 911 of the display device 91, a decoration symbol 80 for notifying the lottery result is displayed (see FIG. 2). The lottery result to be notified by the decoration symbol 80 differs depending on the game state. Since the lottery (main lottery) that determines the presence or absence of an actual jackpot win differs depending on the game state, the decoration symbol 80 is displayed to notify the result of the main lottery. Since the first game state is a game state aiming to win a jackpot through the first special lottery (the first game state M1 is a game state aiming at a sudden lottery after the first special lottery), the decoration symbol 80 displayed in the display area 911 in the first game state is supposed to notify the result of the first special lottery. On the other hand, since the second game state is a lottery as to whether or not the result of the normal lottery becomes "long release", which is a lottery as to whether or not it becomes an actual jackpot, the decoration symbol 80 displayed in the display area 911 in the second game state L and the second game state H1 is supposed to notify the result of the normal lottery (the reason for excluding the second game state H2 will be described later).

[0055] In this embodiment, three result displays (the first special result display 951, the second special result display 952, and the normal result display 953) are provided outside the display area 911 (an area where game balls cannot enter) (see FIG. 1). The result displays are small displays provided so as not to be conspicuous, and the area where images are displayed is smaller than that of the main display device 91. The first special result display 951 corresponds to the first special lottery, the second special result display 952 corresponds to the second special lottery, and the normal result display 953 corresponds to the normal lottery, and visual elements (things recognized by the player's vision) corresponding to the results of each lottery are to be displayed. The specific form of the result display may be anything. For example, a "7-segment display" can be used as the result display. The method of indicating the lottery result using the display may be anything. In this embodiment, for the special lottery, when it is a big win, it is "7", when it is a loss, it is "0", when it is a small win, it is "3", and when it is a sudden time, it is "S". For the normal lottery, when it is a long opening, it is "7", and when it is a short opening (a loss), it is "0". Also, regardless of the special lottery and the normal lottery, when it is in a changing state, it blinks (represented by "-" in the drawing). Different from this embodiment, a group of a plurality of dot light sources (LEDs) may be used as one result display (the lottery result is indicated by the lighting pattern of the dot light sources). However, the decorative pattern 80 displayed in the display area 911 is displayed larger than the visual elements represented by such result displays. Since the decorative pattern 80 is displayed to represent the result of the main lottery (the lottery that determines the presence or absence of an actual big win) in each game state, the player can enjoy the game without being conscious of what form the visual elements displayed on the result display will take. Exactly speaking, the first special result display 951 and the second special result display 952 correspond to the "special symbol display device" defined in the rules regarding the certification of the gaming machine and the type inspection, etc., and the normal result display 953 corresponds to the "normal symbol display device" defined in the same rules.

[0056] In this embodiment, three decorative pattern groups 80 each including a plurality of types of decorative patterns 80 are set. Specifically, there are three: 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 result of the main lottery is notified by the 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 80. From the start of the variation of the three decorative pattern groups 80 until the variation stops and the combination indicating the lottery result is displayed, the effect is the in-variation effect (hereinafter, when particularly not specified, "variation" or "rotation" refers to the in-variation effect). In some drawings, the illustration of the decorative pattern 80 is omitted.

[0057] In the first gaming state, when the result of the first special lottery is a big win, a "winning combination" which is three of the same type of decorative pattern 80 aligned is displayed. In this embodiment, three of the same type of decorative pattern 80 aligned are defined as the winning combination. When it is a sudden time, a "sudden combination" is displayed. In this embodiment, the combination of decorative patterns 80 arranged as "1·3·5" from the left is defined as the sudden combination. When it is a small win (small win B), a "small win combination" is displayed. In this embodiment, the combination of decorative patterns 80 arranged as "2·4·6" from the left is defined as the small win combination. When it is a loss, a "losing combination" is displayed. The losing combination may be in a mode different from the winning combination, the sudden combination, and the small win combination.

[0058] In the second gaming states L and H1, when the result of the normal lottery is "long release" (when it is virtually a big win), a "winning combination" which is three of the same type of decorative pattern 80 aligned is displayed. In this embodiment, three of the same type of decorative pattern 80 aligned are defined as the winning combination. When the result of the normal lottery is not "long release" (when it is virtually a loss such as "short release"), a "losing combination" different from the winning combination is displayed.

[0059] <Reserved When a new lottery information is obtained as a game ball enters the start area, the gaming machine 1 according to this embodiment includes a storage means (not shown) for storing the lottery information. The fact that the lottery information is stored in the storage means is indicated by being displayed in the display area 911 as the reserved symbol 70. Which lottery information is displayed in the display area 911 as the reserved symbol 70 varies according to the game state (main lottery). Note that the reserved symbol 70 during which the corresponding variation is being executed is referred to as the reserved symbol 71 during variation, and the reserved symbol 70 for which the corresponding variation has not yet started is referred to as the reserved symbol 72 before variation. Since the win / loss lottery is already executed at the start time of the corresponding variation, although the reserved symbol 71 during variation is not strictly "reserved", it is generally referred to as "such variation reservation", etc., and since the change in the state of the reserved symbol 71 during variation is also referred to as "reserved change", it shall be treated as being included in the concept of "reservation".

[0060] Since the main lottery in the first game state is the first special lottery, the existence of the first special lottery information is indicated as the reserved symbol 70 in the first game state (what is displayed is the so-called "special symbol 1 reservation"). The maximum number of first special lottery information that can be stored in the storage means is five including the one for which the corresponding variation has started (or four if not including the corresponding variation). Therefore, in the first game state, one reserved symbol 71 during variation and up to four reserved symbols 72 before variation are displayed. Note that in the first game state M2, the reserved symbol 70 may be displayed, but in the first game state M1 (C time), the reserved symbol 70 may not be displayed (since the first game state M1 ends with one variation, it may not be necessary to display the reserved symbol 70 deliberately).

[0061] Note that in this embodiment, since the substantial jackpot probability of the second special lottery is 1 / 1 (if a game ball enters the second special start area 904b, it will surely result in a jackpot), the maximum number of second special lottery information that can be stored in the storage means is "0" if not including the corresponding variation.

[0062] Since the main lottery in the second gaming state is a normal lottery, the presence of normal lottery information is shown as the hold symbol 70 in the second gaming states L and H1. The maximum number of normal lottery information that can be stored in the storage means is five including the corresponding one for which the variation has started (the amount of such variation) (or four if the amount of variation is not included). Therefore, in the second gaming states L and H1, one in-play hold symbol 71 and up to four pre-variation hold symbols 72 are displayed. Note that in the present embodiment, the hold symbol 70 is not displayed in the second gaming state H2.

[0063] In each gaming state, the basic aspect (default aspect) of the hold symbol 70 that is displayed may be different or the same. The hold symbols 70 are displayed in the order of earlier notification of the corresponding lottery results (so-called digestion order). Specifically, the display positions of the hold symbols 70 corresponding to the digestion order are determined in advance, and when the notification of the previous lottery result is completed, the display positions (digestion order) of the respective hold symbols 70 are advanced accordingly. It is preferable that the pre-variation hold symbol 72 and the in-play hold symbol 71 can be distinguished. For example, a setting may be made such that the pre-variation hold symbol 72 is displayed larger than the in-play hold symbol 71.

[0064] In each gaming state, the hold symbol 70 may not be always displayed. It may be set to be temporarily erased when a specific effect occurs. Also, when a specific effect occurs, it may be set such that the in-play hold symbol 71 is in a displayed state, but the pre-variation hold symbol 72 is temporarily erased. Note that in some drawings, the illustration of the hold symbol 70 is omitted.

[0065] 3) Relief function in the first gaming state M2 In the gaming machine 1 in the present embodiment, a relief function that may be activated in the first gaming state M2 is provided. The following describes the relief function.

[0066] As described above, the first gaming state M2 is the mode M2 (short time state). The mode M2 is configured to shift to the mode M1 when a predetermined number of times (X times) occur such that the result of the special lottery becomes a special result after the mode M2 is started. In the present embodiment, the special result is winning a small hit. That is, it can be considered that a "small hit ceiling" (the short time state ends when winning a small hit a specified number of times) is set to end the mode M2 (short time state). In the present embodiment, X = 3. The specified number of times (X) can be set as appropriate, but it is preferably 2 or more. This is because by setting the specified number of times (X) to 2 or more, the gaming property can be made such that it gradually approaches the transition to the mode M1.

[0067] Due to being configured in this way, when winning a small hit three times after shifting to the first gaming state M2, without going through the jackpot game, it shifts to the first gaming state M1 (C time) in which the mode M1 is set (see "SR" in FIG. 5 and FIG. 6). In the present embodiment, the small hit winning probability in the first gaming state M2 is 2 / 197. If winning three times in a row, it shifts to the first gaming state M1, which is a state more advantageous than the first gaming state M2, and a chance to obtain a special transition right (sudden time) can be obtained (a "salvage function" for obtaining such a chance is activated). The small hit won in the first gaming state M2 is a small hit B and is not linked to winning the jackpot. Therefore, originally, winning the small hit B is not a pleasant event for the player, but in the present embodiment, the winning of the small hit B functions as an element approaching the activation of the salvage function (transition to the first gaming state M1).

[0068] When the result of the first special lottery is a special result (small win B), a special effect (special performance) dedicated to the special result occurs (since it is a "dedicated" effect, it does not occur except when a special result occurs). By causing such a special performance to occur, the player can recognize that a special result has occurred. In this embodiment, as the special performance, an effect indicating that the remaining number of times (remaining times) until the specified number of times (X) is reached has decreased occurs. That is, when a special result occurs in a state where the remaining number of times is 3 times, an effect indicating that the remaining number of times has changed from 3 times to 2 times (see Fig. 6(c)), when a special result occurs in a state where the remaining number of times is 2 times, an effect indicating that the remaining number of times has changed from 2 times to 1 time (see Fig. 6(d)), and when a special result occurs in a state where the remaining number of times is 1 time, an effect indicating that the remaining number of times has changed from 1 time to 0 time occurs (see Fig. 6(e)), and an effect indicating that the relief function is activated (activation effect) occurs (see Fig. 6(f)). The effect indicating that the remaining number of times has changed from 1 time to 0 time does not necessarily have to occur. After the activation effect, a transition is made to the first game state M2 (C time) (see Fig. 6(g)), and a chance to obtain a special transition right (39 / 197) can be enjoyed.

[0069] Since the above reset operation causes a transition to the first game state M1, the remaining number of times is reset (the state where the remaining number of times = 3 times). On the other hand, if the reset operation is not performed and only the power is turned off / on, the remaining number of times is not reset. Therefore, at the opening of the game parlor, if the reset operation has not been performed, the remaining number of times on the previous business day is carried over.

[0070] As described above, the gaming machine 1 according to this embodiment can transition to the first game state M1 by the occurrence of a specified number of special results (small wins B) even if the result of the first special lottery is not a big win in the first game state M2, and has an interesting gameplay in that there is a possibility of obtaining a chance to acquire a special transition right (sudden).

[0071] Note that even in the second game state, it is the same that mode M2 (short-time state) ends without going through the jackpot game due to winning the small hit a specified number of times (if X = 3 as in this embodiment, mode M2 ends by winning the small hit three times even in the second game state). However, in the second game state, since winning the small hit (small hit A) directly leads to winning the jackpot, if the player shoots the game balls as instructed, mode M2 (short-time state) will not end without going through the jackpot game due to winning the small hit a specified number of times (if a so-called "puncture" where no V winning occurs at the time of winning the small hit occurs a specified number of times, mode M2 (second game state) ends without going through the jackpot game).

[0072] Hereinafter, specific examples of improving, modifying, and concretizing matters related to the relief function in the first game state M2 will be described. Note that, as much as possible, a configuration in which a plurality of matters described using the following specific examples are applied may also be used.

[0073] ○ Specific Example 1-1 In the above embodiment, it was explained that a special effect indicating that a special result (small hit B) occurred was generated and the fact that a special result occurred was clearly shown to the player. However, it may be possible to prevent the player from clearly being shown that a special result has occurred. For example, in the variation that results in a special result (small hit B), an effect that suggests the possibility of a special result (hereinafter referred to as a special suggestion effect) is generated (see Fig. 7(a)). When a special suggestion effect occurs, the result of the first special lottery may be a special result, but it may also not be a special result (it may simply be a "miss"). For example, when a special suggestion effect occurs, it is set that there is a 50% probability of a special result (a 50% probability of a "miss" (a "fake")). By doing so, although the number of times a special result occurs cannot be clearly grasped, an interesting gameplay can be realized in which the closer the special suggestion effect occurs, the closer it is to activating the relief function.

[0074] In the case of the present example, when a special result occurs, it may be set such that a special suggestion effect will surely occur, or it may be set such that a special suggestion effect does not necessarily occur even when a special result occurs. When it is set as the former, the game property is such that the relief function does not activate unless a special suggestion effect occurs. When it is set as the latter, the game property is such that the relief function can activate even if a special suggestion effect does not occur (the relief function can activate at an unexpected timing).

[0075] Also, when doing as in the present example, it is preferable to make the "small win combination" difficult to understand. For example, instead of having a configuration where one combination ("2·4·6" combination) is set as the small win combination as in the above embodiment, a configuration may be considered where a plurality of types of combinations that have no law and may be displayed as the "small win combination" are provided. The larger the number of types of small win combinations provided, the better. For example, five of "1·1·6", "2·1·7", "3·4·1", "4·1·5", "4·4·6" are set as the small win combinations (FIG. 7(a-2) shows a case where the "2·1·7" small win combination was displayed when a special suggestion effect occurred (the case when small win B was won), but a case where the small win combination is not displayed when a special suggestion effect occurs may also occur). By doing this, it becomes difficult to grasp that small win B (special result) has occurred due to the combination of the decorative symbols 80 displayed as indicating the result of the first special lottery. That is, if it becomes easy to grasp that it is small win B (special result) due to the combination of the decorative symbols 80, there is no meaning in generating a special suggestion effect to make it seem that "it might be small win B (special result)". Therefore, a plurality of types of small win combinations with no law are prepared so that it is not easy to tell whether small win B (special result) has occurred from the combination of the decorative symbols 80.

[0076] A plurality of types of special suggestion effects with different probabilities of being a minor hit B (special result) may be caused to occur. For example, the probability that the result of the variation is a minor hit B (special result) is set to be higher when a second special suggestion effect (which is different from the first special suggestion effect in form) occurs than when the first special suggestion effect occurs with a certain variation (see Fig. 7(b)). By doing so, it is possible to predict and enjoy the distance to the activation of the relief function while taking into account the high or low probability of being a minor hit B (special result) according to the form of the special suggestion effect. The method of setting the differences in the forms of various special suggestion effects may be any method. Different from the example shown in Fig. 7(b), it may be set as a difference in color (suggesting probability by color).

[0077] ○ Specific Example 1-2 (An example further specifying Specific Example 1-1) It is configured such that a special suggestion effect is a situation that is disappointing for the player. For example, it is configured as follows. In the first gaming state M2, as an effect constituting a variable effect (target variable), it is assumed that one or more types of specific effects (see FIG. 8) can occur. The specific effect is a so-called super reach effect. The specific effect leads to a favorable outcome (see FIG. 8(b-1)) indicating that a favorable situation has occurred for the player or an unfavorable outcome (disappointing situation) indicating that an unfavorable situation has occurred for the player (see FIG. 8(b-2)) (however, the favorable outcome includes a so-called reversal pattern that appears to lead to an unfavorable outcome once but is then overridden). The specific effect is set to lead to a favorable outcome if the win / loss lottery result (target win / loss lottery result) corresponding to the target variable is a big win, and to an unfavorable outcome when it is not a big win (a loss or a small win B). As an example of the specific effect, a situation can be considered where a character on the player's side (referred to as a "friendly character"; shown with "taste" in the drawing) battles an enemy character (shown with "enemy" in the drawing), and a favorable outcome is set when the friendly character wins and an unfavorable outcome is set when it loses. On the premise of such a configuration, when the specific effect leads to an unfavorable outcome (see FIG. 8(b-2)), it is set that the result of the first special lottery may be a special result (small win B). That is, it is configured to function as a special suggestion effect suggesting that the unfavorable outcome of the specific effect may be a special result. By adopting such a configuration, even when a disappointing event occurs for the player, such as the specific effect not leading to a favorable outcome (the target win / loss lottery result not being a big win), the gaming property can be realized in which the player can expect that it is a special result (approaching the transition to the first gaming state M1).

[0078] In the case of such a configuration, it is advisable that the "near miss combination" indicates "reach miss". Since a specific effect, which is a super reach effect, leads to an unfavorable outcome, even if it is a minor win B, it should be made to appear as if it is a "reach miss". Among the three decorative symbols 80, if two of the same type (for example, the left decorative symbol 80L and the right decorative symbol 80R) are set as the reach symbols, then the remaining one (the middle decorative symbol 80C) being a decorative symbol 80 of a different type from the reach symbol is considered a "reach miss" (a combination of "□·〇·□" (where □ is the reach symbol and □≠〇)). As such "reach miss", a "miss combination" and a "near miss combination" are provided. When an unfavorable outcome occurs when the result of the first special lottery is a miss, a combination representing "reach miss" as the "miss combination" is displayed, and when an unfavorable outcome occurs when the result of the first special lottery is a special result (minor win B), a combination representing "reach miss" as the "near miss combination" is displayed. By doing so, regardless of whether the result of the first special lottery is a "miss" or a "minor win B", the combination of "reach miss" is still displayed, making it difficult to detect that one has won the "minor win B". Various methods can be considered for setting the difference (difference in rules) between "reach miss" as the "miss combination" and "reach miss" as the "near miss combination". For example, "reach miss" as the "miss combination" can be a so-called "one-frame miss" such as "1·2·1", "2·3·2", etc., while "reach miss" as the "near miss combination" can be a so-called "two-frame miss" such as "1·3·1", "2·4·2", etc. (the order of the numbers is the specified order, and one unit of the specified order is considered "one frame").

[0079] However, different from this, depending on the combination of the decorative symbols 80 (the mode of "reach miss"), it may also be configured such that it is impossible to distinguish whether it is a miss or a minor win B (so that the same combination of "reach miss" can be displayed whether it is a "miss" or a "minor win B").

[0080] When a specific performance leads to an unfavorable outcome, it may be set so that it is determined to be a special result (minor win B). In this case, the configuration is such that the specific performance leading to an unfavorable outcome functions as a special performance.

[0081] ○Specific Examples 1 - 3 (Examples that further specify Specific Example 1 - 2) In the case of a configuration where multiple types of specific performances can occur, when a certain type of specific performance (first specific performance) leads to an unfavorable outcome (see Fig. 9(a)), and when a different type of specific performance (second specific performance) leads to an unfavorable outcome (see Fig. 9(b)), the probability that the result of the first special lottery is a special result (minor win B) is set to be different. With such a configuration, when an unfavorable outcome occurs, the gameplay will be such that players will also pay attention to the type of specific performance. Note that if the types of specific performances are the same, the basic aspects of the displayed video are the same, and if they are different, the basic aspects of the displayed video are different (the difference due to the presence or absence of so - called chance - up is not considered a difference in the type of specific performance). Also, when a "title" of a specific performance is set, those with different titles are considered different types of specific performances, and those with the same title are considered the same type of specific performance (the title of the first specific performance shown in Fig. 9(a) is "Defeat A", and the title of the second specific performance is "Defeat B").

[0082] In the case of such a configuration, for a specific effect for which it is expected that the target win / loss lottery result will be a big win, it is advisable to set it such that the probability of it being a special result is high when an unfavorable outcome occurs. For example, when the second specific effect occurs (see Fig. 9(b-1)) rather than when the first specific effect occurs due to a target variation (see Fig. 9(a-1)), the probability (so-called (big win) reliability) that the target win / loss lottery result will be a big win is higher. In this case, when the second specific effect leads to an unfavorable outcome, the probability of it being a special result is higher than when the first specific effect leads to an unfavorable outcome. Since players expect to reach a favorable outcome more for a specific effect with higher reliability, it is normal for the degree of disappointment when they do not reach a favorable outcome (do not get a big win) to be greater for a specific effect with higher reliability. Therefore, by setting it such that the probability of it being a special result is higher when a specific effect with relatively high reliability leads to an unfavorable outcome, the gaming property is such that the probability of activating the relief function is higher when a more regrettable event occurs for the player.

[0083] ○Specific Example 1-4 If, as in the above Specific Examples 1-1 to 1-3, it is not clearly shown to the player that a special result has occurred (the remaining number of times until the activation of the relief function is not clearly shown to the player), it is advisable to create an effect that suggests the number of remaining times until the activation of the relief function (hereinafter referred to as the relief distance suggestion). The relief distance suggestion does not clearly indicate the remaining number of times until the activation of the relief function, but it may be any aspect that helps the player predict the number of remaining times. For example, as shown in FIG. 10, the relief distance suggestion may be such that one of a plurality of types of suggestion images 10 (suggestion images 10 with different aspects) is displayed with a probability corresponding to the remaining number of times (a lottery is executed to determine which of the plurality of types of suggestion images 10 to display according to the remaining number of times). It is advisable to provide a suggestion image 10 (the "gold" suggestion image 10 in the example shown in FIG. 10) that determines that the remaining number of times is 1 (the state closest to the activation of the relief function) when it is displayed. When the said suggestion image 10 is displayed, the player will know that the remaining number of times is 1 and it is close to the activation of the relief function, which contributes to the promotion of the game. Also, it may be provided with a suggestion image 10 (the "white" suggestion image 10 in the example shown in FIG. 10) that determines that the remaining number of times is not 1 (not in the state closest to the activation of the relief function) when it is displayed.

[0084] The relief distance suggestion is preferably generated as a set with the special suggestion effect (together with the special suggestion effect or immediately after the execution of the special suggestion effect) (see FIG. 10(a)). By doing so, when the special suggestion effect occurs, the player will be able to predict the number of remaining times until the activation of the relief function. However, it does not deny the possibility that the relief distance suggestion is carried out in the normal state (a situation where the special suggestion effect has not occurred) and the distance to the activation of the relief function is constantly suggested.

[0085] ○Specific Example 1-5 In the above-described embodiment, the minor hit (minor hit B) involved in activating the relief function is a minor hit without a winning ball, but it may also be a minor hit in which a winning ball (bonus ball) can be obtained (however, the expected value of the bonus balls that can be obtained is lower than that of the big hit). For example, it may be configured such that when a specified number of times is won for a minor hit that can obtain the winning balls for one round, the relief function is activated.

[0086] ○Specific Example 1-6 The specified number of times (X) is not constant and may change each time. Each time a new transition is made to the first gaming state M1, the value of X is determined within a predetermined range. For example, it is assumed that the value of X is determined by lottery within the range of 2 to 7. The determined value of X is not shown to the player. By doing so, it is possible to achieve a gaming property in which the timing of activating the relief function is difficult to predict. If it is configured such that a relief proximity suggestion as described in the above Specific Example 1-4 occurs, the player will play while predicting whether the activation of the relief function is near by looking at the suggestion.

[0087] ○Specific Example 1-7 In the above-described embodiment, it has been explained that the first gaming state M2 is a state in which a special transition right cannot be obtained, but it may also be configured such that there is a possibility of obtaining a special transition right even in the first gaming state M2. However, the probability of obtaining a special transition right by a special lottery (first special lottery) is set such that the first gaming state M1 is higher than the first gaming state M2 (it is easier to obtain a special transition right in the first gaming state M1 than in the first gaming state M2). Even with such a configuration, it can be said that the transition from the first gaming state M2 to the first firing state M1 due to the activation of the relief function is an advantageous event for the player.

[0088] 4) Display of the decorative symbol in the second gaming state As described above, since the second gaming state is virtually a big win when the result of the normal lottery is "long release", the normal lottery is the main lottery. Therefore, in the second gaming state, basically, a decorative symbol 80 indicating the result of the normal lottery is displayed in the display area 911 of the main display device 91 (the largest display device provided in the gaming machine 1) (hereinafter, the decorative symbol 80 for indicating the result of the normal lottery may also be referred to as the normal decorative symbol 80n).

[0089] Specifically, in the second gaming state, in the second gaming state L and the second gaming state H1, in order to indicate the result of the normal lottery, the normal decorative symbol 80n is displayed in the display area 911 (see Fig. 12). On the other hand, in the second gaming state H2, the normal decorative symbol 80n is not displayed in the display area 911 (see Figs. 13(b)(c)). In any gaming state, a symbol indicating the result of the normal lottery is displayed on the normal result display 953 (it is variably displayed and then stops in a manner corresponding to the result of the normal lottery). That is, in the second gaming state L and the second gaming state H1, while the symbol is being variably displayed on the normal result display 953, the normal decorative symbol 80n is in a variably displayed state in the display area 911 (see Fig. 12). On the other hand, in the second gaming state H2, even while the symbol is being variably displayed on the normal result display 953, the normal decorative symbol 80n is not displayed in the display area 911 (see Figs. 13(b)(c)).

[0090] This configuration is for making it appear as if it is during a big win even during the second gaming state H2. As described above, when winning the previous big win (second big win H2) in the second gaming state L or the second gaming state H1, an image including the character "3000" taking into account the subsequent big win (second big win H1) which is substantially promised to be obtained after passing through the second gaming state H2 is displayed (hereinafter, this image may also be referred to as "special display 20". In the present embodiment, the special display 20 of "super bonus 3000" is displayed.) (see Fig. 11(a)). The special display 20 is a display combining the benefits obtained from the previous big win (previous privilege) and the benefits obtained from the subsequent big win (subsequent privilege) (a display representing a benefit exceeding the benefit obtained from one big win (one privilege)).

[0091] Thus, when winning the second big win H2, a special display 20 is made to make the previous big win (previous privilege) and the subsequent big win (subsequent privilege) appear as one big win. Therefore, in the second gaming state H2 which is executed after the previous big win game (after granting the previous privilege) and before the subsequent big win game (before granting the subsequent privilege), the normal decoration symbol 80n is not displayed, making the second gaming state H2 appear as if it is during a big win game even during the second gaming state H2. That is, if the decoration symbol 80 (normal decoration symbol 80n) indicating the result of the main lottery is variably displayed in the display area 911, it will not look like it is during a big win game during the second gaming state H2. Therefore, the decoration symbol 80 (normal decoration symbol 80n) indicating the result of the main lottery is not displayed during the second gaming state H2.

[0092] In this embodiment, in the display area 911, special videos are continuously output from the previous jackpot game to the second game state H2 and from the second game state H2 to the subsequent jackpot game (refer to FIG. 13 (the illustration is omitted during the subsequent jackpot game)). The special video is a dedicated video output when the special display 20 of "Super Bonus 3000" is made. By continuously outputting such a dedicated video from the previous jackpot game to the subsequent jackpot game with the second game state H2 in between, the effect of making the previous jackpot and the subsequent jackpot appear to be one jackpot is enhanced.

[0093] On the other hand, when winning the second jackpot L or the second jackpot H1, after the jackpot game (after giving the privilege), the game state shifts to the second game state L or the second game state H1. Since the second game state L and the second game state H1 are not states where winning a jackpot is promised, the special display 20 (a display representing the benefits obtained from the two jackpots (in this embodiment, the display of "3000")) is not made when winning the second jackpot L or the second jackpot H1. In this embodiment, when winning the second jackpot L in the first game state, a display of "○○ Chance Bonus" (non-special display 211) (refer to FIG. 11(b-1)) is made, and when winning the second jackpot H1 in the first game state, a display of "○○ Rush Bonus" (non-special display 212) (refer to FIG. 11(b-2)) is made. Although not shown in the figure, when winning the second jackpot H1 in the second game state H2, no display indicating that a jackpot (privilege) has been obtained is made (since the second game state H2 appears to be in the middle of a jackpot game, no display of winning a jackpot is made). During the second game state L and the second game state H1 executed after the end of the jackpot game (after giving the privilege) where such a special display 20 is not made, whether a jackpot can be won (whether the result of the normal lottery is "Long Release") is the focus of attention of the player. Therefore, a decorative symbol 80 (normal decorative symbol 80n) indicating the result of the main lottery is displayed (refer to FIG. 12).

[0094] As described above, the second gaming state L is named "〇〇 Chance" and the second gaming state H1 is named "〇〇 Rush", but there is no special name corresponding to the second gaming state H2. During the variation in the second gaming state L or the second gaming state H1, an image (name image 25) representing the name of the gaming state is displayed in the display area 911 (see FIG. 12), but in order to make the second gaming state H2 appear as if it is during a big win game, this type of name image 25 is not displayed in the display area 911 (see FIGS. 13(b)(c)).

[0095] Also, in the second gaming state L and the second gaming state H1, a holding symbol 70 indicating the existence of the normal lottery information is displayed (see FIG. 12), but in order to make the second gaming state H2 appear as if it is during a big win game, the holding symbol 70 is not displayed (see FIG. 13).

[0096] Hereinafter, specific examples in which matters related to the display of the decorative symbol 80 in the second gaming state are improved, modified, embodied, etc. will be described. Note that, as much as possible, a configuration in which matters described using the following specific examples are applied in combination may also be used.

[0097] ○ Specific Example 2-1 In the second gaming state, it is assumed that the decorative symbol 80 indicating the result of the second special lottery (hereinafter referred to as the special decorative symbol 80s) is not displayed in the display area 911. As shown in FIG. 14, in the second gaming state L and the second gaming state H1, when the normal lottery is executed, the normal decorative symbol 80n is displayed (see FIG. 14(a)), but even if a game ball enters the second special start area 904b (see FIG. 14(b)) and the second special lottery is executed, the special decorative symbol 80s is not displayed (see FIGS. 14(c),(d)). As shown in FIG. 15, in the second gaming state H2, even when the normal lottery is executed, the normal decorative symbol 80n is not displayed (see FIG. 15(a)), and even if a game ball enters the second special start area 904b (see FIG. 15(b)) and the second special lottery is executed, the special decorative symbol 80s is not displayed either (see FIGS. 15(c),(d)).

[0098] As described above, since the substantial jackpot probability when a game ball enters the second special start area 904b in the second game state is 1 / 1 (100%), when the result of the normal lottery is a long release and a game ball enters the second special start area 904b, it is configured to surely lead to a jackpot. That is, when a game ball enters the second special start area 904b in the second game state, winning a jackpot (prize) is determined. Therefore, it is considered that there is no need to display the decorative pattern 80 indicating the result of the second special lottery in the second game state. However, in any of the second game state L, the second game state H1 (see FIG. 14), and the second game state H2 (see FIG. 15), a pattern corresponding to the result of the second special lottery (jackpot or minor jackpot) is displayed on the second special result display 952 (in FIGS. 14(c) and 15(c), a state where a pattern (the number "3") indicating a minor jackpot A (196 / 197) win is displayed on the second special result display 952 is shown). Since the second special result display 952 is not prominent and not something that attracts the player's attention (the player will be paying attention to the main display device 91), a pattern indicating the result of the second special lottery may be displayed on the second special result display 952.

[0099] Note that since the main lottery in the first game state is the first special lottery, a special decorative pattern 80s for indicating the result of the first special lottery is displayed in the display area 911 in the first game state (see FIG. 16).

[0100] ○Specific Example 2-2 Even in the second game state L or the second game state H1, when winning a subsequent jackpot (subsequent prize) is promised, the normal decorative pattern 80n is not displayed in the display area 911. Specifically, when so-called consecutive jackpots in hold (since consecutive jackpots in hold itself is well-known, specific description is omitted) occur, a special display 20 representing the profit including two jackpots (prizes) is made, and the normal decorative pattern 80n is not displayed in the second game state between the two jackpots.

[0101] For example, when shifting to the second game state H1 after the execution of the previous jackpot game (after the provision of the previous privilege), assume that the normal lottery result corresponding to any of the normal lottery information (stored in the storage means) already acquired at the time when the previous jackpot game is started is "long release" (a virtual jackpot). (Assume that there is one that has won the 1 / 88 lottery within the hold). At this time, since the acquisition of the subsequent jackpot (subsequent privilege) is substantially promised, a special display 20 is made at the time of obtaining the previous jackpot, and it can be made to appear as if the previous jackpot (previous privilege) and the subsequent jackpot (subsequent privilege) are one jackpot. At this time, in order to make it look as if it is in the middle of a jackpot game even during the second game state H1, the normal decorative symbol 80n is not displayed in the display area 911 until the subsequent jackpot game is started. Although the normal decorative symbol 80n is not displayed in the display area 911 (main display device 91), a symbol indicating the result of the normal lottery is displayed on the normal result display 953.

[0102] ○Specific Example 2-3 In the above embodiment, the main lottery in the game state (second game state H2) between the previous jackpot (previous privilege) and the subsequent jackpot (subsequent jackpot) is a normal lottery, and the normal decorative symbol 80n indicating the result of the normal lottery which is the main lottery is not displayed in the display area 911. However, if the main lottery in the game state between the previous jackpot (previous privilege) and the subsequent jackpot (subsequent jackpot) is configured to be a second special lottery, the special decorative symbol 80s indicating the result of the second special lottery is not displayed in the display area 911. That is, when the acquisition of the subsequent jackpot is not promised at the time of obtaining the previous jackpot, the special decorative symbol 80s is displayed in the display area 911 in the game state after the end of the previous jackpot game. However, when the acquisition of the subsequent jackpot is substantially promised at the time of obtaining the previous jackpot and a special display 20 is made to make the two jackpots look like one jackpot, the special decorative symbol 80s is not displayed in the display area 911 in the game state after the end of the previous jackpot game, and it is made to look as if it is in the middle of a jackpot game during the game state.

[0103] In this case, in the game state after the previous big win game ends, it is preferable that the normal decoration symbol 80n indicating the result of the normal lottery is not displayed in the display area 911 either. Also, the normal decoration symbol 80n indicating the lottery result of whether or not to open the second special start area 904b is not displayed in the display area 911, so that it appears as if it is still in the big win game during this game state.

[0104] 5) Proper Name Explanation Function The gaming machine 1 according to this embodiment is provided with a proper name explanation function. The action of the proper name explanation function is manifested when using the customization function. Since the customization function itself is well-known, it will be briefly explained. The customization function is a function that enables a player to arbitrarily change various settings related to the game (hereinafter, the settings that can be customized may also be referred to as target settings). Hereinafter, the proper name explanation function will be explained by taking the customization function that can be used in the first game state M2 (normal state) as an example, but the proper name explanation function may also be manifested by the customization function that can be used in other game states.

[0105] The types of target settings are roughly classified into production settings and environment settings (see Fig. 17(a)). The production settings change the occurrence probability of the productions that can occur as those constituting the production during variation. The environment settings change the elements that control the game environment. In this embodiment, as the productions targeted by the production settings (hereinafter, may also be referred to as target productions), four types, namely, "foresight production", "bottle production", "sudden lamp production", and "premium production" are provided (see Fig. 17(b-1)). Also, as the game environments targeted by the environment settings (hereinafter, may also be referred to as target environments), three types, namely, "volume", "light quantity", and "hold notification" are provided (see Fig. 17(b-2)).

[0106] Among these target effects and target environments (customizable items), general names that are so well-known as to require no further explanation (known to ordinary players) and common names listed in dictionaries are not subject to the proper name explanation function. In other words, things that often have the same name even if the game machine manufacturers are different can be said to be general names or common names, and thus are not subject to the proper name explanation function. In this embodiment, "preview effect", "premium effect", "volume", and "light amount" are not subject to the proper name explanation function. The preview effect is one that suggests the reliability of a win / loss lottery result corresponding to a certain variation during a variation that is executed prior to the certain variation. The premium effect is an effect that determines a big win when it occurs. The volume is the loudness of the sound for the effect output from the speaker 65. The light amount is the brightness of the light for the effect output from various light-emitting devices provided in the gaming machine 1.

[0107] On the other hand, among the target effects and target environments (customizable items), those using proper names that are not the above general names or common names are subject to the proper name explanation function. A proper name can also be said to be a creative word (coined word) uniquely used by a certain game machine manufacturer. Because it is such a unique word, it can also be said that a proper name can be trademarked (it may actually be trademarked).

[0108] "Vibrating Button Performance" is a performance in which a push button 60, which is a type of operation means operable by a player, vibrates automatically (without the player's operation). A known vibration device (not shown) is provided inside the push button 60, and when the vibration device is driven, the push button 60 vibrates, and this vibration is transmitted to the player operating the launch device 908 (launch handle). The proprietary name "Vibrating Button (Performance)" is a shortened form of the button vibrating as "burr-burr". Various timings are provided for the occurrence of the Vibrating Button Performance (the push button 60 to vibrate). When the Vibrating Button Performance occurs, the winning reliability of the target hit-or-miss lottery result (the hit-or-miss lottery result corresponding to the variation in which the Vibrating Button Performance occurs) is higher than when it does not occur. Using the customization function, the probability of the occurrence of the Vibrating Button Performance can be changed. In this embodiment, two patterns, "Normal" (the default setting) and "Probability Up", are provided (see Fig. 17(c-1)). The probability of the occurrence of the Vibrating Button Performance is increased and the winning reliability when it occurs is also increased when "Probability Up" is selected compared to when "Normal" is selected.

[0109] The "sudden lamp effect" is an effect in which the upper lamp 68 (which does not emit light under normal conditions), a predetermined light-emitting device provided in the gaming machine 1, emits light. When the sudden lamp effect occurs, it is determined that the target win / loss lottery result (the win / loss lottery result corresponding to the variation in which the sudden lamp effect occurs) is a big win. That is, the sudden lamp effect is an effect that occurs only during winning variations. A plurality of candidate timings at which the sudden lamp effect can occur are provided (it can occur at various timings during winning variations), and for the player, the upper lamp 68 will suddenly emit light at an unexpected timing. Using the customization function, the probability of the sudden lamp effect occurring can be changed. In the present embodiment, three patterns of "normal" (the default setting), "OFF", and "quiet emission" are provided (see FIG. 17(c-2)). When "OFF" is selected, the sudden lamp effect will no longer occur. When "normal" is selected, it becomes a sudden lamp effect in a mode in which a prescribed effect sound is output from the speaker 65 along with the emission of light from the upper lamp 68. When "quiet emission" is selected, it becomes a sudden lamp effect in a mode in which the upper lamp 68 emits light but the above-mentioned prescribed effect sound is not output.

[0110] The "Pending Notice" is a function that notifies the player that the number of pendings has reached the specified number. In this embodiment, the vibration device provided on the push button 60 vibrates temporarily (the vibration is transmitted to the player), thereby notifying the player that the number of pre-variation pending information (first special lottery information) stored in the storage means (hereinafter sometimes simply referred to as the number of pendings) has reached the specified number. Even if the game ball enters the first special start area 904a in a state where the pendings are full (in this embodiment, the number of pendings is 4), no new first special lottery information is acquired (no new special lottery is executed), which is disadvantageous to the player. Therefore, players who wish to be notified in advance use the "Pending Notice" function. Note that the vibration of the push button 60 when the "Pending Notice" function is activated and the vibration of the push button 60 when the above "button effect" is activated have different modes, and the player can grasp the difference (for example, the vibration time of the latter is longer than that of the former). As options for the "Pending Notice" function, in this embodiment, three patterns of "OFF" (the default setting), "Keep 3", and "Keep 4" are provided (see Fig. 17(d)). When "OFF" is selected, no vibration occurs as the pending notice function regardless of the number of pendings. "Keep 3" is such that the push button 60 vibrates at the moment when new first special lottery information is acquired and the number of pendings becomes 3 (the moment when the number of pendings changes from 2 to 3). "Keep 4" is such that the push button 60 vibrates at the moment when new first special lottery information is acquired and the number of pendings becomes 4 (the moment when the number of pendings changes from 3 to 4).

[0111] The use of the customization function is performed by the player operating operable operating means. In the present embodiment, the cross key 61 and the push button 60 (see FIG. 1) are used. The cross key 61 is operated when performing a "selection operation" that makes any one of a plurality of options in a prominent emphasized state compared to other options. In the present embodiment, it is operated when moving the cursor. Note that when a certain option is in an emphasized state, it may be configured such that other options are not displayed. The push button 60 is operated when determining the selection of the option in the emphasized state (operated when performing a selection confirmation operation). The use of the customization function (customization setting, change) can be performed either during non-variation (standby state) in which a variation effect is not being executed or during variation in which a variation effect is being executed. Since the proper name explanation function is manifested when the customization function is used during non-variation, the display in the case of using the customization function during non-variation will be described below.

[0112] When customization is performed, a customization image 30 that assists the player in using the customization function is displayed in the display area 911. The customization image 30 in the present embodiment is divided into a first-stage image 31 (see Fig. 17(a)), a second-stage image 32 (see Fig. 17(b-1)(b-2)), and a third-stage image 33 (see Fig. 17(c-1)(c-2)(d)). When the push button 60 is operated during non-variation, the first-stage image 31 is displayed. The first-stage image 31 is an image for allowing the player to make a first-stage selection. The first-stage selection is an image for allowing the player to select whether to perform customization on either the production setting or the environment setting. After the first-stage selection, the second-stage image 32 is displayed. The second-stage image 32 is an image for allowing the player to make a second-stage selection. The second-stage selection is to select the target item for customization (the target production in the case of production setting, the target environment in the case of environment setting). After the second-stage selection, the third-stage image 33 is displayed. The third-stage image 33 is an image for allowing the player to make a third-stage selection. The third-stage selection is to perform specific customization on the target item selected in the second-stage selection. For example, if "bottle production" is selected as the target item, two options, "normal" and "probability up", are displayed (see Fig. 17(c-1)), so the player selects the preferred option. Thereby, the specific customization for the target item is completed. In addition, Fig. 17 shows the third-stage image 33 (see Fig. 17(c-2)) when "sudden lamp production" is selected as the target item and the third-stage image 33 (see Fig. 17(d)) when "hold notification" is selected as the target item (the third-stage image 33 when other target items are selected is omitted from the illustration). Note that making the customization complete through such first-stage selection to third-stage selection is merely an example. For example, the second-stage image 32 may be configured to display the selection options for the target item and the selection options for the specific customization of the target item.

[0113] When performing such customization, if the customized image 30 (first-stage image 31 to third-stage image 33) includes a proper name, an explanatory image 35 that explains the proper name may be displayed. This is the proper name explanation function. It can be said that the customized image 30 is an image for assisting the player's game (game assistance image). When the game assistance image includes a proper name, it means that the explanatory image 35 that explains the proper name may be displayed. In this embodiment, "Bottable effect", "Suddenly lamp effect", and "Reservation notice" are the target items including proper names.

[0114] When the effect setting is selected in the first-stage selection, a second-stage image 32 showing four types (four target effects), namely "Preview effect", "Bottable effect", "Suddenly lamp effect", and "Premier effect", as options is displayed (see Fig. 18(a)). By the player performing a selection operation (operation of the cross key 61), the option (target item) in the emphasized state changes (see Fig. 18(b)(c)). When either "Bottable effect" or "Suddenly lamp effect" including a proper name among the four options (target items) is in the emphasized state, an explanatory image 35 that explains the proper name included in the option (target item) in the emphasized state is displayed together with the second-stage image 32 (customized image 30).

[0115] When the option of "Bottle Display" is in the emphasized state in the second-stage image 32, an explanatory image 35 about the bottle display (bottle) is displayed on this occasion (see Fig. 18(b)). In this embodiment, an explanatory image 35 of "Chance display where the button vibrates" is displayed. Also, when the option of "Suddenly Lamp Display" is in the emphasized state in the second-stage image 32, an explanatory image 35 about the suddenly lamp display (suddenly lamp) is displayed on this occasion (see Fig. 18(c)). In this embodiment, an explanatory image 35 of "Jackpot determination display where the lamp on the housing suddenly lights up" is displayed. Since it is configured in this way, when the option emphasized by operating the cross key 61 is changed from one of "Bottle Display" and "Suddenly Lamp" to the other, the type of the explanatory image 35 also changes accordingly. Since "Preview display" and "Premier display" are general names and do not include proper names, the explanatory image 35 is not displayed even if these options are in the emphasized state (see Fig. 18(a) for the case where "Preview display" is in the emphasized state).

[0116] On the other hand, when "Environmental Settings" is selected in the first-stage selection, a second-stage image 32 in which "Volume", "Light Quantity", and "Pending Notification" are shown as options is displayed (see Fig. 19(a)). By the player performing a selection operation (operation of the cross key 61), the option (target item) in the emphasized state changes (see Fig. 19(b)(c)). When "Pending Notification" including a proper name among the three options (target items) is in the emphasized state, an explanatory image 35 explaining "Pending Notification" is displayed together with the second-stage image 32 (customization image 30) (see Fig. 19(c)). In this embodiment, an explanatory image 35 of "Notification by button vibration when pending accumulates" is displayed. Since "Volume" and "Light Quantity" are general names and common names and do not include proper names, the explanatory image 35 is not displayed even if these options are in the emphasized state (see Fig. 19(a)(b)).

[0117] Thus, in the gaming machine 1 according to this embodiment, in a state where a game assistance image including a proper name is displayed in the display area 911, an explanatory image 35 that explains the proper name is displayed in the display area 911 together with the game assistance image, so that an easy-to-understand game can be realized.

[0118] Hereinafter, specific examples in which the matters related to the proper name explanation function are improved, modified, embodied, etc. will be described. Note that, as much as possible, a configuration in which a plurality of matters described using the following specific examples are applied may be used.

[0119] ○ Specific Example 3-1 In the above embodiment, when the customized image 30 is displayed as the game assistance image, it has been explained that the explanatory image 35 can be displayed together with the customized image 30. However, a configuration may be adopted in which the explanatory image 35 can be displayed when an image other than the customized image 30 is displayed as the game assistance image.

[0120] For example, it is assumed that an introduction effect that introduces an effect that can occur in the gaming machine 1 can occur. The introduction effect itself is well known. When an introduction image 38 that introduces a certain effect (target introduction effect) as the introduction effect is displayed as the game assistance image, if the target introduction effect includes a proper name, an explanatory image 35 that explains the proper name is displayed. For example, when an introduction image 38 of "Final Battle Effect, the strongest reach of this machine" (where "the strongest reach" means the most reliable one among the multiple types of super reach effects installed) is displayed as the introduction effect, "Battle between 〇〇 and □□" (〇〇 and □□ represent the names of characters, etc.) is displayed as the explanatory image 35 of the proper name "Final Battle" (see Fig. 20).

[0121] If it is not a general name or a common name, various proper names that are the subject of the explanation by the explanatory image 35 can be considered. For example, if a gaming machine is created based on a certain original work (such as a manga or a novel) (i.e., there is an original work that is "tied up"), it is conceivable to configure the explanatory image 35 for the character names, place names, etc. that appear in the original work to be displayed. For example, when a gaming assistance image including a main character named "XX" is displayed, an explanatory image 35 of "XX is the main character in this work" is also displayed together with it.

[0122] In addition, it is conceivable that an explanatory image 35 for explaining proper names related to the specifications of the game, such as the gaming state and jackpot (special features), etc., can be displayed. For example, it is conceivable to configure the explanatory image 35 for explaining "〇〇 Rush" (the second gaming state H1) or the explanatory image 35 for explaining "Super Bonus 3000" to be displayed.

[0123] ○ Specific Example 3-2 In the above embodiment, when the customization function is used, it has been explained that the explanatory image 35 is displayed to explain the proper names included in the target items (target effects and target environments) to be customized, but the explanatory image 35 for explaining other proper names may also be displayed.

[0124] As an example, it is conceivable that an explanatory image 35 for explaining the options regarding the state of the target item can be displayed. For example, in the customization function of the above embodiment, when the target item (target effect) is "Sudden Lamp Effect", it has been explained that options such as "OFF", "Normal", and "Dim Glow" are provided for its state. In this case, it is assumed that the explanatory image 35 for explaining "Dim Glow" among them is displayed. That is, in order to explain the proper name "Dim Glow", when the option of "Dim Glow" is in a highlighted state, the explanatory image 35 of "The confirmation lamp lights up silently" is displayed (see Fig. 21(a)).

[0125] ○ Specific Example 3-3 In the above embodiment, it has been described that when a target item including a proper name is in a highlighted state, the explanatory image 35 for explaining the proper name is displayed. However, the explanatory image 35 may be displayed even when it is not in a highlighted state. For example, when using the customization function described in the above embodiment, when the production setting is selected in the first-stage selection, it has been described that the second-stage image 32 (customization image 30) in which four types, namely, "preview production", "portable production", "sudden lamp production", and "premium production", are represented as options is displayed. However, even when options (target items) including proper names such as "portable production" and "sudden lamp production" are not in a highlighted state, the explanatory image 35 for explaining these may be displayed (see Fig. 21(b)). That is, regardless of which option (target item) is in a highlighted state, the second-stage image 32 (customization image 30) and the explanatory image 35 for all the proper names (in this case, two types of proper names) included in the second-stage image 32 may be displayed together.

[0126] However, unlike this example, it is more advantageous that the only option (target item) in a highlighted state and the displayed explanatory image 35 have a 1:1 relationship as in the above embodiment, in that it is easier to understand the target explained by the explanatory image 35.

[0127] ○Specific Example 3-4 In the above embodiment, it has been described that the explanatory image 35 is displayed to explain a proper name. However, an explanatory image 35 for explaining a general name or a common name may be displayed. For example, it is assumed that an explanatory image 35 of "a production in which a big win is determined when it occurs" may be displayed to explain the general name of "premium production".

[0128] Also, "Hold 3" and "Hold 4" in the above embodiment are names abbreviated from "Hold 3 items" and "Hold 4 items", although they are generally known to some extent. Therefore, an explanatory image 35 for explaining these may be displayed.

[0129] ○Specific Example 3-5 The player can arbitrarily select whether or not to display the explanatory image 35 together with the game assistance image including the proper name (see Fig. 22(a)). In other words, it is configured such that whether to permit (ON) or not (OFF) the "display of the explanatory image" is one of the customizable items (environment settings). The method of switching between the state where the explanatory image 35 is displayed (explanation customization ON) and the state where it is not displayed (explanation customization OFF) may be any method (it is sufficient if it can be switched by operating the operation means (push button 60 or cross key 61) as in the above embodiment), so the explanation is omitted.

[0130] For a player who knows the meaning of the proper name, it may be bothersome to have the explanatory image 35 that explains the proper name displayed (sometimes it may be bothersome to have the explanatory image 35 as shown in Fig. 22(a) displayed). Therefore, it is configured such that the player can arbitrarily select to set so that the explanatory image 35 that explains it is not displayed even if the proper name is displayed (set as in Fig. 22(b)).

[0131] ○Specific Example 3-6 When the customization function can be used (customization settings can be set and changed) both during non-variation (standby state) and during variation, the explanatory image 35 is configured to be displayed only during non-variation. During variation, the player will be paying attention to the various effects that make up the variation effect, and since the images of the various effects are displayed in the display area 911, there is no space to display the explanatory image 35 (the display of the explanatory image 35 will interfere with the various effects), so the explanatory image 35 is not displayed during variation.

[0132] ○Specific Example 3-7 Assume that the proper name includes characters representing a specific part (physical object) of the gaming machine 1. In this case, the explanatory image 35 for explaining the proper name shall be an explanatory image 35 that includes an element (actual image element 35r) that actually depicts the specific part of the gaming machine 1. For example, in the above embodiment, the character "Bota" in "Bota Special Effect" represents "(Push) Button" (shortening "Button" to "Bota"). Therefore, in the explanatory image 35 for explaining the Bota Special Effect, an image (actual image element 35r) that actually depicts the push button 60 as a specific part shall be displayed (see Fig. 23(a)). An element for clearly showing the special effect may be added to the actual image element 35r (in the case of "Bota Special Effect", an effect image representing that the push button 60 is vibrating is added to the image depicting the push button 60). Also, if it is easy to understand the proper name even without the explanatory characters (text), it may be an explanatory image 35 without the explanatory characters (text) (see Fig. 23(b)). By doing so, it is possible to easily grasp the part (the part that the gaming machine 1 actually has) corresponding to the characters included in the proper name.

[0133] 6) Progress Image Reduction Function The gaming machine 1 according to this embodiment is provided with a progress image reduction function in which, while a variable special effect is being executed, a change occurs in which the image of the variable special effect (hereinafter referred to as the progress image 40) becomes smaller. In the following description, the state in which the progress image reduction function is not manifested is defined as the basic state, and the state in which the progress image reduction function is manifested is defined as the reduced state. In the basic state, the progress image 40 is displayed over the entire display area 911 (having a substantially rectangular shape) (see Fig. 24(a)). The progress image 40 includes, in addition to the images of various special effects constituting the variable special effect, the decorative symbol 80, the background image (not shown) of the decorative symbol 80, and the hold symbol 70.

[0134] As the progress image 40 changes from the basic state to the reduced state, the progress image 40 is reduced while maintaining the aspect ratio (see Fig. 24(b)). The reduction rate can be set as appropriate. However, since the in-play effect continues even when the progress image reduction function is activated and it is important to show the in-play effect to the player, the size of the progress image 40 in the reduced state should be 50% or more (magnification × 0.5) of the size of the progress image 40 in the basic state (the progress image 40 should occupy more than half of the display area 911 even in the reduced state). In this embodiment, the size of the progress image 40 in the reduced state is 70% (magnification × 0.7) of the size of the progress image 40 in the basic state. Note that when changing from the basic state to the reduced state, various image components (such as the hold symbols 70) included in the progress image 40 are also reduced at the same reduction rate. Also, even when changing from the basic state to the reduced state, the continuity of the in-play effect is maintained (the in-play effect does not temporarily stop). When the decorative symbol 80 is in a changing state, the continuity of the change is maintained.

[0135] When in the reduced state, the progress image 40 is displayed shifted to one of the corners of the display area 911. In other words, the progress image 40 in the reduced state is shifted to (in contact with) two side edges of the display area 911 and is displayed in a state separated from the other two side edges. In this embodiment, the progress image 40 in the reduced state is displayed shifted to the upper left side of the display area 911 (see Fig. 24(b)). That is, the progress image 40 in the reduced state is in contact with the left side edge and the upper side edge of the display area 911, but is displayed separated from the right side edge and the lower side edge.

[0136] When in the reduced state, an area where the progress image 40 is not displayed is created in the display area 911. Hereinafter, this area will be referred to as the outer area 911a. As described above, in this embodiment, since the size of the progress image 40 in the reduced state is 70% of that in the basic state, when in the reduced state, 30% of the entire display area 911 corresponds to the outer area 911a. As described above, in this embodiment, the reduced progress image 40 is displayed shifted to the upper left side of the display area 911, so the outer area 911a will be created along the right edge and the lower edge of the display area 911 (see Fig. 24(b)).

[0137] A game assistance image for assisting the player's game is displayed in the outer area 911a. In this embodiment, the customization image 30 is displayed as the game assistance image. That is, when using the customization function during the variation (newly setting the customization or changing the content), the progress image reduction function is manifested and the outer area 911a is created, and the customization image for customization is displayed in the outer area 911a (see Figs. 24(b) to (d)).

[0138] By performing a predetermined operation on the target operation means during the variation, the progress image 40 becomes the reduced state, and the customization image 30 is displayed in the outer area 911a. In this embodiment, by operating the "up" of the cross key 61 during the variation, the progress image 40 becomes the reduced state, and the customization image 30 is displayed in the outer area 911a (see Figs. 24(a)(b)). Although not shown, it is preferable to make it possible to use the customization function by operating the "up" of the cross key 61 so that it is displayed in the display area 911 in the basic state.

[0139] The method of customizing settings (modifying method) is the same as the basic mode when it is in the non-variable state (standby state). By operating the "up" direction of the cross key 61 in the variable state (basic state), the progress image 40 becomes in a reduced state, and the first-stage image 31 is displayed in the outer area 911a (see Fig. 24(b)). After the first-stage selection (selection of whether to perform production settings or environment settings), the second-stage image 32 is displayed (see Fig. 24(c) (showing an example where "production settings" is selected in the first stage)). After the second-stage selection (selection of the target item), the third-stage image 33 is displayed (see Fig. 24(d) (showing an example where "preview production" is selected in the second stage)), and the third-stage selection is made. That is, specific customization is performed for the selected target item (see Fig. 24(e) (showing an example where "chance" is selected in the third stage)). In this embodiment, by making the third-stage selection, it is automatically returned to the basic state (see Fig. 24(e)). That is, it is configured to return to the basic state upon completion of customization for a certain target item. Different from this, a configuration may be adopted such that customization can be performed for two or more target items at once, and it may be configured to return to the basic state upon completion of customization for two or more target items. In any case, it is configured to automatically return to the basic state upon completion of customization for at least one target item. Since the progress image 40 is reduced to create the outer area 911a for displaying the customization image 30, it is advisable to automatically return to the basic state (eliminate the outer area 911a) when customization is completed. In this embodiment, after returning to the basic state, a display indicating that the customization is completed is made (see Fig. 24(e)). However, different from this embodiment, it does not deny the configuration where it does not automatically return to the basic state even after customization is completed.

[0140] Thus, in the gaming machine 1 according to the present embodiment, even during the variation, it is customizable and the customized image 30 will be displayed. At that time, the progress image 40 is displayed small, and the customized image 30 is displayed in the outer region 911a generated thereby. Therefore, it is easy to customize (it is not the case that the customized image 30 is difficult to see and difficult to customize). Also, it is possible to prevent the progress of the effect during variation from being hindered by the customized image 30 (the images of various effects constituting the effect during variation becoming difficult to see due to the customized image 30).

[0141] Hereinafter, specific examples obtained by improving, modifying, or embodying matters related to the above-described progress image reduction function will be described. Note that, as much as possible, a configuration in which matters described using the following specific examples are applied in combination may also be used.

[0142] ○ Specific Example 4-1 It is assumed that a special effect may occur as an effect constituting the effect during variation. The special effect has a higher reliability when it occurs than when it does not occur in a certain variation. For example, a configuration may be considered in which one or more types of super reach effects (effects for notifying the result of a win / loss lottery based on the outcome) are set as special effects.

[0143] When a special effect occurs in the reduced state (see Fig. 25(b)), upon the start of the special effect, the reduced state ends and automatically returns to the basic state (see Fig. 25(c)). If the configuration is such that it enters the reduced state when using the customization function as in the above embodiment, even while the player is in the middle of attempting to customize (see Fig. 25(a)(b)), the customization image 30 is forcibly erased and returns to the basic state (see Fig. 25(c)). The special effect is an effect for which there is an expectation that the win / loss lottery result will be a win, and it is an effect that the player should pay attention to. Therefore, when the special effect is executed, the reduced state is ended to forcibly create a situation where the player should pay attention to the special effect. From the player's perspective, since the reduced state automatically ends, they can feel that an expected effect has started.

[0144] Since it automatically returns to the basic state when a special effect starts in the reduced state, it is not possible to enter the reduced state while the special effect is being executed. That is, even if an operation of the operation means for shifting to the reduced state (in this embodiment, operating the "up" of the cross key 61) is performed after the special effect starts in the basic state, it does not shift to the reduced state.

[0145] In addition, when a special effect starts in the reduced state and automatically becomes the basic state, it may be configured to automatically return to the reduced state when the special effect ends. That is, since it was forcibly set to the basic state to show the special effect, it should automatically return to the reduced state when the special effect ends. However, it is not to deny the configuration where it does not return to the reduced state even after the special effect ends.

[0146] ○ Specific Example 4-2 As the auxiliary game image displayed in the outer region 911a, images of types other than the customization image 30 can also be considered. For example, an image explaining the original work themed on the gaming machine 1 (an image introducing characters and scenes that appear in the original work (original work explanation image 39)), an image explaining the specifications of the gaming machine 1 (an image explaining various jackpot wins and various gaming states), an image explaining the effects that the gaming machine 1 can execute (an image explaining various super reach effects), a selection image of background music (BGM) output during variation, etc. can be considered (only the original work explanation image 39 is shown in Fig. 26(b-2), and the others are not shown).

[0147] When adopting the case like this example, it is preferable to make the mode in the reduced state different according to the type of the displayed auxiliary game image. For example, in a configuration where the customization image 30 may be displayed as the auxiliary game image or the image explaining the original work themed on the gaming machine 1 (original work explanation image 39) may be displayed, when the customization image 30 is displayed, the progress image 40 is displayed closer to the upper left of the display area 911 (see Fig. 26(b-1)). On the other hand, when the original work explanation image 39 is displayed, the progress image 40 is displayed closer to the lower right of the display area 911 (see Fig. 26(b-2)). By doing so, the mode of the outer region 911a changes according to the type of the auxiliary game image (the range where the auxiliary game image is displayed changes), so the difference in the type of the auxiliary game image can be easily discriminated. Note that the operation mode of the operation means when displaying a certain type of auxiliary game image and the operation mode of the operation means when displaying another type of auxiliary game image may be different. For example, in the basic state, if the "up" of the cross key 61 is operated, the customization image 30 is displayed, and if the "down" of the cross key 61 is operated in the basic state, the original work explanation image 39 is displayed (see Fig. 26). Although not shown, in the basic state (see Fig. 26(a)), an image indicating that the customization image 30 is displayed by operating the "up" of the cross key 61 and the original work explanation image 39 is displayed by operating the "down" of the cross key 61 may be displayed.

[0148] ○ Specific Example 4-3 In the above-described embodiment, it has been explained that in the basic state, the progress image 40 is displayed over the entire display area 911, but it does not have to be displayed over the entire display area 911. That is, even in the basic state, the progress image 40 may be displayed in a part of the display area 911. Then, in the reduced state, based on the size of the progress image 40 in the basic state, the progress image 40 is displayed smaller than that.

[0149] However, if the configuration is such that the progress image 40 is displayed over the entire display area 911 in the basic state as in the above-described embodiment, since there is no area where the progress image 40 is not displayed in the basic state, it can be said that it is an easy-to-understand display form that the outer area 911a is generated as the progress image 40 is reduced.

[0150] ○Specific Example 4-4 Some of the images (image components) displayed in the display area 911 in the basic state shall not be treated as constituting the progress image 40. That is, some of the images displayed in the basic state shall not change their display mode even when changing from the basic state to the reduced state.

[0151] For example, it is conceivable that the hold symbol 70 is not an image component constituting the progress image 40. In this case, even when changing from the basic state (see Fig. 27(a)) to the reduced state (see Fig. 27(b)), the position where the hold symbol 70 is displayed does not change (if there is no change in the number of holds when changing from the basic state to the reduced state, the display mode of the hold symbol 70 does not change). Since the hold symbol 70 increases due to the occurrence of a new start winning (acquisition of new special lottery information) regardless of the current ongoing variation, in order to clearly show this, the display mode of the hold symbol 70 does not change (the hold symbol 70 is not reduced even in the reduced state).

[0152] In addition, although not shown in the drawings, it is preferable that an image indicating a gaming method (for example, an image supporting "left hit" or "right hit") is not an element constituting the progress image 40. That is, it is preferable that an image supporting the gaming method is displayed in the basic state and does not change even when it changes to the reduced state. If the image supporting the gaming method becomes too small, the possibility that the player will notice the instruction increases, so this type of image should not become smaller even in the reduced state.

[0153] ○Specific Example 4-5 When the gaming assistance image displayed in the outer region 911a includes a proper name, it is configured such that the explanatory image 35 can be displayed in the outer region 911a. For example, when the customization image 30 (second-stage image 32) displayed in the outer region 911a is displayed and the "bottle effect" is in the emphasized state, the explanatory image 35 of the "bottle effect" is displayed in the outer region 911a (see Fig. 28(b)).

[0154] It is preferable that the range where the gaming assistance image in the outer region 911a is displayed and the range where the explanatory image 35 is displayed (when the conditions are met) are determined. If one of the two side edges away from the progress image 40 in the display area 911 is the first side edge and the other is the second side edge, the outer region 911a can be divided into the range between the progress image 40 and the first side edge (first range) and the range between the progress image 40 and the second side edge (second range). A gaming assistance image (customization image 30) is displayed in one of the first range and the second range, and the explanatory image 35 is displayed in the other (see Fig. 28(b)). When the explanatory image 35 is not displayed, nothing is displayed in the other of the first range and the second range (no image indicating information is displayed) (see Fig. 28(a)). In this way, by setting the range where the gaming assistance image is displayed and the range where the explanatory image 35 is displayed to be clearly divided, there is an advantage that it is easy to understand that the display of the explanatory image 35 is additional when the explanatory image 35 is displayed.

[0155] ○Specific Example 4-6 The progress image reduction function in the above-described embodiment is to slightly change the changing progress image 40, but the same function may be manifested in other states. For example, during a big win game, when the player makes a predetermined operation on the operation means, the image (progress image 40) during the big win game changes slightly (a change from Fig. 29(a) to (b)). A game assistance image is displayed in the outer region 911a generated by the change (see Fig. 29(b)).

[0156] Various game assistance images can be considered as the game assistance image displayed during the big win game. For example, an image for selecting the background music output during the big win game (see Fig. 29(b)), an image for selecting the production mode of the game state after the big win game ends (not shown), etc. can be considered.

[0157] 7) Specified operation generation function The gaming machine 1 according to the present embodiment is provided with a specified operation generation function. Hereinafter, the device that performs the specified operation is referred to as a specific device. The specific device is a device (physical object) actually provided in the gaming machine 1. There may be provided two or more types of devices corresponding to the specific device (specified operations corresponding to each of the various specific devices are set). In the present embodiment, as the device corresponding to the specific device, a "push button 60" and an "upper lamp 68" (see Fig. 1) are provided. The specified operation may be anything as long as the player can sense the change of the specific device by his / her own senses, and is not limited to the displacement of the physical object. For example, emitting light or ejecting air, etc. may also correspond to the specified operation (operation).

[0158] As a component of the performance during variation, a performance using a specific device (hereinafter referred to as a specific device performance) may occur. In this embodiment, a "portable performance" using a "push button 60" which is a kind of specific device and a "sudden lamp performance" using an "upper lamp 68" which is also a kind of specific device may occur as specific device performances. A specific device performance is one in which the specific device performs the same operation as the specified operation. If the operation of the specific device that can occur as a specific device performance is defined as an "performance operation", it means that "performance operation = specified operation". The "portable performance" in this embodiment is a performance in which the push button 60 vibrates for a predetermined time (1 second in this embodiment) in a predetermined vibration mode (determined by amplitude, frequency, and phase), and the same operation is defined as the specified operation of the push button 60. Also, the "sudden lamp performance" is a performance in which the upper lamp 68 emits light for a predetermined time (2 seconds in this embodiment) in a predetermined light emission mode (red in this embodiment), and the same operation is defined as the specified operation of the upper lamp 68.

[0159] The specified operation of the specific device can occur in a non-varying state (when not in variation) where the performance during variation is not being executed. Since the performance operation can occur during variation, although the performance operation and the specified operation are the same in terms of the operation mode, the former refers to what occurs during variation and the latter refers to what occurs when not in variation.

[0160] The specified operation of the specific device can occur in a non-varying state when an image related to the specific device performance is being displayed. In this embodiment, the specified operation of the specific device can occur when a customization image 30 (an image for assisting customization operations) is being displayed in a non-varying state. Specifically, it is as follows.

[0161] When using the customization function in the non-varying state (standby state), the customization image 30 is displayed. When customizing the "bottle effect", "bottle effect" is selected from among the plurality of target items (options) displayed in the second-stage image 32. At this time, the option "bottle effect" is set to the emphasized state. Triggered by the option "bottle effect" being set to the emphasized state, the push button 60 performs the above-described specified operation (vibrates for 1 second in a predetermined vibration pattern) (see Fig. 30(b)). Also, when customizing the "sudden lamp effect", "sudden lamp effect" is selected from among the plurality of target items (options) displayed in the second-stage image 32. At this time, the option "sudden lamp effect" is set to the emphasized state. Triggered by the option "sudden lamp effect" being set to the emphasized state, the upper lamp 68 performs the above-described specified operation (emits light for 2 seconds in a predetermined light-emitting pattern) (see Fig. 30(c)). Note that such a specified operation occurs each time the option is set to the emphasized state. That is, if you want to confirm the specified operation, you can simply set the target option to the emphasized state again.

[0162] When customizing the specific device effect using such a specific device, since the same operation as the specific device effect is executed as the specified operation, it is possible to grasp what the operation (effect operation) of the effect is specifically (how each device operates) even if the specific device effect does not actually occur in the varying state (the specified operation can also be regarded as a "demonstration" of the effect operation (specific device effect)). Since the specified operation can occur in the non-varying state (standby state) (it does not occur during variation), there is no risk of misinterpreting the specified operation as an effect operation (an operation indicating reliability).

[0163] In particular, in the present embodiment, since it is assumed that there are relatively many players who do not know what kind of effects the "bottle effect" and "sudden lamp effect" are because they include proper names, it can be said that it is preferable that the actual effect operation can be known in advance by the specified operation.

[0164] Hereinafter, specific examples of improving, modifying, or concretizing matters related to the above-described specified operation generation function will be described. Note that, as much as possible, a configuration in which a plurality of matters described using the following specific examples are applied may also be adopted.

[0165] ○ Specific Example 5-1 In the above embodiment, it was explained that the specified operation of the specific device is the same as the production operation in the specific device production. However, a configuration in which the specified operation is different from the production operation may also be adopted. However, the specified operation shall be performed by the same device as the device that performs the production operation. For example, as the "sudden lamp production" (production operation), the upper lamp 68 "lights up in red" (see Fig. 31(a)), but the specified operation is that the upper lamp 68 "flashes in white" (see Fig. 31(b)) (in Fig. 31, the emission color is indicated by characters). Even with such a configuration, when the option of "sudden lamp production" is in the emphasized state, the upper lamp 68 performs the specified operation, so it is possible to easily grasp that the device that performs the "sudden lamp production" is the upper lamp 68.

[0166] When adopting the example of this case, the specified operation of the specific device may be configured not to occur as a component of the production during variation (in the above example, the "flashing in white" of the upper lamp 68 (see Fig. 31(b)) shall not occur during variation). By doing so, the specified operation will function as a "dedicated operation" for indicating in advance which device is the device that executes the specific device production.

[0167] However, it can be said that the configuration in which the specified operation is the same as the production operation as in the above embodiment is superior to this example in that the specific aspect of the production can be grasped even if the specific device production does not actually occur in the variation state. On the contrary, by making the specified operation different from the production operation as in this example, if the specific device production does not actually occur in the variation state, the production cannot be experienced. Therefore, there is also a view that adopting the example of this case increases the value of the actual occurrence of the specific device production (the joy when the specific device production actually occurs is great).

[0168] ○Specific Example 5-2 In the above embodiment, it has been explained that the specified operation of the specific device may occur when the customized image 30 is displayed. However, for an image related to the specific device effect, the specified operation of the specific device may occur when other images are displayed. For example, it is assumed that an image (specific introduction image 55) introducing an effect that may occur during variation can be displayed during non-variation (standby state), and the specified operation of the specific device occurs when an image introducing the specific device effect is displayed as the specific introduction image 55 (see FIG. 32). When the specific introduction image 55 is configured to display an image introducing a "sudden lamp effect", the upper bar is set to perform a specified operation when the image is displayed. By doing so, it becomes possible to grasp in advance what kind of effect is specifically introduced by the specific introduction image 55.

[0169] ○Specific Example 5-3 As the specific device effect, it is assumed that two or more types of effects with the same specific device but different effect operations can occur. For example, as the "sudden lamp effect", a first sudden lamp effect in which the upper lamp 68 lights up in red and a second sudden lamp effect in which the upper lamp 68 lights up in rainbow colors can occur. The difference in the actions between the first sudden lamp effect and the second sudden lamp effect may be any. For example, in the case where a plurality of types of jackpots with different expected values of the benefits that can be obtained are provided, the first sudden lamp effect is simply a confirmed jackpot, while the second sudden lamp effect is set such that among a plurality of types of jackpots, a part of the jackpots counted from the one with the larger expected value of the obtained benefit is confirmed (for example, it is confirmed that it is the most advantageous jackpot).

[0170] In the case of such a configuration, when the image corresponding to the first sudden lamp effect is in the emphasized state, the same specified operation (see Fig. 33(a)) as the effect operation that occurs as the first sudden lamp effect (the upper lamp 68 lights up in red) is made to occur. When the image corresponding to the second sudden lamp effect is in the emphasized state, the same specified operation (see Fig. 33(b)) as the effect operation that occurs as the second sudden lamp effect (the upper lamp 68 lights up in rainbow colors) is made to occur (in Fig. 33, the emission color is indicated by letters). By doing so, in a configuration in which two or more types of specific device effects can occur using the same specific device, even if the various specific device effects do not actually occur, it becomes possible to grasp in advance the differences between the various specific device effects.

[0171] ○Specific Example 5-4 In the above embodiment, it was explained that the specified operation of the specific device occurs only during non-variation, but a configuration in which the specified operation can occur during variation may also be used. For example, if it is to be a customizable configuration during variation, since the customizable image 30 is displayed during variation, the specified operation of the specific device is made to be able to occur when the customizable image 30 is being displayed. However, if it is done as in this example, there is a drawback in that there is a possibility of misinterpreting the specified operation of the specific device as a specific device effect (effect operation) (regarding the specified operation as an effect suggesting reliability).

[0172] ○Specific Example 5-5 When the specific device is performing the specified operation, it is assumed that an image (specified operation emphasis image 50) that emphasizes that the specified operation is occurring is displayed in the display area 911 (it can also be said that the specified operation emphasis image 50 is an image that occurs only during the specified operation). By making such an image be displayed, it becomes easier for the player to notice that the specific device is performing the specified operation.

[0173] Various specific embodiments of the specified operation emphasis image 50 can be considered. As an example, it is conceivable that the specified operation emphasis image 50 includes an element indicating a specific device during the specified operation. Taking the upper lamp 68 as an example, since the upper lamp 68 is provided above the display area 911, it is assumed that a specified operation emphasis image 50 including an element indicating the upper side is displayed in the display area 911 during the specified operation of the upper lamp 68 (see FIG. 34). Although not shown, since the push button 60 is provided below the display area 911, it is assumed that a specified operation emphasis image 50 including an element indicating the lower side is displayed during the specified operation of the push button 60.

[0174] Also, a configuration can be considered in which a specified operation emphasis image 50 that directly indicates that a specific device is in operation, such as "during the operation of XX" (XX refers to a specific device during the specified operation), is displayed.

[0175] 8) As described above, the embodiments of the present invention have been described in detail, but the present invention is not limited to the above embodiments, and various modifications can be made without departing from the gist of the present invention.

[0176] The specific means (gaming machine) obtained from the above embodiments are listed below.

[0177] ○ Means 1-1 A special start area into which game balls can enter, and special lottery means for executing a special lottery based on special lottery information obtained when a game ball enters the special start area. As a game state in which a game ball should be launched aiming at the special start area, a first game state and a second game state more advantageous than the first game state are provided. As the first game state, a reference first game state and a special transition right to shift to the second game state can be obtained even without winning a jackpot through the special lottery are provided. An advantageous first game state more advantageous than the reference first game state is provided. The result of the special lottery may be a special result that is not a jackpot. After the reference first game state is started, when the result of the special lottery becomes the special result X times, the game machine is characterized by shifting to the advantageous first game state. According to the above game machine, an interesting game property can be realized in that there is a possibility of shifting to the advantageous first game state without winning a jackpot.

[0178] ○Means 1-2 In the reference first game state, when the result of the special lottery is a jackpot, a specific effect that leads to an advantageous ending occurs, and when it is not a jackpot, a specific effect that leads to an unfavorable ending may occur. When the specific effect leads to the unfavorable ending, the game machine according to means 1-1 is characterized in that the result of the special lottery may be the special result. By doing so, an interesting game property can be realized in that when it becomes an unfavorable ending disappointing to the player, there is a possibility of approaching the transition to the advantageous first game state.

[0179] ○Means 1-3 As the specific effect, a first specific effect and a second specific effect in which the probability that the result of the special lottery is a jackpot is higher when it occurs than the first specific effect can be executed. When the second specific effect leads to the unfavorable ending, the game machine according to means 1-2 is characterized in that the probability that the result of the special lottery is the special result is higher than when the first specific effect leads to the unfavorable ending. By doing so, an interesting gameplay can be realized in which the higher the expectation of a big win (so-called big win reliability), the higher the probability of approaching the advantageous first gaming state when an adverse outcome occurs.

[0180] ○ Means 2-1 A normal start area where the entry of a game ball triggers a normal lottery, a first special start area where the entry of a game ball triggers a first special lottery, and a second special start area where the entry of a game ball triggers a second special lottery, a first gaming state in which the game ball should be launched aiming at the first special start area, and a second gaming state that is more advantageous to the player than the first gaming state and in which the game ball should be launched aiming at the second special start area, a gaming state setting means capable of setting these, and a display means having a display area capable of displaying a normal decoration symbol that varies until it stops in a manner corresponding to the normal lottery when the normal lottery is executed. The second special start area is a state in which a game ball is more likely to enter than normal when winning the normal lottery. When a privilege is obtained through the special lottery, a special display representing the profit taking into account not only the previous privilege but also the subsequent privilege that is planned to be obtained later may be made. When the special display is not made, the normal decoration symbol is displayed in the display area in the second gaming state executed after the privilege. When the special display is made, the normal decoration symbol is not displayed in the display area in the second gaming state executed after the previous privilege and before the subsequent privilege. A gaming machine characterized by this. According to the above gaming machine, the effect of making two privileges (previous privilege and subsequent privilege) seem like one privilege is enhanced.

[0181] ○ Means 2-2 When a game ball enters the second special start area and the second special lottery is executed, it is set that the privilege can be obtained if the game ball is launched as instructed. In the second gaming state, the gaming machine according to claim 1, characterized in that a special decoration symbol indicating the result of the second special lottery is not displayed in the display area. If the execution of the second special lottery is linked to the acquisition of a privilege, it is not necessary to display a special decoration symbol indicating the result of the second special lottery in the display area.

[0182] ○ Means 3-1 A gaming machine in which a game assistance image for assisting a game played by a player may be displayed, and in a state where the game assistance image is displayed, an explanatory image for explaining a proper name included in the game assistance image is displayed together with the game assistance image. A gaming machine characterized by the above. According to the above gaming machine, the player can enjoy the game while correctly understanding the content representing the proper name.

[0183] ○ Means 3-2 A gaming machine having a customization function that allows a player to change settings of target items related to a game, wherein the game assistance image is a customization image displayed when using the customization function. The gaming machine according to claim 1, characterized in that. By doing so, it is possible to correctly understand the content of the customization using the proper name.

[0184] ○ Means 3-3 One of two or more of the target items displayed as options in the customization image can be made more prominent than other target items, and when the emphasized target item includes the proper name, an explanatory image for the proper name is displayed. The gaming machine according to claim 2, characterized in that. By doing so, it can be easily recognized that the displayed explanatory image explains the target item that is the emphasized image.

[0185] ○ Means 3-4 The explanatory image for the proper name including a character representing a specific part of the gaming machine includes an element copied from the actual specific part. The gaming machine according to any one of claims 1 to 3, characterized in that. By doing so, it is possible to easily grasp the part corresponding to the character included in the proper name.

[0186] ○ Means 4-1 A gaming machine comprising: an operation means operable by a player; a display means having a display area for displaying a plurality of types of decorative symbols for notifying a winning or losing lottery result; and an effect execution means for executing an effect during variation from when the variation of the decorative symbol starts until it stops in a manner corresponding to the winning or losing lottery result. During the execution of the effect during variation, when the operation means is operated, the progress image, which is an image of the effect during variation, is in a reduced state where it becomes smaller, and a game assistance image for assisting the game is displayed in an outer area where the progress image in the display area is not displayed. According to the above gaming machine, a game assistance image can be displayed without interfering with the progress of the effect during variation.

[0187] ○ Means 4-2 The gaming machine according to Means 4-1, further comprising a customization function that allows a player to arbitrarily customize a target effect that may occur during the game within a predetermined range, and a customization image for assisting the use of the customization function is displayed in the outer area as the game assistance image. By doing so, it is possible to customize without interfering with the progress of the effect during variation.

[0188] ○ Means 4-3 Among the effects constituting the effect during variation, a special effect may occur. When the special effect occurs in the reduced state, the gaming machine according to Means 4-1 or Means 4-2 is characterized in that the reduced state ends and the progress image returns to its original size. When a special effect (an effect that the player wants to show) occurs, it is preferable to end the reduced state.

[0189] ○ Means 5-1 A display device having a display area for displaying a plurality of types of decorative symbols for notifying a winning or losing lottery result, an effect execution means for executing an effect during variation from the start of variation of the decorative symbol to the stop in a manner according to the winning or losing lottery result, and a specific device different from the display device, wherein as an effect constituting the effect during variation, a specific device effect using the specific device may occur, and when an image related to the specific device effect is displayed in the display area in a non-varying state where the effect during variation is not being executed, a specified operation of the specific device may occur. A gaming machine characterized by this. According to the above gaming machine, the specific device used for the specific device effect can be grasped in advance.

[0190] ○ Means 5-2 The gaming machine according to means 5-1, wherein the specific device effect is such that the specific device performs an operation similar to the specified operation. By doing so, the specific aspect of the specific device effect can be grasped in advance.

[0191] ○ Means 5-3 The gaming machine according to means 5-1 or means 5-2, comprising a customization function that allows a player to arbitrarily customize a target effect within a predetermined range, and when an image assisting a customization operation for the specific device effect is displayed in the non-varying state, the specified operation of the specific device may occur. By doing so, when customizing the specific device effect, the specific device can be grasped in advance.

Explanation of symbols

[0192] 1 Gaming machine 10 Suggestion image 20 Special display 25 Name image 30 Customization image 35 Explanation image 35r Realistic element 38 Introduction image 39 Original work explanation image 40 Image 50 Specified Action Emphasis Image 55 Specific Introduction Image 60 Push Button 61 Cross Keys 65 Speaker 68 Upper Lamp 70 Reserved Symbol 80 Decoration Symbol (80n Normal Decoration Symbol, 80s Special Decoration Symbol) 90 Game Board 904 Special Start Area (904a First Special Start Area, 904b Second Special Start Area) 905 Normal Start Area 906 Big Win Area 906x Specific Area 91 Display Device 911 Display Area 911a Outer Area 951 First Special Result Indicator 952 Second Special Result Indicator 953 Normal Result Indicator

Claims

1. operation means operable by a player; display means having a display area for displaying a plurality of types of decorative symbols for notifying a win / loss lottery result; performance execution means for executing a performance during variation from when the variation of the decorative symbol starts until it stops in a manner corresponding to the win / loss lottery result; comprising During the execution of the performance during variation, when the operation means is operated, the progress image, which is an image of the performance during variation, is made smaller and in a reduced state, and a game assistance image for assisting the game is displayed in an outer area where the progress image in the display area is not displayed. The gaming machine is characterized by this.

2. comprising a customization function that allows a player to arbitrarily customize a target performance that may occur during the game within a predetermined range; The gaming machine according to claim 1, characterized in that a customization image for assisting the use of the customization function is displayed as the game assistance image in the outer area.

3. A special performance may occur as a performance constituting the performance during variation, When the special performance occurs in the reduced state, the gaming machine according to claim 1 or claim 2, characterized in that the reduced state ends and the progress image returns to its original size.

Citation Information

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