Game machine

The gaming machine addresses the issue of displaying game assistance images during variable displays by reducing the progress image size and positioning them in an outer area, ensuring seamless gameplay and enhanced player interaction.

JP2025103708APending Publication Date: 2025-07-09SANSEI R&D KK

Patent Information

Application Number
JP2023221287
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, which are often disrupted by customization images during symbol changes.

Method used

The gaming machine incorporates display means for decorative symbols and effect execution to reduce the progress image size during variable effects, allowing game assistance images to be displayed in an outer area without obstructing the main display.

Benefits of technology

This approach enables the display of game assistance images without disturbing the variable performance, enhancing player engagement and understanding of game outcomes.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025103708000001_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 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. A game state becomes a reduction state in which a progress image which is the image of the performance during variation is made smaller while the performance during variation is executed, 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.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 a variable display.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes display means having a display area for displaying a plurality of types of decorative symbols for notifying a winning or losing lottery result, and effect execution means for executing a variable effect from when the decorative symbol starts to change until it stops in a manner corresponding to the winning or losing lottery result. During the execution of the variable effect, the progress image, which is the image of the variable effect, 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 is not displayed in the display area.

Effects of the Invention

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

Brief Description of the Drawings

[0007]

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Embodiments 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. 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 the 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 characteristics, 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 impossible / possible state of entry may be used (for example, even if the entrance is open, a state where the 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 is provided with guide rails 903 that form a passage for guiding the game balls launched by the operation of the launching device 908 (launching handle) to the game area 902, such that the guide rails 903 have a substantially arc shape. In the game area 902, a starting 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 the 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 balls when the flowing game balls collide 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, by operating the launching device 908, the game balls are launched toward the game area 902. When the game balls flowing down in the game area 902 win in a winning area such as the special starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.

[0012] 2) Gameplay <Special lottery> Triggered by the entry of the game ball into the special starting 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 this embodiment, as the result patterns 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") can occur. If the numerical value as the special lottery information is the same as the numerical value for the big win, it is a big win; if it is the same as the numerical value for the small win, it is a small win; if it is the same as the numerical value for the loss, it is a loss; if it is the same as the numerical value for the sudden time, it is the sudden time. Note that, strictly speaking, the "sudden time" is not a win (big win·small win), but it is not a loss. Therefore, in the following description, the situation where the result of the special lottery is the sudden time may also be referred to as "winning" in the sudden time.

[0013] In this embodiment, a first special start area 904a and a second special start area 904b, which is at a position different from 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 acquired, 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 acquired, 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 symbol) lottery) (so-called "electric chute (area)"). That is, the second special start area 904b becomes a state in which a game ball can more easily enter 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, sometimes also referred to as normal lottery information) is acquired 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. Note that 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 the "short opening", the opening time of the second special start area 904b is extremely short, and it is virtually impossible to let the game balls enter the second special start area 904b (impossible in the sense that there is no improper behavior, etc.). That is to say, even if it is a "short opening", the benefits of winning the normal lottery cannot be enjoyed. In other words, the "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 be easily made to enter the second special start area 904b. That is, the benefits of winning the normal lottery can be enjoyed. Thus, "Short Release" is substantially a "miss", and "Long Release" is a substantial "hit". Note that it is only necessary that the game balls do not enter the second special start area 904b except when "Long Release" is selected. For example, except for "Long Release", it may be simply a miss (the second special start area 904b is not opened at all) (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 to make the game balls 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, it only needs to be virtually impossible to make the game balls enter the second special start area 904b. Therefore, the winning probability of the normal lottery (the probability of winning "Short Release") can be made extremely low (the winning probability may be 0).

[0019] <Hit (winning 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". A jackpot game is a unit game in which the large winning area 906 (which is normally closed) (see Fig. 1 etc.) is opened until a predetermined condition is met (this 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 such unit games are repeated. In this embodiment, when either one of the winning condition that a predetermined number (10 in this embodiment) of game balls win in the large winning area 906 and the time condition that a predetermined time has elapsed is satisfied, the unit game ends (the large winning area 906 closes). When game balls win 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 to say, 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 profit (expected value of profit) that the player can obtain in that 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 the game so that the game balls enter the right side of the game area 902 (so-called "right-handed play").

[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 (a V-win cannot be achieved without improper conduct). 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)). Near the specific area 906x, the character "V" is attached, and this "V" is used as the text to indicate the specific area 906x to the player. The specific area 906x is normally closed (see Fig. 3(a)), but is opened when a small win A is won (see Fig. 3(b)). The big winning area 906 is provided with two exit areas, and the game ball that enters the big winning area 906 will pass through either 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 either 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) (in order to obtain the big win, it is sufficient for one game ball to enter the specific area 906x). It should be noted 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 jackpot game obtained through it. For example, a 10-round jackpot (a jackpot 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 jackpot game is executed as the games in the 2nd to 10th rounds (if the game ball does not enter the specific area 906x (so-called "punched"), the games in the 2nd to 10th rounds are not executed and the game ends only with the small win game). Note that a 10-round jackpot 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 jackpot game. Since the winning condition will be satisfied first if the game balls are continuously launched, the same prize balls as in one unit game can be obtained in the small win game A.

[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 right shots, the game ball will almost surely enter the specific area 906x (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 jackpot" (winning the small win A leads to winning the jackpot). Note that in this embodiment, in the unit game constituting the jackpot 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 made to be an extremely short time, 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 improper 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 for the small hit game B, it is only necessary that a V-win is impossible, and it may be configured such that it is possible to cause the game ball to win in the big winning area 906, or it may be configured such that it is extremely difficult (virtually impossible) to cause 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) to cause the game ball to win in the big winning area 906. That is, it is a so-called "small hit without a ball coming out".

[0026] Note that a gaming machine such as the gaming machine 1 according to the present embodiment, in which there is a possibility of winning the jackpot not only when the jackpot is won but also when a small hit is won (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 win 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 win" and "via small win 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, the big wins obtained through the first special lottery are all 3-round big wins regardless of their types (the first big win, the second big win L, the second big win H1) (see Fig. 4(a-1)). On the other hand, the big wins obtained through the second special lottery are all 10-round big wins regardless of their types (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 game ball should be launched aiming at the first special start area 904a. In this embodiment, it is a gaming state where the player should hit the ball to the left. The second gaming state is a state in which the game ball should be launched aiming at the second special start area 904b. In this embodiment, it is a state where the player should hit the ball to the right.

[0034] The first game state is divided into a first game state M1 and a first game state M2 (see FIG. 5). The first game state M1 is a state in which mode M1 is set (non-time-saving state), and the first game state M2 is a state in which mode M2 is set (time-saving state). However, although the first game state M2 is a state in which mode M2 is set, even if a normal lottery is won, it does not result in a "long release" (all are "short releases"). That is, it is virtually impossible to enter a game ball into the second special start area 904b in the first game state M2 unless there is an illegal act or the like. In other words, the first game state M2 is a so-called time-saving state, but even if a normal lottery is won, the opening time of the second special start area 904b is extremely short, a "micro-time-saving" state, so the benefits of participating in the normal lottery cannot be enjoyed. Thus, even if the first game state M2 makes a right shot (fires a game ball towards the normal start area 905 and the second special start area 904b) and participates in the normal lottery, the benefits of the normal lottery cannot be enjoyed, and since making a right shot is disadvantageous, it should be a left shot state (the game ball should be fired towards the first special start area 904a). In this embodiment, the normal start area 905 is not provided in the area where a game ball can enter when making a so-called left shot. Since the first game state is a game state that encourages left shots, if the game is played as instructed, the normal lottery is not conducted. Since the first special lottery is executed in the first game state, the jackpot probability is 1 / 197 (see FIG. 4(b)).

[0035] The second gaming state is the state in which 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 hit 1 / 197 + small hit A via 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 "probability of winning 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 probability of winning 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 probability of winning 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 gameplay aiming to win the long release (substantially win the jackpot) with a probability of 1 / 319 within 100 lotteries.

[0037] The second gaming state H is divided into a second gaming state H1 and a second gaming state H2. The probability of winning the "long release" in the normal lottery (substantial jackpot probability) is higher when in the second gaming state H2 than when in the second gaming state H1. In this embodiment, the probability of winning 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 game state H (second game state H1 and second game state H2) ends when 120 normal lotteries are executed after the start of the game 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 game state H1 is 1 / 88, it is a game 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, since the winning probability of the long release (substantive jackpot probability) in the second game state H2 is 1 / 1 (100%), it easily wins the long release before the end of the game state (before losing continuously 120 times). That is, the second game state H2 is a state where the acquisition of the next jackpot is virtually promised (before transitioning to the first game state). Note that the second game state H2 only needs to be one where the next jackpot is 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, setting the winning probability of the long release to 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 arcade side (game arcade 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 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 arcade (so-called early morning shift), 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 towards 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 area that is always open and does not change in size, 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 decrease of the held balls is fast (the second game state is a "high base" state).

[0043] The probability of a 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 gaming state M2, there is a possibility of obtaining these jackpots. When the first jackpot (40%) is obtained, the game shifts to the first gaming state M1 after the jackpot game ends. When the second jackpot L is obtained, the game shifts to the second gaming state L after the jackpot game ends. When the second jackpot H1 is obtained, the game shifts to the second gaming state H1 after the jackpot game ends (see Fig. 5).

[0044] The second gaming state is a state in which the game ball is launched toward the second special start area 904b and the normal start area 905 (right hitting is performed), 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 gaming 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 gaming state L is 1 / 319 (otherwise it is actually a miss), the actual jackpot probability of the second gaming state H1 is 1 / 88 (otherwise it is actually a miss), and the actual jackpot probability of the second gaming state H2 is 1 / 1 (see Fig. 4(c)).

[0045] The second gaming states that can be shifted to from the first gaming state are the second gaming state L and the second gaming state H1. The second gaming state H1 is advantageous in that its actual jackpot probability is higher than that of the second gaming state L (1 / 319 < 1 / 88). Also, the second gaming state H1 is advantageous in that it has more continuation times than the second gaming state L (100 times < 120 times). When, after shifting to the second gaming state L, a miss occurs continuously 100 times in the 1 / 319 lottery, the game shifts to the first gaming state M1. When, after shifting to the second gaming state H1, a miss occurs continuously 120 times in the 1 / 88 lottery, the game shifts to the first gaming 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 second jackpots H2 (see Fig. 4(a-2)). However, it is also possible to set that only a part of them are second jackpots H2 (for example, some are second jackpots H2 and some others are second jackpots H1). After the jackpot game of the second jackpot H2 ends, the game 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 this 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, the previous jackpot and the subsequent jackpot are originally different jackpots, but since the second game state H2 executed between the two jackpot games is a state where a jackpot (the subsequent jackpot) can be won immediately, it appears as if it were during the jackpot game (during the round) even during the second game state H2, connecting the two jackpots "seamlessly". In this embodiment, since both the previous jackpot and the subsequent jackpot are 10-round jackpots, it appears as if it were 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 were 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 this 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 performance of the gaming machine 1 according to the present embodiment is such that if there is no miss in 120 consecutive draws of 1 / 88, 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 shifts to the first game state M1 (so-called C time) (see Fig. 5). However, it may be configured to shift directly to the first game state M2 without shifting to the first game state M1 after the end of any state. Since the first game state M1 is still a first game state, basically it is a state aiming to win 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 time" 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 time with a probability of 39 / 197. When winning in the sudden time (when obtaining the special transition right), it shifts 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 shift 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 shift to the second game state H1. In this embodiment, when it does not win the jackpot or in the sudden time in the first game state M1 (157 / 197), it shifts to the first game state M2. That is, the first special lottery that can be received in the first game state M1 is only once, and when it does not win the jackpot or in the sudden time, the first game state M1 ends and shifts to the first game state M2. Note that the shift from the first game state M1 to the first game state M2 (shift with a probability of 157 / 197) is a shift from mode M1 to mode M2, so strictly speaking, this shift can also be said to be a shift "in the sudden time" (sudden time shortening). 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 it does not seem to be a time shortening state to the player, so substantially it cannot be said to be the acquisition of the "time shortening state" (it cannot be said to be the acquisition of the "special transition right"), so it shall not be called "in the sudden time" (sudden time shortening).

[0050] Unlike the present 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, the lottery distribution is such that a jackpot is won at 1 / 197, a sudden win is achieved 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 long as the first gaming state M1 can obtain 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 be generated. 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 be generated. 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 start area 904b) cannot be enjoyed, a mode transition right (special transition right) 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 spent playing 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 to the extent that a special transition right can be obtained.

[0053] In this embodiment, the first game state M1 (C time) is named "〇〇 time", the second game state L is named "〇〇 chance", and the second game state H1 is named "〇〇 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. Also, since the second game state H2 is a state that appears as if in a jackpot game, no special name corresponding to the second game state H2 is provided.

[0054] <Decoration symbol On 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 a virtual 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 for a sudden lottery through 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 the result of the normal lottery becomes "long release" or not, which is a lottery as to whether it becomes a virtual jackpot or not, 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 why the second game state H2 is excluded will be described later).

[0055] In this embodiment, three result displays (a first special result display 951, a second special result display 952, and a 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 (recognized by the player's vision) corresponding to the results of each lottery are displayed. The specific form of the result display may be any form. 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 any method. In this embodiment, for the special lottery, "7" is used when it is a big win, "0" when it is a loss, "3" when it is a small win, and "S" when it is a sudden win. For the normal lottery, "7" is used when it is a long open, and "0" when it is a short open (a loss). Also, regardless of the special lottery and the normal lottery, when it is in a fluctuating state, it blinks (represented by "-" in the drawing). Different from this embodiment, a group of a plurality of dot-like light sources (LEDs) may be used as one result display (the lottery result is indicated by the lighting pattern of the dot-like 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 aware 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 and type inspection of the gaming machine, 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, and middle decorative pattern 80C) selected and displayed from each decorative pattern group 80. The effect from when the three decorative pattern groups 80 start to vary until the combination indicating the lottery result is displayed after the variation stops is the in-variation effect (hereinafter, when particularly not specified, "variation" or "rotation" refers to this in-variation effect). Note that 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 patterns 80 aligned is displayed. In this embodiment, three of the same type of decorative patterns 80 aligned are defined as the winning combination. When it is a sudden win, a "sudden win 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 win 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 win 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 patterns 80 aligned is displayed. In this embodiment, three of the same type of decorative patterns 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 the game machine 1 according to this embodiment acquires new lottery information when a game ball enters the start area, it includes storage means (not shown) for storing the lottery information. The fact that the lottery information is stored in the storage means is shown 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, the reserved symbol 71 during variation is not strictly "reserved", but is generally referred to as "the reserved variation" or the like, and the change in the state of the reserved symbol 71 during variation is also referred to as "reserved change", so it will be handled 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 shown as the reserved symbol 70 in the first game state (what is displayed is the so-called "special figure 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 (four if the corresponding variation is not included). 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).

[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 is surely linked to a jackpot), the maximum number of second special lottery information that can be stored in the storage means is "0" if the corresponding variation is not included.

[0062] Since the main lottery in the second game state is a normal lottery, the presence of normal lottery information is indicated as reserved symbols 70 in the second game state L, H1. The maximum number of normal lottery information that can be stored in the storage means is five, including those for which the corresponding variation has started (the variation portion) (four if the variation portion is not included). Therefore, in the second game state L, H1, one currently varying reserved symbol 71 and up to four pre-variation reserved symbols 72 are displayed. In this embodiment, the reserved symbols 70 are not displayed in the second game state H2.

[0063] In each game state, the basic mode (default mode) of the reserved symbols 70 displayed may be different or the same. The reserved symbols 70 are displayed in order of the earliest notification of the corresponding lottery results (so-called consumption order). Specifically, the display positions of the reserved symbols 70 according to the consumption order are predetermined, and when the notification of the previous lottery result is completed, the display positions (consumption order) of the reserved symbols 70 are moved up. It is preferable that the reserved symbols 72 before change and the reserved symbols 71 during change can be distinguished. For example, the reserved symbols 72 before change are set to be displayed larger than the reserved symbols 71 during change.

[0064] In each game state, the reserved symbol 70 does not have to be displayed all the time. It may be set to be temporarily erased when a specific performance occurs. Also, when a specific performance occurs, the reserved symbol 71 during change is displayed, but the reserved symbol 72 before change may be temporarily erased. In some drawings, the reserved symbol 70 is omitted.

[0065] 3) Rescue function in the first gaming state M2 The gaming machine 1 in this embodiment is provided with a rescue function that may be activated in the first gaming state M2. The rescue function will be described below.

[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 special result occurs a predetermined number of times (X times) 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] Since it is configured in this way, when winning a small hit three times after shifting to the first gaming state M2, it shifts to the first gaming state M1 (C time) in which the mode M1 is set without going through the jackpot game (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 transfer 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 a small hit B is not a pleasing event for the player, but in the present embodiment, the winning of the small hit B functions as an element that approaches 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 performance dedicated to the special result (special performance) occurs (since it is a "dedicated" performance, it does not occur except when a special result occurs). By causing such a special performance to occur, the player can grasp that a special result has occurred. In the present embodiment, as the special performance, a performance 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, a performance 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, a performance 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, a performance indicating that the remaining number of times has changed from 1 time to 0 times occurs (see Fig. 6(e)), and a performance (activation performance) indicating that the relief function is activated occurs (see Fig. 6(f)). The performance indicating that the remaining number of times has changed from 1 time to 0 times does not necessarily have to occur. After the activation performance, a transition is made to the first game state M2 (C time) (see Fig. 6(g)), and a chance to obtain a special transfer 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 of the previous business day is carried over.

[0070] In this way, the gaming machine 1 according to the present embodiment has an interesting gameplay in that, even if the result of the first special lottery does not result in a big win in the first game state M2, a special result (small win B) can occur a specified number of times, causing a transition to the first game state M1 and potentially obtaining a chance to acquire a special transfer right (sudden time).

[0071] Note that the mode M2 (time-saving state) ending without going through the jackpot game due to winning small prizes the specified number of times is the same even in the second game state (if X = 3 as in this embodiment, mode M2 ends by winning small prizes three times even in the second game state). However, in the second game state, winning a small prize (small prize A) directly leads to winning the jackpot. Therefore, if the player fires the game ball as instructed, mode M2 (time-saving state) will not end without going through the jackpot game due to winning small prizes the specified number of times (if a so-called "puncture" where no V winning occurs during small prize wins occurs the specified number of times, mode M2 (second game state) will end 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 prize B) occurred was generated, and the fact that a special result occurred was clearly shown to the player. However, it may not be clearly shown to the player that a special result has occurred. For example, in the variation that results in a special result (small prize 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 the special suggestion effect occurs, set the result of the first special lottery to have a possibility of being a special result, but also a possibility of not being a special result (it may be just a "miss"). For example, when the special suggestion effect occurs, set it such that there is a 50% probability of a special result (a 50% probability of a "miss" (a "fake")). By doing so, the number of times a special result occurs cannot be clearly grasped, but 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 this example, when a special result occurs, it may be set so that a special suggestion effect will surely occur, or it may be set so 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, in the case of this 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, it is conceivable to have a configuration where a plurality of combinations with no law are provided as those that may be displayed as the "small win combination". The larger the number of types of small win combinations provided, the more preferable. For example, five of "1·1·6", "2·1·7", "3·4·1", "4·1·5", and "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 is displayed when a special suggestion effect occurs (a case when small win B is won), but a case where the small win combination is not displayed when a special suggestion effect occurs may also occur). By doing so, 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 like "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 small hit B (special result) may be caused to occur. For example, the probability that the result of the variation is a small hit B (special result) is set higher when a second special suggestion effect (which is different in form from the first special suggestion effect) 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 until the activation of the relief function while taking into account the high or low probability of being a small hit B (special result) depending on 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 that there is 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 becomes a situation that is disappointing for the player. For example, it is configured as follows. In the first game state M2, as an effect constituting a variable effect (target variation), 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 the player has reached a favorable situation or an unfavorable outcome (disappointing situation) indicating that the player has reached an unfavorable situation for the player (however, the favorable outcome includes a so-called reversal pattern that appears to have reached an unfavorable outcome once and is then covered). 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 variation 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, it is conceivable that a character on the player's side (referred to as a "friendly character"; shown with "taste" in the drawing) and an enemy character (shown with "enemy" in the drawing) fight, and a situation where the friendly character wins is set as the favorable outcome and a situation where it loses is set as the unfavorable outcome. 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 that suggests 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 in which the specific effect does not lead to a favorable outcome (the target win / loss lottery result is not a big win), a game property can be realized in which there is an expectation of a special result (approaching the transition to the first game state M1).

[0078] In the case of such a configuration, it is advisable that the "near miss combination" indicates a "reach miss". Since a specific effect that is a super reach effect leads to an adverse outcome, even when 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 a "reach miss" (it is a combination of "□·〇·□" (□ is the reach symbol and □≠〇)). As such a "reach miss", a "miss combination" and a "near miss combination" are provided. When an adverse outcome occurs when the result of the first special lottery is a miss, the combination representing the "reach miss" as the "miss combination" is displayed, and when an adverse outcome occurs when the result of the first special lottery is a special result (minor win B), the combination representing the "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 the law) between the "reach miss" as the "miss combination" and the "reach miss" as the "near miss combination". For example, the "reach miss" as the "miss combination" can be a so-called "one-frame miss" such as "1·2·1", "2·3·2", etc., while the "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 part of the specified order is regarded as "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 tell whether it is a miss or a minor win B (so that the exact same "reach miss" combination 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 to be determined as a special result (minor win B). In this case, the situation where a specific performance leads to an unfavorable outcome functions as a special performance.

[0081] ○ Specific Examples 1 - 3 (Examples further specifying 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 (the first specific performance) leads to an unfavorable outcome (see Fig. 9(a)), and when a different type of specific performance (the 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. 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 "Knock down A", and the title of the second specific performance is "Knock down B").

[0082] When configured in this way, for a specific effect where there is an expectation 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 when an unfavorable outcome occurs is high. For example, when the second specific effect occurs (see Fig. 9(b-1)) rather than when the first specific effect occurs due to the 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 high. 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 a 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 a higher reliability. Therefore, by setting the probability of it being a special result to be higher when a specific effect with a relatively high reliability leads to an unfavorable outcome, the game characteristics are such that the probability of the activation of the relief function is higher when a more regrettable event occurs for the player.

[0083] ○ Specific Examples 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 "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 suffices if it helps the player predict the number of remaining times based on its form. For example, as shown in FIG. 10, the relief distance suggestion may be such that any one of a plurality of types of suggestion images 10 (suggestion images 10 with different forms) 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 preferable 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, 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 may be provided.

[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 mean that it is denied that the relief distance suggestion is made 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 embodiment, the minor hit (minor hit B) involved in activating the relief function is a minor hit without winning balls, but it may also be a minor hit that can win balls (however, the expected value of the winning 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 balls for one round, the relief function is activated.

[0086] ○Specific Example 1-6 The specified number of times (X) is not constant and can 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, the gaming property can be made such that 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 based on the suggestion.

[0087] ○Specific Example 1-7 In the above embodiment, it was explained that the first gaming state M2 is a state in which the special transition right cannot be obtained, but it may also be configured such that there is a possibility of obtaining the special transition right even in the first gaming state M2. However, the probability of obtaining the 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 the 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 game state is such that the result of the normal lottery being "long release" is virtually a big win, the state where the said normal lottery is the main lottery. Therefore, in the second game 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 said normal lottery may also be referred to as the normal decorative symbol 80n).

[0089] Specifically, in the second game state, in the second game state L and the second game 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 game state H2, the normal decorative symbol 80n is not displayed in the display area 911 (see FIGS. 13(b)(c)). Note that, in any game state, a symbol indicating the result of the normal lottery is displayed on the normal result display 953 (after being variably displayed, it stops in a manner corresponding to the result of the normal lottery). That is, in the second game state L and the second game state H1, while the symbol is being variably displayed on the normal result display 953, the normal decorative symbol 80n is in a state of being variably displayed in the display area 911 (see FIG. 12). On the other hand, in the second game 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] The reason for such a configuration is to make it appear as if it is during a jackpot even during the second gaming state H2. As described above, when winning the previous jackpot (second jackpot H2) in the second gaming state L or the second gaming state H1, an image including the character "3000" taking into account the jackpot (second jackpot H1) that is substantially promised to be obtained after passing through the second gaming state H2 is displayed (hereinafter, the said 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 said special display 20 is a display combining the benefits obtained from the previous jackpot (previous privilege) and the benefits obtained from the subsequent jackpot (subsequent privilege) (a display representing a benefit exceeding the benefit obtained from one jackpot (one privilege)).

[0091] In this way, when winning the second jackpot H2, a special display 20 is made to make the previous jackpot (previous privilege) and the subsequent jackpot (subsequent privilege) appear as one jackpot. Therefore, in the second gaming state H2 that is executed after the previous jackpot game (after granting the previous privilege) and before the subsequent jackpot 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 jackpot 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 no longer seem like it is during a jackpot 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, a special video is continuously output to the display area 911 from the previous jackpot game to the second game state H2 and from the second game state H2 to the subsequent jackpot game (see Fig. 13; illustration of the subsequent jackpot game is omitted). 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 it seem as if the previous jackpot and the subsequent jackpot are part of 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 the privilege is granted), the game 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) (see 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) (see Fig. 11(b-2)) is made. Although not shown, 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 is made to seem as if it is in the middle of a jackpot game, no display of having won 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 the privilege is granted) 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 (see Fig. 12).

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

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

[0096] Hereinafter, specific examples in which matters related to the display of the decorative symbol 80 in the second game 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 game 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 game state L and the second game state H1, the normal decorative symbol 80n is displayed when the normal lottery is executed (see FIG. 14(a)), but even if the 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 game state H2, the normal decorative symbol 80n is not displayed even when the normal lottery is executed (see FIG. 15(a)), and even if the 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 (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 gaming 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 definitely lead to a jackpot. That is, when a game ball enters the second special start area 904b in the second gaming state, winning a jackpot (prize) is determined. Therefore, it is considered that there is no need to display the decorative symbol 80 showing the result of the second special lottery in the second gaming state. However, in any of the second gaming state L, the second gaming state H1 (see FIG. 14), and the second gaming state H2 (see FIG. 15), a symbol corresponding to the result of the second special lottery (jackpot or minor jackpot) is displayed on the second special result display 952 (FIGS. 14(c) and 15(c) show a state where a symbol (number "3") indicating winning of a minor jackpot A (196 / 197) is displayed on the second special result display 952). Since the second special result display 952 is not prominent and not something that attracts the player's attention (the player will probably be paying attention to the main display device 91), a symbol showing 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 gaming state is the first special lottery, a special decorative symbol 80s for showing the result of the first special lottery is displayed in the display area 911 in the first gaming state (see FIG. 16).

[0100] ○Specific Example 2-2 Even in the second gaming state L or the second gaming state H1, when winning a subsequent jackpot (subsequent prize) is promised, the normal decorative symbol 80n is not displayed in the display area 911. Specifically, when a so-called reserved internal consecutive wins (since reserved internal consecutive wins itself is well-known, specific description is omitted) occurs, a special display 20 representing the profit including two jackpots (prizes) is made, and the normal decorative symbol 80n is not displayed in the second gaming 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 acquiring 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 seem as if it is during the 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 starts. 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 acquiring 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 acquiring the previous jackpot and a special display 20 is made to make the two jackpots appear as 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 seem as if it is during the jackpot game during the said game state.

[0103] In this case, in the game state after the previous jackpot 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. 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, making it appear as if it is still in the jackpot 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 operation 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 described. 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 described 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 components of 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 are provided: "foresight production", "bottle production", "sudden lamp production", and "premium production" (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 are provided: "volume", "light quantity", and "pending notification" (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 quantity" are not subject to the proper name explanation function. The preview effect suggests the reliability of the 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 quantity 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 (coinage) used uniquely 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 Effect" is an effect in which the push button 60, which is a type of operation means operable by the 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 launching device 908 (launching handle). The proper name "Vibrating Button (Effect)" is a shortening of the fact that the "button" vibrates with a "buzzing" sound. Various timings are provided for the occurrence of the Vibrating Button Effect (for the push button 60 to vibrate), and when the Vibrating Button Effect occurs, the winning probability of the target success or failure lottery result (the winning or losing lottery result corresponding to the variation in which the Vibrating Button Effect occurs) is higher than when it does not occur. Using the customization function, the probability of the occurrence of the Vibrating Button Effect can be changed. In this embodiment, two patterns, "Normal" (the default setting) and "Probability Up", are provided (see Fig. 17(c-1)). When "Probability Up" is selected, the probability of the occurrence of the Vibrating Button Effect is increased and the winning probability when it occurs is also increased 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 winning / losing lottery result (the winning / losing 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 only occurs in winning variations. A plurality of candidate timings at which the sudden lamp effect can occur are provided (it can occur at various timings in 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 this embodiment, three patterns of "normal" (the default setting), "OFF", and "quiet light 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 light emission of the upper lamp 68. When "quiet light 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. When a 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 obtained (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 are different in mode, 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 obtained 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 obtained 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 an operable operation 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 the emphasized state, the configuration may be such that other options are not displayed. The push button 60 is operated when finalizing 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 the variation performance is not being executed or during variation in which the variation performance 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, and 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)), and the player selects a preferred option. Thereby, the specific customization for the target item is completed. In addition, Fig. 17 shows the third-stage image 33 when "sudden lamp production" is selected as the target item (see Fig. 17(c-2)) and the third-stage image 33 when "hold notification" is selected as the target item (see Fig. 17(d)) (the third-stage image 33 when other target items are selected is not shown). 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 (the first-stage image 31 to the 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, three items including "Bottable effect" (Bottable), "Suddenly lamp effect" (Suddenly lamp), and "Pending notice" are target items including proper names.

[0114] When the effect setting is selected in the first-stage selection, a second-stage image 32 in which four types (four target effects) including "Anticipatory effect", "Bottable effect", "Suddenly lamp effect", and "Premier effect" are shown 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 highlighted in the second-stage image 32, an explanatory image 35 about the bottle display (bottle) is displayed on that occasion (see Fig. 18(b)). In the present embodiment, an explanatory image 35 of "a chance display where the button vibrates" is displayed. Also, when the option of "Sudden Lamp Display" is highlighted in the second-stage image 32, an explanatory image 35 about the sudden lamp display (sudden lamp) is displayed on that occasion (see Fig. 18(c)). In the present embodiment, an explanatory image 35 of "a jackpot confirmation display where the lamp on the housing suddenly lights up" is displayed. Since it is configured in this way, when the option highlighted by operating the cross key 61 is changed from one of "bottle display" and "sudden lamp" to the other, the type of the explanatory image 35 also changes accordingly. Since "preview display" and "premium display" are general names and do not include proper names, the explanatory image 35 is not displayed even if these options are highlighted (see Fig. 18(a) for the case where "preview display" is highlighted).

[0116] On the other hand, when "environment 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) to be highlighted changes (see Fig. 19(b)(c)). When the "pending notification" including a proper name among the three options (target items) is highlighted, an explanatory image 35 explaining the "pending notification" is displayed together with the second-stage image 32 (customization image 30) (see Fig. 19(c)). In the present embodiment, an explanatory image 35 of "notification by button vibration when the 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 highlighted (see Fig. 19(a)(b)).

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

[0118] Hereinafter, specific examples in which matters related to the above 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 customization image 30 is displayed as the gaming assistance image, it has been explained that the explanatory image 35 can be displayed together with the customization image 30. However, a configuration may be adopted in which the explanatory image 35 can be displayed when an image other than the customization image 30 is displayed as the gaming assistance image.

[0120] For example, it is assumed that an introduction effect that introduces an effect that can occur in the present 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 gaming assistance image, if the target introduction effect includes a proper name, the 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 plurality of 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 the main character "××" is displayed, an explanatory image 35 of "×× is the main character of this work" is also displayed together with it.

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

[0123] ○ Specific Example 3-2 In the above embodiment, it was explained that when the customization function is used, 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 that explains other proper names may also be displayed.

[0124] As an example, it is conceivable that an explanatory image 35 that explains the options for 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 was explained that options for its state are provided as "OFF", "normal", and "dim glow", but an explanatory image 35 that explains "dim glow" among these is to be displayed. That is, in order to explain the proper name "dim glow", when the option of "dim glow" is in an emphasized state, an explanatory image 35 of "the confirmation lamp lights up silently" is to be 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 an emphasized state, the explanatory image 35 for explaining the proper name is displayed. However, the explanatory image 35 may be displayed even if it is not in an emphasized state. For example, when using the customization function described in the above embodiment, when selecting a production setting 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", "bottle production", "sudden lamp production", and "premium production", are shown as options is displayed. However, even if options (target items) including proper names such as bottle production and sudden lamp production are not in an emphasized state, an explanatory image 35 for explaining these may be displayed (see Fig. 21(b)). That is, regardless of which option (target item) is in an emphasized 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, different from this example, it is more advantageous for the explanatory image 35 to be in a 1:1 relationship with the only option (target item) in an emphasized state as in the above embodiment, in that it is easier to understand the object that the explanatory image 35 explains.

[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 pieces" and "Hold 4 pieces" although they are somewhat generally known. 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). Any method may be used to switch between the state where the explanatory image 35 is displayed (explanation customization ON) and the state where it is not displayed (explanation customization OFF) (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. Therefore, it is assumed that the player can arbitrarily select a setting such that the explanatory image 35 that explains the proper name is not displayed even if the proper name is displayed (a setting as shown in Fig. 22(b)).

[0131] ○Specific Example 3-6 In the case where the use of the customization function (customization setting, change) can be performed 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 It is assumed 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 including an element (actual photographing element 35r) that actually photographs the specific part of the gaming machine 1. For example, the character "Bota" in the "Bota effect" in the above embodiment represents "(push) button" (it is obtained by shortening "button" to "Bota"). Therefore, in the explanatory image 35 for explaining the Bota effect, an image (actual photographing element 35r) that actually photographs the push button 60 as a specific part shall be displayed (see Fig. 23(a)). An element for clearly showing the effect may be added to the actual photographing element 35r (in the case of the "Bota effect", an effect image representing that the push button 60 is vibrating is added to the image of the push button 60). Further, if it is easy to understand the proper name even without the character (sentence) to be explained, it may be an explanatory image 35 without the character (sentence) to be explained (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 character included in the proper name.

[0133] 6) Progress image reduction function The gaming machine 1 according to the present embodiment includes a progress image reduction function in which an image of the ongoing effect (hereinafter referred to as the progress image 40) becomes smaller while the ongoing effect is being executed. In the following description, a state in which the progress image reduction function is not manifested is defined as the basic state, and a 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 various effect images constituting the ongoing effect, in addition to the decorative symbol 80, the background image (not shown) of the decorative symbol 80, and the held symbol 70.

[0134] As the progress image 40 shrinks while maintaining the aspect ratio as it changes from the basic state to the reduced state (see Fig. 24(b)). The reduction rate can be set as appropriate. However, even when the progress image reduction function is activated, the in-play effects continue. Since it is important to show the in-play effects to the player, the size of the progress image 40 in the reduced state should be 50% (magnification × 0.5) or more of the size of the progress image 40 in the basic state (i.e., 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 held symbols 70) included in the progress image 40 are also reduced at the same reduction rate. Also, when changing from the basic state to the reduced state, the continuity of the in-play effects is maintained (i.e., the in-play effects do 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 towards (and in contact with) two of the side edges of the display area 911 and is displayed away 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 and upper side edges of the display area 911 but is displayed away from the right and lower side edges.

[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 custom setting (modifying method) is the same as the basic mode when it is in the non-changing state (waiting state). By operating the "up" direction of the cross key 61 in the changing 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 setting or environment setting), the second-stage image 32 is displayed (see Fig. 24(c) (showing an example where "production setting" is selected in the first stage)). After the second-stage selection (selection of 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 set to return to the basic state (see Fig. 24(e)). That is, it is set to return to the basic state when the customization of a certain target item is completed. Different from this, it may be configured to be able to customize two or more target items at once, and be set to return to the basic state when the customization of two or more target items is completed. In any case, it is set to automatically return to the basic state when the customization of at least one target item is completed. Since the progress image 40 is reduced to create the outer area 911a to display the customization image 30, it is advisable to automatically return to the basic state (eliminate the outer area 911a) when the 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 when the customization is completed.

[0140] As described above, in the gaming machine 1 according to the present embodiment, even during the variation, it is customizable and the customized image 30 is displayed. At this time, the progress image 40 is displayed in a reduced size, and the customized image 30 is displayed in the outer region 911a generated thereby. Therefore, customization is easy (it is not the case that the customized image 30 is difficult to see and difficult to customize). Further, 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 are difficult to see due to the customized image 30).

[0141] Hereinafter, specific examples in which matters related to the above-described progress image reduction function 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 plurality may be adopted.

[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 adopted in which one or two or more 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 it is configured to be in 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 returned to the basic state (see Fig. 25(c)). Since the special effect is an effect that gives rise to the expectation that the win / loss lottery result is a winning one and is an effect that the player should pay attention to, when the special effect is executed, the reduced state should be ended to forcibly create a situation where the player should pay attention to the special effect. For the player, 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 the special effect starts while in the reduced state, it is not possible to enter the reduced state during the execution of the special effect. That is, even if an operation (in this embodiment, operating the "up" of the cross key 61) of the operation means for shifting to the reduced state is performed after the special effect starts in the basic state, it does not shift to the reduced state.

[0145] In addition, when the 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 are also conceivable. 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 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. are conceivable (only the original work explanation image 39 is shown in Fig. 26(b-2), and the others are not shown).

[0147] When configured as in this example, it is preferable that the mode in the reduced state varies 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 that 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 embodiment, it has been described 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, it is assumed that the progress image 40 is displayed in a part of the display area 911. And 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 embodiment, there is no area where the progress image 40 is not displayed in the basic state. Therefore, it can be said that it becomes a display form in which it is easy to understand 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 are made not to change their display modes 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 variation currently being executed, in order to clearly show this, the display mode of the hold symbol 70 is made not to 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, in the basic state, an image supporting the gaming method is displayed, and even when it changes to the reduced state, it is preferable that the image supporting the gaming method does not change. If the image supporting the gaming method becomes too small, the possibility that the player will not notice the instruction increases. Therefore, even in the reduced state, this type of image should not become smaller.

[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 in which the gaming assistance image in the outer region 911a is displayed and the range in which 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 in which the gaming assistance image is displayed and the range in which 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 In the above-described embodiment, the advancing image reduction function changes the changing advancing image 40 slightly. However, a similar 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 (advancing image 40) during the big win game changes slightly (a change from Fig. 29(a) to (b) occurs). 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 includes 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. Two or more types of devices corresponding to the specific device may be provided (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 that the player can sense the change of the specific device by their own senses, and is not limited to the displacement of the physical object. For example, things like emitting light or ejecting air may also be considered to 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 the present embodiment, a "portable performance" using a "push button 60" which is a type of specific device, and a "sudden lamp performance" using an "upper lamp 68" which is also a type 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 called an "performance operation", it means that "performance operation = specified operation". The "portable performance" in the present 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 (during non-variation) in which 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 during non-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 the present embodiment, the specified operation of the specific device can occur when a customization image 30 (an image that assists in the customization operation) is being displayed in the non-varying state. Specifically, it is as follows.

[0161] When using the customization function in the non-variable 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 every time the option is set to the emphasized state. That is, if you want to confirm the specified operation, you only need to set the target option to the emphasized state again.

[0162] When customizing the specific device effect using the specific device in this way, 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 variable 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-variable state (standby state) (it does not occur during variation), there is no risk of misinterpreting the specified operation as the effect operation (an operation indicating reliability).

[0163] In particular, in this embodiment, since it is assumed that there are relatively many players who do not know specifically what kind of effects the "bottle effect" and the "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 embodying 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 used.

[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 used. 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 letters). 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 it is as in this example, the specified operation of the specific device may be prevented from occurring 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)) is prevented from occurring 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 doing so as in this example 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 can 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 column 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 the specific device can generate two or more kinds of effects with the same specific device but different effect operations. 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 of the first sudden lamp effect and the second sudden lamp effect can be anything. For example, when a plurality of types of jackpots with different expected values of the benefits that can be obtained are provided as the jackpots that can be won, the first sudden lamp effect is simply a confirmed jackpot, while the second sudden lamp effect is set such that among the 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, the most advantageous jackpot is confirmed).

[0170] In 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 colors are indicated by characters). By doing so, in a configuration where 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 can be made to occur when the customizable image 30 is being displayed. However, if it is done as in this example, there is a drawback that the specified operation of the specific device may be misinterpreted as a specific device effect (effect operation) (the specified operation may be regarded as an effect suggesting reliability).

[0172] ○Specific Example 5-5 When the specific device is performing the specified operation, an image (specified operation emphasis image 50) that emphasizes that the specified operation is occurring is to be 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, it is conceivable to adopt a configuration 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. However, 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 a game ball can enter, and special lottery means for executing a special lottery based on special lottery information obtained when the game ball enters the special start area. As game states 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. 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, it is characterized in that it shifts to the advantageous first game state. According to the above-described gaming machine, an interesting gameplay 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 may occur, 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 gaming machine according to means 1-1, characterized in that the result of the special lottery may be the special result. By doing so, when it becomes an unfavorable ending that is disappointing for the player, an interesting gameplay can be realized in that there is a possibility of approaching a shift 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 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. The gaming machine according to means 1-2, characterized in that. 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 a favorable first gaming state when an unfavorable 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, and a display means having a display area capable of displaying a normal decoration pattern 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 in a state where 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 considering 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 pattern is displayed in the display area in the second gaming state executed after the privilege. However, when the special display is made, the normal decoration pattern 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 (the previous privilege and the 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 pattern indicating the result of the second special lottery is not displayed in the display area. If the execution of the second special lottery is associated with 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 this. According to the above gaming machine, the player can enjoy the game while correctly understanding the content represented by 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 by this. By doing so, it is possible to correctly understand the content of the customization using the proper name.

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

[0185] ○ Means 3-4 The explanatory image about the proper name including a character representing a specific part of the gaming machine includes an element copying the actual specific part. The gaming machine according to any one of claims 1 to 3, characterized by this. 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, wherein during the execution of the effect during variation, when the operation means is operated, a 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 disturbing 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 disturbing 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 when the decorative symbol starts to vary until it stops in a manner corresponding 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 this, the specific aspect of the specific device effect can be grasped in advance.

[0191] ○ Means 5-3 A gaming machine according to means 5-1 or means 5-2, comprising a customization function for allowing a player to arbitrarily customize a target effect within a predetermined range, and when an image for 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 this, when performing customization for the specific device effect, the specific device can be grasped in advance.

Explanation of reference numerals

[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 Winning 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

【Claim 1】 Display means having a display area for displaying a plurality of types of decorative symbols for notifying the result of a winning or losing lottery; Effect execution means for executing an in-play effect that starts to vary the decorative symbol and stops in a manner corresponding to the result of the winning or losing lottery until it stops; Comprising: A gaming machine characterized in that, while the in-play effect is being executed, a progress image that is an image of the in-play effect is in 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.

Citation Information

Patent Citations

  • Game machine

    JP2023154733A

Cited By

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