Gaming machine

The gaming machine addresses the lack of convenience in effect mode selection and adjustment by implementing a selection mechanism and automatic output adjustment function, resulting in an enhanced gaming experience for players.

JP7692614B2Active Publication Date: 2025-06-16SANSEI R&D KK
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Patent Information

Application Number
JP2022081715
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-05-18
Publication Date
2025-06-16
Estimated Expiration
2042-05-18

AI Technical Summary

Technical Problem

Existing gaming machines do not provide sufficient convenience for players in selecting and adjusting effect modes, leading to a less engaging gaming experience.

Method used

The gaming machine incorporates an effect mode selection mechanism that allows players to choose preferred effect modes with different probabilities of effect occurrence, and an automatic output adjustment function that changes the magnitude of effect outputs such as volume and light levels based on the selected mode.

Benefits of technology

This solution enhances player convenience by allowing personalized effect mode selection and automatic adjustment of output levels, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve convenience for a player in a game machine equipped with multiple performance modes.SOLUTION: A game machine comprises: performance mode selection means that allows a player to select a desired performance mode from among multiple types of performance modes with different probabilities of occurrence of a target performance; and output changing means capable of changing the magnitude of the output of a performance effect amount including at least one of sound volume and light volume within a range of multiple output levels. For at least a part of the multiple types of performance modes, any one of the multiple output levels is defined as a corresponding level. The game machine includes an automatic adjustment function that automatically changes the magnitude of the output of the performance effect amount to the corresponding level if the corresponding level is defined in the performance mode after the change, when the performance mode selection means changes the performance mode.SELECTED DRAWING: Figure 14
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Description

Technical Field

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

Background Art

[0002] A gaming machine having a plurality of effect modes with different probabilities of generating a predetermined effect is known.

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 improve the convenience for a player in a gaming machine having a plurality of effect modes.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes an effect mode selection means that enables a player to select a preferred effect mode from among a plurality of types of effect modes having different probabilities of occurrence of a target effect, and an output change means that can change the magnitude of the output of an effect amount including at least one of the volume and the light amount within a range of a plurality of output levels. At least a part of the plurality of types of the effect modes has one of the plurality of output levels defined as a corresponding level. When the effect mode is changed by the effect mode selection means, if the corresponding level is defined for the changed effect mode, it has an automatic adjustment function of automatically changing the magnitude of the output of the effect amount to the corresponding level.

Effects of the Invention

[0006] According to the present invention, it is possible to improve the convenience for players.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, embodiments of the pachinko gaming machine 1 (hereinafter simply referred to as the gaming machine) according to the present invention will be described in detail with reference to the drawings. Note that, unless otherwise specified, various images in the following description include not only still images but also moving images. Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that a sensor provided in the ○○ has detected the game ball that has entered.

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

[0010] The display area 911 of the display device 91 is visible through the opening 901 formed in the game board 90. In some figures, the shape of the display area 911 that is exposed without being covered by the game board 90 is simplified (described as a rectangular shape), but the size and shape of this part can be changed as appropriate.

[0011] In addition, in the game area 902, a plurality of game pins are provided as obstacles that change the flow state of the game balls when the flowing-down game balls collide with them. The game balls flowing down in the game area 902 change in various ways according to the conditions when they collide with the game pins.

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

[0013] 2) Gameplay (specifications, etc.) 2-1) Win / loss lottery (special symbol lottery) When a game ball enters the starting area 904, a numerical value (hereinafter sometimes referred to as win / loss lottery information) is obtained from a random number source. Using this numerical value, a win / loss lottery (generally referred to as a special symbol (special figure) lottery, etc.) is executed. Basically, in the same way as well-known gaming machines, the win / loss lottery result is derived by comparing this numerical value with a predetermined determination numerical value (win / loss lottery table). In addition, this numerical value is also used when determining what kind of effect to execute as a variable effect (described later).

[0014] In this embodiment, a first starting area 904a and a second starting area 904b, which is at a position different from the first starting area 904a, are provided as the starting area 904. When a game ball enters the first starting area 904a, first winning or losing lottery information is acquired, and based on this, a first winning or losing lottery (Special Figure 1 lottery) is executed. When a game ball enters the second starting area 904b, second winning or losing lottery information is acquired, and based on this, a second winning or losing lottery (Special Figure 2 lottery) is executed. The first starting area 904a is an area where a game ball enters 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 starting area 904b is an area where a game ball enters 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 starting area 904a, and when a "left shot" is performed, the game ball does not enter the second starting area 904b.

[0015] In this embodiment, the result of the first winning or losing lottery is assumed to be any one of three modes: "win", "sudden time reduction" ( "sudden time reduction" is an abbreviation of sudden short time), and "loss". Winning the "sudden time reduction" amounts to obtaining the right to state transition, which will be described in detail later (since winning the "sudden time reduction" does not lead to the execution of a winning game (small winning game, big winning game) to be described later, it is considered a different concept (result mode) from winning the "win"). Here, in this embodiment, all "wins" resulting from the result of the first winning or losing lottery are regarded as "big wins", and "small wins" are not considered to occur. However, although "small wins" may occur as part of the result of the first winning or losing lottery, when passing through the first winning or losing lottery, it may be configured such that it is virtually impossible to obtain a "big win via a small win" (details will be described later). That is, in the case of a small win after passing through the first winning or losing lottery, the opening time of the specific area 10 is extremely short, and it is configured such that it is virtually impossible for a game ball to enter the specific area 10.

[0016] In this embodiment, the jackpot probability of the first win / loss lottery is approximately 1 / 319, the probability of a sudden win is approximately 1 / 100, and the rest are considered losses. If the configuration is such that a sudden win (right of state transition) is not obtained simultaneously with the jackpot, the jackpot lottery (special figure 1 lottery) and the sudden win lottery may be executed separately. For example, the jackpot lottery may be conducted based on the first win / loss lottery information, and if it results in a loss, the sudden win lottery may be executed by another lottery. Also, if a sudden win occurs simultaneously with the jackpot, the jackpot may be given priority. In any case, from the perspective of the player, as a result mode of the lottery triggered by the game ball entering the start area (first start area 904a), the mode of "sudden win" (winning) is set (regardless of the lottery method adopted, it is sufficient to be able to win "suddenly" with a predetermined probability).

[0017] In this embodiment, the result of the second win / loss lottery is supposed to be either one of the two modes of "win" or "loss". Here, in this embodiment, the "win" resulting from the second win / loss lottery is regarded as "jackpot" or "minor win". In this embodiment, the jackpot probability of the second win / loss lottery is approximately 1 / 319 (the same as the jackpot probability of the first win / loss lottery), the minor win probability of the second win / loss lottery is approximately 316 / 319, and the rest are considered losses. Note that it may be configured such that there is no loss in the result of the second win / loss lottery (all are jackpots or minor wins).

[0018] 2-2) Winning game When a jackpot is won, a jackpot game is executed. Note that, in order to distinguish it from a jackpot (game) via a minor win, which will be described in detail later, a jackpot win may also be referred to as a "direct win". The jackpot game is a unit game (i.e., a game for what is commonly called 1 "round". In the following description, it may also be referred to as a "round") in which the big winning area 906 (which is normally closed) is opened until a predetermined condition is met. One or more such unit games are repeated. In the present embodiment, the unit game ends (the big winning area 906 closes) when either the winning condition that 10 game balls enter the big winning area 906 or the time condition that a predetermined time has elapsed is satisfied. The greater the number of unit games (number of rounds) included in the jackpot game, the greater the player's profit (expected value of profit) obtained in that jackpot game. In the present embodiment, the big winning area 906 is provided on the right side of the game area 902 (see FIG. 1), and the player plays the game so that the game ball enters the right side of the game area 902 (i.e., performs a so-called "right hit").

[0019] When a minor win is won, a minor win game is executed. The minor win game is such that the big winning area 906 is opened and a specific area 10 (see FIG. 2) provided within the big winning area 906 is opened. The character "V" is attached near the specific area 10 (see FIGS. 1 and 2), and this "V" is used as the text indicating the specific area 10 to the player. The specific area 10 is normally closed but is temporarily opened when a minor win is won. Note that two exit areas are provided in the big winning area 906, and the game ball that enters the big winning area 906 will pass through one of the two exit areas. One of the two exit areas is the specific area 10 (see FIG. 2). Sensors are provided in each of the exit areas, and a game ball that passes through either of the exit areas is treated as having won in the big winning area 906. That is, a game ball that enters the specific area 10 has also entered the big winning area 906.

[0020] When a game ball enters the specific area 10, a jackpot game is executed. That is, not only can one win the jackpot by lottery, but one can also obtain the jackpot via a minor win (to obtain the jackpot, it is only necessary for one game ball to enter the specific area 10). Note that the specific area 10 may be provided outside the big winning area 906.

[0021] The minor win game can also be regarded as a unit game for one round of the jackpot game obtained through it. For example, a 10-round jackpot via a minor win (a jackpot in which the unit game is executed 10 times) means that the minor win game (a game in which the big winning area 906 is opened and the specific area 10 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 second to ninth-round games (if no game ball enters the specific area 10, the second to ninth-round games are not executed and only the minor win game ends). The minor win game 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 a single unit game can be obtained in the minor win game. Note that the number of unit games (number of rounds) included in various jackpot games may be any number, so the description is omitted.

[0022] In this embodiment, when a minor winning is selected, the specific area 10 together with the big winning area 906 will be opened, and the time is ensured to be long enough for the game ball to enter the specific area 10. The specific area 10 is provided on the right side of the game area 902. To make the game ball enter the specific area 10, the player makes a right shot. If the player continuously makes right shots, the game ball will almost surely enter the specific area 10 (see Fig. 2(b)). When a minor winning is selected, an instruction to execute a right shot is given in the display area 911, so the player just needs to follow it. Even if the player starts making right shots about 10 seconds after the instruction is given, it is set so that the game ball will almost surely enter the specific area 10. Thus, in this embodiment, it is substantially a setting where "minor winning = major winning" (the minor winning leads to the acquisition of the major winning). In this embodiment, in the unit games that constitute the major winning games other than the minor winning games, the specific area 10 is in a closed state (see Fig. 2(a)).

[0023] A gaming machine such as the gaming machine 1 according to this embodiment, which has the possibility of obtaining a major winning not only when a major winning is selected but also when a minor winning is selected, is called a "type-one and type-two mixed machine" etc. (Obtaining a major winning via a minor winning is a "type-two" gaming property).

[0024] 2-3) Decorative symbols The winning or losing lottery result is notified by the decorative symbol 80 (see FIG. 3) displayed in the display area 911. In the present embodiment, three decorative symbol groups 80g each including a plurality of types of decorative symbols 80 are set. Specifically, there are three: a left decorative symbol group 80gL displayed on the left side of the display area 911, a right decorative symbol group 80gR displayed on the right side, and a middle decorative symbol group 80gC displayed between the left decorative symbol group 80gL and the right decorative symbol group 80gR. The lottery result is notified by the combination of the three decorative symbols 80 selected and displayed from each decorative symbol group 80g. The effect from when the three decorative symbol groups 80g start to vary until the combination indicating the lottery result is displayed after the variation stops is an in-variation effect (hereinafter sometimes simply referred to as variation). Note that in some drawings, the illustration of the decorative symbol 80 is omitted. In the present embodiment, those including the same number are regarded as the same type of decorative symbol 80 (those including different types of numbers are of different types).

[0025] In the present embodiment, when a big win or a small win is selected, three of the same type of decorative symbols 80 are displayed. As described above, in the present embodiment, since it is substantially set that "small win selection = big win selection", regardless of whether a big win or a small win is selected, three of the same type of decorative symbols 80, which are "winning combinations", are displayed.

[0026] Note that symbols other than the decorative symbol 80 (separate symbols) may be displayed, and winning a big win or a small win may be indicated by the separate symbols. The separate symbols may be displayed small near the outer edge of the display area 911, or may be displayed outside the display area 911 (such as a lighting pattern of a lamp or the like displayed outside the display area 911). However, since the mode of the separate symbols at the time of winning a big win or a small win is not patterned so that the winning mode can be easily discriminated, it is difficult to discriminate the specific content of winning or losing from the separate symbols. Therefore, ordinary players (referring to players who play the game by looking at the decorative symbol 80 without looking at the separate symbols or the like) can enjoy the game by looking at various effects and the like executed on the decorative symbol 80 and the display area 911 without being conscious of the mode of the separate symbols.

[0027] On the other hand, when it is a miss, a combination of the decorative designs 80 other than the above-mentioned "winning combination" (miss combination) is displayed. Also, when winning at "sudden time", a combination of the decorative designs 80 other than the above-mentioned "winning combination" is displayed. That is, even if winning at "sudden time", since the appearance of the decorative design 80 does not change from a "miss", an ordinary player does not notice that they have won at "sudden time" (in other words, it means that there are cases where they win at "sudden time" as part of a "miss").

[0028] Note that it may be indicated that a win has occurred at sudden time by a separate design as described above. Also, as such a separate design, a separate design for a big win or a small win (big win design, small win design) and a separate design for sudden time different from that (time-saving design) may be prepared. However, as described above, an ordinary player (a player playing while looking at the decorative design 80) does not notice that they have won at sudden time due to such a separate design.

[0029] 2-4) Reserved When a game ball enters the first start area 904a and new first win / loss lottery information is obtained, if a changing effect corresponding to the first win / loss lottery information obtained earlier is being executed (when the decorative design 80 is changing), then the new first win / loss lottery information is stored in a storage means (not shown) as reserved information (reservation). In this embodiment, the maximum number of first reserved information (special drawing 1 reservation) obtained as first win / loss lottery information is four.

[0030] In a first gaming state (described later) in which the game ball should be launched aiming at the first start area 904a, the first hold information stored in the storage means may be displayed as the hold symbol 70 (see FIG. 3). In the present embodiment, the hold symbol 70 is classified into a fluctuating hold symbol 71 and a pre-fluctuation hold symbol 72. The fluctuating hold symbol 71 indicates the existence of a win / loss lottery information for which the fluctuating effect has not started but the notification of the win / loss lottery result has not been completed (the fluctuating effect has not ended). Although the win / loss lottery information does not strictly correspond to the hold information, it is generally referred to as "the corresponding fluctuating hold", etc., and thus the symbol indicating the existence of the win / loss lottery information is defined as the fluctuating hold symbol 71. The pre-fluctuation hold symbol 72 indicates the existence of win / loss lottery information (hold information) for which the fluctuating effect has not started for the corresponding win / loss lottery result.

[0031] In the present embodiment, the second win / loss lottery information is not stored as hold information (Special Figure 2 Hold = 0). However, it is not to deny that the second win / loss lottery information may be configured to be stored as hold information (such a specification). When the second win / loss lottery information is stored as hold information, the hold information may be displayed as the hold symbol 70.

[0032] When the fluctuating effect based on the second win / loss lottery information is being executed, the fluctuating effect based on the first win / loss lottery information is not executed (the first win / loss lottery information is stored in the storage means as the first hold information). That is, the gaming machine 1 according to the present embodiment is a so-called Special Figure 2 priority digestion (the result of the second win / loss lottery is preferentially notified).

[0033] 2-5) Gaming state When a player plays aiming to win a big prize (fires a game ball aiming at the start area 904), the game state is roughly divided into a first game state and a second game state (see Fig. 4). In the first game state, the player should fire a game ball aiming at the first start area 904a (should perform so-called "left shooting"). If the player performs "right shooting" in the first game state, the player cannot enjoy the expected profit (the profit that can be enjoyed is significantly reduced compared to the case of performing "left shooting"). Therefore, if it is detected that the player is performing "right shooting", the player is urged to pay attention to perform "left shooting". On the other hand, in the second game state, the player should fire a game ball aiming at the second start area 904b (should perform so-called "right shooting"). If the player performs "left shooting" in the second game state, the player cannot enjoy the expected profit (the profit that can be enjoyed is significantly reduced compared to the case of performing "right shooting"). Therefore, if it is detected that the player is performing "left shooting", the player is urged to pay attention to perform "right shooting".

[0034] The first game state is divided into a normal first game state and a special first game state. The normal first game state is a state in which a low opening / closing mode (details will be described later) is set. The special first game state is a state in which a high opening / closing mode (details will be described later) is set. Note that the second game state is a state in which the high opening / closing mode is set. Among the normal first game state, the special first game state, and the second game state, the normal first game state is the most disadvantageous game state for the player, and the second game state is the most advantageous game state for the player.

[0035] 2-6) Opening / Closing Mode, Open Lottery There are provided a low opening / closing mode and a high opening / closing mode as opening / closing modes (see FIG. 4). The low opening / closing mode and the high opening / closing mode differ in the ease of opening of the second starting area 904b (see FIG. 1). The second starting area 904b is an area that is normally closed (when closed, the game ball cannot enter), and is a lottery different from the win / loss lottery (special symbol lottery) executed when a game ball enters the starting area 904. Generally, it is a lottery called a normal lottery, a normal symbol (ordinary symbol) lottery, etc., and is an area that is opened by winning this lottery (so-called "electric chew (area)").

[0036] The opening lottery is executed based on a numerical value (opening lottery information) obtained when a game ball enters the normal area 905. In the present embodiment, one or more left normal areas 905L are provided on the left side of the game area 902, and one or more right normal areas 905R are provided on the right side (see FIG. 1). When a left shot is made (although there is no possibility of a game ball entering the right normal area 905R), there is a possibility that a game ball enters the left normal area 905L. When a right shot is made (although there is no possibility of a game ball entering the left normal area 905L), there is a possibility that a game ball enters the right normal area 905R. That is, it is configured such that a game ball may enter the normal area 905 regardless of whether a left shot or a right shot is made.

[0037] The method of notifying whether the opening lottery is a winning or losing can be performed in the same manner as a general gaming machine, so a detailed description is omitted. In the present embodiment, it is notified by the lighting pattern of a lamp provided outside the display area 911 (the lighting pattern of the lamp corresponds to "ordinary symbol"). When a game ball newly enters the normal area 905 while the notification of the result of the opening lottery has not been completed (during the variation of the ordinary symbol), the opening lottery information is stored in a storage means not shown in the figure. In the present embodiment, the maximum number of stored opening lottery information is four (the maximum value of ordinary symbol hold = 4).

[0038] Although the winning / losing lottery is not executed (winning / losing lottery information is not acquired) when a game ball enters, a general winning area where a predetermined number of prize balls are paid out is provided. In the present embodiment, when a player shoots a game ball aiming at the first start area 904a (when hitting the ball to the left), the general winning area provided at a position where the ball can enter also serves as the above-mentioned left normal area 905L (see Fig. 1). That is, a game ball winning in the general winning area is regarded as an opportunity for the open lottery. That is, when it is detected that a game ball wins in the general winning area, a predetermined number of prize balls are paid out and the open lottery is executed. In the present embodiment, a plurality of general winning areas where a game ball can enter when hitting the ball to the left are provided, and all of them are the left normal area 905L. It is also possible to adopt a configuration in which only a part of the plurality of general winning areas is the left normal area 905L.

[0039] In the present embodiment, the right normal area 905R is not a general winning area. That is, even if a game ball enters the right normal area 905R, no prize ball is paid out. In the present embodiment, a game ball can enter the right normal area 905R relatively easily by hitting the ball to the right. Specifically, the probability that a game ball enters the right normal area 905R when hitting the ball to the right (the expected value of the number of game balls entering the right normal area 905R when 100 balls are shot to the right) is higher than the probability that a game ball enters the left normal area 905L when hitting the ball to the left (the expected value of the number of game balls entering the left normal area 905L when 100 balls are shot to the left).

[0040] The right normal area 905R in this embodiment is in a mode like a "gate" through which the game balls pass straight through and flow down in the game area 902 (so-called "through"), which is different from the left normal area 905L (general winning area) into which the entered game balls are taken in (see Fig. 1). In a general gaming machine, the area that becomes the trigger for the open lottery (the trigger for the release of the electric chew) is in a mode like the right normal area 905R, and it is not usually in a mode like the left normal area 905L. Therefore, it can be said that not many players regard the left normal area 905L as the area that becomes the trigger for the open lottery (it is usually regarded as an area having only the function as the general winning area).

[0041] The probability of winning the opening lottery when the high opening / closing mode is set is higher than the probability of winning the opening lottery when the low opening / closing mode is set. The probability of winning the opening lottery when the low opening / closing mode is set may be 0%. Also, the probability of winning the opening lottery when the high opening / closing mode is set may be 100%. Therefore, basically, when the high opening / closing mode is set, it is easier for the game ball to enter the second starting area 904b (starting area 904) than when the low opening / closing mode is set, which can be said to be advantageous for the player. However, although the special first game state is in the high opening / closing mode, it is not a state where the game ball easily enters the second starting area 904b. Specifically, compared with the normal first game state, the special first game state is a state where it is easier to win the opening lottery, but even if the opening lottery is won, the time for the second starting area 904b to open is extremely short, and it is practically impossible for the game ball to enter the second starting area 904b in the special first game state. Therefore, the special first game state becomes a state where the player should make a left shot (making a right shot is disadvantageous for the player). That is, although the special first game state is in the high opening / closing mode where the second starting area 904b is easily opened, it is practically impossible to receive the benefit (the benefit due to the opening of the second starting area 904b), and it looks the same as the normal first game state from the player's perspective. Note that even when winning the opening lottery in the normal first game state, the time for the second starting area 904b to open is extremely short, and it is practically impossible for the game ball to enter the second starting area 904b.

[0042] 2-7) Right of state transition Generally, the first gaming state is a state in which the low opening / closing mode is set. In the first normal gaming state, a first win / loss lottery is executed. When the result of the first win / loss lottery is "sudden win" (winning), the right to transition states is acquired. When the right to transition states is acquired, a special first gaming state is entered (see Figure 4). As will be described later, since the special first gaming state is more advantageous for the player than the first normal gaming state, it can be said that the acquisition of the right to transition states (sudden win) is an advantageous event for the player. Since the sudden win probability of the first win / loss lottery is about 1 / 100, in the first normal gaming state, the special first gaming state will be entered with a probability of about 1 / 100. In this embodiment, unless a sudden win occurs in the first normal gaming state, the special first gaming state will not be entered.

[0043] When a sudden win occurs, after the ongoing effect ends, the special first gaming state is entered. As described above, even when a sudden win occurs, the combination of the decorative symbols 80 is set as a losing combination. Therefore, the special first gaming state will be entered starting from the next variation after the losing combination is displayed. From the player's perspective, after "losing" is announced, the transition to the special first gaming state occurs without the player noticing. Even when transitioning from the first normal gaming state to the special first gaming state, there is no change in the background image (not shown) displayed as the background of the decorative symbols 80. That is, the continuity of the background image is maintained at the branch point between the first normal gaming state and the special first gaming state.

[0044] 2-8) Types of Jackpots In this embodiment, as types of jackpots, a normal jackpot (non-specific win) and a specific jackpot are set (see Figure 4). Here, the jackpot includes not only what can be directly won but also what can be won via a small win. Also, since the number of rounds for each jackpot can be any number, the explanation is omitted. A configuration where two or more normal jackpots with different numbers of rounds are set may be used, or two or more specific jackpots with different numbers of rounds may be set.

[0045] A normal jackpot is a jackpot in which the game state after the jackpot game ends is the normal first game state. A specific jackpot is a jackpot in which the game state after the jackpot game ends is the second game state. Since the second game state is a more advantageous game state for the player than the normal first game state, if we focus on the game state after the jackpot game ends, it can be said that a specific jackpot is a more advantageous jackpot for the player than a normal jackpot.

[0046] 2-9) Game flow In the initial state after a predetermined reset operation (this reset operation can be performed by the gaming establishment (gaming establishment staff) and cannot be performed by the player) is performed, the normal first gaming state is set. In this embodiment, the RAM clear operation corresponds to the reset operation, and turning the power off / on is not a reset operation. However, the setting may be such that turning the power off / on is the reset operation. In the normal first gaming state, the player plays with the left hand. When the gaming ball enters the first starting area 904a, the first lottery information is acquired. If the first win / loss lottery (special chart 1 lottery) based on the first lottery information (first win / loss lottery information) results in a jackpot, a jackpot game is executed. The jackpot distribution of the jackpot acquired through the first win / loss lottery in the normal first gaming state is 50% for a normal jackpot and 50% for a special jackpot (see FIG. 4). In other words, if a jackpot is won in the normal first gaming state, after the jackpot game ends, there is a 50% probability of transitioning to the normal first gaming state, and a 50% probability of transitioning to the second gaming state.

[0047] In the second gaming state, the player conducts a right-handed game. When a game ball enters the right normal area 905R, a release lottery is executed. When the player wins the release lottery, the second starting area 904b is released. The release time of the second starting area 904b is long (significantly longer than the release time of the second starting area 904b when winning the release lottery in the special first gaming state). If the player continuously makes right-handed shots, it is relatively easy for a game ball to enter the second starting area 904b. When a game ball enters the second starting area 904b, second lottery information is obtained. When a big win is obtained through a second win / loss lottery (special figure 2 lottery) based on the second lottery information (second win / loss lottery information), a big win game is executed. The big win allocation for a big win obtained through the second win / loss lottery in the second gaming state (including via a small win) is 20% for a normal big win and 80% for a specific big win (see Figure 4). That is, when a big win is obtained in the second gaming state, after the big win game ends, there is a 20% probability of transitioning to the normal first gaming state and an 80% probability of transitioning to the second gaming state.

[0048] The high opening / closing mode (time shortening state) continues in the second gaming state until the win / loss lottery result fails 100 times in a row (the continuous number of times = 100 times). As described above, the big win probability of the second win / loss lottery is approximately 1 / 319 (the same as the big win probability of the first win / loss lottery), and the small win probability of the second win / loss lottery is approximately 316 / 319. Therefore, approximately 317 / 319 is associated with winning a big win (the actual big win probability is approximately 317 / 319). Thus, it is virtually impossible for it to fail 100 times in a row (for approximately 2 / 319 to occur 100 times in a row). That is, the second gaming state is a state where a big win (including via a small win) is virtually promised for the next time. And since 80% of the big wins obtained through the second win / loss lottery are specific big wins and the player will transition back to the second gaming state after the big win game ends, there is a gaming property where the second gaming state loops (continues to win) with an 80% probability.

[0049] When the jackpot won in the second gaming state is a normal jackpot, after the jackpot game ends, the game shifts to the normal first gaming state (see Fig. 4). Therefore, a left-handed game is played, and the aim is to win a jackpot again after passing the first win / loss lottery.

[0050] As described above, when winning suddenly in the first win / loss lottery (special drawing 1 in the special drawing) in the normal first gaming state, that is, when obtaining the right to shift states, the game shifts to the special first gaming state. The special first gaming state differs from the normal first gaming state in the distribution of jackpots. As described above, in the normal first gaming state, the normal jackpot is 50% and the specific jackpot is 50%, whereas in the special first gaming state, the normal jackpot is 25% and the specific jackpot is 75% (see Fig. 4). Strictly speaking, the special first gaming state is in the high opening / closing mode (winning the opening lottery with the same probability as the second gaming state), but the opening time of the second start area 904b when winning the opening lottery is extremely short, and the benefits cannot be received. That is, the special first gaming state is a state where left-handed play should be carried out in the same way as the normal first gaming state, and the base (the number of prize balls obtained per unit number of launched game balls. Briefly speaking, the decreasing speed of the held balls) is the same. However, in the special first gaming state, the probability that the jackpot becomes a specific jackpot (a jackpot advantageous to the player) when winning the jackpot is higher than that in the normal first gaming state, and it is more advantageous than the normal first gaming state in that aspect.

[0051] Generally, there is a rule (rules regarding the certification of gaming machines and the inspection of models, etc.) that when the same type of special figure lottery is conducted, the jackpot allocation must be the same if the gaming state is the same. Therefore, the jackpot allocation in the first gaming state where the first win / loss lottery (special figure 1 lottery) is received by hitting the left button must be the same. In this embodiment, as the first gaming state, in addition to the normal first gaming state (low opening / closing mode), a special first gaming state is provided where, although it is actually in the high opening / closing mode, the benefits cannot be received. By doing so, the jackpot allocation in the special first gaming state is made different from that in the normal first gaming state (more advantageous to the player than the normal first gaming state). Looking at it from another perspective, the special first gaming state can be said to be a kind of chance zone (chance zone in the left button state) where there is an expectation that when a jackpot is hit, the jackpot will be a specific jackpot. In this embodiment, the special first gaming state ends and shifts to the normal first gaming state when it has been a miss for 100 consecutive times since the transition to the special first gaming state (the number of continuous times in the high opening / closing mode = 100 times) (see Figure 4). That is, the chance zone in the left button state continues for 100 fluctuations. However, the remaining number of fluctuations, etc. of the special first gaming state are not displayed in the display area 911. The number of continuous times of the special first gaming state can be changed as appropriate. For example, the number of continuous times of the special first gaming state = 10,000 times, so that the chance zone in the left button state continues substantially until the next jackpot win.

[0052] In particular, in this embodiment, even in the case of a win in a sudden variation, a losing combination of the decorative symbols 80 is displayed, so an ordinary player cannot grasp that they have won suddenly. That is, an ordinary player cannot clearly know the timing of the transition to the special first gaming state. Therefore, if a player knows the existence of the special first gaming state by obtaining information from a magazine, the Internet, etc., when winning the jackpot, it will be a gaming property where they will expect that the current state was the special first gaming state.

[0053] As described above, although it is virtually impossible to allow a game ball to enter the second start area 904b in the special first game state, strictly speaking, it is in the "high opening / closing mode" (time-saving state). Since the special first game state is set as the game state where "left hitting" should be performed, it is necessary to provide the normal area 905 in an area where the game ball hit to the left can enter. Although it is in the "high opening / closing mode", it is against the rules to configure it so that the opening lottery cannot be received in the recommended shooting mode (left hitting). Therefore, even if the benefit of being in the high opening / closing mode cannot be received, it is necessary to enable the opening lottery to be received in the recommended shooting mode. However, if an area (for example, a gate-type area such as the right normal area 905R) that serves as a trigger for the opening lottery is provided on the left side of the game area 902, the player may think that the opening lottery is conducted even in the left hitting state and the second start area 904b may be opened to such an extent that the game ball can enter (the player may be aware of the second start area 904b unnecessarily). By adopting a configuration in which the general winning area where the entered game ball is taken in also serves as the left normal area 905L as in the present embodiment, it becomes difficult for the player to notice that an area serving as a trigger for the opening lottery is provided on the left side of the game area 902.

[0054] Hereinafter, specific examples in which the above-mentioned game properties (particularly, the normal first game state and the special first 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 plurality may also be adopted.

[0055] ○ Specific Example 1-1 When winning a jackpot in the special first game state, it may be set that there is no possibility of the jackpot becoming a normal jackpot and it becomes a 100% specific jackpot (see FIG. 5). By doing so, it is possible to achieve an easy-to-understand game property that if a jackpot is won in the special first game state, the transition to the second game state (the most advantageous game state) is determined.

[0056] ○ Specific Example 1-2 In the above-described embodiment, it has been explained that the special first game state has a higher probability of being a specific jackpot than the normal first game state. However, the opposite setting may be adopted, that is, the normal first game state may have a higher probability of being a specific jackpot when a jackpot is won than the special first game state (see Fig. 6). By doing so, a game property is realized in which winning a jackpot suddenly becomes an unfavorable event for the player. Also, since the initial state after the reset operation is the normal first game state, the so-called early morning state has a game property that is advantageous to the player (it is the normal first game state, not the special first game state).

[0057] ○Specific Examples 1-3 As described above, winning a jackpot suddenly in the normal first game state is not clearly notified to the player (the decorative symbol 80 is set to a losing combination). Therefore, an ordinary player does not clearly know the transition to the special first game state. Based on this, it is assumed that a specific effect suggesting that the current game state is the special first game state may occur as a component of the variable effect. By doing so, a game property is realized in which the player enjoys predicting whether the current game state is the normal first game state or the special first game state (which game state has a higher probability) based on the degree of occurrence of the specific effect. The specific form of the specific effect may be any form. For example, a configuration may be adopted in which a predetermined suggestive image 15 is displayed during the variable effect (see Fig. 7(a)). The game property varies depending on how the conditions under which the specific effect can occur are set.

[0058] When the configuration is such that the specific effect does not occur in the normal first game state and may occur when in the special first game state (see Fig. 7(b)), the game property is such that when the specific effect occurs, it is determined that the player is in the special first game state.

[0059] In a configuration where a specific effect can occur in both the normal first game state and the special first game state, and the probability of the specific effect occurring is higher in the special first game state than in the normal first game state (the occurrence probability per variation is higher in the special first game state) (see Fig. 7(c)), even if a specific effect occurs, it is not certain that it is in the special first game state. However, when a specific effect occurs, the probability that it is in the special first game state increases, resulting in such gameplay.

[0060] ○Specific Examples 1 - 4 Assume that the game state after the jackpot game ends can become the special first game state. For example, in a case where a normal jackpot and a specific jackpot are set as the types of jackpots as in the above embodiment, after the jackpot game ends when winning the normal jackpot, it is configured to be able to transition to the special first game state (see Figs. 8 and 9). In other words, at least a part of the jackpots other than the jackpot (specific jackpot) that transitions to the second game state more advantageous than the first game state becomes a jackpot that transitions to the special first game state after the jackpot game ends. By doing so, even when the player does not win the jackpot (specific jackpot) that transitions to the advantageous state (second game state), there is a possibility of transitioning to the special first game state, which is a "chance zone", after the jackpot game ends, resulting in gameplay where the "immediate stop" after the normal jackpot game can be prevented.

[0061] When configured as in this example, it may be set to definitely transition to the special first game state after the jackpot game ends when it is a normal jackpot (see Fig. 8), or it may be set such that a part of the normal jackpot transitions to the special first game state and another part of the normal jackpot transitions to the normal first game state (see Fig. 9). If it is the former, since it will transition to the special first game state in all cases where it does not transition to the second game state, it can result in easy-to-understand gameplay.

[0062] On the other hand, if it is to be like the latter, it is preferable to adopt a configuration in which the average player cannot determine whether the game state after the jackpot game ends is the normal first game state or the special first game state (it cannot be determined from the jackpot combination of the decorative symbol 80 displayed in the display area 911). As a result, even in the case where the transition to the second game state does not occur, it is not always the case that the transition to the special first game state occurs. Therefore, the player will play the game while expecting to be in the special first game state. When adopting a configuration in which a suggestion by a specific effect as described in the above Specific Examples 1-3 can occur, the player can enjoy the game by predicting whether or not the transition to the special first game state has occurred due to the suggestive effect.

[0063] Also, when it is to be like the latter, it may be configured such that although it always transitions to the special first game state after winning a normal jackpot in a specific game state, it does not always transition to the special first game state after winning a normal jackpot in a game state other than the specific game state. The example shown in FIG. 9 is such that although it always transitions to the special first game state after winning a normal jackpot in the special first game state and the second game state, it does not always transition to the special first game state after winning a normal jackpot in the normal first game state. By doing so, the game property will be different depending on whether it is certain to transition to the special first game state according to the game state when winning a normal jackpot.

[0064] ○ Specific Examples 1-5 In the above-described embodiment, it has been explained that the immediate win (acquisition of the state transition right) during the game is not clearly notified to the player by the decorative symbol 80. However, a configuration may be adopted in which a mode (immediate combination) indicating that the player has won immediately is set as a combination of the decorative symbols 80. The immediate combination is set to be different from the jackpot combination. For example, it is conceivable to set the combination of "7·3·5" (see Fig. 10(b)) as the immediate combination. When the player has not won either the jackpot or the immediate win (when it is a "complete miss"), a combination different from both the jackpot combination (see Fig. 10(a)) and the immediate combination (see Fig. 10(b)) (complete miss combination) (see Fig. 10(c)) shall be displayed. Note that when the player wins the immediate win, not only such an immediate combination is displayed, but also a dedicated effect indicating the immediate win (an effect in which a dedicated image that only appears when the player wins the immediate win is displayed) may be generated.

[0065] Alternatively, or in addition to the notification by the above-described immediate combination, it may be indicated by an image for effect that the transition to the special first game state is displayed in the display area 911. For example, a configuration may be adopted in which a special background image Bs (see Fig. 11(b)) that can be displayed in the special first game state is provided as the background image of the decorative symbol 80. The special background image Bs is clearly different from the normal background image Bn (see Fig. 11(a)) that is displayed in the normal first game state, and is not displayed in the normal first game state. For example, it is conceivable to adopt a configuration in which the normal background image Bn is a background image representing the "day" state, and the special background image Bs is a background image representing the "night" state. By doing so, in the first game state (left-handed state), if the special background image Bs is displayed, the player can easily grasp that the player is in the special first game state.

[0066] By doing so as in this example, the player will know the transition to the special first game state, and thus the game playability will be such that the player can play the game (left-handed game) while being aware that it is a chance zone.

[0067] ○Specific Examples 1 - 6 The configuration is such that the number of consecutive occurrences of the special first gaming state is not constant (uncertain). For example, assume that as the winning mode (content of the state transition right) during the "sudden time", three types with the number of consecutive occurrences = 50 times, 100 times, and 200 times are set (see Fig. 12). Since the probability of winning the big win in the special first gaming state increases as the number of consecutive occurrences becomes longer, the gaming property is such that the probability of receiving the benefits of the "chance zone" increases.

[0068] When it is configured as in this example, as described in the above Specific Examples 1 - 5, while the fact of winning during the sudden time (acquisition of the state transition right) itself is clearly shown to the player by the combination of the decorative symbols 80 and the like, it is conceivable that the number of consecutive occurrences is not clearly shown to the player. That is, by adopting a configuration in which the transition to the special first gaming state is shown, but the player does not know how long the special first gaming state will continue, the gaming property in which the player hopes that the special first gaming state will continue as long as possible (continue until winning the big win) is realized.

[0069] 3) Presentation Mode and Automatic Adjustment Function 3 - 1) Presentation Mode The gaming machine 1 according to the present embodiment has a presentation mode selection means that enables the player to select a preferred mode from among a plurality of types of presentation modes. In the present embodiment, the presentation mode can be selected in the first gaming state. The method of selecting the presentation mode may be any method. In the present embodiment, in a state where the variable presentation is not being executed (standby state), the player can select a preferred presentation mode (change the presentation mode) by operating the operation means 60 (push button 61 and cross keys 62) (see Fig. 13).

[0070] In this embodiment, three types of presentation modes (selection candidates) that can be selected by the presentation mode selection function are provided: the normal mode, the active mode, and the simple mode (see Fig. 13). The normal mode is the default mode (reference mode). When the power is turned on or when a predetermined reset condition is satisfied (for example, when a RAM clear operation is performed), the normal mode is selected.

[0071] The active mode is a high-frequency mode in which the probability (the probability that a target presentation occurs in a certain variation) of one or more types of presentations (hereinafter referred to as target presentations) that can occur as components of the presentation during variation is higher than that in the normal mode. The simple mode is a low-frequency mode in which the probability of the target presentation occurring is lower than that in the normal mode. Therefore, the probability of the target presentation occurring increases in the order of the simple mode (low-frequency mode), the normal mode (reference mode), and the active mode (high-frequency mode) (see Fig. 13(b)). Note that the selection of the presentation mode affects the content of the presentation during variation that is executed, but does not affect the result of the win / loss lottery. That is, no matter which presentation mode is selected, the expected value of the direct benefit (expected value of winning balls) of the player is the same.

[0072] Since various target presentations are accompanied by sounds (corresponding presentation sounds are output from the speaker 65 (see Fig. 1)), it can be said that the active mode in which the target presentation is most likely to occur is the most "lively" presentation mode. Also, it can be said that the simple mode in which the target presentation is least likely to occur is the most "quiet" presentation mode. Also, the fact that the probability of the target presentation occurring is high means that the reliability of various target presentations (the probability that when a certain variation occurs, the variation is a big win variation) is low. Therefore, the reliability when various target presentations occur is the lowest in the case of the active mode and the highest in the case of the simple mode.

[0073] Note that a pre-reading effect may be used as the target effect. The pre-reading effect suggests the reliability of the target pass / fail lottery result by using a change prior to the change corresponding to the target pass / fail lottery result for which reliability is to be suggested. So-called hold change effects, chance point effects, etc. are typical examples of pre-reading effects.

[0074] 3-2) Automatic adjustment function The gaming machine 1 according to the present embodiment can gradually change the volume of the sound output from the speaker 65 (sound output means). The number of adjustable volume levels can be set as appropriate. In the present embodiment, the volume can be changed in five levels from volume 1 (minimum volume) to volume 5 (maximum volume). That is, five levels from volume 1 (output 1) to volume 5 (output 5) are provided as the number of levels with different sound volumes output (hereinafter, may also be referred to as output levels). The number of such levels can be increased or decreased as appropriate. When the power is turned on or when a predetermined reset condition is satisfied, the volume is set to volume 3. That is, volume 3 is the reference (default) output level. As described above, since the effect mode when the power is turned on or when a predetermined reset condition is satisfied is the normal mode, when the power is turned on or when a predetermined reset condition is satisfied, it is in the state of the normal mode and volume 3.

[0075] Among a part of the plurality of types of effect modes described above, a part of the above output levels is defined as a corresponding level (see Fig. 13(b)). In the present embodiment, the corresponding level of the active mode is "volume 5". That is, the level with the maximum volume is the corresponding level. On the other hand, the corresponding level of the simple mode is "volume 1". That is, the level with the minimum volume is the corresponding level. Also, in the present embodiment, no corresponding level is defined for the normal mode. However, it does not deny defining a corresponding level for the normal mode either. When setting a corresponding level for the normal mode, it may be set between the corresponding level of the active mode (volume 5) and the corresponding level of the simple mode (volume 1). For example, volume 3 may be set as the corresponding level of the normal mode.

[0076] The automatic adjustment function automatically changes the output level of the volume when a predetermined condition is met when the production mode is selected (changed) by the production mode selection means. That is, when the production mode selection (change) operation is performed, the volume is automatically changed (even if the operation to change the volume is not performed). Specifically, it is as follows.

[0077] Suppose that the active mode is selected by the production mode selection means (suppose that a change operation from a production mode other than the active mode to the active mode is performed). In this case, the output level of the volume is automatically changed to volume 5, which is the corresponding level of the active mode (see Fig. 14(a)). If the volume was 5 in the state before the change to the active mode, the volume 5 is maintained as it is. That is, if any of volumes 1 to 4 was set in the state before the change to the active mode, it is automatically changed to volume 5 when the change to the active mode is triggered. In this embodiment, when the change operation to the active mode is performed, an image indicating that the volume has been changed is displayed in the display area 911 together with an image indicating that the change to the active mode has been accepted (see Fig. 14(a-2)). Therefore, it is not the case that the player does not notice the automatic change of the volume.

[0078] Assume that the simple mode is selected by the performance mode selection means (assume that a change operation from a performance mode other than the simple mode to the active mode is performed). In this case, the output level of the volume is automatically changed to volume 1, which is the corresponding level in the simple mode (see Fig. 14(b)). If the volume was volume 1 before the change to the simple mode, the volume 1 is maintained as it is. That is, if any of volume 2 to volume 5 was set in the state before the change to the simple mode, the volume is automatically changed to volume 1 when the change to the simple mode is made. In the present embodiment, an image indicating that the volume has been changed is displayed in the display area 911 together with an image indicating that the change to the simple mode has been accepted, triggered by the operation of changing to the simple mode (see Fig. 14(b-2)). Therefore, it is not the case that the player is unaware of the automatic change in volume.

[0079] As described above, in the present embodiment, since no corresponding level is defined for the normal mode, the output level of the volume is maintained (the volume before the change operation is maintained) even if a change operation from a performance mode other than the normal mode to the normal mode is performed. If a corresponding level is defined for the normal mode as well, for example, if volume 3 is set as the corresponding level, the volume may be automatically changed to 3 when the change operation to the normal mode is made.

[0080] The reason for having such an automatic adjustment function is as follows. The active mode is a "lively" performance mode with a high probability of occurrence of the target performance. A player who selects such an active mode is likely to prefer flamboyant games, and thus, when the active mode is selected, the volume is automatically changed to a large volume (the maximum volume in this embodiment). On the other hand, the simple mode is a "quiet" performance mode with a low probability of occurrence of the target performance. A player who selects such a simple mode is likely to prefer a calm game, and thus, when the simple mode is selected, the volume is automatically changed to a small volume (the minimum volume in this embodiment). Accordingly, with the selection of the preferred performance mode (active mode, simple mode), the volume corresponding to each performance mode is set without the need to manually adjust the volume, which contributes to the convenience of the player.

[0081] In this embodiment, the corresponding level of the active mode is the maximum volume (volume 5), and the corresponding level of the simple mode is the minimum volume (volume 1). However, the corresponding levels do not necessarily have to be the maximum and minimum. For the active mode, a level with a volume larger than the middle (for example, volume 4) and for the simple mode, a level with a volume smaller than the middle (for example, volume 2) may be set as the corresponding levels.

[0082] Also, in this embodiment, the normal mode, which is the reference (default) performance mode, is not subject to the automatic adjustment function, and the active mode and the simple mode are subject to the automatic adjustment function. A player who selects the active mode or the simple mode, which is not the reference performance mode, is considered to be particular about the frequency of occurrence of the performance (compared to a player who plays in the normal mode). Therefore, the automatic adjustment function is made to act on such particular players.

[0083] In addition, in this embodiment, as the production mode, it has been described that an active mode with a higher probability of occurrence of the target production than the normal mode and a simple mode with a lower probability are provided based on the normal mode. However, a configuration in which either the active mode or the simple mode is not provided may be adopted.

[0084] In this embodiment, as a function separate from the automatic adjustment function, it has an arbitrary change function that enables the player to arbitrarily change the output level of the volume regardless of the type of production mode set. Therefore, even if the output level of the volume is automatically changed to the corresponding level of the production mode with the change of the production mode (selection of the active mode or the simple mode), it can be set to the preferred output level using the arbitrary change function. That is, even if the volume 5 automatically set when changed to the active mode or the volume 1 automatically set when changed to the normal mode is not the preferred volume, the player can arbitrarily change the volume. Note that even when the output level is changed using the arbitrary change function, the production mode is maintained (the type of production mode is not automatically changed).

[0085] The method of changing the volume by the arbitrary change function may be any method. In this embodiment, the configuration is such that the volume decreases by operating the left of the cross key 62, and the volume increases by operating the right of the cross key 62. It is preferable that the operation is reflected not only in the standby state in which the changing production is not being executed but also during the execution of the changing production.

[0086] Hereinafter, specific examples in which the matters related to the above production mode and automatic adjustment function are improved, deformed, embodied, etc. will be described. Note that, as much as possible, a configuration in which the matters described using the following specific examples are applied in combination may also be adopted.

[0087] ○ Specific Example 2-1 In the above embodiment, it has been described that the target of the automatic adjustment function is "volume". However, as long as it is the amount of an element (an element that can be grasped by the five senses of the player) output when the target effect occurs (hereinafter referred to as the effect amount), other effect amounts may be the target. As a target other than volume, "light amount" (the light amount of the light emitting unit 20 (see FIG. 1) having a light emitting body such as an LED that emits light in a predetermined emission color when the target effect occurs) can be cited. For example, a configuration with an automatic adjustment function for the following light amounts can be adopted.

[0088] Assume that the output levels of the variable light amount are five levels from light amount 1 to light amount 5 (light amount 5 is the maximum light amount). As shown in FIG. 15(a), assume that the corresponding level in the active mode is light amount 5, and the corresponding level in the simple mode is light amount 1. When a change operation from an effect mode other than the active mode to the active mode is performed in a state where any one of light amounts 1 to 4 is set, it is automatically changed to light amount 5. Since it is considered that there is a high probability that the player who changes to the active mode desires a grand effect, the target light emitting unit 20 emits light grandly. On the other hand, when a change operation from an effect mode other than the simple mode to the simple mode is performed in a state where any one of light amounts 2 to 5 is set, it is automatically changed to light amount 1. Since it is considered that there is a high probability that the player who changes to the simple mode desires a calm game, the target light emitting unit 20 emits light modestly.

[0089] It is also possible to make only one of the volume and the light amount the target of the automatic adjustment function. Also, similar to the volume, it is preferable that an arbitrary change function is provided for the light amount.

[0090] ○Specific Example 2-2 In the above embodiment, it has been described that the corresponding levels associated with a part of the selectable effect modes are constant. However, a configuration in which the corresponding levels are indefinite may also be adopted. For example, the following configuration can be considered.

[0091] The corresponding level in the active mode is set to be the output level before changing to the active mode (the current output level) + 1 (see Fig. 15(b)). For example, when a change operation from an effect mode other than the active mode to the active mode is performed in a state where the volume is 3, it is assumed that the volume is automatically changed to 4 (volume 3 + 1). Since the fact that the player changes to the active mode highly likely means that the player is seeking a flamboyant game, the volume is increased based on the current output level.

[0092] The corresponding level in the simple mode is set to be the output level before changing to the simple mode (the current output level) - 1 (see Fig. 15(b)). For example, when a change operation from an effect mode other than the active mode to the active mode is performed in a state where the volume is 3, it is assumed that the volume is automatically changed to 2 (volume 3 - 1). Since the fact that the player changes to the active mode highly likely means that the player is seeking a quiet game, the volume is decreased based on the current output level.

[0093] By doing so as in this example, since the volume after the effect mode change is determined (increased or decreased by one level) based on the output level before the effect mode change, there is also an advantage that the volume does not increase suddenly or decrease suddenly.

[0094] ○ Specific Example 2-3 In the above-described embodiment, it has been explained that the corresponding levels for the active mode and the simple mode are only one level (the active mode is one level at volume 5, and the simple mode is one level at volume 1), but a configuration in which two or more corresponding levels are set may also be used. For example, let's assume that the active mode has three corresponding levels of volume 3 to 5, and the simple mode has three corresponding levels of volume 1 to 3 (see Fig. 15(c)). That is, for the active mode (lively effect mode), among the levels at which the volume can be changed (five levels), two or more levels counted from the larger side are set as the corresponding levels, and for the simple mode, among the levels at which the volume can be changed (five levels), two or more levels counted from the smaller side are set as the corresponding levels. Also, when comparing the corresponding levels of the active mode and the simple mode, at least a part of the corresponding levels of the active mode is larger than the corresponding levels of the simple mode.

[0095] Assume that when changing the effect mode, if the volume is any of the two or more corresponding levels, the current volume is maintained. For example, if a change operation to the active mode is performed when the volume is any of 3 to 5, the current volume is maintained. Similarly, if a change operation to the simple mode is performed when the volume is any of 1 to 3, the current volume is maintained.

[0096] If the volume when changing the effect mode is not any of the two or more corresponding levels, the volume is automatically changed. The volume after the change is set to be any of the two or more corresponding levels. For example, if a change operation to the active mode is performed when the volume is either 1 or 2, it is automatically changed to volume 4. If a change operation to the simple mode is performed when the volume is either 4 or 5, it is automatically changed to volume 2.

[0097] If there is only one corresponding stage, it means that all other stages are not corresponding stages. Therefore, when the change operation to the active mode or the simple mode is performed, the volume will be automatically changed in most cases, which may cause annoyance to the player. By setting two or more corresponding stages as in this example, when the change operation to the active mode or the simple mode is performed, the number of cases where the volume output stage is already in the corresponding stage increases, so the frequency of the volume being automatically changed with the change of the effect mode can be reduced.

[0098] ○Specific Example 2-4 In the above embodiment, it was explained that the corresponding stage of the simple mode (low frequency mode) is lower than the corresponding stage of the active mode (high frequency mode). However, the reverse setting, that is, the configuration where the corresponding stage of the simple mode (low frequency mode) is higher than the corresponding stage of the active mode (high frequency mode) may also be used. For example, the corresponding stage of the active mode is volume 1, and the corresponding stage of the simple mode is volume 5 (see Fig. 15(d)).

[0099] The fact that the occurrence probability of the target effect is higher in the active mode than in the simple mode means that the reliability of the target effect is lower in the active mode than in the simple mode. By doing so as in this example, in the active mode, since the target effect has a relatively low reliability, a relatively small volume (volume 1) is automatically set, and in the simple mode, since the target effect has a relatively high reliability, a relatively large volume (volume 5) is automatically set. That is, a configuration is adopted in which the volume of a size corresponding to the high or low reliability of the target effect associated with the type of the effect mode is automatically set with the change of the effect mode.

[0100] ○Specific Example 2-5 In the above embodiment, it has been described that the configuration allows the presentation mode to be changed during standby, but the configuration may allow the presentation mode to be changed during variation. If the player performs an operation to change the presentation mode during variation (a request to change the presentation mode is accepted), it is preferable to transition to a new presentation mode after the next variation. In other words, the presentation mode before the change is maintained at least until the variation for which the change operation was performed is completed. A transition to a new presentation mode may be triggered by the start of a variation following the variation for which the change operation was performed, or a transition to a new presentation mode may be triggered by the start of a variation after the completion of the win / lose lottery results corresponding to all of the win / lose lottery information (reserved information) stored in the storage means at the time the change operation was performed.

[0101] In this configuration, the automatic adjustment of the volume by the automatic adjustment function is performed together with the occurrence of a transition to a new presentation mode. In other words, the volume does not change automatically until the change operation is completed, and the volume changes automatically with the transition to a new presentation mode that occurs after the next change. Since the automatic adjustment function automatically sets the volume appropriate for the presentation mode, it is preferable that the volume does not change automatically until the transition to the new presentation mode actually occurs.

[0102] 4) Music-based control 4-1) Variable time From the time when the fluctuations of the plurality of decorative symbol groups 80g start until the combination of symbols corresponding to the winning or losing lottery result is reached and the fluctuations of all the decorative symbol groups 80g completely stop is the performance during the fluctuations. Here, the length of the time required for the performance during the fluctuations (fluctuation time (see Fig. 16(a))) is not constant and can change each time. Since the method itself for determining the fluctuation time is well-known, a detailed explanation is omitted. A plurality of candidate times that may be adopted as the fluctuation time are prepared, and based on the winning or losing lottery information obtained when the game ball enters the start area 904, any one of the candidate times is determined as the actual fluctuation time. The number of possible fluctuation times (candidate times) to be set and the length of each can be set as appropriate.

[0103] Similar to a general gaming machine, the fluctuation time becomes relatively long when a reach is achieved, and becomes relatively short when a reach is not achieved and a loss is notified. Note that a reach is a state where the decorative symbols 80 shown by the stoppage or pseudo-stoppage (a state that appears to the player to be stopped but is not completely stopped (for example, a slightly shaking state)) of the fluctuations of two of the three decorative symbol groups 80g are of the same type (the remaining one decorative symbol group 80g is in the process of fluctuating). In this embodiment, a reach is defined as a state where the left decorative symbol 80L selected from the left decorative symbol group 80gL and the right decorative symbol 80R selected from the right decorative symbol group 80gR are of the same type. Hereinafter, a fluctuation in which a loss is notified because the target winning or losing lottery result is a loss without a reach being achieved (so-called "dohazure fluctuation") is referred to as a "normal dohazure fluctuation". The music corresponding control to be described in detail later is executed during the normal dohazure fluctuation. The normal dohazure fluctuation is a frequently occurring fluctuation (the probability of becoming a normal dohazure fluctuation should be 80% or more).

[0104] 4-2) Background music In this embodiment, during a variable performance, the player can arbitrarily select the background music (BGM) output from the speaker 65 from among a plurality of candidate music pieces. In this embodiment, the player can select from among three types of music: Music A, Music B, and Music C. However, the BGM is output when a specific performance is not being executed during the variable performance. For example, when a predetermined reach performance occurs, the music for the reach performance is output, and thus the BGM is not output. The number of types of the BGM can be appropriately increased or decreased.

[0105] In this embodiment, simultaneously with the start of the variable performance, the BGM is output from the beginning. That is, for each variable, control is performed such that the BGM (the type of BGM selected at that time) is output from the beginning, and the BGM is not continuously output across two or more variables. Note that the "beginning" here does not necessarily have to match the "beginning" of the music as a work. The "beginning" set as the BGM of the gaming machine 1 may be different from the "beginning" of the music as a work. That is, "the BGM is output from the beginning" means that each BGM is output from "a certain determined position" simultaneously with the start of the variable.

[0106] The method (changing method) for selecting the BGM can be any method. In this embodiment, the type of the BGM is switched by operating the up and down directions of the cross key 62. Although not shown, an image indicating the current BGM and an image representing the operation method for changing the BGM may be displayed in the display area 911. This operation can also be performed during the variable performance. However, even if the change operation is performed during a certain variable performance, it is reflected (the type of the BGM actually changes) in the next variable performance (the changed BGM is output simultaneously with the start of the next variable). Note that the type of the BGM cannot be changed during the variable performance, and it may be configured such that the change is possible in the standby state where the variable performance is not being executed.

[0107] 4-3) Contents of Music Corresponding Control In this embodiment, music corresponding control according to the type of the current background music is executed. As described above, in this embodiment, music corresponding control is usually executed with deviation variation. The music corresponding control divides the variation time into a "main time" and an "additional time" ("main time + additional time = variation time") (see Fig. 16(a)), and changes the lengths of the main time and the additional time according to the type of the background music to be output.

[0108] The main time is the time from the variation start point (see (1) in Figs. 16(a) and (b)) to the pseudo stop point (see (2) in Figs. 16(a) and (b)) where the variation pseudo stops with a symbol combination corresponding to the win / loss lottery result (a combination of three decorative symbols 80). In this embodiment, since music corresponding control is usually executed with deviation variation, the symbol combination should be a deviation combination in a state where a reach is not established. Also, the above "pseudo stop with a symbol combination" means a state where at least a part of the three decorative symbols 80 constituting the symbol combination completely stops. In this embodiment, at the pseudo stop point, all of the three decorative symbols 80 are in a state of pseudo stop. At this pseudo stop point, strictly speaking, the variation has not ended, but actually, the player will feel as if the variation has ended (the deviation has been determined) at this point. In this embodiment, when each decorative symbol 80 pseudo stops, a predetermined stop sound (a short sound of "bang") is output. The point in time when the output of the stop sound of the last decorative symbol 80 to pseudo stop is completed is the pseudo stop point. When the three decorative symbols 80 pseudo stop in order (with a time difference), the stop sound will be output three times, and the point in time when the output of the third stop sound is completed is the pseudo stop point. By outputting such a stop sound, it becomes easier for the player to feel that the variation has ended (the deviation has been determined) at the pseudo stop point.

[0109] The additional time is the time from the above-mentioned pseudo-stop time point (refer to (2) in FIGS. 16(a) and 16(b)) to the end point of variation (refer to (3) in FIGS. 16(a) and 16(b)). That is, it is the time until all of the three decorative symbols 80 that make up the above-mentioned symbol combination completely pseudo-stop in the same combination. Therefore, it can be said that the additional time is the period during which the above-mentioned symbol combination is pseudo-stopped. The length of the additional time is overwhelmingly shorter than the main time. That is, most of the variation time is occupied by the above-mentioned main time, and the remaining additional time is extremely short. In this embodiment, control is performed so that the additional time does not become 0.

[0110] In this embodiment, during normal deviation variation, the output of the background music is stopped at the pseudo-stop time point. That is, although the background music is output during the main time, the background music is not output during the additional time. Taking two consecutive normal deviation variations (the previous variation and the subsequent variation) as an example, the output of the background music starts with the start of the previous variation, stops at the pseudo-stop time point, and starts with the start of the subsequent variation. Since the additional time is an extremely short time as described above, even in this way, it sounds to the player that the background music is being continuously output (the additional time can also be regarded as a pause period of the background music).

[0111] In this embodiment, even when a variation time of a certain length is selected, if the types of background music output are different, the lengths of the main time and the additional time may be different. That is, music corresponding control is executed in which the main time and the additional time are set according to the type of background music. The music corresponding control is control based on the unit time set for each of a plurality of types of background music.

[0112] In this embodiment, the unit time of Music A is 150 msec (0.150 seconds), the unit time of Music B is 125 msec (0.125 seconds), and the unit time of Music C is 100 msec (0.100 seconds) (see Fig. 17(a)). The unit time of each piece of music is determined based on the tempo (BPM: Beats Per Minute) of each piece of music. The tempo of Music A is 100 BPM, the tempo of Music B is 120 BPM, and the tempo of Music C is 150 BPM. In this embodiment, the length of a 16th note in each piece of music is used as the unit time. The length of a 16th note in Music A is calculated as 60 / 100 / 4 = 0.150 seconds, the length of a 16th note in Music B is calculated as 60 / 120 / 4 = 0.125 seconds, and the length of a 16th note in Music C is calculated as 60 / 150 / 4 = 0.100 seconds, and these lengths are used as the unit time of each piece of music. The higher the BPM (the faster the tempo), the shorter the unit time.

[0113] Music corresponding control is to control such that "main time = unit time × N" (N is a natural number). That is, the length of the main time is controlled to be a multiple of the unit time (determined according to the type of background music being output). Because of this control, even if the variable time is the same, if the type of background music is different, the lengths of the main time and the additional time can be different. The fact that the main time is different means that the time from the start point of variation to the pseudo-stop point is different. Therefore, depending on the type of background music, it is to make the time until the three decorative patterns 80 pseudo-stop and a pattern combination is shown different.

[0114] Specifically, the main time and the additional time are determined as follows based on a predetermined variable time. (1) The main time is a multiple of the unit time and is the longest time less than the variable time. (2) The additional time is the time obtained by subtracting the main time determined in (1) from the variable time.

[0115] For example, 2630 milliseconds can be selected as the variable time (see Fig. 17(b)). In this case, when music piece A (unit time: 150 milliseconds) is the output music piece, the main time is set to 2550 milliseconds (150 × 17 = 2550), and the additional time is set to 80 milliseconds (2630 - 2550 = 80). When music piece B (unit time: 125 milliseconds) is the output music piece, the main time is set to 2625 milliseconds (125 × 21 = 2625), and the additional time is set to 5 milliseconds (2630 - 2625 = 5). When music piece C (unit time: 100 milliseconds) is the output music piece, the main time is set to 2600 milliseconds (100 × 26 = 2600), and the additional time is set to 30 milliseconds (2630 - 2600 = 30).

[0116] Also, for example, 3180 milliseconds can be selected as the variable time (see Fig. 17(b)). In this case, when music piece A (unit time: 150 milliseconds) is the output music piece, the main time is set to 3150 milliseconds (150 × 21 = 3150), and the additional time is set to 30 milliseconds (3180 - 3150). When music piece B (unit time: 125 milliseconds) is the output music piece, the main time is set to 3125 milliseconds (125 × 25 = 3125), and the additional time is set to 55 milliseconds (3180 - 3125 = 55). When music piece C (unit time: 100 milliseconds) is the output music piece, the main time is set to 3100 milliseconds (100 × 31 = 3100), and the additional time is set to 80 milliseconds (3180 - 3100 = 80).

[0117] In this embodiment, when the length of the variable time exactly matches a multiple of the unit time, the additional time is set to be equal to the unit time. For example, 3625 milliseconds can be selected as the variable time (see Fig. 17(b)). In this case, when music piece B (unit time: 125 seconds) is the output music piece, 125 × 29 = 3625, and the multiple of the unit time matches the variable time. Therefore, after setting the main time to 3500 milliseconds (125 × 28 = 3500), the additional time is set to 125 milliseconds (3625 - 3500 = 125). Controlling in this way means that "the maximum length of the additional time = the length of the unit time".

[0118] Also, in some cases, even if the types of music are different, the main time and the additional time may be the same. For example, when the variable time is 3625 milliseconds (see Fig. 17(b)), if Music A (unit time: 150 milliseconds) or Music C (unit time: 100 milliseconds) is the output music, in both cases, the main time is 3600 milliseconds (150×24 = 3600, 100×36 = 3600), and the additional time is 25 milliseconds (3625 - 3600 = 25).

[0119] By executing such music correspondence control, the pseudo-stop time (the time when the player grasps the winning or losing lottery result and the actual variation has ended) indicated by the symbol combination becomes the time corresponding to the tempo of the output background music. That is, since the main time is a multiple of the unit time determined according to the tempo of the background music, the time when the main time ends matches the tempo of the background music. Also, if the variation is adjusted to match the tempo of the background music in this way, it may be thought that an operation such as changing the variable time according to the background music is necessary. However, in this embodiment, the value obtained by subtracting the multiple value of the unit time from the variable time (so-called "remainder") is set as the additional time (the additional time is increased or decreased), so there is no need to change the variable time according to the background music.

[0120] In this embodiment, the length of a 16th note of each music is used as the unit time, but the length of an 8th note, a 4th note, or a 2nd note may be used as the unit time. However, if this is done, the unit time will become longer, so the step width of the main time will become larger (the unit change amount when the value of N in "main time = unit time × N" changes is large), and the additional time will be uncomfortable for the player (as described above, the maximum of the additional time = unit time, so if the unit time becomes longer, the additional time (the time when the background music is not output) will become uselessly long). Therefore, it can be said that it is preferable to make the unit time as short as possible (in this embodiment, the length of a 16th note is used as the unit time to make the unit time short).

[0121] Hereinafter, specific examples obtained by improving, modifying, or embodying matters related to the above music corresponding control 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 adopted.

[0122] ○ Specific Example 3-1 In the above embodiment, it has been described that the player can arbitrarily select the type of background music. However, the configuration may be such that the type of background music automatically changes regardless of the player's selection. As the type of background music automatically changes, the music corresponding control will change.

[0123] ○ Specific Example 3-2 In the above embodiment, it has been described that the music corresponding control is usually executed during the deviation variation. However, if it is a variation in which music other than the background music is not output (for example, a variation in which a super reach effect in which a dedicated music is output is not executed), the music corresponding control may be executed in other variations as well.

[0124] For example, after a reach is established, the music corresponding control may be executed in a normal reach variation in which a so-called super reach effect is not executed and the winning or losing lottery result is notified. After the reach is established where the types of the two decorative symbols 80 match, the background music is continuously output, and the music corresponding control is executed with the main time being until another decorative symbol 80 pseudo-stops and a symbol combination is shown, and the additional time being until it completely stops with the said symbol combination. The music corresponding control may be executed not only in the normal reach variation where the winning or losing lottery result is a loss, but also in the normal reach variation where the winning or losing lottery result is a win.

[0125] However, basically, most of the variations are usually deviation variations. Therefore, even if the music corresponding control is executed only in the normal deviation variation, it is highly probable that the player will feel that the variations are being executed in accordance with the tempo of the background music.

[0126] ○ Specific Example 3-3 The method for setting the unit time of each background music described in the above embodiment (the setting method based on the length of notes) is merely an example. It may also be set such that the higher the BPM (the faster the tempo), the shorter the unit time. Since the BPMs of Music A to C in the above embodiment are in the relationship of "BPM of Music A < BPM of Music B < BPM of Music C", it may be set such that "unit time of Music A > unit time of Music B > unit time of Music C".

[0127] Also, as long as it is a determination method based on the characteristics of each background music, the unit time may be determined based on elements other than the tempo. For example, a configuration may be adopted in which different unit times are set based on the genre of each background music. Also, for example, a configuration may be adopted in which different unit times are set based on the lyrics of each background music (the average time required for one character of the lyrics to be output).

[0128] ○Specific Example 3-4 Variations where the additional time = 0 may be allowed to occur. Specifically, in the above embodiment, it was explained that when the length of the variation time exactly matches a multiple of the unit time, the control is such that the additional time = the unit time, but when the length of such a variation time exactly matches a multiple of the unit time, the additional time may be set to 0. For example, when the variation time is 3625 msec and Music B (unit time 125 seconds) is the output music, the main time is set to 3625 msec and the additional time is set to 0. In this case, a combination of three symbols indicating a miss is shown and at the same time the variation completely stops.

[0129] ○Specific Example 3-5 In the above embodiment, it was explained that "(1) The main time is a multiple of the unit time and is the longest time less than the variation time.", but as long as it is a multiple of the unit time, it does not have to be the longest time less than the variation time. In other words, the length of the additional time regarded as the "remainder" may be made longer than in the above embodiment.

[0130] For example, as shown in FIG. 18, when the variation time is 2630 msec, if Music A (unit time: 150 msec) is the output music, the main time is 2400 msec (150×16 = 2400) and the additional time is 230 msec (2630 - 2400 = 230); if Music B (unit time: 125 msec) is the output music, the main time is 2500 msec (125×20 = 2500) and the additional time is 130 msec (2630 - 2500 = 130); if Music C (unit time: 100 msec) is the output music, the main time is 2500 msec (100×25 = 2500) and the additional time is 130 msec (2630 - 2500 = 130). However, since the additional time is the length of the pseudo-stop period from when the symbol combination pseudo-stops until the variation completely stops, which is the length of the period when the background music is not output, it is not preferable to set the additional time to be too long (because it will result in an unnatural variation).

[0131] 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.

[0132] Although it has been described that the gaming machine 1 according to the above embodiment has the so-called "two types" of gaming properties that enable a jackpot win via a small win, the configurations described in the above embodiment can be applied to a gaming machine ("one type" of gaming machine) that cannot win a jackpot via a small win, excluding the configurations that are not applicable unless they have the "two types" of gaming properties.

[0133] The specific means (gaming machines) obtained from the above embodiments are listed below.

[0134] ○Means 1-1 Based on first win / loss lottery information obtained when a game ball enters a first start area, a win / loss lottery means for performing a first win / loss lottery, and based on second win / loss lottery information obtained when a game ball enters a second start area, a win / loss lottery means for performing a second win / loss lottery, and an opening / closing mode setting means capable of switching between a low opening / closing mode and a high opening / closing mode in which the second start area is more easily opened than in the low opening / closing mode. As a first game state in which a game ball should be launched aiming at the first start area, there is a normal first game state in which the low opening / closing mode is set, and a special first game state in which the high opening / closing mode is set but the opening time of the second start area is short, and it is disadvantageous for the player to launch a game ball aiming at the second start area. Among the multiple types of wins that can be won through the first win / loss lottery executed in the first game state, any one of them is specified as a specific win. The probability that the win is the specific win when the first win / loss lottery is a win is different between the normal first game state and the special first game state. A gaming machine characterized by this. According to the above gaming machine, even in the same first game state (a state where a game ball should be launched aiming at the first start area), interesting game play is realized in that the probability (the ratio of the specific win) of becoming a specific win is different between the normal first game state in the low opening / closing mode and the special first game state in the high opening / closing mode.

[0135] ○Means 1-2 After the end of the winning game executed after winning the specific win, it shifts to a second game state which is a game state where a game ball should be launched aiming at the second start area and in which the high opening / closing mode is set where the opening time of the second start area is longer than when the special first game state is set. After the end of the winning game executed after winning a non-specific win which is a win other than the specific win, it does not shift to the second game state. The gaming machine according to Means 1-1, characterized by this. By doing this, the transition probability to the second game state (a game state where the benefit of being in the high opening / closing mode can be enjoyed) becomes different between the normal first game state and the special first game state.

[0136] ○Means 1-3 When the first win / loss lottery is a winning result, the probability that the win is the specific win is higher in the special first game state than in the normal first game state. In a part of the cases where the first win / loss lottery executed in the normal first game state is not a winning result, it is possible to acquire the right to shift to the special first game state. The gaming machine according to means 1-1, characterized in that. By doing so, a gaming property is realized in which the probability of a specific win is higher in the special first game state than in the normal first game state.

[0137] ○Means 1-4 When the first win / loss lottery executed in the normal first game state is a winning result, the combination of decorative symbols displayed on the display device is set as the winning combination. However, even if the right to shift states is acquired, the winning combination is not displayed on the display device. The gaming machine according to means 1-3, characterized in that. By doing so, a gaming property is achieved in which it is difficult to tell that the state has shifted to the special first game state (the shift to the special first game state is not clearly shown) compared to the normal first game state.

[0138] ○Means 1-5 A specific effect that can occur in the first game state is provided. The specific effect can occur in either the normal first game state or the special first game state, but the occurrence probability is different between the normal first game state and the special first game state. The gaming machine according to means 1-4, characterized in that. By doing so, a gaming property is realized in which the player enjoys the game while predicting whether the current game state is either the normal first game state or the special first game state based on the degree of occurrence of the specific effect.

[0139] ○Means 1-6 A general winning area is provided at a position where a game ball may enter when the game ball is launched aiming at the first starting area. Although the winning or losing lottery by the winning or losing lottery means is not executed when the game ball enters, a predetermined number of prize balls are paid out. The entry of the game ball into the general winning area triggers a release lottery as to whether or not to open the second starting area. The gaming machine according to any one of means 1-1 to 1-5, characterized in that. Since the special first gaming state is the high opening and closing mode, it is necessary to configure the game ball to be able to enter the area that triggers the release lottery when playing aiming at the first starting area. By setting the general winning area as the area that triggers the release lottery, it becomes difficult for the player to notice that the area that triggers the release lottery is provided (at a position where the game ball launched aiming at the first starting area can enter).

[0140] ○ Means 2-1 An effect mode selection means that enables a player to select a preferred effect mode from among a plurality of types of effect modes in which the probability of occurrence of a target effect is different, and an output change means that can change the magnitude of the output of an effect amount including at least one of the volume and the light amount within a range of a plurality of output steps. At least a part of the plurality of types of the effect modes has one of the plurality of output steps defined as a corresponding step. When the effect mode is changed by the effect mode selection means, if the corresponding step is defined for the changed effect mode, it has an automatic adjustment function of automatically changing the magnitude of the output of the effect amount to the corresponding step. The gaming machine characterized by that. Since the automatic adjustment function of the gaming machine changes the output of the effect amount according to the change of the effect mode, it contributes to the improvement of the convenience of the player.

[0141] ○ Means 2-2 The plurality of types of the effect modes include a first effect mode and a second effect mode in which the probability of occurrence of the target effect is higher than that of the first effect mode. The corresponding step of the second effect mode is a step where the output of the effect amount is larger than the corresponding step of the first effect mode. The gaming machine according to means 2-1, characterized in that. Selecting the first performance mode in which the target performance is less likely to occur means that the player is highly likely to prefer a calm game. Therefore, the output of the performance effect amount set in the automatic adjustment function is made smaller. On the other hand, selecting the second performance mode in which the target performance is more likely to occur means that the player is highly likely to prefer a flamboyant game. Therefore, the output of the performance effect amount set in the automatic adjustment function is made larger.

[0142] ○ Means 2-3 Among the plurality of types of the performance modes, the first performance mode and the second performance mode in which the probability of the target performance occurring is higher than that of the first performance mode are included. The corresponding stage of the second performance mode has a smaller output stage of the performance effect amount than the corresponding stage of the first performance mode. The gaming machine according to means 2-1, characterized in that. Since the first performance mode in which the target performance is less likely to occur means that the target performance has a relatively high reliability, the output of the performance effect amount when the high-reliability target performance occurs is made larger. On the other hand, since the second performance mode in which the target performance is more likely to occur means that the target performance has a relatively low reliability, the output of the performance effect amount when the low-reliability target performance occurs is made smaller.

[0143] ○ Means 2-4 The gaming machine according to any one of means 2-1 to 2-3, characterized in that it has an arbitrary change function that enables the player to arbitrarily change the output stage of the performance effect amount regardless of the type of the set performance mode. Since the output of the performance effect amount set by the automatic adjustment function may not match the player's preference, it is preferable to separately provide the above-mentioned arbitrary change function.

[0144] ○ Means 3-1 A notification means for variably displaying a plurality of decorative pattern groups each including a plurality of types of decorative patterns, and notifying a winning or losing lottery result by a pattern combination that is a combination of decorative patterns selected from each of the plurality of decorative pattern groups when the variation stops; and a variation time determination means for determining a variation time from a variation start time when the plurality of decorative pattern groups start to vary to a variation end time when the variation completely stops in the pattern combination according to the winning or losing lottery result. The variation time includes a main time from the variation start time to a pseudo-stop time when the variation pseudo-stops in the pattern combination according to the winning or losing lottery result, and an additional time from the pseudo-stop time to the variation end time. Even when the variation times are the same, if the types of background music output at the main time are different, the lengths of the main time and the additional time are made different, and a game machine characterized in that music corresponding control can be executed. According to the above game machine, since the time point (pseudo-stop time point) at which the pattern combination is shown changes according to the background music, the entertainment value of the game can be improved.

[0145] ○ Means 3-2 The game machine according to means 3-1, wherein the music corresponding control is executed in a normal losing variation in which it is notified that the winning or losing lottery result is a loss without a reach being established by the decorative pattern. When a loss is notified without a reach being established, that is, when the variation time is relatively short, it is preferable to execute music corresponding control.

[0146] ○ Means 3-3 A unit time corresponding to the type of the background music is set, and the main time is set to be a multiple length of the unit time corresponding to the type of the background music output at the main time, according to the game machine according to means 3-1 or means 3-2. By doing so, the end time of the main time is determined according to the type of the background music.

[0147] ○ Means 3-4 The game machine according to means 3-3, wherein the faster the tempo of the background music, the shorter the unit time. By doing so, fluctuations that are the length of the main time corresponding to the tempo of the background music will be realized.

Explanation of symbols

[0148] 1 Gaming machine 10 Specific area 20 Light-emitting part 60 Operating means (61 Push button 62 Cross key) 65 Speaker 70 Reserved symbol (71 Reserved symbol during variation 72 Reserved symbol before variation) 80 Decorative symbol (80L Left decorative symbol 80R Right decorative symbol 80C Middle decorative symbol) 80g Decorative symbol group (80gL Left decorative symbol group 80gR Right decorative symbol group 80gC Middle decorative symbol group) 904 Start area (904a First start area 904b Second start area) 905 Normal area (905L Left normal area (general winning area) 905R Right normal area) 906 Big winning area 91 Display device 911 Display area

Claims

1. A gaming machine capable of executing a target performance accompanied by a performance effect including at least one of corresponding performance sound and performance light, a performance mode selection means that enables a player to select a preferred performance mode from among a plurality of types of performance modes in which the probability of occurrence of the target performance is different, an output change means capable of changing the magnitude of the output of the performance effect amount, which is the amount of the performance effect, within a range of a plurality of output stages, comprising, for at least a part of the plurality of types of the performance modes, any one of the plurality of output stages is defined as a corresponding stage, when the performance mode is changed by the performance mode selection means, if the corresponding stage is defined for the changed performance mode, it has an automatic adjustment function of automatically changing the magnitude of the output of the performance effect amount to the corresponding stage, the plurality of types of the performance modes include a first performance mode and a second performance mode in which the probability of occurrence of the target performance is higher than that of the first performance mode, the corresponding stage of the second performance mode is a stage where the output of the performance effect amount is larger than the corresponding stage of the first performance mode A gaming machine characterized by this.

2. A gaming machine capable of executing a target performance accompanied by a performance effect including at least one of corresponding performance sound and performance light, a performance mode selection means that enables a player to select a preferred performance mode from among a plurality of types of performance modes in which the probability of occurrence of the target performance is different, an output change means capable of changing the magnitude of the output of the performance effect amount, which is the amount of the performance effect, within a range of a plurality of output stages, comprising, for at least a part of the plurality of types of the performance modes, any one of the plurality of output stages is defined as a corresponding stage, When the performance mode is changed by the performance mode selection means, if the corresponding stage is defined for the changed performance mode, it has an automatic adjustment function of automatically changing the magnitude of the output of the performance effect amount to the corresponding stage. The plurality of types of performance modes include a first performance mode and a second performance mode in which the probability of occurrence of the target performance is higher than that of the first performance mode. The corresponding stage of the second performance mode is a stage where the output of the performance effect amount is smaller than the corresponding stage of the first performance mode. A gaming machine characterized by this.

Citation Information

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