Gaming machine

The gaming machine varies the probability of winning specific jackpots by changing decorative symbols until they stop, addressing the lack of engagement in existing machines and enhancing player excitement through unpredictable outcomes.

JP7706155B2Active Publication Date: 2025-07-11SANSEI R&D KK
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Patent Information

Application Number
JP2022000908
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-06
Publication Date
2025-07-11
Estimated Expiration
2042-01-06

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance the attractiveness and player engagement by varying the probability of winning specific jackpots during gameplay.

Method used

A gaming machine where the probability of winning a specific jackpot is varied through a decorative symbol that changes until it stops, with the probability of the specific win being different from the overall win probability, ensuring Y≠100 and X

Benefits of technology

The solution enhances the attractiveness of the game by increasing the player's engagement and excitement through variable win probabilities, ensuring higher chances of winning specific jackpots, thereby improving overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007706155000002
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    Figure 0007706155000003
Patent Text Reader

Abstract

To provide a game machine enabling improvement in the amusement level of games.SOLUTION: A game machine is provided, in which a specific performance may occur as a performance constituting a varying performance from when decorative patters reporting a win-or-lose lottery result in a specific game state starts varying to when the decorative patters stop in a mode showing the win-or-lose lottery result, wherein specific winning is set as one of a plurality of types of winning that may be hit in the specific game state, and if the win-or-lose lottery result is a winning in the specific game state, a probability of the winning being the specific winning is X%, but a probability of a winning reported in a specific varying performance, which is the varying performance including the specific performance, being the specific winning is Y%. On condition that Y≠100 and X<Y.SELECTED DRAWING: Figure 14
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 below describes a gaming machine capable of executing an effect suggesting a transition to a probability variation if a jackpot is won.

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the attractiveness of the game.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine in which a specific effect can occur as an effect constituting a variation effect from when a decorative symbol notifying a winning or losing lottery result in a specific gaming state starts to vary until it stops in a mode indicating the winning or losing lottery result. Among a plurality of types of wins that can be won in the specific gaming state, a specific win is set. When the winning or losing lottery result is a win in the specific gaming state, the probability that the win is the specific win is X%, and the probability that the win notified in a specific variation effect, which is the variation effect including the specific effect, is the specific win is Y%. It is characterized in that. However, it is assumed that Y≠100 and X<Y.

Effects of the Invention

[0006] According to the gaming machine of the present invention, it is possible to improve the attractiveness of the game.

Brief Description of Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1.

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

[0010] In the game area 902, a display device 91, a start area 904, a large winning area 906, an out port, etc. are provided. The display area 911 of the display device 91 is a portion visible through an opening 901 formed in the game board 90. Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game balls when the flowing-down game balls collide with them. The game balls flowing down in the game area 902 change in various manners according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, 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 start area 904 or the large winning area 906, a predetermined number of prize balls are paid out by a payout device.

[0012] Note that the components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and the upper tray for storing the game balls, etc., are omitted from the description. For these, those having the same structure as known gaming machines can be applied.

[0013] The jackpot lottery is executed by the winning / losing lottery means provided on a control board (not shown) triggered by the winning of a game ball in the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "Special Figure 1") and a second start area 904b (the start area of the so-called "Special Figure 2") are provided. When a game ball wins in the start area 904, a numerical value (winning / losing lottery information) is obtained from a random number source. If the numerical value is the same as a predetermined jackpot numerical value, it is a jackpot; if it is different, it is a miss. In the present embodiment, the notification of the winning / losing lottery result starts in the order in which the numerical value is obtained (so-called variation starts). However, if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not been completed yet, the newly obtained winning / losing lottery information is stored as reserved information in a storage means provided on a control board (not shown). The fact that reserved information is stored in the storage means is displayed as the reserved symbol 70.

[0014] In the present embodiment, as the reserved symbol 70, a variation performance for notifying the winning / losing lottery result (a performance during the variation when a decorative symbol 80 (decorative symbol group 80g) indicating a certain winning / losing lottery result starts to vary until the variation of the decorative symbol 80 (decorative symbol group 80g) completely stops in a combination (described later) indicating the winning / losing lottery result, that is, a performance for one rotation, which may simply be referred to as "variation" in the following description) has started, but a variation reserved symbol 71 corresponding to information for which the notification of the winning / losing lottery result has not been completed yet (hereinafter, may also be referred to as "reserved information during variation") and a pre-variation reserved symbol 72 corresponding to information for which the variation performance has not started yet (hereinafter, may also be referred to as "reserved information before variation") are displayed (see Figure 2). Note that the variation reserved symbol 71 (reserved information during variation) is such that the variation performance for the corresponding winning / losing lottery result has already started and is not strictly "reserved", but is generally referred to as "such variation reservation", etc., so in the present embodiment, it is treated as a kind of "reservation". In the present embodiment, the basic forms of the variation reserved symbol 71 and the pre-variation reserved symbol 72 are the same. To distinguish between the two, the variation reserved symbol 71 is displayed larger than the pre-variation reserved symbol 72. The basic forms of the variation reserved symbol 71 and the pre-variation reserved symbol 72 may be completely different.

[0015] The maximum number of pieces of information to be retained before variation is limited. In the present embodiment, the maximum number of pieces of first pre-variation retained information (special drawing 1 retained) obtained by winning in the first start area 904a is four, and the maximum number of pieces of second pre-variation retained information (special drawing 2 retained) obtained by winning in the second start area 904b is four. Therefore, regarding the retained symbol 70 corresponding to one of special drawing 1 and special drawing 2, one in-play retained symbol 71 and up to four pre-variation retained symbols 72 may be displayed (see FIG. 2).

[0016] In the present embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of the decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. When winning a big win, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g becomes a predetermined combination (for example, three of the same decorative symbol 80). When losing, the combination is other than that (other than the combination for a big win). The decorative symbol 80 may be a combination of numbers and characters, etc.

[0017] Note that in some drawings, the illustration of the retained symbol 70 and the decorative symbol 80 may be omitted.

[0018] 2) Game state (specifications), etc. The gaming machine 1 according to the present embodiment is a so-called one-type gaming machine. As shown in FIG. 3(a), in the present embodiment, a normal game state and a special game state are set as game states in which the player plays aiming for the winning / losing lottery result to be a big win. Further, as the special game state, a first special game state and a second special game state are provided. The normal game state is a low-base state and a low-probability state. The first special game state is a high-base state and a high-probability state. The second special game state is a high-base state and a low-probability state.

[0019] Here, the "base" (low base state, high base state) refers to an indication of the ease of entry of the game balls into the start area 904. The high base state is one in which game balls are more likely to enter the start area 904 (more likely to undergo the win / loss lottery) than in the low base state (also referred to as the "time-saving (state)"). Therefore, in terms of the "base", it can be said that the high base state is more advantageous for the player than the low base state. In the present embodiment, since a predetermined number of prize balls are paid out when a game ball enters the start area 904, the high base state has a smaller reduction rate of the held balls (more prize balls per number of launched balls) than the low base state. In the low base state (normal game state), the player launches the game ball aiming at the first start area 904a. In the present embodiment, so-called "left hitting" is performed. In the high base state (special game state), the game ball is launched aiming at the second start area 904b. In the present embodiment, so-called "right hitting" is performed. The high base state is a state in which it is easier to win the opening lottery of the second start area 904b triggered by the entry of a game ball into the normal start area 905 (see FIG. 1) than in the low base state. The second start area 904b is normally closed and is an area that is opened by winning the said opening lottery. When the second start area 904b is opened, if a game ball is launched aiming at the second start area 904b (if right hitting is performed), the game ball can enter the second start area 904b relatively easily. In the low base state, the probability of winning the said opening lottery is extremely low (or even if winning, the opening time is extremely shortened), so it is almost impossible for a game ball to enter the second start area 904b even if right hitting is performed (right hitting in the low base state is "detrimental" to the player).

[0020] Furthermore, the low-probability state and the high-probability state (so-called probability-variable (probability-variation) state) refer to the high or low probability of winning a win / loss lottery based on the win / loss lottery information obtained when a game ball enters the start area 904. That is, it can be said that the high-probability state is more likely to win the win / loss lottery result than the low-probability state, which is advantageous for the player. As will be described later, in this embodiment, the jackpot probability in the low-probability state is about 1 / 219 (setting 1) to 1 / 149 (setting 6), while the jackpot probability in the high-probability state is higher (about 1 / 50) than about 1 / 149 (the highest jackpot probability in the low-probability state). The jackpot probability in the high-probability state may also vary according to the current settings. In this case, for each setting, the jackpot probability in the high-probability state may be set to be higher than the jackpot probability in the low-probability state.

[0021] Since the normal game state is a state where left hitting should be performed, it means that the first win / loss lottery (Special Figure 1 lottery) triggered by a game ball entering the first start area 904a is conducted with a low probability. Since the first special game state is a state where right hitting should be performed, it means that the second win / loss lottery (Special Figure 2 lottery) triggered by a game ball entering the second start area 904b is conducted with a high probability. Since the second special game state is a state where right hitting should be performed, it means that the second win / loss lottery (Special Figure 2 lottery) triggered by a game ball entering the second start area 904b is conducted with a low probability.

[0022] When the lottery result is a jackpot, a jackpot game is executed. The jackpot game repeats one or more unit games in which the big winning area 906 (see Fig. 1; the big winning area 906 is normally closed) is opened until a predetermined closing condition is satisfied. The closing condition is established when either one of the following is satisfied: a predetermined number (e.g., 10) of game balls win after the big winning area is opened (winning condition), or a predetermined time elapses after the big winning area is opened (time condition). In this embodiment, if game balls are continuously launched toward the big winning area during the jackpot game, the winning condition is satisfied before the time condition is satisfied. That is, 10 game balls win in the big winning area in one unit game. A unit game is also referred to as a round (game), etc. In the following description, a jackpot including N unit games will be described with the notation "N rounds (R)".

[0023] In this embodiment, the first special game state continues until the next jackpot (see Fig. 3(a)). That is, once the first special game state is entered, the high base state and the high probability state continue until the next jackpot. Therefore, it can be said that the first special game state virtually guarantees the acquisition of the next jackpot in that state, unless special circumstances such as the player stopping the game midway occur. Similar to the second special game state, which will be described in detail later, the first special game state also ends when it fails a predetermined number of times in a row, but it may be assumed that the probability of actually failing a predetermined number of times in a row is extremely low (e.g., the predetermined number = 10,000 times).

[0024] In this embodiment, the second special game state continues until the winning / losing lottery result is a loss 10,000 times in a row (so-called number of continuations = 10,000) (see FIG. 3(a)). In other words, once the second special game state is entered, the high base state and low probability state continue until the next big win. Details will be described later, but the big win probability in the low probability state in this embodiment is about 1 / 219 (setting 1) to 1 / 149 (setting 6). In other words, even with the lowest probability (1 / 219), it is virtually impossible for the winning / losing lottery result to be a loss 10,000 times in a row (the probability of this event occurring is (218 / 219) to the power of 10,000 even with the lowest setting). Therefore, it can be said that the second special game state is virtually guaranteed to win the next big win in that state unless a special circumstance occurs, such as the player quitting the game midway. In addition, if the probability of winning a jackpot in the target game state (so-called continuation probability) is more than 99%, the next jackpot in that state is virtually guaranteed. Also, like the first special game state, the second special game state may be set to continue until the next jackpot.

[0025] A transition in game state may occur upon winning a jackpot. Jackpots are classified into a normal jackpot, a first special jackpot, and a second special jackpot. Other types of jackpots may also be provided. A normal jackpot transitions to a normal game state after the jackpot game ends. A first special jackpot transitions to a first special game state after the jackpot game ends. A second special jackpot transitions to a second special game state after the jackpot game ends.

[0026] In the normal gaming state, although it is possible to win the normal jackpot and the first special jackpot, it is not possible to win the second special jackpot. In this embodiment, the jackpots (jackpot allocation) won in the normal gaming state are set such that 75% are normal jackpots and 25% are the first special jackpots (see Fig. 3(b-1)). Since the normal gaming state is a state where there is no transition of the gaming state unless a jackpot is won, it means that there is no transition from the normal gaming state (via the second special jackpot game) to the second special gaming state. In this embodiment, out of the 75% normal jackpots, 25% are 10-round normal jackpots and 50% are 3-round jackpots. Also, all of the first special jackpots are for 10 rounds. Note that it may also be set that it is not possible to win the normal jackpot in the normal gaming state. For example, it may be set that all of the jackpots won in the normal gaming state (first win / loss lottery) are the first special jackpots.

[0027] In the first special gaming state, although it is possible to win the first special jackpot and the second special jackpot, it is not possible to win the normal jackpot. In this embodiment, the jackpots (jackpot allocation) won in the first special gaming state are set such that 75% are the second special jackpots and 25% are the first special jackpots (see Fig. 3(b-2)). In this embodiment, all of the jackpots won in the first special gaming state are 10-round jackpots.

[0028] In the second special gaming state, although it is possible to win the normal jackpot and the first special jackpot, it is not possible to win the second special jackpot. In this embodiment, the jackpots (jackpot allocation) won in the second special gaming state are set such that 75% are normal jackpots and 25% are the first special jackpots (see Fig. 3(b-3)). In this embodiment, all of the jackpots won in the second special gaming state are 10-round jackpots.

[0029] The probability of hitting the jackpot (jackpot allocation) in each gaming state can be changed as appropriate, but in any gaming state, it is preferable that the probability of achieving the first special jackpot is the same (25% in this embodiment). That is, regardless of the gaming state, it is preferable that the so-called probability variation rate is constant. However, if it is a so-called V probability variation machine, the probability variation rate can be configured to be different depending on the gaming state.

[0030] Due to such a configuration, the following gaming performance (game flow) is realized. Generally, a player starts the game in the normal gaming state (low base and high probability state), which is the most disadvantageous gaming state. That is, the player aims at the first start area 904a and makes a left strike, and plays the game aiming for the result of the first win / loss lottery, which is executed as a low-probability lottery, to be a jackpot. When a normal jackpot (75%) is obtained after the first win / loss lottery, after the end of that jackpot game, the player returns to the normal gaming state again. On the other hand, when a first special jackpot (25%) is obtained after the first win / loss lottery, after the end of that jackpot game, the player moves to the first special gaming state. Since the first special gaming state is more advantageous for the player than the normal gaming state, when the player wins a jackpot in the normal gaming state, the player hopes that the jackpot is the first special jackpot.

[0031] In the first special gaming state, the player aims at the second start area 904b and makes a right strike, and plays the game aiming for the result of the second win / loss lottery, which is executed as a high-probability lottery, to be a jackpot. As described above, since the first special gaming state continues until the next jackpot, as long as the player does not stop playing the game, the player can obtain the next jackpot while receiving the benefit of the high base state (without significantly reducing the hold balls). When a first special jackpot (25%) is obtained, after the end of that jackpot game, the player moves to the first special gaming state again. When a second special jackpot (75%) is obtained, after the end of that jackpot game, the player moves to the second special gaming state.

[0032] In the second special game state, the player makes a right strike aiming at the second start area 904b, and plays the game aiming for a jackpot as the result of the second win / loss lottery executed as a low-probability lottery. As described above, the second special game state does not end until it fails 10,000 times in a row (except when winning a jackpot), and since it is unrealistic for such an event to occur, as long as the player does not stop playing the game, the player can receive the benefits of the high-base state (without reducing the holding balls too much) and win the next jackpot. When winning the first special jackpot (25%), after the end of the jackpot game, the game shifts to the first special game state. When winning the normal jackpot (75%), after the end of the jackpot game, the game shifts to the normal game state.

[0033] Because of being configured in this way, according to the gaming machine 1 according to the present embodiment, when once shifting to the first special game state, the game property of a "two-loop" can be realized in which at least two jackpots (the jackpot in the first special game state and the jackpot in the second special game state) can be won in the high-base state. That is, when winning the first special jackpot, the game property is such that winning at least two jackpots is promised in the high-base state. Instead of realizing the "two-loop" by making the high-base and high-probability state (probability-variable state) continue at least twice as in the prior art, after the high-base and high-probability state (the first special game state), it always shifts to the high-base and low-probability state (the second special game state) in which the next jackpot is promised (it always passes through the second special game state before shifting to the normal game state), and this point of realizing the "two-loop" is novel.

[0034] Also, in the present embodiment, it is possible to win the first special jackpot even in the first special game state or the second special game state. Therefore, if the player wins the first special jackpot in the first special game state or the second special game state, the game playability is such that at least two jackpots in a higher base state are promised. That is, if the player wins the first special jackpot in the higher base state, the game playability is such that the player returns to the first state of the "two-loop". Note that the first special game state is a state where there is no possibility of winning a normal jackpot (even if the player wins the second special jackpot, only one more jackpot in the higher base state is promised), and the second special game state is a state where there is a possibility of winning a normal jackpot. Therefore, it can be said that winning the first special jackpot in the second special game state is more valuable to the player than winning the first special jackpot in the first special game state.

[0035] Hereinafter, specific examples in which matters related to the above game states (specifications) and the like are improved, embodied, deformed, etc. will be described. Note that a configuration in which a plurality of technologies described using the following specific examples are combined and applied may also be used.

[0036] 〇Specific Example 1-1 In the above embodiment, it was explained that it is possible to win the first special jackpot in the normal game state (i.e., the winning of the first special jackpot is provided as a result of the first win / loss lottery), that is, it is possible to shift from the normal game state to the first special game state. However, it may be set that there is no shift from the normal game state to the first special game state.

[0037] For example, in the normal game state, although it is possible to win the second special jackpot and shift to the second special game state, it is set that it is not possible to win the first special jackpot and shift to the first special game state (see Fig. 4). In the second special game state, it is set that it is possible to win the first special jackpot and shift to the first special game state. That is, in order to shift to the first special game state, it is necessary to first shift to the second special game state. In such a case, when shifting to the first special game state, since it is necessary to have won the jackpot (the first special jackpot) in the second special game state before that, the game playability is such that at least three jackpots can be won in the high base state.

[0038] 〇Specific Example 1-2 In the above embodiment, it was explained that in the normal game state, it is set that the second special jackpot cannot be won, but it may also be set that the second special jackpot can be won in the normal game state. That is, in the normal game state, it may be set that either the first special jackpot or the second special jackpot can be won (see Fig. 5).

[0039] With such a configuration, when winning the first special jackpot, there are two jackpots for which a win in the high base state is promised, and when winning the second special jackpot, there is one jackpot for which a win in the high base state is promised. That is, the game playability is such that the number of jackpots for which a win in the high base state is promised differs depending on the type of the winning special jackpot.

[0040] 〇Specific Example 1-3 In the above embodiment, it was explained that in the first special game state, it is set that the first special jackpot can be won, but it may also be set that the first special jackpot cannot be won in the first special game state. For example, all the jackpots that can be won in the first special game state are the second special jackpots, and after the first special game state, it is configured to necessarily shift to the second special game state (see Fig. 6). Even in such a case, when shifting to the first special game state, the game playability is such that at least two jackpots in the high base state are promised.

[0041] 〇Specific Examples 1-4 The above-described embodiment has explained that it is a setting in which a first special jackpot can be won in the second special game state, but it may also be a setting in which a first special jackpot is not won in the second special game state. For example, all jackpots that can be won in the second special game state are normal jackpots, and after the second special game state, it is configured to necessarily shift to the normal game state (see FIG. 7). Even in this case, when shifting to the first special game state, the game property is such that at least two jackpots in the high base state are promised.

[0042] 〇Specific Examples 1-5 Combining the above Specific Examples 1-3 and Specific Examples 1-4, it may also be a setting in which a first special jackpot cannot be won in either the first special game state or the second special game state. For example, all jackpots that can be won in the first special game state are second special jackpots, and all jackpots that can be won in the second special game state are normal jackpots (see FIG. 8). In this case, inevitably, the game state will transition as follows: the first special game state → the second special game state → the normal game state. That is, the game property is such that the number of jackpots that can be obtained in the high base state is fixed at "two times".

[0043] 3) Game state image In the present embodiment, in the first special game state and the second special game state (i.e., the high base state), the game state image 10 is displayed in the display area 911. Note that the period during which the game state image 10 is displayed may be any period. In the present embodiment, during the period from when the first special jackpot game ends until a predetermined time elapses after the first special game state starts (hereinafter, sometimes referred to as the first period), and during the period from when the second special jackpot game ends until a predetermined time elapses after the second special game state starts (hereinafter, sometimes referred to as the second period), the game state image 10 is displayed. Different from the present embodiment, it may be configured such that the game state image 10 is always displayed in the state of the first special game state or the second special game state.

[0044] The game state image 10 (see FIG. 9) includes a first image 11, a second image 12, and an end image 13. The first image 11 is an image representing a first special game state. In this embodiment, the first special game state is named "XX Chance", and an image including the characters of "XX Chance" is displayed as the first image 11. The second image 12 is an image representing a second special game state. In this embodiment, the second special game state is named "XX Road ∞", and an image including the characters of "XX Road ∞" is displayed as the second image 12. As described above, the second special game state does not end unless the win / loss lottery result fails for 10,000 consecutive times, and in fact, it continues until the next big win. That is, since it seems to the player that the game state continues endlessly until the next big win, it is named including the character "∞". The end image 13 is an image indicating the end of the high base state (the first special game state, the second special game state). In this embodiment, an image including the characters of "END" is displayed as the end image 13.

[0045] The game state image 10 is arranged in the order of the first image 11, the second image 12, and the end image 13 along a predetermined direction. In this embodiment, they are arranged in the order of the first image 11, the second image 12, and the end image 13 from left to right. The game state image 10 includes a direction image 18 displayed between the first image 11 and the second image 12, and between the second image 12 and the end image 13. The direction image 18 indicates the direction from the first image 11 to the second image 12, and from the second image 12 to the end image 13. In this embodiment, an image representing an "arrow" extending from the first image 11 to the second image 12 and from the second image 12 to the end image 13 is displayed as the direction image 18. The first direction image 181 from the first image 11 to the second image 12 indicates the transition direction of the game state when winning the second big win in the first special game state, and it can be said that the second direction image 182 from the second image 12 to the end image 13 indicates the transition direction of the game state when winning the normal big win in the second special game state.

[0046] The first image 11 and the second image 12 may be in a normal mode or an emphasized mode. Note that both the first image 11 and the second image 12 are not in the emphasized mode. That is, when one of the first image 11 and the second image 12 is in the emphasized mode, the other is in the normal mode. The emphasized mode may be more prominent than the normal mode. In this embodiment, the brightness of the image in the emphasized mode is increased compared to the image in the normal mode (or the brightness around the image is increased) (see Fig. 9). In addition, various methods can be considered as a method for making the emphasized mode prominent. For example, it is conceivable to set the normal mode to "monochrome display" and the emphasized mode to "color display". Also, it is conceivable that the emphasized mode is larger than the normal mode. These methods may be used in combination.

[0047] In the game state image 10 displayed in the first special game state (the first period), the first image 11 is in the emphasized mode and the second image 12 is in the normal mode (see Fig. 9(a)). The player who sees this can grasp that the current game state is the first special game state (the state of "○○ rush"). Also, before the end of the high base state indicated by the end image 13 (transition to the normal game state), it is possible to grasp that a transition to the second special game state (the state of "×× load ∞") occurs (that is, the high base state does not end suddenly).

[0048] In the game state image 10 displayed in the second special game state (the second period), the second image 12 is in the emphasized mode and the first image 11 is in the normal mode (see Fig. 9(b)). The player who sees this can grasp that the current game state is the second special game state (the state of "×× load ∞"). Also, it is possible to grasp that the first special game state (the state of "○○ rush") has ended and a transition to the second game state has occurred. Further, it is possible to grasp that the end of the high base state indicated by the end image 13 (transition from the second special game state to the normal game state) may occur.

[0049] As described above, the gaming machine 1 according to the present embodiment is provided with game states that are common in that they are high-base states in which the next jackpot is virtually promised, namely the first special game state and the second special game state. However, strictly speaking, one is a high-probability state and the other is a low-probability state, so the game state images 10 are used to clearly show the player that the two game states are different so that the player will not be confused.

[0050] In addition, since the game state image 10 in the present embodiment shows the end of a state (high-base state) that is advantageous to the player through the second special game state from the first special game state, it is easy to understand that it has the so-called "two-loop" gameplay.

[0051] Note that the gaming machine 1 according to the present embodiment is a so-called pachinko machine with settings, and the jackpot probability varies depending on the setting. However, it is possible to realize the same gameplay even for a configuration in which such a setting is not provided.

[0052] Hereinafter, specific examples in which matters related to the game state image 10 are improved, embodied, deformed, etc. will be described. Note that a configuration in which a plurality of the techniques described using the following specific examples are combined and applied may also be used.

[0053] 〇Specific Example 2-1 When it is determined that the second special game state ends and the game shifts to the normal game state (for example, when winning a normal jackpot in the second special game state, during the normal jackpot game won in the second special game state, when the normal jackpot game ends and the normal game state starts, etc.), the game state image 10 may be displayed. That is, the game state image 10 may be displayed to notify the end of the high-base state.

[0054] This game state image 10 may be such that the end image 13 is in an emphasized mode (see Fig. 10(a)). That is, since it is a game state image 10 for notifying the end of the high base state, the first image 11 and the second image 12 may be in a normal mode, and the end image 13 may be in an emphasized mode (note that the end image 13 included in the game state image 10 (see Fig. 9) displayed during the first period or the second period described above is in a normal mode).

[0055] 〇Specific Example 2-2 Although it has been described that the game state image 10 in the above embodiment includes the end image 13 together with the first image 11 and the second image 12, instead of the end image 13, an image representing a normal game state (hereinafter referred to as a normal image 14) may be displayed. For example, it is conceivable to display an image including characters such as "To Normal" as the normal image 14 (see Fig. 10(b)). Also, although not shown, by displaying an image including characters indicating a game method peculiar to the normal game state such as "Left Hit" as the normal image 14, it may be possible to indirectly indicate the transition to the normal game state.

[0056] The game state image 10 using the end image 13 as described in the above embodiment has an effect (nuance) of indicating the conditions under which the first special game state and the second special game state, which are advantageous states (high base states) for the player, "end". On the other hand, the game state image 10 using the normal image 14 as in this example has an effect (nuance) of indicating the conditions for transitioning to the normal game state.

[0057] 〇Specific Example 2-3 Assume that the game state image 10 includes an image indicating the game method (hereinafter referred to as the game method image 15). Since both the first special game state and the second special game state are states where "right hitting" should be performed, it is assumed that the game method image 15 including the character "right hitting" is displayed. The game method image 15 is displayed in association with (accompanying) the first image 11 and the second image 12 (see FIG. 11). Although not shown, an image surrounding the first image 11 and the second image 12 may be displayed, and then the game method image 15 may be displayed. As a result, a player who views the game state image 10 can easily grasp that the state where "right hitting" should be performed is a game flow that continues at least twice.

[0058] In addition, a game method image 15 of "left hitting" may be displayed in association with the end image 13 (see FIG. 11). That is, since the end of the high base state (second special game state) is a transition to the normal game state where "left hitting" should be performed, the game method when the high base state ends may also be included in the game state image 10. By doing so, a player who views the game state image 10 can easily grasp that when the second special game state ends, it transitions to the "left hitting" state, that is, the normal game state.

[0059] 〇Specific Example 2-4 Regarding the game state image 10 in the above embodiment, as the direction image 18, it has been described that it includes the first direction image 181 from the first image 11 to the second image 12 (indicating the transition direction of the game state when winning the second special jackpot in the first special game state) and the second direction image 182 from the second image 12 to the end image 13 (indicating the transition direction of the game state when winning the normal jackpot in the second special game state). However, it may also include a direction image 18 indicating the transition of other game states.

[0060] For example, as shown in FIG. 12(a), a third direction image 183 (indicating the transition direction of the game state when winning the first special jackpot in the first special game state) from the first image 11 toward the first image 11 or a fourth direction image 184 (indicating the transition direction of the game state when winning the first special jackpot in the second special game state) from the second image 12 toward the first image 11 may be displayed. In this way, the direction image 18 may indicate the transition direction of the game state that may occur.

[0061] When doing so as in this example, the basic aspects of the first-direction image 181 and the second-direction image 182 may be made different from the basic aspects of the third-direction image 183 and the fourth-direction image 184. For example, it is conceivable that the first-direction image 181 and the second-direction image 182 are made into "white" arrows, and the third-direction image 183 and the fourth-direction image 184 are made into "red" (indicated by hatching in the drawing) arrows (see FIG. 12(b)). Since the first-direction image 181 and the third-direction image 183 indicate the transition directions from the first special gaming state, and when one transition occurs, the other transition does not occur (they are in a "branch" relationship), the basic aspects of the two are made different. Similarly, since the second-direction image 182 and the fourth-direction image 184 indicate the transition directions from the second special gaming state, and when one transition occurs, the other transition does not occur (they are in a "branch" relationship), the basic aspects of the two are made different. Also, winning the first special jackpot in the first special gaming state or the second special gaming state is an event more advantageous to the player (than winning the second special jackpot in the first special gaming state or winning the normal jackpot in the second special gaming state). Therefore, the basic aspects of the third-direction image 183 and the fourth-direction image 184, which represent the transition directions of the gaming states advantageous to the player, are made different from the basic aspects of the first-direction image 181 and the second-direction image 182, which represent the transition directions of the gaming states less advantageous than the said transition directions. By making the gaming state image 10 like this, the details of the game flow can be shown more clearly. Note that as a method for making the basic aspects different, methods other than the method of making the "color" different as described above are also conceivable. For example, it is conceivable that the third-direction image 183 and the fourth-direction image 184 are made into "thicker" arrows than the first-direction image 181 and the second-direction image 182.

[0062] However, it can be said that the game state image 10 (the game state image that does not include the third direction image 183 and the fourth direction image 184; see FIG. 9) described in the above embodiment indicates the transition direction of the game state with the highest occurrence probability in each special game state. That is, in the first special game state, the probability of winning the second special jackpot (75%) is higher than the probability of winning the first special jackpot (25%). Therefore, the transition direction when winning the second special jackpot is indicated by the first direction image 181. In the second special game state, the probability of winning the normal jackpot (75%) is higher than the probability of winning the first special jackpot (25%). Therefore, the transition direction when winning the normal jackpot is indicated by the second direction image 182. In this way, by showing only the transition direction of the game state with the highest occurrence probability in each special game state in the direction image 18 (so that the direction image 18 (the above-mentioned third direction image 183 and fourth direction image 184) indicating the transition direction of the game state with a low occurrence probability is not displayed), the configuration of the game state image 10 becomes simple, and there is an advantage that the image becomes easy to understand.

[0063] 〇Specific Example 2-5 Let the game state image 10 include the current display 19 corresponding to the current game state. In accordance with the above embodiment, in addition to the first image 11, the second image 12, the end image 13, and the direction image 18, it includes the current display 19. The game state image 10 displayed in the first special game state (the first period) displays the current display 19 including the characters "○○ Rush" (see FIG. 13(a)), and the game state image 10 displayed in the second special game state (the second period) is set to display the current display 19 including the characters "×× Road ∞" (see FIG. 13(b)).

[0064] When it is like this example, it is not necessary to emphasize the first image 11 or the second image 12 according to the current game state. That is, in the above embodiment, the game state image 10 displayed in the first special game state has the first image 11 in an emphasized state (the second image 12 is in a normal state), and the game state image 10 displayed in the second special game state has the second image 12 in an emphasized state (the first image 11 is in a normal state). It has been explained that the player is shown that it is the game state corresponding to the image in the emphasized state. However, if it includes the current display 19 as in this example, since the current game state is shown by the current display 19, it is not necessary to emphasize the first image 11 or the second image 12 (it is not necessary to change the first image 11 or the second image 12 according to the current game state). However, in addition to the current display 19, an operation of emphasizing the first image 11 or the second image 12 may be performed so that the current game state can be shown to the player more clearly.

[0065] 〇Specific Example 2-6 Although it has been explained that the game state image 10 in the above embodiment includes the direction image 18, it may not include such a direction image 18. As in the above embodiment, as long as the first image 11, the second image 12, and the end image 13 are arranged and displayed, it can be said that the general game flow (the transition direction of the game state) can be grasped. Therefore, it is also conceivable to use a game state image 10 that does not include the direction image 18.

[0066] 〇Specific Example 2-7 In the above embodiment, it has been explained that the game state image 10 is displayed not only in the first special game state (the first period) but also in the second special game state (the second period). However, it may be configured to be displayed in the first special game state but not in the second special game state.

[0067] The feature of the gaming properties (specifications) of the gaming machine 1 described in the above embodiment is that it does not immediately shift from the first special gaming state to the normal gaming state, and in the second special gaming state, a jackpot is virtually promised, which is the so-called "two-loop" (gaming properties where at least two jackpots can be won in the high-base state). In view of this, if the gaming state image 10 is displayed in the first special gaming state where the "two-loop" starts from now on, the explanation of the "two-loop" is considered sufficient, and the gaming state image 10 may not be displayed in the second special gaming state.

[0068] 4) Specific performance In this embodiment, a specific performance can occur as a performance constituting the in-variation performance. In this embodiment, a specific performance can occur in the normal gaming state (hereinafter, the gaming state in which the specific performance can occur may also be referred to as the "specific gaming state"). Note that in the normal gaming state, which is the specific gaming state, the specific performance does not occur every variation. Also, a configuration in which a gaming state other than the normal gaming state is set as the specific gaming state may be adopted.

[0069] The specific performance may be in any specific form as long as the player can understand that it has occurred separately from other performances. The specific performance in this embodiment is what is referred to as the "○○ zone". When the specific performance occurs, an image (specific performance image 20) including the characters of the "○○ zone" is displayed in the display area 911 (see Fig. 14(b)). The specific performance is started before it is determined whether the win / loss lottery result in the in-variation performance is a jackpot (for example, the specific performance is not started after the end of the reach performance corresponding to the win / loss lottery result is determined). That is, at least at the time when the specific performance is started, the player does not know whether the win / loss lottery result corresponding to the in-variation performance is a jackpot. The win / loss lottery result corresponding to the in-variation performance including the specific performance (hereinafter, may also be referred to as the specific in-variation performance) may be a miss (see Fig. 14(d)). Note that the timing at which the specific performance ends may be in any form. In this embodiment, the specific performance image 20 continues to be displayed until the specific in-variation performance ends.

[0070] As described above, the jackpot that can be won in the normal game state (specific game state) is of three types: the 10-round first special jackpot, the 10-round normal jackpot, and the 3-round normal jackpot. The jackpot distribution is as follows: the 10-round first special jackpot accounts for 25%, the 10-round normal jackpot accounts for 25%, and the 3-round normal jackpot accounts for 50% (see Fig. 3(b-1)). Among these three types of jackpots, the "highest-ranking jackpot" with the highest value for the player is the 10-round first special jackpot. Here, the "value" for the player is determined based on the magnitude of the expected value of the profit that the player can obtain by winning the jackpot. This "expected value of profit" refers to not only the profit obtained in the jackpot game of the selected jackpot itself, but also the one taking into account the game state that will transition after the jackpot game ends. Specifically, it refers to the expected value of the profit obtained from the time of winning the jackpot in the normal game state until the transition back to the normal game state again. Although the 10-round first special jackpot and the 10-round normal jackpot are both 10-round jackpots, the subsequent transitioning game states are the first special game state for the former and the normal game state for the latter. Therefore, considering the profit obtained by transitioning to the first special game state (at least two jackpots that can be obtained in the high base state), the expected value of profit of the 10-round first special jackpot is greater than that of the 10-round normal jackpot. Also, although the 10-round normal jackpot and the 3-round normal jackpot are both common in that they will be in the normal game state after the jackpot game ends, the profit obtained in the jackpot game itself is greater for the former than the latter. Therefore, the expected value of profit of the 10-round normal jackpot is greater than that of the 3-round normal jackpot. In the following description, the magnitude of the expected value of profit may also be expressed as the magnitude (high or low) of value.

[0071] In this embodiment, it is determined which jackpot has been won based on the pattern combination of the decorative patterns 80 (three identical decorative patterns 80). In the case of a 10-round first special jackpot, the jackpot is notified by three matching "7" decorative patterns 80 (see Fig. 14(c-1)). In the case of a 10-round normal jackpot, the jackpot is notified by three matching odd-numbered decorative patterns 80 other than "7" (see Fig. 14(c-2)). In the case of a 3-round normal jackpot, the jackpot is notified by three matching even-numbered decorative patterns 80 (not shown). It is also possible to create a so-called promotion effect that makes it appear as if the player has won a 10-round normal jackpot or a 3-round normal jackpot during the variable display, but in fact, it is a 10-round first special jackpot.

[0072] In the following description, among the jackpots that can be won in the normal gaming state (specific gaming state), the 10-round first special jackpot, which is the most valuable to the player, may also be referred to as the "specific jackpot". Also, among the jackpots that can be won in the normal gaming state (specific gaming state), the 10-round normal jackpot and the 3-round normal jackpot, which are jackpots other than the specific jackpot, may also be referred to as "non-specific jackpots". Among these non-specific jackpots, the 10-round normal jackpot may be referred to as the "first non-specific jackpot", and the 3-round normal jackpot, which is less valuable to the player than the 10-round normal jackpot, may be referred to as the "second non-specific jackpot".

[0073] In this embodiment, when it is notified in a specific variable performance that the winning or losing lottery result is a big win, the probability Y that the big win is a specific big win (10-round first special big win) is set to 50% (see Fig. 14(c-1)). On the other hand, if the occurrence of a specific performance is not considered (regardless of whether a specific performance has occurred), the probability X that the big win won in the normal gaming state (specific gaming state) is a specific big win (10-round first special big win) is 25% (X corresponds to the ratio of the specific big win to all the big wins that can be won in the normal gaming state) (see Fig. 3(b-1)). That is, the relationship of probability Y > probability X is satisfied. Note that although probability Y is higher than probability X, probability Y is not set to 100%. That is, the big win notified in the variable performance including the specific performance does not necessarily become a specific big win (10-round first special big win), and there is also a possibility that the big win notified in the variable performance is a non-specific big win.

[0074] Since it is configured in this way, from the perspective of the player, if the player wins in a specific variable performance (a variable that has shifted to the "○○ zone") in which a specific performance has occurred, the gaming property is realized in which the probability of it being the most valuable specific big win (10-round first special big win) for the player is higher than the probability in the basic big win distribution.

[0075] As for conventional gaming machines, there is one in which if the player wins in a variable in which a specific performance has occurred, the gaming property is such that it is determined that the big win is a specific big win (for example, there is one known that is equipped with a performance that becomes "probability change when winning" when it occurs). However, the gaming machine 1 according to this embodiment is different from the above-mentioned conventional gaming machines because just because the player wins in a specific variable performance does not mean that it becomes a specific big win (there is also a possibility that it is a non-specific big win). By doing so as in this embodiment, even if a big win occurs due to the occurrence of a specific performance, it does not necessarily become a specific big win, so a gaming property is realized in which the player cannot take their eyes off until the type of big win is determined.

[0076] Hereinafter, specific examples obtained by improving, concretizing, modifying, etc. the matters related to the above-mentioned specific effects will be described. Note that a configuration in which the technologies described using the following specific examples are combined and applied may also be used.

[0077] 〇Specific Example 3-1 When winning a specific jackpot in a specific gaming state, it is set that a specific effect will always occur. That is, the specific jackpot is set to be always notified by a specific changing effect. In other words, a jackpot notified by a changing effect that is not a specific changing effect is set not to be a specific jackpot, but to be determined as a non-specific jackpot. By doing so, the occurrence of the specific effect will function as an essential condition for obtaining the specific jackpot (it is necessary for the specific effect to occur in order to obtain the specific jackpot), and an easy-to-understand gameplay is realized.

[0078] 〇Specific Example 3-2 In the above embodiment, among the multiple types of jackpots that can be won in a specific gaming state, the jackpot with the highest value for the player (the 10-round first special jackpot) was described as being set as the specific jackpot. However, a configuration in which other jackpots are set as the specific jackpot may also be used.

[0079] Also, a configuration in which two or more types of jackpots are set as the specific jackpot may be used. For example, a configuration in which a 10-round jackpot including both the 10-round first special jackpot and the 10-round normal jackpot is set as the specific jackpot may be used (see Fig. 15). In the case of the setting as in the above embodiment, since the probability X of the 10-round jackpot combining the 10-round first special jackpot and the 10-round normal jackpot is 50% (see Fig. 3(b-1)), the probability Y that the jackpot won by the specific changing effect is the 10-round jackpot should be more than 50% and less than 100%. For example, as shown in Fig. 15, the probability Y that the jackpot won by the specific changing effect is the 10-round jackpot is set to 80%, and the probability X that it is the 3-round jackpot is set to 20%.

[0080] 〇Specific Example 3-3 When a jackpot is notified during a specific variation performance, not only should the probability of it being a valuable specific jackpot for the player increase, but also the probability of it being a low-value jackpot should decrease.

[0081] For example, in the configuration where, as in the above embodiment, non-specific jackpots (10-round normal jackpots) and second non-specific jackpots (3-round normal jackpots) are set as jackpots with lower value than a specific jackpot (10-round first special jackpot), although the jackpot notified during the specific variation performance may be a specific jackpot or a first non-specific jackpot, it is configured such that there is no possibility of it being a second non-specific jackpot (the jackpot with the lowest value among the three types of jackpots) (see Fig. 16). If, as in the above embodiment, the probability Y that the jackpot won during the specific variation performance is a specific jackpot is 50%, then the probability that the jackpot won during the specific variation performance is a first non-specific jackpot is 50%. By doing so, even if the jackpot notified during the specific variation performance is not a specific jackpot, since it will be a first non-specific jackpot (which is more valuable than the second non-specific jackpot), it is possible to prevent the player from being extremely disappointed when it is found that it is not a specific jackpot.

[0082] In particular, as in the above example, when the specific jackpot and the first non-specific jackpot are 10-round jackpots and the second non-specific jackpot is 3 rounds, if the number of rounds M1 of the specific jackpot and the number of rounds M2 of the first non-specific jackpot exceed the number of rounds N of the second non-specific jackpot (M1, M2 > N), then if a jackpot is notified during the specific variation performance, it is certain that a profit (payout) exceeding a certain standard will be obtained in the relevant jackpot game (it is certain that it is a jackpot exceeding N rounds). Therefore, it can be said that the occurrence of the specific performance gives the player a certain sense of security.

[0083] 〇Specific Example 3-4 When a jackpot is announced during a specific variation performance, it is not possible to determine whether it is a specific jackpot (the first special jackpot in 10 rounds) during the specific variation performance (it cannot be determined from the winning combination of the decorative symbol 80) (see FIGS. 17(a) and (b)), and it is determined during the jackpot game (here, "determined" means clearly announced to the player in the performance, and it excludes determining the type of jackpot selected based on the lighting pattern of the lamp, etc.). Specifically, a post-performance (see FIG. 17(c)) occurs during the jackpot game, and whether it is a specific jackpot is announced to the player based on the outcome of the post-performance (see FIGS. 17(d-1) and (d-2)). For example, it is conceivable to have a battle performance as the post-performance. The friendly character, which is the player's character, battles with the enemy character. If the player has won the specific jackpot, the friendly character wins (see FIG. 17(d-1)), and if the player has not won the specific jackpot (has won the non-specific jackpot), the friendly character loses (the enemy character wins) (see FIG. 17(d-2)). It is conceivable to execute such a battle performance as the post-performance.

[0084] When doing as in this example, it is preferable that the specific performance is in a mode where its relation to the post-performance is shown. That is, since the post-performance occurs after going through the specific variation performance in which the specific performance has occurred, it is preferable that the occurrence of the specific performance suggests the future occurrence of the post-performance. For example, if a battle performance is executed as the post-performance as described above, the specific performance image 20 displayed in the specific performance includes the characters "battle zone" (see FIG. 17(a)), and it is conceivable to suggest the occurrence of the battle in advance. That is, an image including at least a part of the name of the performance that occurs as the post-performance is displayed as the specific performance image 20. In this way, by making the specific performance function to suggest the occurrence of the post-performance where there is a possibility of obtaining a specific jackpot, the flow of the game becomes easy to understand.

[0085] 〇Specific Example 3-5 (an example combining Specific Examples 3-3 and 3-4) As described above, assume that the number of rounds M1 of a specific jackpot and the number of rounds M2 of a first non-specific jackpot exceed the number of rounds N of a second non-specific jackpot. For example, assume a setting where the specific jackpot and the first non-specific jackpot are 10-round jackpots as in the above embodiment, and the second non-specific jackpot is a 3-round jackpot.

[0086] In such a setting, a post-performance is executed in the specific jackpot game or the first non-specific jackpot game (see Fig. 18(b)), and it is determined whether the jackpot won in the post-performance is a specific jackpot (see Fig. 18(c-1)) or a first non-specific jackpot (see Fig. 18(c-2)). The outcome of the post-performance shall be determined after the start of the unit game in the (N + 1)-th round in the jackpot game. In other words, the post-performance ends after the start of the (N + 1)-th round. As described above, if the second non-specific jackpot is a 3-round jackpot, the outcome of the post-performance shall be determined after the start of the 4th round (see Fig. 18(c-1)(c-2)).

[0087] When a jackpot is notified during the specific variation performance, the possibility that it is the second non-specific jackpot in the N-th round disappears, so it is certain that it is a jackpot exceeding the N-th round. Therefore, in the jackpot game executed after the specific variation performance, a post-performance can be executed so that the outcome is determined after the start of the (N + 1)-th round (it becomes easier to secure the execution time of the post-performance). If the jackpot notified during the specific variation performance could potentially be the second non-specific jackpot (N-round jackpot), the outcome of the post-performance would have to be determined by the end of the N-th round. That is to say, such a setting of the execution period of the post-performance is possible because the jackpot notified during the specific variation performance is set such that there is no possibility that it is the second non-specific jackpot (at least it is certain that it is a jackpot exceeding the N-th round).

[0088] 5) Settings and Setting Suggestions 5-1) Settings The gaming machine 1 according to this embodiment is a so-called "pachinko machine with settings". Here, the "settings" refer to each of those divided into multiple levels so that the degree of advantage for the player is different. Various methods can be considered as a means of differentiating the "degree of advantage". In this embodiment, a difference is made in the probability of winning the win / loss lottery in the low-probability state, that is, the jackpot probability. In this embodiment, six types of candidate settings 1 to 6 are provided. The jackpot probability in the low-probability state increases in order from candidate setting 1. The jackpot probabilities in this embodiment are such that candidate setting 1 is about 1 / 219, candidate setting 2 is about 1 / 195, candidate setting 3 is about 1 / 185, candidate setting 4 is about 1 / 175, candidate setting 5 is about 1 / 165, and candidate setting 6 is about 1 / 149 (see FIG. 19). Naturally, since the higher the jackpot probability, the easier it is to win the jackpot, it can be said that "setting 1" is the most disadvantageous setting (lowest setting) for the player, and "setting 6" is the most advantageous setting (highest setting) for the player. Any one of the candidate settings 1 to 6 is set by the game store employee as the current setting (hereinafter referred to as the current setting) and will be provided to the player in the game store (the player cannot change the current setting). The structure for setting / changing the current setting may be any, so a detailed description is omitted. For example, it is conceivable to provide a keyhole in the gaming machine 1 into which a setting key can be inserted, and by operating the setting key, the current setting can be set / changed.

[0089] Note that the method of differentiating the "degree of advantage" is not limited to the jackpot probability in the low-probability state. As long as it is a probability that affects the player's profit (expected value of balls), other probabilities may be targeted. For example, the jackpot probability in the high-probability state may be targeted. Also, the ratio of jackpots that shift to an advantageous gaming state after the jackpot game ends (in this embodiment, the ratio of the first special jackpot) may be targeted.

[0090] Also, the candidate setting 1 (minimum setting) in this embodiment has a significantly low payout rate (expected value) when set to the current setting, and basically it is not assumed to be used as the current setting (since there is a high probability of causing a large loss to the player, the game arcade is informed not to use candidate setting 1 unless there is a very special reason). Such a setting may also be referred to as "setting L" or the like.

[0091] 5-2) Setting Suggestion 5-2-1) Suggestion after Standby Release The gaming machine 1 according to this embodiment can execute a setting suggestion (setting suggestion effect) that suggests the current setting. As one of them, it is possible to execute a suggestion after standby release.

[0092] If the variable effect is not being executed, it shifts to the standby state. Specifically, when the variable effect is not being executed and a predetermined standby condition is satisfied, it shifts to the standby state. In this embodiment, one of the standby conditions is that a predetermined time has elapsed after the variable effect ends. Also, when the power of the gaming machine 1 is turned on and the initial operation (referring to the operation confirmation of the display device 91, movable accessory, light emitter, etc. Since the initial operation itself is well-known, detailed description is omitted) is completed, it is set as a standby condition. Therefore, when the game arcade opens and no one has played yet (a so-called "early morning state" where the variable effect has never been executed once), it is in the standby state. In the standby state, a video (demo movie) introducing the gaming machine 1, a customization screen (a screen for adjusting volume and light amount), etc. are displayed on the display device 91. In this embodiment, the standby state ends when a new variable effect starts.

[0093] A setting suggestion effect is generated in the first variable effect executed after the end of the standby state (hereinafter, also referred to as the post-standby cancellation variable). The setting suggestion (effect) generated in the post-standby cancellation variable is referred to as the "post-standby cancellation suggestion (effect)". In this embodiment, the post-standby cancellation suggestion effect always occurs in the post-standby cancellation variable. Specifically, the post-standby cancellation suggestion effect occurs within a predetermined time after the start of the post-standby cancellation variable. Note that the predetermined time is shorter than the time from the start to the end of the post-standby cancellation variable (the notification of the winning or losing lottery result is completed) (so-called variable time). That is, the post-standby cancellation suggestion effect is executed during a part of the initial period of the post-standby cancellation variable.

[0094] The post-standby cancellation suggestion effect is such that any one of a plurality of types of suggestion images 30 is displayed in the display area 911. Since the suggestion image 30 is displayed in the display area 911 where the decorative symbol 80 indicating the winning or losing lottery result that the player pays attention to is displayed, the possibility of overlooking the suggestion image 30 (the occurrence of the post-standby cancellation suggestion effect) is low (for example, it is not something that the player is likely to overlook easily like a lamp lighting or the like). In this embodiment, based on the current settings, any one of the five types of suggestion images 30 (first suggestion image 31 to fifth suggestion image 35) is displayed. As long as the various suggestion images 30 can be distinguished, the specific forms of the various suggestion images 30 can be any form. In this embodiment, the first suggestion image 31 represents character A, the second suggestion image 32 represents character B, the third suggestion image 33 represents character C, the fourth suggestion image 34 represents character D, and the fifth suggestion image 35 represents character E, and they are assumed to represent different types of characters.

[0095] When it is determined that a change will be executed after standby cancellation, the type of the suggestion image 30 to be displayed in the change after standby cancellation is determined based on the current settings. Note that whether the win / loss lottery result corresponding to the change after standby cancellation is a big win does not affect the determination of the type of the suggestion image 30 (the type of the suggestion image 30 is determined based on the current settings anyway). Basically, in the order of the first suggestion image 31, the second suggestion image 32, the third suggestion image 33, the fourth suggestion image 34, and the fifth suggestion image 35, they are set so that the probability of being a high setting increases when displayed (the fifth suggestion image 35 has the highest probability of being a high setting). In particular, in this embodiment, the various suggestion images 30 are assumed to have the following characteristics.

[0096] The second suggestion image 32 and the third suggestion image 33 can be displayed regardless of whether the current setting is any of "Setting 1" to "Setting 6". Among these, the third suggestion image 33 has a higher probability of being displayed as the setting is higher. The fifth suggestion image 35 will not be displayed unless the current setting is any of "Setting 4" to "Setting 6". Therefore, when the fifth suggestion image 35 is displayed, it is certain that the setting is "Setting 4" or higher. Also, when comparing "Setting 4" to "Setting 6", the probability of the fifth suggestion image 35 being displayed is higher as the setting is higher.

[0097] The first suggestion image 31 is a special suggestion image 30 that will not be displayed unless the current setting is "Setting 1" (the lowest setting) (it will not be displayed for "Setting 2" to "Setting 6" other than that). If the suggestion performance after standby cancellation in which the first suggestion image 31 is displayed is the "special suggestion performance", it means that the "special suggestion performance" will not occur unless the current setting is "Setting 1", which is the candidate setting most disadvantageous to the player. As described above, "Setting 1" is not originally intended to be used during actual business operations, but if the first suggestion image 31 is displayed in the suggestion performance after standby cancellation, it will be determined that the setting is "Setting 1". Therefore, the display of the first suggestion image 31 means a message to the player that they should not play this gaming machine.

[0098] The fourth suggestive image 34 is not displayed when the current setting is "Setting 1" (the lowest setting) (it can be displayed in other "Settings 2" to "Settings 6"). If the fourth suggestive image 34 is not displayed after contacting the suggestive effect to some extent after the standby is released, the probability that the current setting is not "Setting 1" will increase. Also, assuming that "Setting 1" is not used, it can be said that the higher the setting, the easier it is to be displayed.

[0099] As described above, in the gaming machine 1 according to the present embodiment, the post-standby release suggestive effect is executed in the post-standby release variation, which is the first variation effect after the standby state is released. The fact that the game resumes after shifting to the standby state means that there is a possibility that the player has changed, and the game property is realized in which a setting suggestion is made at the beginning of the game for the player who newly plays the game.

[0100] Also, in the present embodiment, a special suggestive effect (display of the first suggestive image 31) that does not occur unless the "Setting 1", which is the most disadvantageous candidate setting for the player, is the current setting, may be executed immediately after the start of the game. That is, since the player often knows immediately after the start of the game that "Setting 1" is the current setting, (even when the game store uses "Setting 1" which should not be used as the current setting originally), the number of players who continue to play the game with the "Setting 1" is reduced.

[0101] Hereinafter, specific examples in which the matters related to the above post-standby release suggestion are improved, embodied, deformed, etc. will be described. Note that a configuration in which a plurality of the techniques described using the following specific examples are combined and applied may also be used.

[0102] 〇Specific Example 4-1 When the "Setting 1", which is the lowest setting, is the current setting, it is assumed that a special suggestive effect always occurs in the post-standby release variation. For example, the lottery table for determining the suggestive image 30 displayed as the post-standby release suggestive effect is made as shown in FIG. 21, and a post-standby release suggestive effect in which the first suggestive image 31 is always displayed if "Setting 1" is the current setting is assumed to occur.

[0103] As described above, "Setting 1" is not originally intended to be used as the current setting. However, if a special suggestion effect is always caused by a change after the standby is cancelled as in this example, players who newly start a game from the standby state with "Setting 1" being the current setting will surely encounter the special suggestion effect. Therefore, the number of players who continuously play with "Setting 1" can be reduced.

[0104] 〇Specific Example 4-2 It is assumed that the suggestion effect after the standby is cancelled occurs only when the current setting is "Setting 1" which is the lowest setting (the suggestion image 30 may be displayed). That is, it is assumed that it does not occur when a setting other than "Setting 1" is the current setting (the suggestion image 30 is not displayed) (see Fig. 22(a)). As described above, if it is to be specialized in informing the player that "Setting 1", which is not originally desired to be used, is the current setting, it suffices to make the suggestion effect after the standby is cancelled occur only when "Setting 1" is the current setting. In this example, since it is to suggest whether it is "Setting 1" or another setting ("Setting 2" to "Setting 6"), it is not necessary to vary the types of the suggestion image 30 displayed according to "Setting 2" to "Setting 6". That is, it may be provided with only one type of image as the suggestion image 30.

[0105] If it is assumed that the suggestion effect after the standby is cancelled occurs with a 100% probability (the suggestion image 30 is displayed) when the current setting is "Setting 1" (see Fig. 22(b)), it becomes possible to determine whether the current setting is "Setting 1" or another setting just by encountering the suggestion effect after one standby cancellation.

[0106] If, as in the above embodiment, the suggestion effect after the standby is cancelled is configured to be able to suggest all settings, there may be a player who intentionally shifts to the standby state in order to enjoy the setting suggestion effect of the suggestion effect after the standby is cancelled, and there is a risk that the promotion of the game will be hindered. However, by making the suggestion effect after the standby is cancelled function only for distinguishing whether it is "Setting 1" or another setting as in this example, such a risk can be reduced.

[0107] 〇Specific Example 4-3 The special suggestion effect (the effect that determines that it is "Setting 1") that notifies that the "Setting 1" as described in the above Specific Example 4-1 or 4-2 is the current setting may occur at a timing other than the change after standby cancellation. Since the special suggestion effect is executed to minimize the number of players who play "Setting 1", it is preferable that the occurrence timing is as many as possible.

[0108] Examples of the occurrence timing include the start or end of a big win game, customization of volume, light quantity, occurrence probability of various effects, etc. In particular, "during customization" is effective as a timing for generating a special suggestion effect that notifies that "Setting 1" is the current setting because there is a high probability that a player who is about to start a new game is doing so.

[0109] 〇Specific Example 4-4 In the above embodiment, it has been described that the post-standby cancellation suggestion effect always occurs in the variation effect executed first after the standby state (variation after standby cancellation). However, it may be configured such that the post-standby cancellation suggestion effect does not necessarily occur in the variation after standby cancellation. For example, when the standby state is cancelled, a lottery (winning probability ≠ 100%) is conducted to determine whether to execute the post-standby cancellation suggestion effect, and the post-standby cancellation suggestion effect occurs only when the lottery is won.

[0110] As in the above embodiment, if the post-standby cancellation suggestion effect always occurs in the variation after standby cancellation (and the player notices this), there may be a player who intentionally shifts to the standby state in order to enjoy the setting suggestion effect of the post-standby cancellation suggestion effect, which may hinder the promotion of the game. By adopting a configuration such that the post-standby cancellation suggestion effect does not necessarily occur in the variation after standby cancellation as in this example, such a possibility can be reduced.

[0111] 〇Specific Example 4-5 As described above, the suggestion performance after standby cancellation is a setting suggestion for a player who newly plays the game. However, just because the game has shifted to the standby state, it is possible that the player has not changed. Taking this into account, when the time T (the time of consecutive standby states) from the transition to the standby state until its cancellation is equal to or longer than a predetermined time, the suggestion performance after standby cancellation can occur with fluctuations after standby cancellation, but when it is less than the predetermined time, the suggestion performance after standby cancellation is configured not to occur with fluctuations after standby cancellation (see Fig. 23). In other words, whether the suggestion performance after standby cancellation occurs is determined according to whether the time from the end point of the last executed performance during variation to the start point of the newly started performance during variation (after the transition to the standby state) is equal to or longer than a specified time.

[0112] The longer the predetermined time is set, the higher the probability that the player has changed. However, if the predetermined time is set too long, situations where the suggestion performance after standby cancellation does not occur even though the player has changed will frequently occur. Therefore, the predetermined time needs to be set to an appropriate length that increases the probability of the former situation while reducing the probability of the latter situation.

[0113] 5-2-2) Suggestion for coping with variation The gaming machine 1 according to the present embodiment can execute a setting suggestion (suggestion for coping with variation) using the variation-corresponding image 40. The variation-corresponding image 40 is displayed in the normal gaming state. However, it may also be displayed in other gaming states. Further, it may be displayed in a situation where a special performance mode is set (it is not displayed unless the said performance mode is set). In the drawings other than the drawings for explaining the suggestion for coping with variation (drawings other than Fig. 24), the illustration of the variation-corresponding image 40 is omitted.

[0114] In this embodiment, as candidates that can be displayed as the variation-corresponding image 40, there are four types: the first variation-corresponding image 41 to the fourth variation-corresponding image 44. As long as the various variation-corresponding images 40 can be distinguished from each other, the specific forms of the various variation-corresponding images 40 can be anything. In this embodiment, the first variation-corresponding image 41 represents "apple", the second variation-corresponding image 42 represents "grape", the third variation-corresponding image 43 represents "peach", and the fourth variation-corresponding image 44 represents "melon" (in FIG. 24, what the various variation-corresponding images 40 represent is indicated by "characters").

[0115] In this embodiment, in the normal gaming state, for each variation, one of a plurality of types of variation-corresponding images 40 is selected and displayed. In each variation performance, which type of variation-corresponding image 40 is to be displayed is determined before the winning or losing lottery result is notified. In this embodiment, when the variation performance is started, a plurality of types of variation-corresponding images 40 vary (see FIG. 24(a)), and when the variation stops, it is determined that one of the variation-corresponding images 40 has been selected (see FIG. 24(b)). In the following description, when referring to the "display" of the variation-corresponding image 40, it means that it is displayed as a result of the selection.

[0116] Which type of variation-corresponding image 40 is to be displayed is determined by a lottery (an image lottery different from the winning or losing lottery) executed for each variation. The image lottery is executed when determining the type of variation-corresponding image 40 to be displayed in a variation performance (a losing variation) where the corresponding winning or losing lottery result is a loss (see FIG. 25(a)), and is different from the winning image lottery (see FIG. 25(b)) executed when determining the type of variation-corresponding image 40 to be displayed in a variation performance (a winning variation) where the corresponding winning or losing lottery result is a big win.

[0117] The off - target image selection (see Fig. 25(a)) is such that the selection mode does not change regardless of the current setting. That is, regardless of whether the current setting is any of "Setting 1" to "Setting 6", the probability of displaying the various variation - corresponding images 40 does not change. In other words, which variation - corresponding image 40 is displayed in the off - target variation (see Fig. 24(c - 2)) does not suggest the current setting. In this embodiment, in the order of the first variation - corresponding image 41, the second variation - corresponding image 42, the third variation - corresponding image 43, and the fourth variation - corresponding image 44, the probability of being displayed in the off - target variation is low (the fourth variation - corresponding image 44 has the lowest probability).

[0118] The winning image selection (see Fig. 25(b)) is such that the selection mode differs according to the current setting. Therefore, which variation - corresponding image 40 is displayed in the winning variation (see Fig. 24(c - 1)) functions as suggesting the current setting. In this embodiment, the various variation - corresponding images 40 are assumed to have the following setting - suggesting characteristics.

[0119] The first variation - corresponding image 41 (apple) has the highest probability of being displayed in the winning variation in all settings. As described above, in this embodiment, since the probability of the first variation - corresponding image 41 being displayed is the highest in all settings even in the off - target variation, regardless of whether it is a winning variation or an off - target variation, the probability of the first variation - corresponding image 41 being displayed is the highest.

[0120] The second variation - corresponding image 42 (grape) has a higher probability of being displayed in the winning variation as the setting is more advantageous for the player (high setting). That is, the display of the second variation - corresponding image 42 in the winning variation is an event with an increasing probability of being a high setting, and it can be said to be an event advantageous for the player.

[0121] The third variable-corresponding image 43 (peach) has a higher probability of being displayed with a winning variation when it is in the cases of "Setting 2", "Setting 4", "Setting 6" (even settings) than when it is in the cases of "Setting 1", "Setting 3", "Setting 5" (odd settings). That is, the higher the probability that the third variable image is displayed with a winning variation, the higher the probability that it is an "even setting" (any one of "Setting 2", "Setting 4", "Setting 6"). Conversely, the lower the probability that the third variable image is displayed with a winning variation, the lower the probability that it is an "odd setting" (any one of "Setting 1", "Setting 3", "Setting 5").

[0122] The fourth variable-corresponding image 44 is only displayed with a winning variation when one or more target settings (one or more candidate settings counted from the highest setting "Setting 6"), which are a part of a plurality of types of candidate settings, are the current settings. In the present embodiment, the target setting is one type of "Setting 6". Therefore, when the fourth variable-corresponding image 44 is displayed with a winning variation, it is confirmed that the current setting is the highest setting "Setting 6". As described above, the fourth variable-corresponding image 44 can also be displayed in a losing variation. When the fourth variable-corresponding image 44 is displayed in a certain variation effect, if a big win is notified in that certain variation effect, "Setting 6" will be confirmed. Therefore, knowing this, a player will hope for a stronger big win when the fourth variable-corresponding image 44 is displayed in a variation effect. Different from the present embodiment, for example, if the corresponding settings are configured as "Setting 4" to "Setting 6", if a big win occurs in the variation effect in which the fourth variable-corresponding image 44 is displayed, the game property will be such that "Setting 4" or higher is confirmed.

[0123] In this way, the variable-corresponding suggestion in the present embodiment is interesting in that when any one type of variable-corresponding image 40 is displayed with each variation, the current setting is suggested by the type of the variable-corresponding image 40 displayed with a winning variation.

[0124] Also, in this embodiment, any of the plurality of types of variation-corresponding images 40 can be displayed with a deviation variation, and is not limited to being displayed only with a winning variation. Therefore, the winning or losing lottery result cannot be known in advance from the variation-corresponding image 40.

[0125] Hereinafter, specific examples in which the matters related to the above-described variation-corresponding suggestion are improved, embodied, deformed, etc. will be described. Note that a configuration in which a plurality of the techniques described using the following specific examples are combined and applied may also be used.

[0126] 〇Specific Example 5-1 It is configured such that the variation-corresponding image 40 is not always displayed every variation. Every time a variation performance is executed, a lottery (display lottery) as to whether or not to display the variation-corresponding image 40 is executed, and the variation-corresponding image 40 is displayed when winning the display lottery (however, the probability of winning the display lottery ≠ 100%) (see Fig. 26). If the configuration is such that a plurality of types of variation-corresponding images 40 vary in the variation performance as in the above-described embodiment, when winning the display lottery, the variation stops and any one of the variation-corresponding images 40 is selected (see Fig. 26(b-1)), but when not winning the display lottery, none of the variation target images is selected (see Fig. 26(b-2)). Various methods for indicating that none of the variation target images has been selected can be considered. For example, a method (see Fig. 26(b-2)) can be considered in which the variation of the variation-corresponding image 40 does not stop to indicate that none of the variation target images has been selected. Also, although not shown, a method can be considered in which an image other than the variation-corresponding image 40 (an image corresponding to a so-called blank design) is displayed to indicate that none of the variation target images has been selected.

[0127] When the variation that has won the display lottery is a big win, the setting suggestion effect by the variation-corresponding image 40 is manifested (see Fig. 26(c-1)), but in other cases, the setting suggestion effect by the variation-corresponding image 40 is not manifested (see Fig. 26(c-2), (c-3), (c-4)). When not winning the display lottery, the setting suggestion effect is not manifested even if it is a winning variation (see Fig. 26(c-3)).

[0128] It is preferable that the winning probability of the display lottery is constant regardless of whether it is a winning variation or a losing variation (see Fig. 27(a-1)). That is, it is preferable that whether the variation-corresponding image 40 is displayed or not is not affected by the winning / losing lottery result. By doing so, it is possible to configure such that whether the variation-corresponding image 40 is displayed or not does not function as a suggestion of the jackpot reliability (the variation-corresponding image 40 functions purely as a setting suggestion).

[0129] However, differently from this, the winning probability of the display lottery may be made different between the case of winning variation and the case of losing variation. For example, the probability of winning the display lottery is made higher in the case of winning variation than in the case of losing variation, that is, a configuration is adopted such that the variation-corresponding image 40 is more likely to be displayed (see Fig. 27(a-2)). In such a case, whether the variation-corresponding image 40 is displayed or not becomes a configuration that functions as a suggestion of the jackpot reliability.

[0130] Also, it is preferable that the winning probability of the display lottery is constant regardless of the current setting (the same for all settings) (see Fig. 27(b-1)). That is, it is preferable that whether the variation-corresponding image 40 is displayed or not is not affected by the current setting. By doing so, it is possible to configure such that whether the variation-corresponding image 40 is displayed or not does not function as a setting suggestion (the type of the variation-corresponding image 40 that is displayed only in the winning variation functions as a setting suggestion).

[0131] However, differently from this, the winning probability of the display lottery may be made different according to the current setting. For example, the higher the current setting is, the higher the probability of winning the display lottery is, that is, a configuration is adopted such that the variation-corresponding image 40 is more likely to be displayed (see Fig. 27(b-2)). In such a case, whether the variation-corresponding image 40 is displayed or not (the probability of being displayed) itself also becomes a configuration that functions as a setting suggestion.

[0132] In the case of a hit variation and a miss variation, the winning probability of the display lottery is different, and if the winning probability of the display lottery varies according to the current settings, for each setting, different winning probabilities may be defined for the hit variation and the miss variation (see Fig. 27(c)).

[0133] 〇Specific Example 5-2 Assume that a history display 50 including count data, which is the number of times each of a plurality of types of variation-corresponding images 40 has been displayed in a hit variation, is displayed. The history display 50 is assumed to include count data during a predetermined period, and is reset when a predetermined reset condition is satisfied. The history display 50 includes count data associated with each of the first variation-corresponding image 41 to the fourth variation-corresponding image 44. For example, when a big hit is notified in a variation in which the first variation-corresponding image 41 (apple) is displayed, the count data corresponding to the first variation-corresponding image 41 is increased by "1". It is preferable that the history display 50 displays the number of hit variations, that is, the number of big hits (hereinafter referred to as hit data), during a predetermined period, along with the count data. For example, for each of the first variation-corresponding image 41 to the fourth variation-corresponding image 44, it is conceivable that the count data is represented in the form of a "fraction" with the "numerator" and the hit data is represented in the "denominator" (see Fig. 28). By doing so, the display count (display probability) of each variation-corresponding image 40 per hit variation can be easily grasped, which contributes to the player's setting speculation.

[0134] The history display 50 may be displayed constantly, or may be displayed when the player desires. If the latter setting is adopted, for example, it is conceivable to adopt a configuration in which it is displayed by operating an operation means (such as a push button or a cross key) in a standby state.

[0135] By doing so, it is no longer necessary for the player to remember the number of times (display probability) that various history images have been displayed in a hit variation.

[0136] 〇Specific Example 5-3 (Reset Conditions for History Display Explained in Specific Example 5-2) There are various conceivable conditions for resetting the above history display 50 (number of times data and winning data). It may be configured such that only some of the conditions described below are adopted as reset conditions. Also, two or more conditions may be set as reset conditions, and it may be reset when any one of them is satisfied.

[0137] (1) Power OFF / ON If the history display 50 is reset by power OFF / ON, a configuration is achieved where data for each business day of the game parlor can be confirmed. In contrast, if the history display 50 is not reset by power OFF / ON, a configuration is achieved where data across business days of the game parlor (including past business days) can be confirmed.

[0138] (2) Change of Current Settings (Setting Change) If the history display 50 is reset by a change in the current settings (including re - setting the same settings, such as changing from "Setting 1" to "Setting 1"), a configuration is achieved where data after the setting change can be confirmed. Looking at it from another perspective, a configuration is achieved where the player can determine whether a setting change has been made based on whether the history display 50 has been reset. In contrast, if the history display 50 is not reset even when a setting change is made, it becomes impossible to determine whether a setting change has been made based on the presence or absence of reset of the history display 50. If it is considered unfavorable for the player to easily determine whether a setting change has been made based on the presence or absence of reset of the history display 50, it is better to ensure that the history display 50 is not reset even when a setting change is made.

[0139] (3) Reset Operation It is assumed that the history display 50 is reset by performing a specified reset operation. Although the game store staff (game store employees) can perform the reset operation, it is an operation that the player cannot perform. That is, it can be reset by operating a button or the like provided in a location that can only be accessed by the game store employee (the person who has the key to open the inside of the gaming machine 1).

[0140] 〇Specific Example 5-4 (the "daily" display of the history display described in Specific Example 5-3) The history display 50 shall represent the data during a specified period "daily". Specifically, it is assumed that the number-of-times data for a specified number of past days including the current day can be displayed daily (Fig. 29 shows the history display 50 including past data for the past two days). Note that the gaming machine 1 is provided with a non-volatile storage means for storing past data and a means for acquiring the date and time (real-time clock), and it is assumed that it is possible to grasp which day the data stored in the storage means corresponds to. If it is desired to display the data for the past two days, the data before three days ago may be automatically deleted. Any method may be used to display the daily data. All the data may be displayed on one screen (one page), or the daily data may be switched and displayed by operating the operation means (push button or cross key) (the data for the desired day may be displayed by page switching).

[0141] Normally, the game store wants to appeal to the player that it is using the "high setting". By doing so as in this example, not only on the current day (the current business day), but also on past business days, the player can infer from the history display 50 that the "high setting" was used, which contributes to the appeal of the game store.

[0142] When configured as in this example, as described in the above Specific Example 5-3, it is necessary to have a configuration in which the reset condition is not satisfied depending on whether the power is turned off / on, and the reset condition is not satisfied even by changing the settings. Since it is normal for the game arcade to turn off the power of the gaming machine 1 every time business hours end, if the configuration is such that the number-of-days data of past business days is displayed, it is necessary to ensure that it is not reset depending on whether the power is turned off or on. Also, since the game arcade may change the settings every business day, if the configuration is such that a history display 50 showing what the settings of past business days were is provided, it is necessary to ensure that it is not reset even when the settings are changed. Note that since it is possible that the game arcade may not want to display the past number-of-days data, it is preferable to have a configuration that can be reset according to the “(3) Reset operation” described in the above Specific Example 5-3.

[0143] 〇Specific Example 5-5 The history display 50 described in the above Specific Examples 5-2 to 5-4 may display data related to setting suggestions other than those suggesting correspondence to fluctuations. That is, instead of, or in addition to, suggesting correspondence to fluctuations, a history display 50 including data related to other setting suggestions may be displayed. For example, when a predetermined condition is satisfied, any one of a plurality of types of setting suggestion images may be displayed (configured such that which setting suggestion image is displayed depends on the current settings). In this case, the number of times each type of setting suggestion image has been displayed during a predetermined period may be displayed as the history display 50.

[0144] 〇Specific Example 5-6 The various variation-corresponding images 40 in the above-described embodiment can be displayed even in the case of a deviation variation, and although it has been explained that they do not themselves suggest a jackpot reliability, it may be provided with a variation-corresponding image 40 that suggests an increased jackpot reliability. Specifically, apart from the variation-corresponding images 40 (the first variation-corresponding image 41 to the fourth variation-corresponding image 44 described in the above embodiment) that exhibit the reliability suggesting function described above, a specific variation-corresponding image 40T is provided such that the jackpot reliability image increases when it is displayed as compared to when it is not displayed (see Fig. 30(a)). The specific form of the specific variation-corresponding image 40T may be anything, but it is preferably one that includes an element suggesting an increased reliability. For example, it may be considered to include the characters "extremely hot".

[0145] In the case where a specific variation-corresponding image 40T is selected and displayed in a certain variation (see Fig. 30(b-1)), the probability that the win / loss lottery result corresponding to the variation is a jackpot is higher than when any of the first variation-corresponding image 41 to the fourth variation-corresponding image 44 is displayed (see Fig. 30(b-2)). By adopting such a configuration, a gaming property is realized in which the jackpot reliability may be suggested by the variation-corresponding image 40 in some cases.

[0146] When the specific variation-corresponding image 40T is displayed, it may be considered that the jackpot is determined. Also, it may be provided with a plurality of types of specific variation-corresponding images 40T having different jackpot reliabilities when displayed.

[0147] Also, for all variations (each variation), as shown in Fig. 30(a), it may be set that the variation-corresponding image 40 including the specific variation-corresponding image 40T is not variably displayed. That is, it may be set such that there are cases where a plurality of types of variation-corresponding images 40 that do not include the specific variation-corresponding image 40T are variably displayed, and there are also cases where a plurality of types of variation-corresponding images 40 that include the specific variation-corresponding image 40T are variably displayed (in the former case, there is a possibility that the specific variation-corresponding image 40T is displayed, and in the latter case, it is assumed that the specific variation-corresponding image 40T is not displayed).

[0148] 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.

[0149] The matters described in the above embodiments can be applied to other gaming machines such as rotary gaming machines, etc., except for the point of using the configuration peculiar to pachinko gaming machines.

[0150] In the above embodiments, a jackpot and a miss are set as the modes of the winning / losing lottery result, and a jackpot is obtained (a jackpot game is executed) by hitting the jackpot. However, it may be possible to obtain a jackpot via a so-called minor win. Since the gaming property (the gaming property of a so-called "two-type gaming machine") that can obtain a jackpot via a minor win is well-known per se, a detailed description thereof will be omitted. For example, when winning a minor win, (except when irregular events such as a malfunction of the gaming machine or the player not playing the game as instructed occur), if it is set that this leads to the acquisition of a jackpot (a setting in which a minor win and a jackpot win can be substantially regarded as the same), the jackpot probability etc. described in the above embodiments may be the sum of the probability of winning a jackpot (so-called direct jackpot probability) and the probability of winning a minor win. Conversely, winning a minor win that cannot or is difficult to lead to the acquisition of a jackpot (a minor win not associated with the acquisition of a jackpot) may be regarded as not winning a jackpot. That is, regardless of the mode of winning (jackpot, minor win), the substantial jackpot acquisition probability (substantial jackpot probability) may be configured to be the jackpot probability described in the above embodiments, and the low probability or high probability of the winning / losing lottery may refer to the high or low of the substantial jackpot probability.

[0151] The specific means (gaming machines) obtained from the above embodiments are listed below.

[0152] · Means 1-1 A game machine includes a start area where the entry of game balls triggers a winning or losing lottery, and a game state setting means for changing the game state in which the game is played aiming to win a jackpot after passing the winning or losing lottery according to the type of jackpot won. The game states include a normal game state which is a low base state and a low probability state, a first special game state which is a high base state and a high probability state, and in which the next jackpot win is virtually guaranteed, and a second special game state which is a high base state and a low probability state, and in which the next jackpot win is virtually guaranteed. As the jackpots, there are provided a normal jackpot which transitions to the normal game state after the jackpot game ends, a first special jackpot which transitions to the first special game state after the jackpot game ends, and a second special jackpot which transitions to the second special game state after the jackpot game ends. In the first special game state, it is possible to win the second special jackpot, but it is not possible to win the normal jackpot. In the second special game state, it is possible to win the normal jackpot. However, it is assumed that the high base state is a state in which game balls are more likely to enter the start area than the low base state, and the high probability state is a state in which the probability of winning the winning or losing lottery is higher than the low probability state. According to the above game machine, when transitioning to the first special game state, an interesting gameplay can be realized in which at least two jackpots can be won in the high base state.

[0153] ·Means 1-2 The game machine according to Means 1-1, wherein in the normal game state, it is possible to win the first special jackpot. By doing so, a gameplay is achieved in which it is possible to transition from the normal game state to the first special game state.

[0154] ·Means 1-3 The game machine according to Means 1-1 or Means 1-2, wherein in the normal game state, it is not possible to win the second special jackpot. By doing so, a gameplay is achieved in which it is not possible to transition from the normal game state to the second special game state.

[0155] ·Means 1-4 In the first special gaming state, the gaming machine according to any one of Means 1-1 to 1-3, characterized in that it can win the first special jackpot. ·Means 1-5 In the second special gaming state, the gaming machine according to any one of Means 1-1 to 1-4, characterized in that it can win the first special jackpot. By doing so, when winning the first special jackpot in the high base state (first special gaming state, second special gaming state), a game property is realized in which two jackpots can be obtained in an even higher base state.

[0156] ·Means 1-6 In the first special gaming state or the second special gaming state, the gaming machine according to any one of Means 1-1 to 1-5, characterized in that a gaming state image including a first image representing the first special gaming state and a second image representing the second special gaming state is displayed. By doing so, the player can easily grasp that the first special gaming state (high probability state) and the second special gaming state (low probability state) are strictly different gaming states (confusion of the player is prevented).

[0157] ·Means 1-7 The first image and the second image are in a normal mode or an emphasized mode that is more prominent than the normal mode. The gaming state image displayed in the first special gaming state has the first image in the emphasized mode and the second image in the normal mode, and the gaming state image displayed in the second special gaming state has the second image in the emphasized mode and the first image in the normal mode. The gaming machine according to Means 1-6, characterized in that. By doing so, the player can easily grasp the current gaming state (first special gaming state, second special gaming state).

[0158] ·Means 1-8 The gaming machine according to means 1-6 or means 1-7, wherein the gaming state image includes a direction image extending from the first image toward the second image. By doing so, it is possible to easily grasp that it is a game flow that shifts from the first special gaming state to the second special gaming state.

[0159] · Means 2-1 A gaming machine in which a specific effect can occur as an effect constituting an effect during variation from when a decorative symbol for notifying a winning or losing lottery result in a specific gaming state starts to vary until it stops in a mode indicating the winning or losing lottery result. Among a plurality of types of wins that can be won in the specific gaming state, a specific win is set. When the winning or losing lottery result is a win in the specific gaming state, the probability that the win is the specific win is X%. The probability that the win notified in the specific variation effect during variation including the specific effect is the specific win is Y%. However, it is assumed that Y≠100 and X<Y. The above gaming machine realizes an interesting gaming property in which a specific effect occurs in which the probability of becoming a specific win increases when winning (however, the specific win is not determined).

[0160] · Means 2-2 The gaming machine according to means 2-1, wherein the specific effect is started before it is determined whether the winning or losing lottery result is a win in the specific variation effect during variation.

[0161] · Means 2-3 The gaming machine according to means 2-1 or means 2-2, wherein the specific win is the win with the highest expected value of the profit obtained among a plurality of types of wins that can be won in the specific gaming state. By doing so, when a specific effect occurs, it becomes a gaming property in which there is an expectation that it will become the most valuable specific win for the player.

[0162] · Means 2-4 Among the multiple types of winning that can be achieved in the specific gaming state, there is a non-specific winning with an expected value of profit lower than that of the specific winning. As the non-specific winning, a first non-specific winning and a second non-specific winning with an expected value of profit lower than that of the first non-specific winning are provided. The winning announced in the specific variation performance may be the specific winning or the first non-specific winning, but there is no possibility of it being the second non-specific winning. The gaming machine according to any one of Means 2-1 to 2-3, characterized in that. By doing so, when a winning occurs after a specific performance occurs, not only does the probability of achieving the specific winning increase, but the gaming property is such that there is no possibility of the second non-specific winning, which has low value for the player.

[0163] ·Means 2-5 The winning game repeats one or more unit games in which a predetermined winning area is opened until a predetermined closing condition is satisfied. The second non-specific winning game executed when winning the second non-specific winning includes N unit games. The specific winning game executed when winning the specific winning and the first non-specific winning game executed when winning the first non-specific winning include more than N unit games. The gaming machine according to Means 2-4, characterized in that. By doing so, when a winning occurs after a specific performance occurs, the gaming property is such that it is certain to achieve a winning including more than N unit games.

[0164] ·Means 2-6 During the winning game announced in the specific variation performance, a post-performance that announces whether the winning is the specific winning or not occurs. The gaming machine according to any one of Means 2-1 to 2-5, characterized in that. In this way, when a winning occurs after a specific performance occurs, it may be possible to determine whether it is a specific winning or not based on the post-performance that occurs during the winning game.

[0165] ·Means 2-7 The post-game effect is executed in the specific-win game or the first non-specific-win game. After the start of the win game, the outcome becomes known after the start of the (N + 1)-th unit game, and the means 2-6 that cites the means 2-5 is characterized by notifying whether it is a specific win or not according to the mode of the outcome. The gaming machine according to the means 2-6. When a specific effect occurs and then a win occurs, the possibility of a second non-specific win including N unit games disappears. Therefore, the outcome of the post-game effect can be made known at the transition to the (N + 1)-th unit game (it is easy to secure the time for executing the post-game effect).

[0166] · Means 3-1 A gaming machine in which the degree of advantage for the player varies depending on which of a plurality of candidate settings is set as the current setting, and an effect execution means for executing an in-variation effect from the start of the variation of a decorative symbol that notifies the win / loss lottery result until it stops in a mode according to the win / loss lottery result, and a standby state transition means for transitioning to a standby state when a predetermined standby condition that can be established when the in-variation effect is not being executed is established. The gaming machine is characterized in that a setting suggestion effect that suggests the current setting is executed during the in-variation after the standby is released, which is the first in-variation effect executed after the end of the standby state. According to the above gaming machine, a novel gameplay is realized in which a setting suggestion is made at the beginning of the game for a player who newly plays the game.

[0167] · Means 3-2 The gaming machine according to the means 3-1, wherein the setting suggestion effect is by an image displayed on a display device on which the decorative symbol is displayed. By doing so, the possibility that the player overlooks the occurrence of the setting suggestion effect is reduced.

[0168] · Means 3-3 Among the plurality of candidate settings, when the lowest candidate setting, which is the most disadvantageous for the player, is set as the current setting, a special suggestion effect, which is the setting suggestion effect in a mode that is not executed when the candidate settings other than the lowest candidate setting are set as the current setting, is executed during the change after the standby release. The gaming machine according to means 3-1 or means 3-2, characterized in that. By doing so, it is possible to reduce the number of players who continuously play the game with the lowest candidate setting set as the current setting.

[0169] ·Means 4-1 A gaming machine in which the degree of advantage for the player varies according to which of a plurality of candidate settings is set as the current setting. During the variation effect after the start of the variation of the decorative symbol that notifies the winning or losing lottery result until it stops in a mode corresponding to the winning or losing lottery result, any one of a plurality of types of variation corresponding images, which are images different from the decorative symbol, may be displayed. In the winning variation, which is the variation effect in which the corresponding winning or losing lottery result is a win, which of the plurality of types of variation corresponding images is displayed is determined according to the current setting. The gaming machine is characterized by this. According to the above gaming machine, an interesting gaming property is realized in which the current setting is suggested by the type of variation corresponding image displayed in the winning variation.

[0170] ·Means 4-2 The gaming machine according to means 4-1, characterized in that any of the plurality of types of variation corresponding images can also be displayed in the losing variation, which is the variation effect in which the corresponding winning or losing lottery result is a loss. In this way, by making the variation corresponding image be displayed even in the losing variation, it becomes impossible to know the winning or losing lottery result in advance from the variation corresponding image.

[0171] ·Means 4-3 During a predetermined period, a history display including the number of times data, which is the number of times each of the plurality of types of variation corresponding images is displayed in the winning variation, is displayed. The gaming machine according to means 4-1 or means 4-2, characterized in that. By doing so, it is possible to retrospectively check the number of times each of the variable-corresponding images has been displayed due to a hit variable.

[0172] ·Means 4-4 The game machine according to Means 4-3, wherein the history display is not reset by turning the power OFF / ON. By doing so, it is possible to check the number data across business days.

[0173] ·Means 4-5 The game machine according to Means 4-3 or Means 4-4, wherein the history display is not reset by changing the current settings. By doing so, it becomes a configuration in which whether a setting change has been made or not cannot be determined by the presence or absence of resetting of the history display.

[0174] ·Means 4-6 The game machine according to Means 4-5, which quotes Means 4-4, wherein the history display represents the number data for each day included in the predetermined period. By doing so, it becomes a configuration in which the past number data can be checked for each day.

Explanation of Signs

[0175] 1 Game machine 10 Game state image 11 First image 12 Second image 13 End image 14 Normal image 15 Game method image 18 Direction image (181 to 184 First direction image to Fourth direction image) 19 Current display 20 Specific effect image 30 Suggestion image (31 to 35 First suggestion image to Fifth suggestion image) 40 Variable-corresponding image (41 to 44 First variable-corresponding image to Fourth variable-corresponding image) 50 History display 70 Reserved symbol 80 Decorative symbol 91 indicating device 911 indicating area

Claims

【Claim 1】 A gaming machine configured to generate a specific effect during the variation of a decorative symbol that starts to vary and stops in a manner indicating the winning or losing lottery result in a specific gaming state, wherein: In a specific variation effect during the variation effect including the specific effect in the specific gaming state, the winning or losing lottery result may be notified as a win or as a loss; A specific win is set as one of a plurality of types of wins that can be won in the specific gaming state; When the winning or losing lottery result is a win in the specific gaming state, the probability that the win is the specific win is X%; The probability that the win notified in the specific variation effect is the specific win is Y%; After a win is notified in the specific variation effect and during the win game, it is possible to execute a post-effect that notifies whether the notified win is the specific win, and the specific effect is an effect in which a specific effect image suggesting the occurrence of the post-effect is displayed. It is characterized by a gaming machine. However, it is assumed that Y≠100 and X<Y.

Citation Information

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