Gaming machine

JP7906252B2Active Publication Date: 2026-08-18SANSEI R&D KK
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Patent Information

Application Number
JP2022000923
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-06
Publication Date
2026-08-18
Estimated Expiration
2042-01-06

AI Technical Summary

Benefits of technology

【0006】 本発明にかかる遊技機によれば、斬新な設定示唆を行うことが可能である。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of performing novel setting suggestion.SOLUTION: A game machine in which the degree of advantage for a player differs depending on which of a plurality of candidate settings is set as the current setting includes: performance execution means for executing a performance during variation from when a decorative symbol informing the result of a winning or losing lottery starts variation until it stops in a mode according to the result of the winning or losing lottery; and standby state shift means for shifting to a standby state when the performance during variation is not executed. In the game machine, a setting suggestion performance suggesting the current setting is executed during variation after the standby is canceled which is the first performance during variation executed after the standby state is terminated.SELECTED DRAWING: Figure 19
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Description

Technical Field

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

Background Art

[0002] A pachinko gaming machine capable of performing so-called "setting suggestions" is known (see, for example, Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of making a novel setting suggestion.

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 the degree of advantage for the player varies depending on which of a plurality of candidate settings is set as the current setting, and a decoration pattern for notifying the win / loss lottery result starts to fluctuate and then stops in a manner corresponding to the win / loss lottery result. It includes an effect execution means for executing an effect during the fluctuation until it stops, and a standby state transition means for transitioning to a standby state when the effect during the fluctuation is not being executed. A setting suggestion effect for suggesting the current setting is executed during the fluctuation after the standby is released, which is the first effect during the fluctuation executed after the end of the standby state.

Effects of the Invention

[0006] According to the gaming machine of the present invention, it is possible to make a novel setting suggestion.

Brief Description of the Drawings

[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This diagram illustrates the gameplay (specifications) of the gaming machine according to this embodiment, with (a) illustrating the transition between game states and (b) illustrating the distribution of jackpots in each game state. [Figure 4] This is a diagram to explain specific example 1-1. [Figure 5] This is a diagram to explain specific example 1-2. [Figure 6] This is a diagram to explain specific examples 1-3. [Figure 7] This is a diagram to explain specific examples 1-4. [Figure 8] This is a diagram to explain specific examples 1-5. [Figure 9] This is a diagram to explain the game state image. [Figure 10] (a) is a diagram to explain specific example 2-1, and (b) is a diagram to explain specific example 2-2. [Figure 11] This is a diagram to explain specific example 2-3. [Figure 12] This is a diagram to explain specific example 2-4. [Figure 13] This is a diagram to explain specific example 2-5. [Figure 14] This is a diagram to explain specific effects (effects during specific variations). [Figure 15] This is a diagram to explain specific example 3-2. [Figure 16] This is a diagram to explain specific example 3-3. [Figure 17] This is a diagram to explain specific example 3-4. [Figure 18] This is a diagram to explain specific example 3-5. [Figure 19] (a) is a diagram showing the probability of hitting the jackpot in the low-probability state for each setting, and (b) is a diagram to explain the suggestive effects after the standby state is resolved. [Figure 20] A diagram showing the selection probability of various suggestion images in the suggestion performance after standby cancellation for each setting (a diagram showing a lottery table for determining the suggestion image to be displayed in the suggestion performance after standby cancellation). [Figure 21] A diagram for explaining Specific Example 4-1. [Figure 22] A diagram for explaining Specific Example 4-2. [Figure 23] A diagram for explaining Specific Example 4-5. [Figure 24] A diagram for explaining the variation corresponding suggestion (variation corresponding image). [Figure 25] A diagram for explaining the losing image lottery and the winning image lottery. [Figure 26] A diagram for explaining Specific Example 5-1. [Figure 27] A diagram for explaining Specific Example 5-1 (a specific example of display lottery). [Figure 28] A diagram for explaining Specific Example 5-2. [Figure 29] A diagram for explaining Specific Example 5-4. [Figure 30] A diagram for explaining Specific Example 5-6.

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 a game ball launched by operating a launching device 908 (launching handle) to a game area 902 are provided in a substantially arc shape.

[0010] The game area 902 includes a display device 91, a starting area 904, a big prize area 906, and an out opening. The display area 911 of the display device 91 is a portion that can be seen through the opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.

[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.

[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.

[0013] The jackpot lottery is performed by a win / fail lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, the notification of the win / fail lottery result begins in the order in which the numerical values ​​are obtained (so-called variation begins). However, if there is still win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail 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 a reserved symbol 70.

[0014] In this embodiment, the reserved symbols 70 include a reserved symbol 71 corresponding to information where the notification of the win / loss lottery result has started but the notification of the win / loss lottery result has not been completed (hereinafter sometimes referred to as reserved information during the spin), and a reserved symbol 72 corresponding to information where the reserved symbol 72 has not started (hereinafter sometimes referred to as reserved information before the spin). Note that the reserved symbol 71 (reserved information during the spin) is not strictly a "reserved" as the reserved symbol 71 is already in which the reserved symbol 80 (reserved information during the spin) for the corresponding win / loss lottery result has started, but the notification of the win / loss lottery result has not been completed. In this embodiment, the basic form of the reel symbol 71 during reel movement and the reel symbol 72 before reel movement are the same, and in order to distinguish between the two, the reel symbol 71 during reel movement is displayed larger than the reel symbol 72 before reel movement. The basic forms of the reel symbol 71 during reel movement and the reel symbol 72 before reel movement may be completely different.

[0015] The maximum number of pre-variation reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-variation reserve information items (special figure 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-variation reserve information items (special figure 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special figure 1 or special figure 2, one in-variation reserve symbol 71 and up to four pre-variation reserve symbols 72 may be displayed (see Figure 2).

[0016] In this embodiment, similar to known gaming machines, the player is notified of the win / loss result by a combination of decorative symbols 80 (see Figure 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) containing multiple types of decorative symbols 80 begin to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g will be a predetermined combination (for example, three of the same decorative symbols 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.

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

[0018] 2) Game state (specifications), etc. The gaming machine 1 according to this embodiment is a so-called Type 1 gaming machine. As shown in Figure 3(a), in this embodiment, there are two game states in which the player plays with the aim of getting a jackpot in the winning / losing lottery: a normal game state and a special game state. In addition, there are two special game states: a first special game state and a second special game state. 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, "base" (low base state, high base state) refers to the ease with which the game ball enters the starting area 904. The high base state is one in which it is easier for the game ball to enter the starting area 904 (easier to receive a win / loss draw) than the low base state (also referred to as the "time-saving (state)"). Therefore, in terms of "base," the high base state is more advantageous for the player than the low base state. In this embodiment, a predetermined number of prize balls are dispensed when the game ball enters the starting area 904, so the rate at which the number of balls decreases is slower in the high base state than in the low base state (more prize balls per ball launched). In the low base state (normal game state), the player aims to launch the game ball at the first starting area 904a. In this embodiment, the player performs what is known as "left-handed shooting." In the high base state (special game state), the player aims to launch the game ball at the second starting area 904b. In this embodiment, the player performs what is known as "right-handed shooting." In a high base state, the chances of winning the lottery to open the second starting area 904b, triggered by a game ball entering the normal starting area 905 (see Figure 1), are higher than in a low base state. The second starting area 904b is normally closed and is opened by winning the lottery. When the second starting area 904b is open, if you aim the game ball at the second starting area 904b (by shooting to the right), the game ball will enter the second starting area 904b relatively easily. In a low base state, the probability of winning the lottery to open the area is extremely low (or even if you win, the opening time is extremely short), so even if you shoot to the right, the game ball will almost never enter the second starting area 904b (shooting to the right in a low base state is a "loss" for the player).

[0020] Furthermore, the low probability state and high probability state (so-called probability fluctuation (jackpot) state) refer to the level of the probability of winning the jackpot lottery based on the jackpot lottery information acquired when a game ball enters the starting area 904. In other words, the high probability state is more likely to result in a jackpot than the low probability state, and is therefore more advantageous for the player. As will be described later, in this embodiment, the jackpot probability in the low probability state is approximately 1 / 219 (setting 1) to 1 / 149 (setting 6), while the jackpot probability in the high probability state is higher than approximately 1 / 149 (the highest jackpot probability in the low probability state) (approximately 1 / 50). The jackpot probability in the high probability state may also differ depending on the current setting. In this case, for each setting, the jackpot probability in the high probability state should be higher than the jackpot probability in the low probability state.

[0021] In the normal game state, players should shoot to the left, so the first win / loss lottery (Special Figure 1 lottery), triggered by the game ball entering the first starting area 904a, is conducted with a low probability. In the first special game state, players should shoot to the right, so the second win / loss lottery (Special Figure 2 lottery), triggered by the game ball entering the second starting area 904b, is conducted with a high probability. In the second special game state, players should shoot to the right, so the second win / loss lottery (Special Figure 2 lottery), triggered by the game ball entering the second starting area 904b, is conducted with a low probability.

[0022] When the result of the draw is a jackpot, the jackpot game is executed. The jackpot game is a unit game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened one or more times until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area in one unit game. A unit game is also called a round (game), etc. In the following explanation, a jackpot including N unit games will be described with the letters "N rounds (R)".

[0023] In this embodiment, the first special game state continues until the next jackpot (see Figure 3(a)). In other words, once the player enters the first special game state, the high base state and high probability state continue until the next jackpot. Therefore, unless special circumstances occur, such as the player stopping playing midway, the next jackpot in the first special game state is effectively guaranteed. Similar to the second special game state, which will be described in detail later, the first special game state also ends after a predetermined number of consecutive losses, but the probability of such consecutive losses not actually occurring may be set to 10,000 times.

[0024] Furthermore, in this embodiment, the second special game state continues until the win / loss lottery result is a loss for 10,000 consecutive times (so-called continuation count = 10,000) (see Figure 3(a)). In other words, once the game transitions to the second special game state, the high base state and low probability state continue until the next jackpot. As will be described in detail later, the jackpot probability in the low probability state in this embodiment is approximately 1 / 219 (setting 1) to 1 / 149 (setting 6). In other words, even at the lowest probability (1 / 219), it is practically impossible for the win / loss lottery result to be a loss for 10,000 consecutive times (the probability of this event occurring is (218 / 219) raised to the power of 10,000, even at the lowest setting). Therefore, unless special circumstances occur, such as the player stopping playing midway, the next jackpot in the second special game state is practically guaranteed. Furthermore, if the probability of winning a jackpot in the target game state (the so-called continuation probability) exceeds 99%, it is assumed that winning the next jackpot in that state is effectively guaranteed. Also, similar to the first special game state described above, the second special game state may be assumed to continue until the next jackpot.

[0025] A change in game state may occur when a jackpot is won. Jackpots are categorized into regular jackpots, first special jackpots, and second special jackpots. Other types of jackpots may also be available. A regular jackpot transitions the game back to the regular game state after the jackpot game ends. A first special jackpot transitions the game back to the first special game state after the jackpot game ends. A second special jackpot transitions the game back to the second special game state after the jackpot game ends.

[0026] In normal gameplay, it is possible to win a regular jackpot and a first special jackpot, but not a second special jackpot. In this embodiment, 75% of the jackpots won in normal gameplay (jackpot distribution) are regular jackpots and 25% are first special jackpots (see Figure 3(b-1)). Since the normal gameplay state is a state in which no transition to another game state occurs unless a jackpot is won, there is no transition from the normal gameplay state to the second special gameplay state (via the second special jackpot game). In this embodiment, of the 75% of regular jackpots, 25% are 10-round regular jackpots and 50% are 3-round jackpots. Also, all first special jackpots are 10 rounds. Note that it is also possible to set it so that it is not possible to win a regular jackpot in normal gameplay. For example, it is also possible to set it so that all jackpots won in normal gameplay (first win / loss lottery) are first special jackpots.

[0027] In the first special game state, it is possible to win the first special jackpot and the second special jackpot, but it is not possible to win a regular jackpot. In this embodiment, 75% of the jackpots won in the first special game state (jackpot distribution) are second special jackpots and 25% are first special jackpots (see Figure 3(b-2)). In this embodiment, all jackpots won in the first special game state are 10-round jackpots.

[0028] In the second special game state, it is possible to win a regular jackpot and a first special jackpot, but it is not possible to win a second special jackpot. In this embodiment, 75% of the jackpots won in the second special game state (jackpot distribution) are regular jackpots and 25% are first special jackpots (see Figure 3(b-3)). In this embodiment, all jackpots won in the second special game state are 10-round jackpots.

[0029] The proportion of big wins in each game state (big win distribution) can be changed as appropriate, but it is preferable that the probability of hitting the first special big win is the same in all game states (25% in this embodiment). In other words, it is preferable that the so-called probability of winning a big win remains constant regardless of the game state. However, if it is a so-called V-probability machine, the probability of winning a big win can be configured to differ depending on the game state.

[0030] Due to this configuration, the following gameplay (game flow) is realized. Generally, players start playing in the normal game state (low base and high probability state), which is the most unfavorable game state. In other words, players aim for the first starting area 904a and shoot to the left, aiming for a jackpot in the first win / loss lottery, which is executed as a low probability lottery. If a normal jackpot (75%) is won after the first win / loss lottery, the game returns to the normal game state after the jackpot game ends. On the other hand, if a first special jackpot (25%) is won after the first win / loss lottery, the game returns to the first special game state after the jackpot game ends. Since the first special game state is a more favorable game state for the player than the normal game state, if a jackpot is won in the normal game state, the player will hope that it is a first special jackpot.

[0031] In the first special game state, the player aims for the second starting area 904b and shoots to the right, aiming for a jackpot in the second win / loss lottery, which is executed as a high-probability lottery. As mentioned above, the first special game state continues until the next jackpot, so as long as the player does not stop playing, they can take advantage of the high base state (without significantly reducing their number of balls) and win the next jackpot. If the first special jackpot (25%) is won, the game returns to the first special game state after the jackpot game ends. If the second special jackpot (75%) is won, the game returns to the second special game state after the jackpot game ends.

[0032] In the second special game state, the player aims for the second starting area 904b and shoots to the right, aiming for a jackpot in the second win / loss lottery, which is executed as a low-probability lottery. As mentioned above, the second special game state will not end until there are 10,000 consecutive losses (except when a jackpot is won), and since this event is unrealistic, as long as the player does not stop playing, they can take advantage of the high base state (without significantly reducing their ball count) and win the next jackpot. If the first special jackpot (25%) is won, the game will return to the first special game state after the jackpot game ends. If the regular jackpot (75%) is won, the game will return to the regular game state after the jackpot game ends.

[0033] Because of this configuration, according to the gaming machine 1 of this embodiment, once the game transitions to the first special game state, a "two-loop" gameplay feature is realized in which at least two jackpots (a jackpot in the first special game state and a jackpot in the second special game state) can be obtained in a high base state. In other words, if the first special jackpot is won, the gameplay is guaranteed to result in at least two jackpots in a high base state. The novelty of this invention lies in the fact that, instead of achieving a "two-loop" by having a high base and high probability state (probability change state) continue for at least two consecutive times as in the past, the game always transitions to a high base and low probability state (second special game state) after a high base and high probability state (first special game state), in which the next jackpot is effectively guaranteed (the game always passes through the second special game state before transitioning to the normal game state).

[0034] Furthermore, in this embodiment, it is possible to win the first special jackpot in the first special game state and the second special game state as well. Therefore, if the first special jackpot is won in the first special game state or the second special game state, the gameplay is such that at least two more jackpots in the high base state are guaranteed. In other words, if the first special jackpot is won in the high base state, the gameplay returns to the initial state of the "two-loop". Note that the first special game state is a state in which there is no possibility of winning a regular jackpot (even if the second special jackpot is won, the acquisition of one more jackpot in the high base state is guaranteed), and the second special game state is a state in which there is a possibility of winning a regular 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] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned game state (specifications), etc. Note that a configuration may be created by combining multiple technologies described using the following examples.

[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 (that the first special jackpot is awarded as a result of the first win / loss lottery), that is, that a transition from the normal game state to the first special game state may occur. However, it is also possible to set it so that a transition from the normal game state to the first special game state does not occur.

[0037] For example, in normal gameplay, it is possible to transition to the second special game state by winning the second special jackpot, but it is not possible to transition to the first special game state by winning the first special jackpot (see Figure 4). In the second special game state, it is possible to transition to the first special game state by winning the first special jackpot. In other words, in order to transition to the first special game state, it is necessary to first transition to the second special game state. In this case, if you transition to the first special game state, it means that you have won a jackpot (first special jackpot) in the second special game state beforehand, so the gameplay will be such that you can win at least three jackpots at a high base rate.

[0038] 〇Specific Examples 1-2 Although the above embodiment explains that the setting is such that the second special jackpot cannot be won in the normal game state, the setting may also be such that the second special jackpot can be won in the normal game state. In other words, the setting may be such that either the first special jackpot or the second special jackpot can be won in the normal game state (see Figure 5).

[0039] With this configuration, if you win the first special jackpot, you are guaranteed two jackpots with a high base payout, and if you win the second special jackpot, you are guaranteed one jackpot with a high base payout. In other words, the number of jackpots guaranteed with a high base payout differs depending on the type of special jackpot won.

[0040] Specific Examples 1-3 Although the above embodiment describes a setting in which it is possible to win the first special jackpot in the first special game state, it is also possible to have a setting in which it is not possible to win the first special jackpot in the first special game state. For example, all jackpots that can be won in the first special game state are second special jackpots, and the game is configured to inevitably transition to the second special game state after the first special game state (see Figure 6). Even in this case, if the game transitions to the first special game state, it will be a game that guarantees at least two jackpots in a high base state.

[0041] 〇Specific Examples 1-4 Although the above embodiment describes a setting in which it is possible to win the first special jackpot in the second special game state, it is also possible to have a setting in which it is not possible to win the first special jackpot in the second special game state. For example, all jackpots that can be won in the second special game state are regular jackpots, and the game is configured to inevitably transition to the regular game state after the second special game state (see Figure 7). Even in this case, if the game transitions to the first special game state, it will be a game that guarantees at least two jackpots in a high base state.

[0042] 〇Specific Examples 1-5 By combining the above examples 1-3 and 1-4, it is also possible to set it so that it is not possible to win the first special jackpot 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 regular jackpots (see Figure 8). In this case, the game state will inevitably progress from the first special game state → second special game state → regular game state. In other words, the gameplay becomes such that the number of jackpots that can be obtained in the high base state is fixed at "two".

[0043] 3) Game status image In this embodiment, the game state image 10 is displayed in the display area 911 during the first special game state and the second special game state (i.e., the high base state). The period during which the game state image 10 is displayed can be anything. In this embodiment, the game state image 10 is displayed during the period from the end of the first special jackpot game until a predetermined time has elapsed from the start of the first special game state (hereinafter sometimes referred to as the first period), and during the period from the end of the second special jackpot game until a predetermined time has elapsed from the start of the second special game state (hereinafter sometimes referred to as the second period). Unlike this embodiment, the game state image 10 may be displayed at all times when the game is in the first or second special game state.

[0044] The game state image 10 (see Figure 9) includes the first image 11, the second image 12, and the ending image 13. The first image 11 is an image representing the first special game state. In this embodiment, the first special game state is named "○○ Chance," and the first image 11 is an image containing the words "○○ Chance." The second image 12 is an image representing the second special game state. In this embodiment, the second special game state is named "×× Road ∞," and the second image 12 is an image containing the words "×× Road ∞." As mentioned above, the second special game state will not end unless the winning / losing result is not a loss for 10,000 consecutive times, and will effectively continue until the next big win. In other words, it will appear to the player as a game state that continues endlessly until the next big win, hence the name includes the word "∞." The ending image 13 is an image indicating that the high base state (first special game state, second special game state) has ended. In this embodiment, an image containing the word "END" is displayed as the ending image 13.

[0045] The game state images 10 are arranged in the order of first image 11, second image 12, and end image 13 along a predetermined direction. In this embodiment, they are arranged from left to right in the order of first image 11, second image 12, and end image 13. The game state images 10 include direction images 18 that are displayed between the first image 11 and the second image 12, and between the second image 12 and the end image 13. The direction images 18 indicate 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, the direction images 18 represent "arrows" that extend from the first image 11 to the second image 12, and from the second image 12 to the end image 13. The first direction image 181, moving from the first image 11 to the second image 12, shows the direction of transition in the game state when a second special jackpot is won in the first special game state, and the second direction image 182, moving from the second image 12 to the ending image 13, shows the direction of transition in the game state when a regular jackpot is won in the second special game state.

[0046] The first image 11 and the second image 12 may be in their normal state or in their emphasized state. However, both the first image 11 and the second image 12 may not be in their emphasized state. In other words, if one of the first image 11 or the second image 12 is in its emphasized state, the other is in its normal state. The emphasized state only needs to be more conspicuous than the normal state. In this embodiment, the brightness of the image in the emphasized state is increased compared to the image in the normal state (or the brightness of the area around the image is increased) (see Figure 9). Various other methods can be considered to make the emphasized state stand out. For example, the normal state could be "monochrome display" and the emphasized state "color display". Alternatively, the emphasized state could be made larger than the normal state. These methods may also be used in combination.

[0047] The game state image 10 displayed during the first special game state (first period) is shown with the first image 11 in an emphasized form and the second image 12 in a normal form (see Figure 9(a)). Players who see this can understand that their current game state is the first special game state ("○○ Rush" state). They can also understand that they will transition to the second special game state ("×× Road ∞" state) before the end of the high base state (transition to the normal game state) shown by the end image 13 (the high base state will not end abruptly).

[0048] In the second special game state (second period), the game state image 10 displayed is such that the second image 12 is in an emphasized state and the first image 11 is in a normal state (see Figure 9(b)). By looking at this, the player can understand that the current game state is the second special game state (the "XX Road ∞" state). They can also understand that the first special game state (the "○○ Rush" state) has ended and they have transitioned to the second game state. Furthermore, they can understand that the high base state shown in the ending image 13 may end (a transition from the second special game state to the normal game state).

[0049] Thus, the gaming machine 1 according to this embodiment is equipped with two game states, the first special game state and the second special game state, which are both high-base states in which the next jackpot is virtually guaranteed. However, strictly speaking, one is a high-probability state and the other is a low-probability state. Therefore, to prevent confusion among players, the game state image 10 clearly shows players that the two game states are different.

[0050] Furthermore, the game state image 10 in this embodiment shows that the player's advantageous state (high base state) ends after going from the first special game state to the second special game state, making it easy to understand that it is a so-called "two-loop" game.

[0051] In this embodiment, the gaming machine 1 is a so-called pachinko machine with settings, and the probability of hitting the jackpot differs depending on the setting. However, it is possible to achieve similar gameplay even in a configuration without such settings.

[0052] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned game state image 10. It is also possible to combine and apply multiple techniques described using the following examples.

[0053] 〇Specific Example 2-1 The game state image 10 may be displayed when it is decided that the second special game state will end and the game will transition to the normal game state (for example, when a normal jackpot is won in the second special game state, during a normal jackpot game won in the second special game state, or when a normal jackpot game ends and the normal game state begins). In other words, the game state image 10 may be displayed to indicate that the high base state is ending.

[0054] This game state image 10 should be configured so that the ending image 13 is emphasized (see Figure 10(a)). In other words, since the game state image 10 is intended to indicate that the high base state is ending, the first image 11 and the second image 12 should be in their normal configuration, and the ending image 13 should be in an emphasized configuration (note that the ending image 13 included in the game state image 10 displayed during the first and second periods (see Figure 9) is in its normal configuration).

[0055] 〇Specific Example 2-2 In the above embodiment, the game state image 10 includes the first image 11 and the second image 12, along with the ending image 13. However, instead of the ending image 13, an image representing the normal game state (hereinafter referred to as the normal image 14) may be displayed. For example, the normal image 14 could be an image containing the words "Return to Normal" (see Figure 10(b)). Although not shown, the normal image 14 could also be an image containing the words "Hit Left" or other words indicating a game method specific to the normal game state, thereby indirectly indicating the transition to the normal game state.

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

[0057] Specific Examples 2-3 The game state image 10 includes an image showing the gameplay method (hereinafter referred to as the gameplay method image 15). Since both the first special game state and the second special game state are states where the player should "shoot to the right," the gameplay method image 15 containing the words "shoot to the right" will be displayed. The gameplay method image 15 will be displayed in association with (as an appendage to) the first image 11 and the second image 12 (see Figure 11). Although not shown in the figure, the gameplay method image 15 may be displayed after an image surrounding the first image 11 and the second image 12 has been displayed. This allows the player who sees the game state image 10 to easily understand that the game flow is such that the state where the player should "shoot to the right" occurs at least twice in a row.

[0058] Furthermore, the "left-handed play" image 15 may be displayed in conjunction with the ending image 13 (see Figure 11). In other words, since the end of the high base state (second special play state) means transitioning to the normal play state, which is the state in which "left-handed play" is required, the play method when the high base state ends may also be included in the play state image 10. By doing so, players who look at the play state image 10 can easily understand that when the second special play state ends, they will transition to the "left-handed play" state, that is, the normal play state.

[0059] 〇Specific Example 2-4 In the above embodiment, the game state image 10 is described as including a first direction image 181 (showing the direction of transition of the game state when a second special jackpot is won in the first special game state) moving from the first image 11 to the second image 12, and a second direction image 182 (showing the direction of transition of the game state when a regular jackpot is won in the second special game state) moving from the second image 12 to the end image 13. However, it may also include other direction images 18 that show the transition of game states.

[0060] For example, as shown in Figure 12(a), a third direction image 183 (showing the direction of transition in the game state when the first special jackpot is won in the first special game state) moving from the first image 11 to the first image 11, or a fourth direction image 184 (showing the direction of transition in the game state when the first special jackpot is won in the second special game state) moving from the second image 12 to the first image 11, may be displayed. In this way, the direction image 18 may show the possible directions of transition in the game state.

[0061] In this example, the basic forms of the first direction image 181 and the second direction image 182 may be different from the basic forms of the third direction image 183 and the fourth direction image 184. For example, the first direction image 181 and the second direction image 182 may be represented by "white" arrows, and the third direction image 183 and the fourth direction image 184 may be represented by "red" arrows (shown by hatching in the drawing) (see Figure 12(b)). The first direction image 181 and the third direction image 183 indicate the transition direction from the first special game state, and when one transition occurs, the other transition does not occur (they are in a "branching" relationship), so their basic forms are made different. Similarly, the second direction image 182 and the fourth direction image 184 indicate the transition direction from the second special game state, and when one transition occurs, the other transition does not occur (they are in a "branching" relationship), so their basic forms are made different. Furthermore, since winning the first special jackpot in the first or second special game state is a more advantageous event for the player (than winning the second special jackpot in the first special game state or winning a regular jackpot in the second special game state), the basic form of the third direction image 183 and the fourth direction image 184, which represent the transition direction of a game state that is advantageous to the player, is made different from the basic form of the first direction image 181 and the second direction image 182, which represent the transition direction of a game state that is less advantageous than that transition direction. By using such a game state image 10, the details of the game flow can be shown more clearly. In addition to the method of changing the "color" as described above, other methods can be considered for changing the basic form. For example, the arrows in the third direction image 183 and the fourth direction image 184 could be made "thicker" than those in the first direction image 181 and the second direction image 182.

[0062] However, the game state image 10 described in the above embodiment (a game state image that does not include the third direction image 183 or the fourth direction image 184; see Figure 9) can be said to show the transition direction to the game state that has the highest probability of occurring in each special game state. In other words, 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%), so the transition direction when the second special jackpot is won is shown in the first direction image 181. In the second special game state, the probability of winning a regular jackpot (75%) is higher than the probability of winning the first special jackpot (25%), so the transition direction when the regular jackpot is won is shown in the second direction image 182. In this way, by showing only the direction of transition to the game state that has the highest probability of occurring in each special game state in the direction image 18 (and not showing the direction images 18 that show the direction of transition to the game state that has a low probability of occurring (the third direction image 183 and fourth direction image 184 mentioned above)), the composition of the game state image 10 becomes simpler, which has the advantage of making the image easier to understand.

[0063] 〇Specific Example 2-5 The game state image 10 includes a current status display 19 corresponding to the current game state. In accordance with the above embodiment, in addition to the first image 11, second image 12, end image 13, and direction image 18, it includes the current status display 19. The game state image 10 displayed in the first special game state (first period) will show a current status display 19 that includes the text "○○ Rush" (see Figure 13(a)), and the game state image 10 displayed in the second special game state (second period) will show a current status display 19 that includes the text "×× Road ∞" (see Figure 13(b)).

[0064] In the example shown, 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 emphasized (the second image 12 is in the normal state), and the game state image 10 displayed in the second special game state has the second image 12 emphasized (the first image 11 is in the normal state), and it was explained that the game state corresponding to the emphasized image is shown to the player. However, if the current state display 19 is included as in the example shown, the current game state is shown by the current state display 19, so 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 state display 19, the operation to emphasize the first image 11 or the second image 12 may be performed to show the current game state more clearly to the player.

[0065] 〇Specific Example 2-6 Although the game state image 10 in the above embodiment includes a direction image 18, it is also possible to omit such a direction image 18. As long as the first image 11, the second image 12, and the ending image 13 are displayed side by side as in the above embodiment, it can be said that the game flow (direction of transitions in game states) can be roughly grasped, so it is also conceivable to have a game state image 10 that does not include a direction image 18.

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

[0067] The gameplay (specifications) of the gaming machine 1 described in the above embodiment is characterized by a "two-loop" (gameplay in which at least two big wins can be obtained in a high-base state), where the game does not suddenly transition from the first special game state to the normal game state, and a big win is virtually guaranteed even in the second special game state. In light of this, if the game state image 10 is displayed in the first special game state, which is about to begin the "two-loop," then the explanation of the "two-loop" is sufficient, and the game state image 10 may be configured not to be displayed in the second special game state.

[0068] 4) Specific production In this embodiment, a specific effect may occur as an effect that constitutes the effect during the variation. In this embodiment, a specific effect may occur in the normal game state (hereinafter, the game state in which such a specific effect may occur may be referred to as the "specific game state"). Note that in the normal game state which is the specific game state, the specific effect does not occur with every variation. Furthermore, a configuration in which a game state other than the normal game state is designated as the specific game state is also possible.

[0069] The specific effect can take any form as long as it is understandable to the player that it has occurred in a way that distinguishes it from other effects. In this embodiment, the specific effect is referred to as "○○ Zone". When the specific effect occurs, an image containing the words "○○ Zone" (specific effect image 20) is displayed in the display area 911 (see Figure 14(b)). The specific effect starts before it is determined whether the win / loss result of the spinning effect is a jackpot (for example, the specific effect does not start after the outcome of the reach effect that leads to an outcome corresponding to the win / loss result has been determined). In other words, at least at the time the specific effect starts, the player does not know whether the win / loss result corresponding to the spinning effect is a jackpot. The win / loss result corresponding to the spinning effect including the specific effect (hereinafter sometimes referred to as the specific spinning effect) may be a loss (see Figure 14(d)). The timing of the end of the specific effect can be anything. In this embodiment, the specific effect image 20 continues to be displayed until the specific spinning effect ends.

[0070] As mentioned above, in the normal game state (specific game state), there are three types of jackpots that can be won: the 10-round first special jackpot, the 10-round regular jackpot, and the 3-round regular jackpot. The jackpot distribution is 25% for the 10-round first special jackpot, 25% for the 10-round regular jackpot, and 50% for the 3-round regular jackpot (see Figure 3(b-1)). Of these three types of jackpots, the "highest-ranking jackpot" with the highest value for the player is the 10-round first special jackpot. Here, "value" for the player is determined based on the magnitude of the expected value of the profit the player can obtain by winning that jackpot. This "expected value of profit" refers not only to the profit obtained from the jackpot game itself, but also to the game state to which the player transitions after the jackpot game ends. Specifically, it refers to the expected value of profit obtained from the time a jackpot is won in the normal game state until the player transitions back to the normal game state. While both the 10-round first special jackpot and the 10-round regular jackpot are 10-round jackpots, the game state they transition to afterward differs. The former enters the first special game state, while the latter enters the regular game state. Therefore, considering the profit gained from transitioning to the first special game state (at least two jackpots obtainable in a high-base state), the expected profit of the 10-round first special jackpot is greater than that of the 10-round regular jackpot. Similarly, while both the 10-round regular jackpot and the 3-round regular jackpot result in the game returning to the regular game state after the jackpot game ends, the profit gained from the jackpot game itself is greater in the former than in the latter. Therefore, the expected profit of the 10-round regular jackpot is greater than that of the 3-round regular jackpot. In the following explanation, the magnitude of the expected profit may also be expressed as the magnitude (high or low) of value.

[0071] In this embodiment, the type of jackpot won is determined by the combination of decorative symbols 80 (three matching decorative symbols 80 of the same type). If it is a 10-round first special jackpot, the jackpot is announced by three matching "7" decorative symbols 80 (see Figure 14(c-1)). If it is a 10-round regular jackpot, the jackpot is announced by three matching odd-numbered decorative symbols 80 other than "7" (see Figure 14(c-2)). If it is a 3-round regular jackpot, the jackpot is announced by three matching even-numbered decorative symbols 80 (not shown). It is also possible to have a so-called upgrade sequence that appears to show a 10-round regular jackpot or a 3-round regular jackpot being won during the reel spinning sequence, but actually reveals that it was a 10-round first special jackpot.

[0072] In the following explanation, the 10-round First Special Jackpot, which is the most valuable jackpot for the player among the jackpots that can be won in the normal game state (specific game state), may be referred to as the "Specific Jackpot." In addition, among the jackpots that can be won in the normal game state (specific game state), the 10-round Regular Jackpot and the 3-round Regular Jackpot, which are not Specific Jackpots, may be referred to as "Non-Specific Jackpots." Furthermore, among these Non-Specific Jackpots, the 10-round Regular Jackpot may be referred to as the "First Non-Specific Jackpot," and the 3-round Regular Jackpot, which is of less value to the player than the 10-round Regular Jackpot, may be referred to as the "Second Non-Specific Jackpot."

[0073] In this embodiment, when the result of the lottery is announced as a jackpot during a specific spinning animation, the probability that the jackpot is a specific jackpot (10-round first special jackpot) is set to Y = 50% (see Figure 14(c-1)). On the other hand, if we do not consider whether or not a specific animation occurs (regardless of whether or not a specific animation occurs), the probability that a jackpot won in a normal game state (specific game state) is a specific jackpot (10-round first special jackpot) is X = 25% (X corresponds to the proportion of specific jackpots to all jackpots that can be won in a normal game state) (see Figure 3(b-1)). In other words, the relationship Y > X is satisfied. Note that although Y is higher than X, Y is not set to 100%. In other words, a jackpot announced during a spinning animation that includes a specific animation is not necessarily a specific jackpot (10-round first special jackpot), and there is a possibility that the jackpot announced during that spinning animation is not a specific jackpot.

[0074] Because it is structured in this way, from the player's perspective, if a win occurs during a specific spin sequence where a particular effect is triggered (a spin that transitions to the "○○ Zone"), the probability of that resulting in the most valuable specific jackpot (the 10-round first special jackpot) for the player becomes higher than the probability based on the basic jackpot distribution.

[0075] In the past, some conventional gaming machines had a gameplay feature where, if a win occurred during a spin with a specific animation, that win was guaranteed to be a specific type of jackpot (for example, there are known machines equipped with an animation that, when it occurred, would result in a "probability change" mode if a win occurred). However, in the gaming machine 1 according to this embodiment, even if a win occurs during a specific animation in a spin, it is not guaranteed to be a specific type of jackpot (it may be a non-specific type of jackpot), thus differentiating it from the conventional gaming machines described above. By using this embodiment, even if a win occurs when a specific animation is performed, it is not guaranteed to be a specific type of jackpot, resulting in a gameplay experience where players cannot take their eyes off the machine until the type of jackpot is revealed.

[0076] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance aspects. It is also possible to combine and apply multiple techniques described using the following examples.

[0077] 〇Specific Example 3-1 The game is set up so that when a specific jackpot is won in a specific game state, a specific animation will always occur. In other words, a specific jackpot will always be announced through a specific animation during reel spins. Conversely, a jackpot announced through a reel spin animation that is not a specific animation will not be a specific jackpot and will be confirmed as a non-specific jackpot. In this way, the occurrence of the specific animation functions as a necessary condition for winning a specific jackpot (the specific animation must occur in order to win a specific jackpot), resulting in a straightforward gameplay experience.

[0078] Specific Example 3-2 In the above embodiment, it was explained that among the multiple types of jackpots that can be won in a specific game state, the jackpot that is most valuable to the player (10-round first special jackpot) is designated as the specific jackpot. However, it is also possible to have a configuration in which any of the other jackpots are designated as the specific jackpot.

[0079] Furthermore, the system may be configured so that two or more types of jackpots are designated as specific jackpots. For example, the system may be configured so that a 10-round jackpot, which includes both a 10-round first special jackpot and a 10-round regular jackpot, is designated as a specific jackpot (see Figure 15). In the case of the above embodiment, the probability X of getting a 10-round jackpot, which is a combination of a 10-round first special jackpot and a 10-round regular jackpot, is 50% (see Figure 3(b-1)). Therefore, the probability Y of a jackpot won during a specific spin animation being a 10-round jackpot should be greater than 50% and less than 100%. For example, as shown in Figure 15, the probability Y of a jackpot won during a specific spin animation being a 10-round jackpot is set to 80%, and the probability X of a 3-round jackpot is set to 20%.

[0080] Specific Example 3-3 When a jackpot is announced during a specific variation animation, the probability of it being a valuable specific jackpot for the player increases, while the probability of it being a less valuable jackpot decreases.

[0081] For example, in a configuration where, as in the above embodiment, the first non-specific jackpot (10-round regular jackpot) and the second non-specific jackpot (3-round regular jackpot) are set as jackpots of lower value than the specific jackpot (10-round first special jackpot), the jackpot announced during the specific spin animation may be the specific jackpot or the first non-specific jackpot, but it cannot be the second non-specific jackpot (the lowest value jackpot among the three types of jackpots) (see Figure 16). As in the above embodiment, if the probability that the jackpot won during the specific spin animation is a specific jackpot is Y=50%, then the probability that the jackpot won during the specific spin animation is a first non-specific jackpot is also 50%. In this way, even if the jackpot announced during the specific spin animation is not a specific jackpot, it will still be a first non-specific jackpot (which is of higher value than the second non-specific jackpot), thus preventing the player from becoming extremely disappointed when it is discovered that it was not a specific jackpot.

[0082] In particular, as in the example above, if the number of rounds M1 for the specific jackpot and the number of rounds M2 for the first non-specific jackpot are set to exceed the number of rounds N for the second non-specific jackpot (M1, M2 > N), such that the specific jackpot and the first non-specific jackpot are 10-round jackpots and the second non-specific jackpot is 3 rounds, then if a jackpot is announced during a specific spin animation, it is confirmed that a certain standard of profit (payout) will be obtained in that jackpot game (it is confirmed that it is a jackpot with more than N rounds), so the occurrence of a specific animation can be said to give players a certain sense of security.

[0083] Specific Examples 3-4 If a jackpot is announced during a specific spinning animation, it will not be determined during that animation whether or not it is a specific jackpot (10-round first special jackpot) (it will not be determined by the winning combination of the 80 decorative symbols) (see Figures 17(a) and 17(b)), but will be determined during the jackpot game (determination here means that it will be clearly announced to the player through the animation, and does not include determining the type of jackpot won by the pattern of the lights on the lamps, etc.). Specifically, a post-jackpot animation (see Figure 17(c)) will occur during the jackpot game, and the outcome of that post-jackpot animation (see Figures 17(d-1) and 17(d-2)) will inform the player whether or not it is a specific jackpot. For example, a battle animation could be made to occur as a post-jackpot animation. One possible post-battle sequence is to execute a battle sequence in which a player's character (an ally character) and an enemy character fight, and if a specific jackpot is won, the ally character wins (see Figure 17(d-1)), but if a specific jackpot is not won (a non-specific jackpot is won), the ally character loses (the enemy character wins) (see Figure 17(d-2)).

[0084] In the case of this example, it is preferable that the specific performance be in a manner that indicates its relationship with the post-performance. That is, since the post-performance occurs after the specific performance during the specific variation in which the specific performance occurred, it is preferable that the occurrence of the specific performance be indicative of the future occurrence of the post-performance. For example, if a battle performance is to be executed as the post-performance as described above, it is conceivable that the specific performance image 20 displayed in the specific performance include the words "Battle Zone" (see Figure 17(a)) to indicate in advance that a battle will occur. In other words, it is conceivable that the specific performance image 20 be displayed including at least a part of the name of the performance that will occur as the post-performance. By making the specific performance function in a way that indicates the occurrence of a post-performance that may result in a specific jackpot, the flow of the game becomes easier to understand.

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

[0086] In this configuration, a post-event sequence is performed during a specific jackpot game or a first non-specific jackpot game (see Figure 18(b)), and it is determined during this sequence whether the jackpot won is a specific jackpot (see Figure 18(c-1)) or a first non-specific jackpot (see Figure 18(c-2)). The outcome of this post-event sequence is determined after the start of the N+1th round of the jackpot game. In other words, the post-event sequence ends after the start of the N+1th round. As described above, if the second non-specific jackpot is a 3-round jackpot, the outcome of the post-event sequence is determined after the start of the 4th round (see Figures 18(c-1) and (c-2)).

[0087] If a jackpot is announced during a specific spinning animation, the possibility of it being a second non-specific jackpot (which is an N-round jackpot) is eliminated, and it is confirmed to be a jackpot with more than N rounds. Therefore, in the jackpot game played after the specific spinning animation, the post-jackpot animation can be executed so that the outcome is revealed after the start of the N+1 round (making it easier to secure time for the post-jackpot animation). If the jackpot announced during the specific spinning animation is configured to potentially be a second non-specific jackpot (an N-round jackpot), then the outcome of the post-jackpot animation must be revealed by the end of the N round. In other words, this setting of the execution period for the post-jackpot animation is only possible because the jackpot announced during the specific spinning animation is configured so that there is no possibility of it being a second non-specific jackpot (at least it is confirmed to be a jackpot with more than N rounds).

[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, "settings" refer to each of the multiple stages that are divided to have different degrees of advantage for the player. Various methods can be considered for differentiating the "degree of advantage." In this embodiment, the probability of winning the lottery in the low probability state, that is, the jackpot probability, is differentiated. In this embodiment, there are six types of candidate settings, from 1 to 6. The jackpot probability in the low probability state increases in order from candidate setting 1. Naturally, the higher the probability of hitting the jackpot, the easier it is to win the jackpot. Therefore, "Setting 1" is the least favorable setting for the player (lowest setting), and "Setting 6" is the most favorable setting for the player (highest setting). One of the candidate settings 1 to 6 is set by the arcade staff as the current setting (hereinafter referred to as the current setting) and provided to the player at the arcade (players cannot change the current setting). The structure for setting and changing the current setting can be anything, so a detailed explanation is omitted. For example, one could provide a keyhole inside the arcade machine 1 into which a setting key can be inserted, and by operating this setting key, the current setting can be set or changed.

[0089] Furthermore, the method of differentiating the "degree of advantage" is not limited to the probability of hitting a jackpot in a low-probability state. Any other probability that affects the player's profit (expected value of payouts) may be targeted. For example, the probability of hitting a jackpot in a high-probability state may be targeted. Also, the proportion of jackpots that transition to an advantageous game state after the jackpot game ends (in this embodiment, the proportion of first special jackpots) may be targeted.

[0090] Furthermore, candidate setting 1 (the lowest setting) in this embodiment has an extremely low payout rate (expected value) when used as the current setting, and is not intended to be used as the current setting in principle (it has a high probability of causing significant losses to players, so arcades are instructed not to use candidate setting 1 unless absolutely necessary). Such a setting is sometimes referred to as "setting L," etc.

[0091] 5-2) Setting Suggestions 5-2-1) Suggestion after the waiting period is resolved The gaming machine 1 according to this embodiment is capable of performing setting suggestions (setting suggestion effects) that indicate the current settings. One such suggestion is that it can perform a suggestion after the standby state has been resolved.

[0092] If no reel spinning animation is being performed, the machine transitions to a standby state. Specifically, if no reel spinning animation is being performed and predetermined standby conditions are met, the machine transitions to a standby state. In this embodiment, one of the standby conditions is that a predetermined amount of time has elapsed since the end of a reel spinning animation. Another standby condition is that the power to the gaming machine 1 is turned on and the initial operation (which includes checking the operation of the display device 91, movable parts, and light-emitting elements; since this initial operation is publicly known, a detailed explanation is omitted) is completed. Therefore, the state in which the arcade has opened but no one has yet played (the so-called "morning state" where no reel spinning animations have been performed) is in a standby state. In the standby state, the display device 91 shows a video introducing the gaming machine 1 (demo movie) or a customization screen (screen for adjusting volume and brightness). In this embodiment, the standby state ends when a new reel spinning animation is started.

[0093] A setting suggestion animation occurs during the first variation animation that runs after the standby state ends (hereinafter sometimes referred to as the "post-standby-resolved variation"). The setting suggestion (animation) that occurs during the post-standby-resolved variation is referred to as the "post-standby-resolved suggestion (animation)". In this embodiment, the post-standby-resolved suggestion animation always occurs during the post-standby-resolved variation. Specifically, the post-standby-resolved suggestion animation occurs between the start of the post-standby-resolved variation and the end of a predetermined period of time. This predetermined period of time is shorter than the time from the start of the post-standby-resolved variation until it ends (when the notification of the win / loss lottery result is completed) (the so-called variation time). In other words, the post-standby-resolved suggestion animation is executed during a portion of the initial period of the post-standby-resolved variation.

[0094] The indication effect after the standby state is resolved involves displaying one of several indication images 30 in the display area 911. Since the indication image 30 is displayed in the display area 911 where the decorative symbols 80 indicating the win / loss lottery result, which the player pays attention to, are displayed, there is little risk of overlooking the indication image 30 (the occurrence of the indication effect after the standby state is resolved) (for example, it is not an indication that the player is likely to overlook, such as an indication by the lighting of a lamp). In this embodiment, based on the current settings, one of five indication images 30 (first indication image 31 to fifth indication image 35) is displayed. The specific form of each indication image 30 can be anything as long as it is possible to distinguish between the various indication images 30. In this embodiment, the first indication image 31 represents character A, the second indication image 32 represents character B, the third indication image 33 represents character C, the fourth indication image 34 represents character D, and the fifth indication image 35 represents character E, and so on, each representing a different type of character.

[0095] If it is decided that a variation will be executed after the standby state is resolved, the type of suggestive image 30 to be displayed in that variation is determined based on the current settings. Note that whether or not the win / loss lottery result corresponding to the variation after the standby state is resolved is a jackpot does not affect the determination of the type of suggestive image 30 (the type of suggestive image 30 is determined solely based on the current settings). Basically, the first suggestive image 31, second suggestive image 32, third suggestive image 33, fourth suggestive image 34, and fifth suggestive image 35 are set in such an order that the probability of a high setting increases when they are displayed (the fifth suggestive image 35 has the highest expectation of a high setting). In particular, in this embodiment, each type of suggestive image 30 is said 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 "Setting 1" through "Setting 6". Of these, the third suggestion image 33 is more likely to be displayed with higher settings. The fifth suggestion image 35 will only be displayed if the current setting is one of "Setting 4" through "Setting 6". Therefore, if the fifth suggestion image 35 is displayed, it is confirmed that the setting is "Setting 4" or higher. Also, even when comparing "Setting 4" through "Setting 6" with each other, the higher the setting, the higher the probability of the fifth suggestion image 35 being displayed.

[0097] The first suggestive image 31 is a special suggestive image 30 that is only displayed if the current setting is "Setting 1" (the lowest setting) (it is not displayed for any other setting from "Setting 2" to "Setting 6"). If we define the suggestive animation after the standby period ends, in which the first suggestive image 31 is displayed, as a "special suggestive animation," then this special suggestive animation will not occur unless "Setting 1," which is the most unfavorable candidate setting for the player, is the current setting. As mentioned above, "Setting 1" is not something that should be used during actual operation, and if the first suggestive image 31 is displayed in the suggestive animation after the standby period ends, it is confirmed that the setting is "Setting 1." Therefore, the display of the first suggestive image 31 is a message to the player that they should not play this gaming machine.

[0098] The fourth suggestion image 34 will not be displayed if the current setting is "Setting 1" (the lowest setting) (it may be displayed if the setting is anything other than "Setting 2" to "Setting 6"). If the fourth suggestion image 34 is not displayed after a certain amount of waiting time has passed and you have encountered suggestion effects, it becomes highly likely that the current setting is not "Setting 1". Also, assuming that "Setting 1" is not used, it can be said that it is more likely to be displayed with higher settings.

[0099] Thus, in the gaming machine 1 according to this embodiment, a post-standby-resolved indication performance is executed during the first spinning performance after the standby state is resolved. Since the game resumes after transitioning to a standby state, there is a possibility that the player has changed, and a gameplay feature is realized in which a setting indication is given to the new player at the beginning of the game.

[0100] Furthermore, in this embodiment, a special suggestive animation (display of the first suggestive image 31) that would not occur if "Setting 1," the most unfavorable candidate setting for the player, were not the current setting, may be executed immediately after the start of the game. In other words, since players often find out that "Setting 1" is the current setting immediately after starting the game, (even if the arcade uses "Setting 1," which is not the current setting that they would ideally prefer not to use) the number of players who continue to play with "Setting 1" is reduced.

[0101] The following describes specific examples of improvements, concretizations, and modifications to the suggestions regarding the resolution of the waiting period mentioned above. It is also possible to combine and apply multiple technologies described using the following examples.

[0102] 〇Specific Example 4-1 If the current setting is the lowest setting, "Setting 1," then a special suggestive animation will always occur during the variation after the standby state is resolved. For example, if the lottery table for determining the suggestive image 30 displayed as the suggestive animation after the standby state is resolved is as shown in Figure 21, then if "Setting 1" is the current setting, then the suggestive animation after the standby state is resolved will always display the first suggestive image 31.

[0103] As mentioned above, "Setting 1" is a setting that ideally should not be used as the default setting. However, if a special suggestive animation is guaranteed to occur during the fluctuation after the standby state is resolved, as in this example, then every player who starts playing a machine with "Setting 1" as the default setting from the standby state will inevitably encounter the special suggestive animation. This will reduce the number of players who continue to play with "Setting 1".

[0104] 〇Specific Example 4-2 The post-waiting indication effect may only occur if the current setting is the lowest setting, "Setting 1" (indication image 30 may be displayed). In other words, it will not occur if the current setting is anything other than "Setting 1" (indication image 30 will not be displayed) (see Figure 22(a)). As mentioned above, if the goal is to inform the player that "Setting 1," which is the setting we would rather not use, is the current setting, then it is sufficient to make the post-waiting indication effect occur only if "Setting 1" is the current setting. Note that since this example indicates whether the setting is "Setting 1" or another setting ("Setting 2" to "Setting 6"), there is no need to display different types of indication images 30 depending on "Setting 2" to "Setting 6". In other words, it is acceptable to have only one type of image as indication image 30.

[0105] If the current setting is "Setting 1", then there is a 100% probability that a suggestive animation will occur after the standby state is resolved (suggestive image 30 will be displayed) (see Figure 22(b)). In this case, by simply encountering the suggestive animation after the standby state is resolved once, it becomes possible to determine whether the current setting is "Setting 1" or any other setting.

[0106] As in the embodiment described above, if the post-standby indication effect is configured to suggest any setting, there is a risk that some players may intentionally enter the standby state in order to take advantage of the setting indication effect of the post-standby indication effect, thus hindering the progress of the game. However, by making the post-standby indication effect function only to distinguish between "Setting 1" and any other setting, as in this example, this risk can be reduced.

[0107] Specific Example 4-3 The special suggestive animations that indicate "Setting 1" is the current setting, as explained in specific examples 4-1 and 4-2 above (animations that confirm "Setting 1") may occur at times other than when the game is spinning after the standby state is resolved. Since the purpose of these special suggestive animations is to minimize the number of players who play with "Setting 1," it is preferable that they occur as frequently as possible.

[0108] Examples of when this might occur include at the start and end of a jackpot game, and when customizing settings such as volume, brightness, and the probability of various effects occurring. In particular, "during customization" is highly likely to be done by a player who is just starting to play, making it an effective timing to trigger a special suggestive effect indicating that "Setting 1" is the current setting.

[0109] Specific Example 4-4 In the above embodiment, it was explained that a post-standby-resolved indication effect is always triggered during the first variation effect executed after the standby state (variation after standby resolve). However, it is also possible to have a configuration in which the post-standby-resolved indication effect is not necessarily triggered during the variation after the standby state resolves. For example, when the standby state is resolved, a lottery (with a winning probability of 100%) is held to determine whether or not to execute the post-standby-resolved indication effect, and the post-standby-resolved indication effect is triggered only if the lottery is won.

[0110] As in the embodiment described above, if a suggestive animation indicating that the standby state has been resolved is always triggered after a fluctuation following the end of the standby state (and the player notices this), there is a risk that some players may intentionally transition to the standby state in order to enjoy the setting suggestive effect of the suggestive animation indicating that the standby state has been resolved, thus hindering the progress of the game. However, by configuring the system so that a suggestive animation indicating that the standby state has been resolved is not necessarily triggered after a fluctuation following the end of the standby state, as in this example, such a risk can be reduced.

[0111] Specific Examples 4-5 As described above, the suggestion performance after standby cancellation is a setting suggestion given to a player who newly plays a game. However, just because the game has shifted to the standby state, there is a possibility 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 a predetermined time or longer, the suggestion performance after standby cancellation may occur with fluctuations after standby cancellation. However, 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 performance during variation that was last executed to the start point of the performance during variation that is newly started (after the transition to the standby state) is a specified time or longer.

[0112] The longer the predetermined time is, the higher the probability that the player has changed. However, if the predetermined time is made 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 corresponding to variation The gaming machine 1 according to the present embodiment can execute a setting suggestion (suggestion corresponding to variation) by 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 performance mode is set). In drawings other than the drawings for explaining the suggestion corresponding to variation (drawings other than FIG. 24), the illustration of the variation corresponding image 40 is omitted.

[0114] In this embodiment, there are four types of candidate variable-response images 40 that can be displayed: the first variable-response image 41 to the fourth variable-response image 44. The specific form of each variable-response image 40 can be anything as long as the various variable-response images 40 can be distinguished from each other. In this embodiment, the first variable-response image 41 represents an "apple," the second variable-response image 42 represents "grapes," the third variable-response image 43 represents a "peach," and the fourth variable-response image 44 represents a "watermelon" (in Figure 24, what each variable-response image 40 represents is indicated by "text").

[0115] In this embodiment, during normal gameplay, one of several types of variation-corresponding images 40 is selected and displayed for each spin. Which type of variation-corresponding image 40 will be displayed during each spin animation is determined before the win / loss lottery result is announced. In this embodiment, when a spin animation starts, several types of variation-corresponding images 40 change (see Figure 24(a)), and when the spin stops, it is determined that one of the variation-corresponding images 40 has been selected (see Figure 24(b)). In the following description, "display" of a variation-corresponding image 40 means that it has been displayed as a result of the selection.

[0116] The type of variation-corresponding image 40 that is displayed is determined by a lottery performed with each variation (an image lottery different from the win / loss lottery). This image lottery differs between the loss image lottery (see Figure 25(a)) which is performed to determine the type of variation-corresponding image 40 displayed in a variation where the corresponding win / loss lottery result is a loss (loss variation), and the win image lottery (see Figure 25(b)) which is performed to determine the type of variation-corresponding image 40 displayed in a variation where the corresponding win / loss lottery result is a jackpot (win variation).

[0117] The drawing of losing images (see Figure 25(a)) does not change regardless of the current settings. That is, the probability of each variation-corresponding image 40 being displayed does not change regardless of whether the current setting is "Setting 1" to "Setting 6". In other words, which variation-corresponding image 40 is displayed in a losing variation (see Figure 24(c-2)) does not indicate the current settings. In this embodiment, the probability of displaying 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 is lowest in that order.

[0118] The image lottery for winning (see Figure 25(b)) has different lottery methods depending on the current settings. Therefore, which variation-corresponding image 40 is displayed in the winning variation (see Figure 24(c-1)) functions as an indication of the current settings. In this embodiment, the various variation-corresponding images 40 are said to have the following setting-indicating characteristics.

[0119] The first variation corresponding image 41 (apple) has the highest probability of being displayed in winning variations in all settings. As mentioned above, in this embodiment, the first variation corresponding image 41 has the highest probability of being displayed in losing variations in all settings, so regardless of whether it is a winning or losing variation, the first variation corresponding image 41 has the highest probability of being displayed.

[0120] The second variation corresponding image 42 (grapes) is more likely to appear during a winning variation as the setting becomes more favorable to the player (higher setting). In other words, the appearance of the second variation corresponding image 42 during a winning variation indicates a higher probability of a high setting, which is advantageous for the player.

[0121] The third variation image 43 (peach) is more likely to appear during a winning variation when the setting is "Setting 2," "Setting 4," or "Setting 6" (even settings) than when the setting is "Setting 1," "Setting 3," or "Setting 5" (odd settings). In other words, the higher the probability that the third variation image will appear during a winning variation, the higher the probability that the setting is an "even setting" (either "Setting 2," "Setting 4," or "Setting 6"). Conversely, the lower the probability that the third variation image will appear during a winning variation, the lower the probability that the setting is an "odd setting" (either "Setting 1," "Setting 3," or "Setting 5").

[0122] The fourth variation corresponding image 44 is only displayed during a winning variation when one or more target settings (one or more candidate settings counting from the highest setting, "Setting 6"), which are part of a set of multiple candidate settings, are set as the current setting. In this embodiment, the target setting is considered to be a type of "Setting 6". Therefore, when the fourth variation corresponding image 44 is displayed during a winning variation, it is confirmed that the current setting is the highest setting, "Setting 6". As mentioned above, the fourth variation corresponding image 44 can also be displayed during a losing variation. If the fourth variation corresponding image 44 is displayed during a certain variation animation, then if a jackpot is announced during that animation, it will be confirmed that "Setting 6" is set. Therefore, players who know this will likely hope more strongly for a jackpot when the fourth variation corresponding image 44 is displayed during a variation animation. Unlike this embodiment, if the corresponding settings are configured to be "Setting 4" to "Setting 6", then if a jackpot is achieved during the spin animation where the fourth spin corresponding image 44 is displayed, it will be confirmed that the setting is "Setting 4" or higher.

[0123] Thus, the variation response suggestion in this embodiment is interesting because, with each variation a variation response image 40 being displayed, the type of variation response image 40 displayed for a winning variation suggests the current settings.

[0124] Furthermore, in this embodiment, any of the multiple types of variation-corresponding images 40 can be displayed for losing variations, and not only for winning variations. Therefore, it is not possible to know the result of the draw in advance by using the variation-corresponding images 40.

[0125] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned suggestions for responding to fluctuations. It should be noted that a configuration may be created by combining multiple technologies described using the following examples.

[0126] 〇Specific Example 5-1 The system is configured such that the image corresponding to the variation 40 is not necessarily displayed with every variation. Each time a variation animation is performed, a lottery (display lottery) is held to determine whether or not to display the image corresponding to the variation 40, and the image corresponding to the variation 40 is displayed if the display lottery is won (however, the probability of winning the display lottery is not 100%) (see Figure 26). If the system is configured such that multiple types of image corresponding to the variation 40 vary during the variation animation, as in the embodiment described above, then if the display lottery is won, the variation stops and one of the image corresponding to the variation 40 is selected (see Figure 26(b-1)), but if the display lottery is not won, none of the variation target images are selected (see Figure 26(b-2)). Various methods can be considered to indicate that none of the variation target images were selected. For example, one method can be considered to indicate that none of the variation target images were selected by preventing the variation of the image corresponding to the variation 40 from stopping (see Figure 26(b-2)). Although not shown in the diagram, another method is to display an image other than the variable-response image 40 (an image equivalent to a so-called blank pattern) to indicate that none of the variable-response images were selected.

[0127] If the spin that wins the display lottery results in a jackpot, the setting suggestion effect of the spin-corresponding image 40 will be activated (see Figure 26(c-1)), but in other cases, the setting suggestion effect of the spin-corresponding image 40 will not be activated (see Figures 26(c-2), (c-3), (c-4)). If the display lottery is not won, the setting suggestion effect will not be activated even if it was a winning spin (see Figure 26(c-3)).

[0128] It is preferable that the probability of winning the display lottery remains constant regardless of whether it is a winning or losing variation (see Figure 27(a-1)). In other words, it is preferable that whether or not the variation-corresponding image 40 is displayed does not affect the result of the winning or losing lottery. By doing so, it is possible to have a configuration in which whether or not the variation-corresponding image 40 is displayed does not function as an indicator of the likelihood of winning the jackpot (the variation-corresponding image 40 functions purely as an indicator of the settings).

[0129] However, alternatively, the probability of winning the display lottery may differ depending on whether the variation is a winning variation or a losing variation. For example, the probability of winning the display lottery may be higher in the case of a winning variation than in the case of a losing variation, meaning that the variation-corresponding image 40 is more likely to be displayed (see Figure 27(a-2)). In this case, whether or not the variation-corresponding image 40 is displayed will function as an indicator of the likelihood of a big win.

[0130] Furthermore, it is preferable that the probability of winning the display lottery remains constant regardless of the current settings (it is the same for all settings) (see Figure 27(b-1)). In other words, it is preferable that whether or not the variation-corresponding image 40 is displayed is not affected by the current settings. By doing so, it is possible to create a configuration in which whether or not the variation-corresponding image 40 is displayed does not function as an indication of the settings (only the type of variation-corresponding image 40 displayed in a winning variation functions as an indication of the settings).

[0131] However, alternatively, the probability of winning the display lottery may differ depending on the current settings. For example, the higher the current setting, the higher the probability of winning the display lottery, meaning that the variable-response image 40 is more likely to be displayed (see Figure 27(b-2)). In this case, whether or not the variable-response image 40 is displayed (the probability of it being displayed) itself functions as an indicator of the settings.

[0132] If the probability of winning the displayed lottery differs depending on whether it is a winning or losing spin, and if the probability of winning the displayed lottery differs depending on the current settings, then for each setting, different winning probabilities should be defined for winning and losing spins (see Figure 27(c)).

[0133] 〇Specific Example 5-2 Each of the multiple types of variation-corresponding images 40 will display a history display 50 that includes count data, which is the number of times each image has been displayed in a winning variation. The history display 50 will include count data for a predetermined period and will be reset when a predetermined reset condition is met. The history display 50 will include count data displayed in association with each of the first variation-corresponding images 41 to the fourth variation-corresponding images 44. For example, if a jackpot is announced in a variation where the first variation-corresponding image 41 (apple) is displayed, the count data corresponding to the first variation-corresponding image 41 will increase by "1". Preferably, the history display 50 will also display the number of winning variations during the predetermined period, i.e., the number of jackpots (hereinafter referred to as "winning data"), along with the count data. For example, for each of the first variation-corresponding images 41 to the fourth variation-corresponding images 44, the count data may be displayed in the form of a fraction, with the count data in the "numerator" and the winning data in the "denominator" (see Figure 28). This makes it easy to understand the number of times each image 40 corresponding to a winning spin is displayed (the display probability of each image 40 corresponding to a winning spin), which helps players in estimating the settings.

[0134] The history display 50 may be displayed at all times, or it may be displayed only when requested by the player. If the latter setting is chosen, it could be configured so that it is displayed when the player operates a control device (such as a push button or directional pad) while in standby mode.

[0135] This eliminates the need for players to remember the number of times various history images were displayed during winning spins (display probability).

[0136] 〇Specific Example 5-3 (Conditions for resetting the history display as explained in Specific Example 5-2) There are various possible conditions for resetting the above history display 50 (count data and winning data). It is also possible to configure the system so that only some of the conditions described below are used as reset conditions. Alternatively, two or more conditions may be set as reset conditions, and the system may be reset if only one of them is met.

[0137] (1) Turn the power OFF / ON Assuming that the history display 50 is reset when the power is turned OFF / ON, this configuration allows for checking data for each business day of the amusement parlor. In contrast, if the history display 50 is not reset by turning the power off and on, the system will be configured to allow users to check data across the operating days of the amusement parlor (including past operating days).

[0138] (2) Changing the current settings (settings change) If the current settings are changed (including re-entering the same settings, such as changing from "Setting 1" to "Setting 1"), then the system will be configured to allow players to check the data since the setting change. Alternatively, the system will be configured so that players can determine whether or not a setting change has been made based on whether or not the history display 50 has been reset. In contrast, if the history display 50 is not reset even when a setting change is made, then it becomes impossible to determine whether a setting change has been made based on whether or not the history display 50 has been reset. If you think it is undesirable that it is easy to determine whether or not a setting change has been made based on whether or not the history display 50 has been reset, then you should make it so that the history display 50 is not reset even when a setting change is made.

[0139] (3) Reset operation The history display 50 will be reset by performing a prescribed reset operation. This reset operation can be performed by the arcade staff (arcade staff), but not by the players. In other words, it can be reset by operating a button or similar device located in a place accessible only to arcade staff (those who have the key to open the inside of the arcade machine 1).

[0140] 〇Specific Example 5-4 (The "Daily" display of the history shown in Specific Example 5-3) The history display 50 shall show data for a predetermined period on a "daily" basis. Specifically, it shall be possible to display data for a predetermined number of past days, including the current day, on a daily basis (Figure 29 shows the history display 50 including past data for the past two days). The gaming machine 1 shall be equipped with a non-volatile storage means for storing past data and a means for acquiring the date and time (real-time clock), and it shall be possible to determine which day's data the data stored in the storage means corresponds to. If data for the past two days is to be displayed, data older than three days should be automatically deleted. Any method may be used to display the daily data. All data may be displayed on one screen (one page), or the daily data may be switched and displayed by operating the operation means (push buttons or directional keys) (the data for a preferred day may be displayed by switching pages).

[0141] It is common for amusement parlors to want to appeal to players by showing that they are using "high settings." By implementing the method shown in this example, players can infer from the history display 50 that "high settings" have been used not only on the current day (current business day) but also on past business days, thus contributing to the appeal of the amusement parlor.

[0142] In the case of this example, as explained in Specific Example 5-3 above, the reset condition must not be met by turning the power OFF / ON, nor by changing the settings. Since amusement parlors typically turn off the power to amusement machine 1 at the end of each business day, if the system is configured to display the number of plays for past business days, it must be configured so that it is not reset by turning the power OFF or ON. Also, since amusement parlors may change the settings every business day, if the history display 50 shows what the settings were for past business days, it must be configured so that it is not reset even if the settings are changed. However, since there is a possibility that an amusement parlor may not want to display past play count data, it is preferable to configure the system so that it can be reset according to "(3) Reset Operation" explained in Specific Example 5-3 above.

[0143] Specific Example 5-5 The history display 50 described in the above specific examples 5-2 to 5-4 may also display data related to setting suggestions other than fluctuation response suggestions. In other words, the history display 50 may be displayed that includes data related to other setting suggestions in place of, or in addition to, fluctuation response suggestions. For example, it is conceivable that when a predetermined condition is met, one of several types of setting suggestion images is displayed (the configuration in which setting suggestion image is displayed is determined according to the current setting), and the number of times each type of setting suggestion image was displayed during a predetermined period is displayed as the history display 50.

[0144] 〇Specific Examples 5-6 As explained above, the various variation-responding images 40 in the above embodiment may be displayed even in the case of a losing variation and do not in themselves indicate the probability of a big win. However, it is also possible to provide a variation-responding image 40 that indicates an increased probability of a big win. Specifically, in addition to the variation-responding images 40 that exhibit the above-mentioned probability-indicating function (first variation-responding images 41 to fourth variation-responding images 44 explained in the above embodiment), a specific variation-responding image 40T is provided that, when displayed, indicates a higher probability of a big win compared to when it is not displayed (see Figure 30(a)). The specific form of the specific variation-responding image 40T can be anything, but it is preferable that it includes elements that indicate an increased probability of a big win. For example, it may include the words "Super Hot".

[0145] When a specific variation-corresponding image 40T is selected and displayed during a certain variation (see Figure 30(b-1)), the probability of the winning / losing result corresponding to that variation being a jackpot is higher than when any of the first variation-corresponding images 41 to the fourth variation-corresponding image 44 is displayed (see Figure 30(b-2)). This configuration enables a gameplay experience in which the variation-corresponding image 40 can sometimes suggest the likelihood of a jackpot.

[0146] If the specific variation-corresponding image 40T is displayed, it may be assumed that a jackpot is guaranteed. Furthermore, multiple types of specific variation-corresponding images 40T, each with a different probability of a jackpot when displayed, may be set up.

[0147] Furthermore, it is also possible to configure the system so that, for every fluctuation (every fluctuation), the fluctuation-responding image 40 including the specific fluctuation-responding image 40T is not displayed, as shown in Figure 30(a). In other words, it is also possible to configure the system so that multiple types of fluctuation-responding images 40 that do not include the specific fluctuation-responding image 40T are displayed, or that multiple types of fluctuation-responding images 40 that include the specific fluctuation-responding image 40T are displayed (in the former case, there is a possibility that the specific fluctuation-responding image 40T will be displayed, and in the latter case, there is no possibility that the specific fluctuation-responding image 40T will be displayed).

[0148] Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0149] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0150] In the above embodiment, the winning / losing results are set to either a big win or a loss, and a big win is achieved when the result is a big win (a big win game is executed). However, it is also possible to have a system where a big win can be achieved via a so-called minor win. As the gameplay that allows a big win to be achieved via a minor win (the gameplay of a so-called "Type 2 game machine") is well known, a detailed explanation will be omitted. However, if, for example, a minor win is set to lead to a big win (except in cases of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the probability of a big win as described in the above embodiment should be the sum of the probability of winning a big win (the so-called direct win probability) and the probability of winning a minor win. Conversely, winning a minor win that does not lead to a big win (a minor win that does not lead to a big win) should not be considered a big win. In other words, regardless of the type of win (big win, small win), the configuration should be such that the actual probability of winning a big win (actual big win probability) is the same as the big win probability described in the above embodiment, and the low probability and high probability in the draw for winning or losing should refer to the level of this actual big win probability.

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

[0152] ·Means 1-1 The game includes a starting area where the entry of a game ball triggers a draw for winning or losing, and a game state setting means that changes the game state, in which the player aims to win a jackpot after the draw, according to the type of jackpot won, wherein the game states are: 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 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 in which the next jackpot win is virtually guaranteed. A gaming machine is provided which states and, as a jackpot, is 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, characterized in that in the first special game state, the player may win the second special jackpot but not the normal jackpot, and in the second special game state, the player may win the normal jackpot. However, the high base state is a state in which game balls are more likely to enter the starting area than the low base state, and the high probability state is a state in which the probability of winning the draw is higher than the low probability state. According to the above-mentioned gaming machine, when the game transitions to the first special game state, it is possible to achieve an exciting gameplay experience in which at least two jackpots can be won in a high-base state.

[0153] ·Means 1-2 The gaming machine according to means 1-1, characterized in that, in the normal game state, the player may win the first special jackpot. This creates a gameplay mechanic that allows for a transition from the normal game state to the first special game state.

[0154] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that, in the normal game state, the player does not win the second special jackpot. This design prevents the game from transitioning from the normal game state to the second special game state.

[0155] ·Means 1-4 A gaming machine according to any one of means 1-1 to 1-3, characterized in that, in the first special game state, the player may win the first special jackpot. ·Means 1-5 The gaming machine according to any one of means 1-1 to 1-4, characterized in that the player can win the first special jackpot in the second special game state. In this way, if the first special jackpot is won in a high base state (first special game state, second special game state), the gameplay becomes such that two more jackpots can be won in an even higher base state.

[0156] ·Means 1-6 A gaming machine according to any one of means 1-1 to 1-5, characterized in that, in the first special game state or the second special game state, a game state image including a first image representing the first special game state and a second image representing the second special game state is displayed. This allows players to easily understand that the first special game state (high probability state) and the second special game state (low probability state) are strictly speaking different game states (preventing confusion among players).

[0157] ·Means 1-7 The gaming machine according to means 1-6, characterized in that the first image and the second image are in their normal form or in an emphasized form which is more conspicuous than the normal form, the gaming state image displayed in the first special gaming state is such that the first image is in an emphasized form and the second image is in its normal form, and the gaming state image displayed in the second special gaming state is such that the second image is in an emphasized form and the first image is in its normal form. In this way, players can easily understand their current game state (first special game state, second special game state).

[0158] ·Means 1-8 The gaming machine according to means 1-6 or means 1-7, characterized in that the game state image includes a directional image extending from the first image toward the second image. This makes it easy to understand that the game flow transitions from the first special game state to the second special game state.

[0159] ·Means 2-1 A gaming machine in which a specific performance can occur as part of the performance during the variation of decorative symbols that notify the result of a win or loss lottery in a specific game state, from the time the symbols start to vary until they stop in a manner that indicates the result of the win or loss lottery, wherein a specific win is set as one of several types of wins that can be won in the specific game state, and when the result of the win or loss lottery in the specific game state is a win, the probability that the win is the specific win is X%, and the probability that the win notified in the specific variation performance, which includes the specific performance, is the specific win is Y%. However, Y ≠ 100, and X <Yであるとする。 The above-mentioned gaming machine features an engaging gameplay experience where, upon winning, a specific animation occurs that increases the probability of hitting a particular type of win (although it does not guarantee a specific type of win).

[0160] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the aforementioned specific performance is initiated before it is determined whether the result of the win / loss lottery in the aforementioned specific variation performance is a win.

[0161] ·Means 2-3 The gaming machine according to means 2-1 or means 2-2, characterized in that the aforementioned specific win is the win with the highest expected value of profit among multiple types of wins that can be won in the aforementioned specific game state. This approach creates a gameplay experience where, when a specific animation occurs, players can expect it to result in the most valuable specific win.

[0162] ·Means 2-4 The gaming machine according to any one of means 2-1 to 2-3, characterized in that, among the multiple types of wins that can be won in the specified game state, there are non-specified wins which have a lower expected value of profit than the specified win, and as the non-specified wins, there are a first non-specified win and a second non-specified win which has a lower expected value of profit than the first non-specified win, and the win announced in the specified variation performance may be the specified win or the first non-specified win, but may not be the second non-specified win. By doing this, when a specific animation occurs and a win is achieved, not only does the probability of getting a specific win increase, but the possibility of a second non-specific win, which is of less value to the player, is eliminated, resulting in a more engaging gameplay experience.

[0163] ·Means 2-5 The game machine according to means 2-4, characterized in that the winning game involves repeating a unit game one or more times in which a predetermined winning area is opened until a predetermined closing condition is met, the second non-specific winning game executed when the second non-specific winning is achieved includes N of the unit games, and the specific winning game executed when the specific winning is achieved, and the first non-specific winning game executed when the first non-specific winning is achieved, include more than N of the unit games. In this way, if a specific animation occurs and a win is achieved, the gameplay becomes such that it is guaranteed to be a win that includes more than N rounds of gameplay.

[0164] ·Means 2-6 A gaming machine according to any one of means 2-1 to 2-5, characterized in that, during a winning game announced in the aforementioned specific variation performance, a post-game performance occurs that announces whether or not the winning game is the aforementioned specific winning game. In this way, if a specific animation occurs and a win is achieved, it may be possible to determine whether it was a specific win through a post-win animation that occurs during the winning game.

[0165] ·Means 2-7 The post-event performance is performed in the specific winning game or the first non-specific winning game, and the outcome is determined after the start of the N+1 unit game from the start of the winning game, and the game machine according to means 2-6, which references means 2-5, characterized in that the outcome is determined by the manner of the outcome and whether or not it is the specific win. If a specific animation occurs and a win is achieved, the possibility of a second non-specific win, including N unit games, is eliminated. Therefore, the outcome of the post-win animation can be determined on the N+1th unit game transition (making it easy to allocate time to execute the post-win animation).

[0166] ·Means 3-1 A gaming machine in which the degree of advantage for the player differs depending on which of several candidate settings is set as the current setting, comprising: an effect execution means that executes an effect during variation from when the decorative symbols that notify the win / fail lottery result start to vary until they stop in a manner corresponding to the win / fail lottery result; and a standby state transition means that transitions to a standby state when a predetermined standby condition that may be established when the effect during variation is not being executed is met, wherein a setting suggestion effect that suggests the current setting is executed during the first effect during variation after the standby state is terminated, which is the first effect during variation executed after the standby state is terminated. According to the above-mentioned gaming machine, a novel gameplay feature is achieved in which new players are given hints about the machine's settings at the beginning of their game.

[0167] ·Means 3-2 The gaming machine according to means 3-1, characterized in that the setting suggestion effect is an image displayed on a display device that displays the decorative pattern. This reduces the risk of players overlooking the occurrence of setting-indicating animations.

[0168] ·Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that, if the current setting is the lowest candidate setting among the multiple candidate settings that is most unfavorable to the player, a special suggestion effect, which is a setting suggestion effect, is executed during the variation after the standby is resolved, in a manner that is not executed if any of the candidate settings other than the lowest candidate setting is the current setting. By doing this, it is possible to reduce the number of players who continue to play with the current settings as the minimum candidate setting.

[0169] ·Means 4-1 A gaming machine in which the degree of advantage for the player differs depending on which of several candidate settings is set as the current setting, wherein during the in-spin performance from when the decorative symbols that notify the win or loss result start to spin until they stop in a manner corresponding to the win or loss result, one of several types of spin-corresponding images, which are different from the decorative symbols, may be displayed, and in the win spin, which is the in-spin performance in which the corresponding win or loss result is a win, one of the several types of spin-corresponding images is displayed is determined according to the current setting. According to the above-mentioned gaming machine, the type of image displayed during a winning spin suggests the current settings, resulting in an engaging gameplay experience.

[0170] ·Means 4-2 The gaming machine according to means 4-1, characterized in that any of the multiple types of the aforementioned variation-corresponding images can be displayed even in the variation-in-performance where the corresponding win / loss lottery result is a loss. In this way, by displaying the corresponding image even for losing spins, it becomes impossible to know the outcome of the lottery in advance based on the corresponding image.

[0171] ·Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that during a predetermined period, a history display is shown that includes count data, which is the number of times each of the multiple types of variation-corresponding images has been displayed in the winning variation. This allows you to retrospectively check how many times each of the variable-response images was displayed in a winning variation.

[0172] ·Means 4-4 The gaming machine according to means 4-3, characterized in that the history display is not reset by turning the power OFF / ON. This allows you to check the number of times a transaction spans across business days.

[0173] ·Means 4-5 The gaming machine according to means 4-3 or means 4-4, characterized in that the history display is not reset by a change in the current settings. This configuration makes it impossible to determine whether a setting change has been made based on whether the history display has been reset.

[0174] ·Means 4-6 The gaming machine according to means 4-5, which references means 4-4, characterized in that the history display represents the count data for each day included in the predetermined period. This configuration allows you to check past usage data on a daily basis. [Explanation of symbols]

[0175] 1. Gaming machine 10 Game Status Images 11 First image 12 Second image 13 Final Image 14 Normal Images 15. Gameplay Image 18 Directional Images (181-184 First Directional Image to Fourth Directional Image) 19 Current Status Display 20 Specific Performance Images 30 Suggestive Images (31-35 First Suggestive Image to Fifth Suggestive Image) 40 Variable-response images (41-44 First variable-response images to fourth variable-response images) 50 History Display 70 Reserved Symbols 80 Decorative patterns 91 indicates the device 911 represents a domain.

Claims

1. A gaming machine in which a performance is executed during the variation of a decorative pattern that notifies the result of a winning or losing lottery, from the time the pattern starts to vary until it stops in a manner that indicates the result of the winning or losing lottery, The game is played with the aim of winning prizes by achieving a winning result in the lottery. There are two game states: a normal game state and a special game state that is more advantageous to the player than the normal game state. As the aforementioned benefits that can be obtained in the normal game state, there are specific benefits and non-specific benefits that have a lower expected value of profit than the specific benefits. As the aforementioned non-specified benefits, a first non-specified benefit and a second non-specified benefit with a lower expected value of benefits than the first non-specified benefit are provided. In the aforementioned normal game state, the aforementioned in-game animation may become a specific in-game animation in which a specific animation begins before a reach is established. Regardless of whether the result of the lottery during the aforementioned specific variation is announced as a win or loss, if the aforementioned benefit is obtained during the normal game state, the probability that the benefit is the aforementioned specific benefit is X%. When the result of the lottery during the specified variation is announced as a win and the prize is obtained, the probability that the prize is the specified prize is Y% (where Y ≠ 100 and Y > X), and although there is a possibility that the prize is the first non-specified prize, there is no possibility that it is the second non-specified prize. A gaming machine characterized by the following features. however, The bonus games performed upon obtaining the aforementioned specific bonus, the first non-specific bonus, and the second non-specific bonus all include round games that end when either a predetermined time has elapsed since a predetermined winning area was opened, or a predetermined number of game balls have entered the winning area, and the round games are designed so that if game balls are continuously launched toward the winning area, the winning condition will be met before the time condition is met. The aforementioned special benefit is that the game state after the completion of the special benefit game becomes the special game state. The aforementioned non-specific bonus is such that the game state after the bonus game ends becomes the normal game state. Let's assume that.

2. The gaming machine according to claim 1, characterized in that the aforementioned specific benefit is the one among the multiple types of aforementioned benefits that can be obtained in the normal game state that has the highest expected value of profit.

Citation Information

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