Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-03-17
- Publication Date
- 2026-03-19
AI Technical Summary
Existing gaming machines lack features that enhance player engagement through background music and visual effects, leading to a lack of interest in gameplay.
A gaming machine with a sound output means, display means, and performance execution means that allows players to select background music and displays specific images corresponding to chosen songs, integrating fluctuating performances and decorative patterns to enhance gameplay experience.
The integration of customizable background music and visual effects improves player engagement and interest in the game by providing a more dynamic and interactive experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Various presentation elements are known as components of the presentation of game machines. For example, as described in the following Patent Document 1, background music (BGM) is output during the change of the pattern indicating the winning / losing lottery result (during the change presentation). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-202919 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can improve the entertainment value of a game by utilizing background music. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a sound output means, a display means having a display area, an effect execution means for executing an effect during the change from when the decorative pattern displayed in the display area starts to change until it stops in a manner corresponding to the result of a win / lose lottery, and a music selection function for enabling a player to arbitrarily select from a plurality of candidate songs as background music to be output from the sound output means during the change effect, wherein specific images are provided for specific songs which are at least a part of the plurality of candidate songs, and when a certain type of specific song is output as the background music, the specific image corresponding to the certain type of specific song can be displayed as a background image which is the background of the decorative pattern. Effect of the Invention
[0006] The gaming machine according to the present invention can improve the entertainment value of the game by utilizing background music. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] FIG. 13 is a diagram showing an example of a pattern presentation. [Diagram 5] FIG. 5 is a diagram showing an example of a pattern presentation (continuation of FIG. 4). [Figure 6] FIG. 5 is a continuation of an example of a pattern presentation. [Figure 7] 11 is a time chart for explaining the progress of the pattern presentation. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 9] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 10] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 11] 13A shows an emphasis mode setting screen, and FIG. 13B shows a volume adjustment screen. [Figure 12] FIG. 13 is a diagram showing the output volume of background music and sound effects in normal mode (a) and emphasis mode (b). [Figure 13] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-6. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-7. [Figure 17]13A shows a music selection screen, (b) shows the relationship between background music and background image, (c-1) shows a state where a basic image background is displayed, and (c-2) shows a state where a specific image background is displayed. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-5. [Figure 22] This is a diagram showing various specific reach effects (a) and various performance styles (b) (the items lined up on the left and right correspond to each other). [Figure 23] This is a diagram to explain that there is a correspondence between the type of specific reach presentation that notifies of the first win and the type of presentation style that is set in the subsequent second game state. [Figure 24] FIG. 13 is a diagram for explaining specific example 4-1. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-5. [Figure 27] FIG. 13 is a diagram for explaining specific example 4-6. [Figure 28] FIG. 13 is a diagram for explaining specific example 4-7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. In addition, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.
[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of the so-called "special chart 1") and a second starting area 904b (a starting area of the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired, but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information to be described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is a performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). In this embodiment, the reserved pattern 71 during change is displayed larger than the reserved pattern 72 before change, but the basic form of both is the same. The basic form of the reserved pattern 71 during change and the reserved pattern 72 before change may be completely different. In addition, the pending pattern 71 during the change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before the change are notified (the so-called pending "consumption order") is earlier on the right side.
[0015] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).
[0016] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. When a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) is a predetermined combination (in this embodiment, three of the same kind of decorative symbols 80). When a loss occurs, the combination is other than that (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.
[0018] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. The special game state is a state in which it is easy to win the lottery for opening the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so that the game ball enters the second starting area 904b relatively easily.
[0019] In this embodiment, the special game state is entered after all jackpot games are completed. The special game state is ended when the winning / losing lottery results are a miss a predetermined number of times (for example, 100 times). When the special game state is ended, the normal game state is entered. If the jackpot is won before the predetermined number of consecutive misses after the transition to the special game state, the game state is entered again (the count of the predetermined number is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine in which the condition for consecutive wins is to win a jackpot before the predetermined number of consecutive misses after the transition to the special game state. Note that, unless otherwise specified in the following description, the gaming characteristics (specifications) are merely an example. For example, it may be a so-called probability loop machine. It may also be a V probability machine. It may also be a gaming machine (one-type / two-type mixed machine) in which a so-called small win is installed and a jackpot can be acquired by a game ball entering a predetermined area when the small win is won. In addition, a game state different from the normal game state and the special game state may be set, for example, a low probability game state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the game ball is more likely to enter the starting area 904.
[0020] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In a jackpot game, a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either a predetermined number of game balls (for example, 10 balls) enter the jackpot after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in a jackpot game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also called a round (game). The number of unit games (number of rounds) included in a jackpot game can be set appropriately. In this embodiment, all jackpots are 10-round jackpots.
[0021] 2) The following describes the effects (contents and control of effects) that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects described below can be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and decorative symbols 80 may be omitted.
[0022] 2-1) Design Presentation The gaming machine 1 according to this embodiment can execute a pattern presentation as a presentation constituting the during-variation presentation. In the following description of the pattern presentation, the during-variation presentation including the pattern presentation is referred to as the during-target-variation presentation (target variation), and the winning / losing lottery result corresponding to the target variation (the winning / losing lottery result notified by the target variation) is referred to as the target winning / losing lottery result.
[0023] The pattern presentation is executed as a kind of reach presentation that indicates the result of the lottery depending on the state of the conclusion. Therefore, the state is in which the achievement of the reach is indicated by the decorative pattern 80. In this embodiment, the achievement of the reach is determined when two of the three decorative patterns 80 (left decorative pattern 80L and right decorative pattern 80R) selected and displayed from each of the three decorative pattern groups 80g are the same type (see FIG. 4(a) etc.) (hereinafter, the decorative pattern 80 indicating the achievement of the reach is also referred to as the reach pattern 80s). The conclusion in which the target pattern 80t (middle decorative pattern 80C), which is another of the three decorative patterns 80, finally becomes the same type as the reach pattern 80s is determined as a successful conclusion (see FIG. 6(b-1)), and the conclusion in which it becomes a different type is determined as a failed conclusion (see FIG. 6(b-2)). When the successful conclusion is reached, the target win / loss lottery result is determined to be a jackpot (see FIG. 6(c-1)). If a failure ending is reached, unless a so-called reversal effect (an effect that reverses the failure ending (not shown)) occurs, the target winning / losing lottery result is confirmed as a loss (see Figure 6 (c-2)). A configuration in which a reversal effect does not occur, that is, a configuration in which a failure ending is reached and the target winning / losing lottery result is confirmed as a loss without exception, is also possible. In any case, it can be said that a success ending is a more advantageous ending for the player than a failure ending.
[0024] The pattern presentation is divided into a teasing period and a conclusion period (see FIG. 7). The teasing period is the period before the conclusion of the pattern presentation is revealed (the period from FIG. 4(a) to FIG. 6(a)). In the teasing period, a covered state and an exposed state are repeated. In the covered state, the target pattern 80t is covered by the covering image 10 displayed in the display area 911, and the target pattern 80t is not visible (the type of the decorative pattern 80 that is the target pattern 80t cannot be grasped) (see FIG. 4(b), FIG. 4(d), FIG. 5(b), FIG. 6(a)). Strictly speaking, the image layer representing the covering image 10 is set in front of the image layer representing the target pattern 80t, so that the target pattern 80t cannot be seen when the covering image 10 is displayed. The exposed state is a state in which at least a portion of the covering image 10 is temporarily hidden (temporarily erased) to make the target pattern 80t visible (see Figs. 4(c), 5(a), 5(c), and 5(d)). In this embodiment, a central portion of the covering image 10 is hidden to allow the target pattern 80t to be grasped through that portion. In the exposed state, the entire covering image 10 may be configured to be hidden. Also, in the exposed state, the size (shape) of the hidden portion of the covering image 10 may be configured to change over time.
[0025] As the covered state and exposed state are repeated, a predetermined sound effect (hereinafter, simply referred to as a sound effect) is output from the speaker 65 (sound output means). The sound effect is output based on the timing (switching time) at which one of the covered state and the exposed state is switched to the other. In this embodiment, the sound effect is output after a predetermined time (for example, 0.1 seconds) has elapsed from the switching time (time indicated by P in FIG. 7) at which the covered state is switched to the exposed state. That is, in this embodiment, the sound effect is output in the exposed state (see FIG. 4(c), FIG. 5(a), FIG. 5(c), FIG. 5(d)). The switching time is provided multiple times (four or more times) in one tilting period. In one tilting period, the sound effect is output the same number of times as the switching time. In this embodiment, a sound effect (thump) that sounds like a "heart sound" is output. Note that, contrary to this embodiment, the sound effect may be output after a predetermined time has elapsed from the switching time at which the exposed state is switched to the covered state, that is, the sound effect may be output in the covered state.
[0026] In this embodiment, the time in the covered state (covering time) and the time in the exposed state (exposure time) gradually become shorter as the teasing period progresses (see FIG. 7). However, in this embodiment, the covering time in the final covered state (see FIG. 6(a)) is lengthened. That is, in the teasing period leading up to the final covered state, the covering time and exposure time become shorter as the teasing period progresses. In accordance with this, the time during which the sound effect is output (output length) also gradually becomes shorter. However, regardless of the output length of the sound effect, the appearance (thump) of the sound being heard by the player as if it were a "heartbeat" is maintained. In this way, a presentation is created in which the "heartbeat" is gradually getting faster.
[0027] In addition, during the teasing period, the reach symbol 80s is continuously visible. That is, not only when it is in an exposed state (see FIG. 4(c) etc.), but also when it is in a covered state (see FIG. 4(b) etc.), the reach symbol 80s is not covered by the covering image 10 and is visible. That is, even when the covering image 10 is displayed, the reach symbol 80s is displayed in front of the covering image 10 (the image layer representing the reach symbol 80s is set in front of the image layer representing the covering image 10). By doing so, it is clearly indicated that the reach is established throughout the teasing period. In addition, during the teasing period, the type of the decorative symbol 80 that is the reach symbol 80s does not change, but the type of the decorative symbol 80 that is the target symbol 80t changes, which is emphasized by the difference in the appearance of both symbols (the reach symbol 80s is continuously visible / the target symbol 80t is repeatedly visible and invisible). In other words, it becomes easier to distinguish between the reach symbol 80s and the target symbol 80t.
[0028] In this way, during the teasing period, the exposed state and the covered state are repeated, and the type of the decorative pattern 80 that is visible as the target pattern 80t changes every time the exposed state is reached. A predetermined order (hereinafter referred to as the specified order) is set for the multiple types of decorative patterns 80, and the type of the decorative pattern 80 changes according to the specified order (hereinafter, the ascending order in the specified order is represented by "+" and the descending order (reverse order) is represented by "-"). In this embodiment, the order of the numbers contained in the decorative pattern 80 is the specified order. That is, the type of the decorative pattern 80 changes so that the number becomes +1 every time the exposed state is reached (see Figures 4(c), 5(a), 5(c), and 5(d)). Note that the next number after the maximum number ("7" in this embodiment) is the minimum number ("1" in this embodiment) (see Figures 4(c) and 5(a)).
[0029] The end of the teasing period is the covered state. In the last exposed state of the teasing period (immediately before the last covered state), the decorative pattern 80 that becomes the target pattern 80t is set to "-1" of the decorative pattern 80 that is set to the reach pattern 80s. In other words, if the Nth decorative pattern 80 in the specified order is set to the reach pattern 80s, the N-1th decorative pattern 80 in the specified order becomes visible in the last exposed state as the target pattern 80t. For example, if the reach pattern 80s is the "6" decorative pattern 80, the target pattern 80t in the last exposed state is set to the "5" decorative pattern 80 (see FIG. 5(d)). That is, halfway through the teasing period, the target pattern 80t changes from "3" (not shown) in exposed state to "covered state" (not shown) to "4" (not shown) in exposed state to "covered state" (not shown) to "5" (see Figure 5(d)) in exposed state to "covered state" (see Figure 6(a)), and then the teasing period ends.
[0030] When the teasing period is shifted to the conclusion period, the cover image 10 is erased and the target symbol 80t is exposed (becomes visible). This makes it clear whether the conclusion is a success or failure. In the case of a success conclusion, the exposed target symbol 80t is a decorative symbol 80 of the same type as the reach symbol 80s. This results in a state in which three decorative symbols 80 of the same type are aligned (a state in which a winning combination is displayed) (see FIG. 6(b-1)). In the case of a failure conclusion, the exposed target symbol 80t is a decorative symbol 80 of a different type from the reach symbol 80s. In this embodiment, a decorative symbol 80 of the same type as the decorative symbol 80 displayed in the last exposed state of the teasing period (the "-1" of the reach symbol 80s) is displayed as the target symbol 80t (see FIG. 6(b-2)). Note that the target symbol 80t may be a decorative symbol 80 of a different type from the reach symbol 80s. For example, the "+1" decorative symbol 80 of the reach symbol 80s may be displayed as the target symbol 80t. In this way, in the case of a failure ending, a losing combination that is not a set of three of the same decorative symbols 80 is displayed.
[0031] After the conclusion period ends, the three decorative symbols 80 come to a complete stop and the target variation performance ends (see Fig. 6 (c-1) and (c-2)). In other words, until the end of the conclusion period, the three decorative symbols 80 do not come to a complete stop and are in a pseudo-stop state (meaning a state in which the player sees them as stopped but they are moving slightly). Although not shown, if a reversal performance occurs after a failed conclusion, the losing combination changes to a winning combination and the three decorative symbols 80 that make up the winning combination come to a complete stop.
[0032] In this way, the gaming machine 1 of this embodiment is capable of executing an interesting presentation (pattern presentation) in which the type of decorative pattern 80, which is the target pattern 80t, changes while repeatedly switching between exposed and covered states in accordance with the output of sound effects.
[0033] The symbol presentation is one in which the type of decorative symbol 80 that becomes the target symbol 80t changes, and thus can be suitably used as a reach presentation as in this embodiment. In this embodiment, in the last exposed state of the teasing period, the N-1th decorative symbol 80 in the prescribed order ("-1" of the reach symbol 80s) becomes visible as the target symbol 80t (the player will sense that the target symbol 80t and the reach symbol 80s may soon match), so there is an advantage in that it is easy to predict the timing at which the conclusion is revealed. Even in the case of a symbol presentation in which the number of times the covered state and the exposed state are repeated is indefinite (different for each presentation), it is easy to predict the timing at which the conclusion is revealed.
[0034] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned symbol effects will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0035] 〇Specific example 1-1 Although the symbol performance in the above embodiment is described as being executed as a reach performance, it may be generated as something other than a reach performance. For example, it is possible to configure the symbol performance to occur as a so-called "symbol forwarding performance" in which the type of a certain decorative symbol 80 changes in a prescribed order (when a reach is not achieved).
[0036] 〇Specific example 1-2 In the above embodiment, it has been described that the reach symbol 80s is visible without being covered by the covering image 10 even in the covered state, but the reach symbol 80s may be configured to be covered by the covering image 10 and become invisible in the covered state. That is, in the covered state, both the target symbol 80t and the reach symbol 80s may be configured to be invisible. In this case, it is an easy-to-understand performance form in that all the decorative symbols 80 are visible in the exposed state and all the decorative symbols 80 are invisible in the covered state. However, if this example is used, the effect of making it easy to distinguish between the reach symbol 80s and the target symbol 80t due to the difference in how they appear in the covered state will not be achieved.
[0037] 〇Specific example 1-3 In the above embodiment, it has been described that in the covered state, the target pattern 80t becomes invisible and the type of the decorative pattern 80 set as the target pattern 80t cannot be identified, but the type of the decorative pattern 80 set as the target pattern 80t may be configured to be distinguishable even in the covered state. For example, a presentation form in which the target pattern 80t is visible through the covered image 10 may be used. In the above embodiment, the type of the target pattern 80t changes every time it is exposed (it cannot be seen while it is changing), but by doing as in this example, a presentation form in which the change in the target pattern 80t can be seen in real time is obtained.
[0038] 〇Specific example 1-4 In the above embodiment, the type of the decorative pattern 80 as the target pattern 80t changes every time the exposed state is reached during the teasing period, but the type of the decorative pattern 80 as the target pattern 80t may not change. For example, the target pattern 80t becomes visible every time the exposed state is reached, but the same type of decorative pattern 80 is exposed as the target pattern 80t in all exposed states. If the reach performance is performed as in the above embodiment, for example, the decorative pattern 80 of the reach pattern 80s "-1" is made visible in the exposed state as the target pattern 80t.
[0039] However, it can be said that the above embodiment is more advantageous than the present example in that the target pattern 80t gradually approaches the reach pattern 80s in a specified order, making it easier to predict the timing when the outcome will be determined (it provides an effect that would not be achieved if the present example were used).
[0040] 〇Specific example 1-5 The difference between a successful ending and a failed ending is made clearer. When a successful ending is reached, the covering image 10 displayed at the end of the teasing period (last covering state) (see FIG. 8(a)) disappears at a predetermined timing (branching point) as in the above embodiment, and as a result, the decorative pattern 80 of the same type as the reach pattern 80s becomes visible as the target pattern 80t (see FIG. 8(b-1)). On the other hand, when a failed ending is reached, the covering image 10 is prevented from disappearing at a predetermined timing (branching point) (see FIG. 8(b-2)). In other words, the difference between a successful ending and a failed ending is whether or not the covering image 10 disappears at a predetermined timing (branching point). By doing so, the difference between a successful ending and a failed ending is made clearer.
[0041] In the case of a failed outcome, various methods can be considered to indicate that the target pattern 80t does not match the reach pattern 80s. For example, it is possible to display the target pattern 80t that does not match the reach pattern 80s in front of the remaining covering image 10 (see FIG. 8(b-2)).
[0042] 〇Specific example 1-6 In the above embodiment, it has been explained that the target pattern 80t exposed in the final exposure state of the teasing period is "-1" of the decorative pattern 80 designated as the reach pattern 80s (if the Nth decorative pattern 80 in the specified order is designated as the reach pattern 80s, then the N-1th decorative pattern 80 in the specified order will be visible in the final exposure state as the target pattern 80t), but a different setting may also be considered.
[0043] For example, the target pattern 80t exposed in the last exposed state of the teasing period matches the decorative pattern 80 set as the reach pattern 80s (if the Nth decorative pattern 80 in the specified order is set as the reach pattern 80s, the Nth decorative pattern 80 in the specified order becomes visible as the target pattern 80t in the last exposed state). For example, if the reach pattern 80s is the decorative pattern 80 of "6", the target pattern 80t in the last exposed state is set as the decorative pattern 80 of "6" (see FIG. 9(a)). That is, from the middle of the teasing period, the teasing period ends with the transition from the target pattern 80t "4" (not shown) in the exposed state to the covered state (not shown) to the target pattern 80t "5" (not shown) in the exposed state to the covered state (not shown) to the target pattern 80t "6" in the exposed state (see FIG. 9(a)) to the covered state (see FIG. 9(b)).
[0044] In the case of a successful ending, the target pattern 80t that becomes visible as a result of the cover image 10 being erased matches the reach pattern 80s (see FIG. 9(c-1)). In other words, the presentation form is that the decorative pattern 80 displayed as the target pattern 80t in the last exposed state does not change. In the case of a failed ending, any decorative pattern 80 may be displayed as the target pattern 80t. For example, it is conceivable that the decorative pattern 80 of the reach pattern 80s "+1" is displayed as the target pattern 80t (see FIG. 9(c-2)). In other words, the presentation form is that the decorative pattern 80 displayed as the target pattern 80t in the last exposed state becomes "+1" (changes to the next one in the specified order).
[0045] 〇Specific example 1-7 For each pattern production, the "gap" between the target pattern 80t exposed in the final exposure state of the teasing period and the reach pattern 80s in the prescribed order may change. For example, if the target pattern 80t in the final exposure state is (A) When the decorative pattern 80 that is the reach pattern 80s is “-2” (see FIG. 10(a)) (B) When the decorative pattern 80 that is the reach pattern 80s is “-1” (see FIG. 10(b)) One of the following will occur, and the probability of a successful outcome will differ between (A) and (B). For example, by setting (B) to be more likely to result in a successful ending than (A), the smaller the "gap" between the target symbol 80t and the reach symbol 80s (the closer the target symbol 80t is to the reach symbol 80s), the more one can expect a successful ending.
[0046] 〇Specific example 1-8 The manner of the sound effect output in the pattern presentation can be changed. Note that the difference in manner here is not the difference in the output length of the sound effect (as explained in the above embodiment). A plurality of types of sound effects with different at least either pitch or volume are provided (when a new pattern presentation occurs, one of the plurality of types of sound effects is output).
[0047] For example, a configuration is made in which a second sound effect having a different aspect from the first sound effect and the second sound effect is provided, and the probability of a successful conclusion is higher when the pattern effect in which the second sound effect is output is larger than when the pattern effect in which the first sound effect is output. By doing this, when the pattern effect occurs, the player will pay attention not only to the change in the target pattern 80t but also to the aspect of the sound effect.
[0048] 2-2) Emphasis mode In this embodiment, a normal mode and an emphasis mode are provided as modes of presentation that can be arbitrarily selected by the player. Any method of mode selection (mode change) may be used. In this embodiment, the player can select a preferred mode by operating a cross key 61 and a push button 62 provided as an operating means. In addition, in this embodiment, the mode can be changed not only during a standby state in which a presentation during change is not being performed, but also while a presentation during change is being performed (during change) (FIG. 11(a) shows a mode change screen during a standby state). As shown in FIG. 11(a), in this embodiment, the emphasis mode is written as a "BGM priority mode". That is, the state in which the BGM priority mode is ON is the setting state of the emphasis mode, and the state in which the BGM priority mode is OFF is the setting state of the normal mode.
[0049] The normal mode is the default mode. When the power is turned off, the normal mode is selected. The emphasis mode makes the target presentation element more prominent (the non-target presentation element less prominent) than the normal mode. The target presentation element and the non-target presentation element are presentation elements that are output during the variation presentation (that can be recognized by any of the five senses of the player). The target presentation element and the non-target presentation element may be output together. In this embodiment, the presentation element of the sound that is recognized by the player's hearing (output from the speaker 65) is the target presentation element and the non-target presentation element. The target presentation element is the background music (BGM) that is continuously output during the variation presentation. It can be said that the background music has copyrighted properties. The non-target presentation element is a sound effect that is temporarily output according to the progress of the game. Examples of the sound effect include the voice of the character, the sound that is output when an image for the presentation is displayed (image emphasis sound), the sound that is output when a movable role object moves (role emphasis sound), the sound that is output when a reserved pattern 70 is displayed (winning sound), and the like. All of these sound effects (sounds other than BGM) may be non-target production elements, or some may be non-target production elements. However, it is preferable to configure as many sound effects as possible as non-target production elements (it is preferable that most sound effects (90% or more) are non-target production elements). Unlike background music, sound effects are not necessarily copyrighted works. Since various sound effects are sounds that are output according to the progress of the game, they are not necessarily output even if the game is played continuously to a certain extent. On the other hand, since background music is output continuously while the during-variation performance is being executed, it is output if the during-variation performance is executed (it is impossible that the background music is not output at all after a certain amount of continuous play). In this embodiment, the background music may be output across two or more consecutive variations.
[0050] As shown in Fig. 12(a) and (b), when the emphasis mode is selected, the output volume (volume) of the background music, which is a target production element, is set to the same level as when the normal mode is set (volume is maintained), while the output volume (volume) of the sound effects, which are non-target production elements, is set to be lower than when the normal mode is set. The extent to which the sound effects are made lower can be set as appropriate, but the volume is not reduced to a level where the sound effects cannot be heard even when the emphasis mode is set (even when the emphasis mode is set with the volume level set by the volume adjustment means, which will be described later, at the lowest level (volume 1), the sound effects are made audible). In this embodiment, the output volume (volume) of the sound effects when the emphasis mode is set is set to 1 / 2 (50% reduction) of when the normal mode is set.
[0051] In this embodiment, a volume adjustment means (means by which the player can arbitrarily change the volume output from the speaker 65) is provided. Such a volume adjustment means itself is well known, so a detailed description will be omitted (a volume adjustment screen displayed during the change is shown in FIG. 11(b)). The volume adjustment means is provided separately from the means for selecting the above-mentioned presentation mode (normal mode / emphasis mode). Even if the volume is changed using the volume adjustment means (whatever the volume), the relationship between the background music and the sound effects in the emphasis mode is maintained. For example, the volume adjustment means can adjust the volume in five stages (five stages from volume 1 to 5. The larger the number of volume X, the larger the volume.). The background music is output at a volume corresponding to each of the volumes 1 to 5 (N1 to N5 shown in FIG. 12) in either the normal mode or the emphasis mode. On the other hand, the sound effects are output at the same volume as the background music (output at a volume corresponding to each of the volumes 1 to 5) (N1 to N5 shown in FIG. 12) in the normal mode. In contrast, when the emphasis mode is set, the sound effects are output at half the volume corresponding to each volume (L1 to L5 shown in FIG. 12). That is, the sound effects are "half the volume in emphasis mode at volume X as in normal mode at volume X." In this way, when the volume adjustment means adjusts the volume when the normal mode is set, the volume changes while the volume of the background music and the sound effects remain the same (see FIG. 12(a)), and when the volume adjustment means adjusts the volume when the emphasis mode is set, the volume changes while maintaining the relationship "sound effect output = 1 / 2 the background music output" (see FIG. 12(b)).
[0052] In this way, in the gaming machine 1 of this embodiment, the sound effects, which are non-target performance elements, are made less noticeable in the emphasis mode, preventing the background music, which is the target performance element, from becoming difficult to hear due to the sound effects (players who want to clearly hear the background music can select the emphasis mode).
[0053] In this embodiment, the player can arbitrarily select the background music to be output during the variation performance from among a plurality of candidate music. In other words, a music selection function (described in detail later) is provided that allows a state in which a favorite music from among a plurality of candidate music is continuously output as background music. On the premise that such a music selection function is provided, it is possible to select the above-mentioned emphasis mode (switching between normal mode / emphasis mode). When a player uses the music selection function to select a favorite music as background music, it is possible that the player wants to listen to the music carefully, so it is preferable to provide an emphasis mode that reduces the output of sound effects to accommodate such players.
[0054] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned emphasis mode (normal mode) will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0055] 〇Specific example 2-1 Although the gaming machine 1 according to the above embodiment has been described as having a music selection function, it may be configured to be able to set an emphasis mode without having a music selection function. In other words, it is configured to be able to set an emphasis mode at will, but not able to select background music at will. Since there may be players who want to listen to background music clearly even if they cannot select background music at will, it is sufficient to configure it to have an emphasis mode that reduces the output of sound effects.
[0056] 〇Specific example 2-2 As in the above embodiment, it is assumed that the configuration has a music selection function, and a state in which the music selection function is not used is a background music non-selection state, and a state in which the music selection function is used (a state in which one of multiple candidate music is selected) is a background music selection state. If the background music output in the background music non-selection state is a basic music (default music), the background music selection state can also be said to be a state in which a music other than the basic music is output as the background music. The background music non-selection state is assumed to be immediately after the power is turned on (i.e., the background music non-selection state is the default state). Note that the basic music may be one of the candidate music that can be selected by the music selection function. In this case, the background music non-selection state is assumed to be when the basic music is selected using the music selection function. Differently from this, the basic music may be configured not to be included in the candidate music that can be selected by the music selection function. In this case, the background music non-selection state may be assumed to be when the music selection function is turned off (the player can perform an operation to turn off the music selection function).
[0057] In this configuration, the emphasis mode can be set when the background music is selected (the mode can be changed), but the emphasis mode cannot be set when the background music is not selected (the mode cannot be changed and the normal mode is the default) (see FIG. 13). In other words, when a player has selected a preferred background music piece using the music selection function, it is highly likely that the player wants to listen to the background music piece without being disturbed by other sounds, so it is possible to set the emphasis mode that makes the sound effects less noticeable. On the other hand, when the basic music piece is being output, it is highly likely that the player does not care about the background music piece, so it is not possible to set the emphasis mode as it is less necessary.
[0058] The emphasis mode may be set automatically in the background music selection state. In other words, when the player selects any background music (when background music other than the basic music is being output), the emphasis mode may be set automatically (the normal mode is not provided in the background music selection state). However, since there may be players who do not want to have difficulty hearing sound effects even when they select background music, it is preferable to have a configuration in which the normal mode can be selected in the background music selection state as described above, in consideration of such players.
[0059] 〇Specific example 2-3 In the above embodiment, the emphasis mode makes the sound effects, which are non-target production elements, less noticeable than in the normal mode, but the method for this is not limited to "making the volume (output) of the sound effects smaller than in the normal mode" as in the above embodiment. For example, "making the pitch (height) of at least a part of the sound effects lower than in the normal mode," "making the length (output time) of the sound effects shorter than in the normal mode," etc. are possible methods.
[0060] 〇Specific example 2-4 In the above embodiment, it has been explained that the target and non-target production elements are sounds (music), that is, the target and non-target production elements are those that can be grasped by the player's hearing, but the target and non-target production elements may be those that can be grasped by the player's other senses. For example, as shown below, it is possible to configure the target and non-target production elements to be those that can be grasped by the player's vision.
[0061] The target performance element is the background image 20 that is continuously displayed in the display area 911 as the background of the decorative pattern 80 that changes during the change performance. On the other hand, the non-target performance element is the performance image 25 that is temporarily output according to the progress of the game. The performance image 25 is displayed in front of the background image 20 (the layer of the performance image 25 is set in front of the layer of the background image 20). Examples of the performance image 25 include images of characters, images showing words such as lines spoken by characters, effect images displayed around the characters when they move, and effect images displayed around the movable role objects when they move. At least some of these performance images 25 are also images that suggest the reliability of a big win. It is preferable that the decorative pattern 80 and the reserved pattern 70 are not included in the performance image 25 because they show important information related to the winning / losing lottery result.
[0062] The display mode of the background image 20, which is a target effect element, is the same whether the normal mode or the emphasis mode is set (see Fig. 14(a)(b)). On the other hand, the effect image 25, which is a non-target effect element, is displayed less conspicuously when the emphasis mode is set than when the normal mode is set. For example, the effect image 25 is displayed smaller (reduced) when the emphasis mode is set (see Fig. 14(b)) than when the normal mode is set (see Fig. 14(a)) (however, the effect image 25 is not hidden even in the emphasis mode). In this way, when the emphasis mode is selected, the visibility of the background image 20 is suppressed from being hindered by the effect image 25 compared to when the normal mode is selected (a player who wants to enjoy the background image 20 can select the emphasis mode). When a video such as a music video (promotional video) (of a background song) is output as the background image 20, it is considered that there are a certain number of players who want to enjoy the video, so that the present example is effective.
[0063] In addition, in addition to making the performance image 25 less noticeable in the emphasis mode by making it smaller than in the normal mode, other possible methods include making it lighter than in the normal mode, or making it color in the normal mode but monochrome in the emphasis mode.
[0064] 〇Specific example 2-5 In the above embodiment, it has been explained that the normal mode and emphasis mode are intended to target the performance elements (target performance elements, non-target performance elements) that are output during fluctuation, but they may also be intended to target the performance elements that are output during non-fluctuation.
[0065] For example, it is conceivable that the background music output during a big win game is the target performance element, and the other sound effects are the non-target performance elements. In this way, by selecting the emphasis mode, the player can clearly hear the music during the big win game. In addition, in the case of doing as in this example, it is conceivable that the player does not know that the emphasis mode can be selected during a big win game, so it is preferable to make the player aware of the existence of the emphasis mode by automatically displaying a mode selection screen before the background music for the big win game is output.
[0066] 〇Specific example 2-6 The emphasis mode makes the target production element more noticeable than in the normal mode. If the target production element is background music and the non-target production element is a sound effect as in the above embodiment, the output of the background music is louder in the emphasis mode than in the normal mode (see FIG. 15). Even in this way, the emphasis mode is effective for players who want to hear the background music clearly.
[0067] However, in this example, the output of the background music increases when the mode is changed from the normal mode to the emphasis mode. In other words, the player may become annoyed by the change in the output of the background music that the player values. In this respect, the above embodiment, in which the output of the background music is maintained even when the mode is changed from the normal mode to the emphasis mode, is preferable.
[0068] 〇Specific example 2-7 The emphasis mode makes the non-targeted production elements less noticeable than in the normal mode, and makes the target production elements more noticeable than in the normal mode. If the target production element is background music and the non-targeted production element is sound effects as in the above embodiment, the output of the background music is louder in the emphasis mode than in the normal mode, and the output of the sound effects is quieter in the emphasis mode than in the normal mode (see FIG. 16). In this example, the difference between the output of the background music and the sound effects in the emphasis mode is larger (compared to the above embodiment), so the obstruction of the background music by the sound effects is further reduced.
[0069] However, in this example, the output of the background music increases when the mode is changed from the normal mode to the emphasis mode. In other words, the player may become annoyed by the change in the output of the background music that the player values. In this respect, the above embodiment, in which the output of the background music is maintained even when the mode is changed from the normal mode to the emphasis mode, is preferable.
[0070] 2-3) Song selection function and specific images The gaming machine 1 according to this embodiment has a music selection function that allows a player to arbitrarily select a background music piece to be output from the speaker 65 during a variation performance in a normal game state from among a plurality of candidate music pieces. Any method of selecting music pieces may be used. In this embodiment, a player can select a desired music piece by operating a cross key 61 and a push button 62 provided as an operating means. In this embodiment, the background music piece can be switched during a variation performance or during a standby state in which a variation performance is not being executed (FIG. 17(a) shows a music selection screen during a standby state). Note that a background music piece output in a state in which the music selection function is not used (initial state (default state) such as immediately after the power is turned on) is a basic music piece, and a state in which the basic music piece is output is a background music piece non-selected state. Also, a state in which a music piece other than the basic music piece is output is a background music piece selected state. Note that the basic music piece may be one of the candidate music pieces selectable by the music selection function (in this embodiment, the basic music piece is one of the candidate music pieces). In this case, when the basic song is selected using the song selection function, the background song is not selected (the state in which a candidate song other than the basic song is selected is considered to be the background song selected state). Alternatively, the basic song may not be included in the candidate songs that can be selected by the song selection function. In this case, the background song is not selected by turning off the song selection function (the player is able to perform the operation to turn off the song selection function). Note that each song may be a combination of multiple types of songs (for example, something like a "medley" of multiple types of songs). Also, songs that have the same melody but differ in the presence or absence of lyrics, for example, may be considered to be different types of songs if there is a difference that the player can recognize.
[0071] In this embodiment, six types of songs A to F are provided as candidate songs (in the drawings, they are represented as "song A", but in reality the name of each song is displayed) (see Figs. 17(a) and (b)). Of these, song A is the basic song. At least some of the candidate songs (preferably two or more of the candidate songs) are designated as specific songs. In this embodiment, three types of songs D to F are designated as specific songs (songs D to F are candidate songs and specific songs). It is preferable that a display be made to show the player that songs D to F are specific songs. As will be described later, when a specific song is selected, a corresponding specific image 20b (music video MV) is displayed, so for example, a display is made on the song selection screen to indicate that a specific image 20b will be displayed when a specific song is selected (see the display "If you select D, E, or F, a music video will play" in Fig. 17(a)).
[0072] Specific images 20b corresponding to the specific songs are prepared. As described above, in this embodiment, three types of specific songs D to F are provided, and three types of specific images are prepared: specific image D corresponding to specific song D, specific image E corresponding to specific song E, and specific image F corresponding to specific song F (see FIG. 17(b)). The specific images D to F are music videos MV (promotional videos PV) created for the corresponding songs. Note that in the drawings, the various specific images 20b are shown in a simplified manner (the various specific images 20b are the letters "MV of song X" (song X refers to any of the specific songs D to F) drawn with dotted lines).
[0073] When a specific song is selected as the song to be output as the background song using the song selection function (when any of the specific songs D to F is selected), the background image 20 displayed in the display area 911 as the background of the decorative pattern 80 is set as the specific image 20b corresponding to the specific song being output (see FIG. 17(c-2)). That is, when the specific song D is output, the specific image D is displayed as the background image 20, when the specific song E is output, the specific image E is displayed, and when the specific song F is output, the specific image F is displayed.
[0074] In this embodiment, the length of the corresponding specific music piece and the specific image 20b (video) are the same. As described later, when the specific music piece is being output, the corresponding specific image 20b is displayed, but the progress of the corresponding specific music piece and the progress of the specific image 20b (video) match (there is no "gap" between the music piece and the video). That is, when a certain part of the specific music piece is output, a certain part (one frame of the video) in the specific image 20b (video) is always displayed. If the specific music piece is a song with lyrics, the image (one frame of the video) displayed when a certain part (a certain character) of the lyrics of the specific music piece is output is the same every time. When the specific music piece and the corresponding specific image 20b (video) are output to the end, output is started from the beginning. That is, the specific music piece and the specific image 20b (video) are output in a "circular" manner. Since the length of the specific music piece and the specific image 20b (video) are the same, the timing of "circulation" (the time when the end of the music piece is reached and the time when the end of the video is reached) also match.
[0075] The specific music and the specific image 20b are output continuously unless one or more types of prescribed performances that may occur as part of the performance during the change are executed. In other words, when the prescribed performance is executed, the music and image for the prescribed performance are output, and the output of the specific image 20b and the specific image 20b is stopped. The prescribed performance is not necessarily executed every change. Therefore, when a specific music is selected and a change continues without a prescribed performance, the specific music and the specific image 20b are output continuously (output continuously across two or more changes). In this embodiment, at least a part of the so-called reach performance is set as the prescribed performance. Therefore, the selected specific music and the specific image 20b are output continuously unless a reach is established. In this embodiment, when the prescribed performance is executed, the output of the selected specific music and the specific image 20b is resumed after the end of the prescribed performance, but the specific music and the specific image 20b are output from the beginning.
[0076] In this embodiment, in a state where a specific piece of music is not being output as a background piece of music (a state where pieces of music A to C are being output), a basic image 20a different from any of the specific images 20b (images D to F) is displayed in the display area 911 as the background image 20 (see FIG. 17(c-1)). Unlike the specific image 20b, the basic image 20a is not associated with a certain piece of music (it is displayed regardless of which of a plurality of pieces of music, pieces A to C, is output), so it is displayed regardless of the progress of the music (the background music and the background image 20 are not linked) (naturally, the basic image 20a is not a music video (promotion video) like the specific image 20b). When the pieces of music A to C and the basic image 20a (video) reach the end, they are output (circulated) from the beginning, but the length of the video of the basic image 20a is different from the length of any of the pieces of music A to C. As described above, in a state where a background piece of music is not selected, the piece of music A is output as a background piece of music, so the basic image 20a is displayed as the background image 20 together with the piece of music A. In other words, the basic image 20a can be said to be a normal background image 20 that is displayed when no background music is selected (default state).
[0077] As described above, in this embodiment, when the background music selected using the music selection function during the change is a specific music, the specific image 20b corresponding to the specific music is displayed as the background image 20. In this way, when the player selects a favorite music (when the selected music is a specific music), the image (image) corresponding to the music can be viewed carefully even during the change. In particular, in this embodiment, the specific music and the corresponding specific image 20b are output over two or more changes unless a specified performance occurs, so that the specific image 20b can be viewed continuously.
[0078] Hereinafter, specific examples of improvements, specific embodiments, and modifications of the above-mentioned music selection function and the specific image 20b will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0079] 〇Specific example 3-1 The display of the specific image 20b is executed in the special game state. That is, when a specific song is selected as a background song in the special game state, the specific image 20b corresponding to the specific song is displayed. The special game state is a state in which the change time is shorter than in the normal game state (a state in which the average change time is shorter). In this way, even in the special game state in which the change time is shorter, the specific image 20b can be displayed across two or more changes, so that the player can take his time to look at the specific image 20b.
[0080] The special game state does not have to be a so-called ST state as in the above embodiment. It may continue until the next big win. It does not have to be a high probability state (high probability state). It may be a low probability and high base state (low probability and time-saving state).
[0081] 〇Specific example 3-2 The music selection function can be used during a jackpot game (a round game) (the background music can be changed during a jackpot game). When a specific music piece is selected during a jackpot game, the specific music piece is output and a specific image 20b corresponding to the specific music piece is displayed. That is, the specific image 20b is displayed as a background for displaying various information for the jackpot game (such as the number of rounds and the number of winning balls) (see FIG. 18(a)).
[0082] When a jackpot game ends with a specific song and the corresponding specific image 20b being output using the song selection function, the output of the specific song and the display of the specific image 20b are continuously executed from the jackpot game through to the subsequent variable performance (the first spin after the jackpot game ends) (the output of the specific song and the display of the specific image 20b are not stopped due to the end of the jackpot game, etc.). The specific music piece and the specific image 20b are output during the ending period of the jackpot game (the period from the end of the final round to the start of the first variation (see Figs. 18(b)(c)). For example, an image showing the game state after the jackpot game ends (if the game state transitions to a special game state that is more advantageous than the normal game state after the jackpot game ends, an image showing the transition to the special game state (for example, an image such as "Entering XX RUSH")) is also displayed with the specific image 20b as a background (see Fig. 18(b)). In this way, the specific music piece can be heard and the specific image 20b can be seen continuously from the jackpot game to the variation thereafter. (Because the prescribed performance is not executed during the jackpot game), the specific music piece can be heard and the specific image 20b can be seen continuously at least during the jackpot game, and if the specific music piece and the specific image 20b continue during the variation thereafter, the probability that the specific music piece and the specific image 20b will be output without interruption until the end will increase.
[0083] Unlike this example, it is also possible to temporarily stop the output of at least one of the specific music and the specific image 20b from the big win game to the subsequent variable performance. For example, during the ending period of the big win game, the output of at least one of the specific music and the specific image 20b may be temporarily stopped. Even in this case, the time of the stop is short, so the player feels that the specific music and the specific image 20b are being output continuously.
[0084] 〇Specific example 3-3 Suppose that a prescribed performance occurs while a specific piece of music and a specific image 20b are being output (see FIG. 19(a)) and the output is stopped. During the prescribed performance, music (background music) for the prescribed performance is output (sound effects for the performance are also output) (see FIG. 19(b)). Note that the music selection function cannot be used during the prescribed performance (the background music cannot be changed). After the prescribed performance ends (see FIG. 19(c)), the output of the specific piece of music and specific image 20b is resumed (see FIG. 19(d)), but is controlled so that it is resumed from the point at which the output was stopped (hereinafter referred to as the stop point). In other words, the point at which the output of the specific music piece and specific image 20b was stopped is temporarily stored in a storage means (not shown), and the output of both is resumed from the stop point after the specified performance ends (if the stop point is T hours from the beginning of the specific music piece and specific image 20b (T time is less than the length of the specific music piece and specific image 20b), the output is resumed T seconds after the specified performance ends) (see Figures 19(b)(d)). In this way, even if a specified performance occurs, the specific music piece and specific image 20b can be enjoyed from where they were (the stop point).
[0085] In addition, as in the above embodiment, if the specified performance is a reach performance, only when the reach performance as the specified performance is one that notifies a miss (miss reach performance), it may be restarted from the stop point (restarted from the middle) as described above. In other words, when the reach performance as the specified performance is a win reach performance that notifies a jackpot, a jackpot game will be executed after the end of the reach performance, so when the specific music and specific image 20b are output again, they may be output from the beginning, not from the stop point. Since the execution of a jackpot game means that the time from when the output of the specific music and specific image 20b is stopped to when it is restarted becomes long, it can be said that it is not necessary to restart from the stop point (it is not necessary to store the stop point).
[0086] 〇Specific example 3-4 As described above, when a specific song is being output, the specific image 20b is output, and when a specific song is not being output, the basic image 20a is output. The specific image 20b and the basic image 20a may differ from each other in the following points in addition to whether they correspond to a specific song or not.
[0087] When the basic image 20a is displayed as the background image 20, a predetermined effect (hereinafter, referred to as a suggestive effect) that suggests the reliability of a big win using the basic image 20a may occur, but when a specific image 20b is displayed as the background image 20, the suggestive effect does not occur. For example, a plurality of types of basic image 20a are set, and the basic image 20a changes its state (or may change a part of its state) as a suggestive effect. For example, in a certain variation, the reliability of a big win of the winning / losing lottery result corresponding to the certain variation is higher when the basic image 20a is in the second state (see FIG. 20(b)) than when the basic image 20a is in the first state (see FIG. 20(a)). If the first state is the normal state (default) of the basic image 20a, the basic image 20a becoming the second state is a so-called chance-up performance. Since the specific image 20b corresponds to the background music (specific music) (music video, etc.), it is not preferable to change the aspect of the specific image 20b (it is difficult to change the aspect), but since the basic image 20a does not correspond to the background music, it is acceptable to change the aspect of the basic image 20a, and when the basic image 20a is displayed, the aspect of the basic image 20a suggests the reliability. In this way, from the player's point of view, when a specific music is selected, there is an advantage that the specific image 20b (image) corresponding to the specific music can be viewed, while when a music other than the specific music is selected, there is an advantage that the reliability suggestion effect can be enjoyed by the aspect of the background image 20 (basic image 20a) can be enjoyed, thereby realizing a gameplay (a gameplay in which the player can choose which to choose).
[0088] The opposite setting to this example may be used. That is, when the specific image 20b is displayed, a suggestive effect that is not executed when the basic image 20a is displayed may occur. However, this is a heavy burden in that two or more different images (specific images 20b) corresponding to one specific song must be prepared.
[0089] 〇Specific example 3-5 It is also possible to configure the specific image 20b not to be displayed as the background image 20 even if a specific piece of music is selected as the background music. For example, it is also possible to configure the basic image 20a to be output as the background image 20 when a specific piece of music is output as the background music. That is, the combination of "background music / background image" can be a combination of "specific music / specific image" (a combination in which the background music and the background image 20 are linked) (see FIG. 21(c-1)), or a combination of "specific music / basic image 20a" (a combination in which the background music and the background image 20 are not linked) (see FIG. 21(c-2)). It is preferable that when a certain type of specific music is selected, a specific image 20b prepared to correspond to a type of specific music different from the certain type of specific music is not displayed as the background image 20 (a music video or the like corresponding to a type of specific music is not output when a certain type of specific music is output). That is, it is assumed that the various specific images 20b can only be displayed when the corresponding specific music is output.
[0090] In the case of this example, it is preferable that when a specific song is selected using the song selection function, the background image 20 can also be selected. For example, when the selected song is a specific song (when a song for which a corresponding specific image 20b is prepared is selected) (see FIG. 21(a)), the player is asked whether or not to use the specific image 20b as the background (for example, the player is asked a question such as "Do you want the background to be a music video?") (see FIG. 21(b)), and the player is allowed to select whether or not to use the specific image 20b as the background by operating the operating means. This configuration contributes to the convenience of the player. Also, it is prevented that the player is unaware that the background image 20 can be linked to the background song.
[0091] 2-4) Specific reach performance and performance style In this embodiment, after the winning / losing lottery is won in the normal game state and the jackpot game is executed, the game machine may transition to a special game state (a game state different from the normal game state). In light of the fact that a jackpot won in the normal game state (low probability state) is generally called a "first win", the special game state after the jackpot game won in the normal game state is a so-called "special game state after the first win". Hereinafter, the "special game state after the first win" may be referred to as a second game state to distinguish it from other special game states. In addition, the normal game state may be referred to as a first game state to contrast with the second game state. The gaming machine 1 according to this embodiment may transition to a second game state after the winning / losing lottery result in the first game state is a jackpot and the jackpot game is executed.
[0092] In the normal game state, multiple types of specific reach effects are executed as reach effects (effects that indicate the result of a win / lose lottery depending on the outcome) (reach effects other than the specific reach effects are also executed). If a variation including a specific reach effect is a target variation (effect during target variation) and the win / lose lottery result corresponding to the target variation is the target win / lose lottery result, if the target win / lose lottery result is a jackpot, the specific reach effect will reach a successful outcome (an outcome that indicates that the situation is favorable to the player), and if the target win / lose lottery result is a miss, it will reach a failed outcome (an outcome that indicates that the situation is unfavorable to the player). Note that a successful outcome includes a so-called reversal pattern in which a failed outcome appears to have been reached at first but is then overturned. In this embodiment, three types of specific reach effects can occur as specific reach effects: specific reach effect X (see FIG. 22(a-1)), specific reach effect Y (see FIG. 22(a-2)), and specific reach effect Z (see FIG. 22(a-3)) (note that the difference in type here does not refer to the difference due to the presence or absence of a so-called chance up). The various specific reach effects have different main characters (characters who play the leading role) that appear in the effects. The specific reach effects in this embodiment are so-called battle effects in which a character on the player's side (ally character) fights an enemy character, and the types of ally characters that are the main characters are different. Specifically, as ally characters, character X appears in specific reach effect X, character Y appears in specific reach effect Y, and character Z appears in specific reach effect Z (types of characters are represented by letters X to Z in the drawings). The successful ending of the various specific reach effects is an ending in which the ally character wins (victory ending), and the unsuccessful ending is an ending in which the ally character loses (defeat ending). In addition, the type of enemy character that appears may be different for each type of specific reach performance (the main character may be an enemy character).
[0093] In the second gaming state, one of a plurality of presentation styles (presentation modes) is set. In this embodiment, a special gaming state other than the second gaming state (a special gaming state after the end of a big win game that is not a "first win") is not set to a plurality of presentation styles. However, this does not deny the possibility of setting one of a plurality of presentation styles in a special gaming state other than the second gaming state.
[0094] In this embodiment, three types of presentation styles are provided: presentation style A (see FIG. 22(b-1)), presentation style B (see FIG. 22(b-2)), and presentation style C (see FIG. 22(b-3)). These three types of presentation styles are associated with any of the specific reach presentations described above. That is, presentation style A is associated with specific reach presentation A, presentation style B is associated with specific reach presentation B, and presentation style C is associated with specific reach presentation C. It is preferable that the corresponding specific reach presentation and presentation style (the presentation during variation when the presentation style is set) include common presentation elements. In this embodiment, presentation style A is based on character A, presentation style B is based on character B, and presentation style C is based on character C. That is, the various presentation styles are based on the motif (theme) of the same type of character as the main character appearing in the corresponding specific reach presentation (although not shown, the background image 20 may include the same type of character).
[0095] The presentation style governs the manner of the performance during the change in the second game state. That is, if the presentation style is different, the manner of the performance during the change in the second game state is different. In this embodiment, if the presentation style is different, the background image 20 displayed is different. Also, in this embodiment, a style image 40 representing the currently set presentation style (a style image 40 of "mode A" when presentation style A is set, a style image 40 of "mode B" when presentation style B is set, and a style image 40 of "mode C" when presentation style C is set) is displayed. Since A to C represent the above-mentioned characters (main characters), the player can understand that they are related to the specific reach presentation that has already been executed by looking at them. The presentation style only affects the content of the performance during the change, and does not affect the actual profit (profit related to the ball output).
[0096] When the specific reach effect reaches a successful conclusion in the first game state and the target winning / losing lottery result indicates a jackpot, that is, when the acquisition of a "first win" is announced by the specific reach effect, the presentation style in the second game state after the end of the jackpot game of the "first win" is set to the type corresponding to the executed specific reach effect (the specific reach effect that announced the "first win"). As shown in FIG. 23, when the first win is announced by the specific reach effect A (see FIG. 23(a)(b)), the presentation style A is set in the second game state after the end of the jackpot game that becomes the first win (see FIG. 23(c)). Although not shown, when the first win is announced by the specific reach effect B, the presentation style B is set in the second game state after the end of the jackpot game that becomes the first win. Similarly, when the first win is announced by the specific reach effect C, the presentation style C is set in the second game state after the end of the jackpot game that becomes the first win.
[0097] In this embodiment, the presentation style in the second gaming state cannot be selected by the player at will. In addition, the presentation style cannot be changed during the second gaming state. When a "first win" is notified by a specific reach effect in the first gaming state, as described above, a presentation style corresponding to the type of the specific reach effect is automatically set. When a "first win" is notified by a reach effect other than the specific reach effect in the first gaming state, one of the presentation styles A to C selected by lottery is automatically set. Although different from this embodiment, a big win in the first gaming state may be notified by one of a plurality of types of specific reach effects without fail (in such a configuration, the above lottery is not executed).
[0098] In this embodiment, after the big win (first win) acquired in the normal game state (first game state), the game state transitions to the special game state (second game state). However, unlike this, some of the big wins acquired in the normal game state (first game state) may be configured not to transition to the special game state (second game state) after the big win. In this case, when a big win that will transition to the special game state (second game state) is notified by a specific reach effect, the game state will be controlled as described above. It may be set so that the notification by the specific reach effect is not made unless a big win that transitions to the special game state (second game state) after the big win is won (a big win that does not transition to the special game state (second game state) is notified by a reach effect other than the specific reach effect).
[0099] As described above, in this embodiment, the presentation style of the second game state to which the player transitions after the end of the jackpot (first win) obtained in the first game state corresponds to the type of specific reach presentation in the first game state, thereby realizing an interesting gameplay in which the player can enjoy related games (games with a sense of unity) from the first game state to the second game state.
[0100] In this embodiment, if the character that appears in a specific reach presentation is made to be a character in the presentation style of the second game state, the character that notified the jackpot (led to the jackpot) will continue to play an active role in the second game state after the jackpot game.
[0101] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific reach effects and performance styles. Note that, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.
[0102] 〇Specific example 4-1 Apart from the decorative pattern 80, the special pattern 50 is displayed in a place visible to the player (see FIG. 24. Note that the special pattern 50 is omitted in the drawings other than FIG. 24). The special pattern 50 is displayed smaller than the decorative pattern 80 so as to be less noticeable than the decorative pattern 80. The special pattern 50 may be displayed within the display area 911 (near the outer edge of the display area 911), or may be displayed outside the display area 911. The special pattern 50 is displayed in a variable manner similar to the decorative pattern 80, and the variation stops together with the decorative pattern 80. The decorative pattern 80 is controlled by a sub (sub) control board (sub (sub) control circuit), which is a board (circuit) for controlling the performance, while the special pattern 50 is controlled by a main control board (main control circuit), which is a board (circuit) for lottery (the sub control board (sub control circuit) and the main control board (main control circuit) themselves are well known, so the explanation will be omitted). The special pattern 50 may be constructed as a combination of patterns according to the winning / losing lottery result, like the decorative pattern 80, or the lighting pattern of a plurality of light-emitting elements (LEDs) may be a pattern according to the winning / losing lottery result. In either case, the special pattern 50 will eventually be a visible pattern according to the winning / losing lottery result (a winning pattern in the case of a big win, and a losing pattern in the case of a loss), and the state before the pattern is in a variable state.
[0103] When the result of the winning / losing lottery is notified in the specific reach performance, the winning state of the special symbol 50 differs depending on the type of the specific reach performance. When the notification is made by the specific reach performance A, it is called winning state A (see FIG. 24(a)), when the notification is made by the specific reach performance B, it is called winning state B (see FIG. 24(b)), and when the notification is made by the specific reach performance C, it is called winning state C (see FIG. 24(c)). As described in the above embodiment, all so-called first wins in which the winning is notified by the specific reach performance are 10-round big wins that transition to a special game state after the big win game ends, and their value (based on the expected value of balls paid out) does not change. In other words, since there is no difference in the value of the first win regardless of the type of specific reach performance in which the winning of the first win is notified, the winning combination of the special symbol 50 may be the same, but different winning states (winning states A to C) are prepared for each case in which various specific reach performances are executed. By doing this, if the result of the lottery is a jackpot (if a first win is obtained), it is possible to execute the setting of a specific reach presentation and presentation style according to the winning form of the special pattern 50 determined by the main control board.
[0104] The winning combination of the decorative symbols 80 is set regardless of the type of the specific reach performance. As shown in Fig. 24, even if the type of the specific reach performance is different, the same winning combination can be displayed (Fig. 24 shows a winning combination of three "7"s). In other words, regardless of whether the winning combination of the decorative symbols 80 is the same or different, the winning mode of the special symbols 50 is different for each type of specific reach performance.
[0105] 〇Specific example 4-2 The technical matters described in the above embodiment can be suitably applied to the so-called "breakthrough type specification". The "breakthrough type specification" is a specification in which a first game state, a second game state, and a third game state are provided as game states (see FIG. 25). The first game state, the second game state, and the third game state are game states advantageous to the player in this order. The probability of winning or losing and the base level (with or without time reduction) of each game state can be, for example, a "low probability / low base (without time reduction) state" for the first game state, a "low probability / high base (with time reduction) state" for the second game state, and a "high probability / high base (with time reduction) state" for the third game state. The jackpot includes a second jackpot that transitions to the second game state after the jackpot game ends, and a third jackpot that transitions to the third game state. The jackpot won in the first game state has a higher probability of being a second jackpot than a third jackpot (the allocation of the second jackpot is higher than the allocation of the third jackpot). As shown in the example of FIG. 25, the third jackpot may not be obtained in the first gaming state. The jackpot obtained in the second gaming state includes the third jackpot. As shown in the example of FIG. 25, all jackpots obtained in the second gaming state may be set to be the third jackpot. The second gaming state ends when the winning / losing lottery result is a miss a predetermined number of times in succession, and the state transitions to the first gaming state. In other words, the player aims to win the third jackpot and transition to the third gaming state before the winning / losing lottery result is a miss a predetermined number of times in succession. The so-called "breakthrough type specification" is a game in which the "breakthrough" is to win a jackpot in the second gaming state and transition to a more advantageous third gaming state. The end condition of the third gaming state (the condition for transitioning to the first gaming state) may be any. For example, it is conceivable to set the so-called ST state to end when the winning / losing lottery result is a miss a predetermined number of times in succession.
[0106] In such a configuration, it is possible to execute a plurality of specific reach effects in the first gaming state. Also, it is assumed that the performance style of the second gaming state is provided to correspond to each of the plurality of specific reach effects. When a jackpot win is notified by a specific reach effect in the first gaming state and a transition is made to the second gaming state after the jackpot game ends, the performance style of the second gaming state corresponds to the type of specific reach effect that notified the jackpot.
[0107] The above-mentioned "breakthrough spec" has the goal of transitioning to the third game state, and by using this example, the first game state and the second game state, which are at a stage before the goal is reached, can be made to look related to each other. In other words, the different game states (first game state and second game state) before the target game state (third game state) is reached can be made to look unified.
[0108] 〇Specific example 4-3 In the above embodiment, it has been explained that the presentation style once set in the second gaming state cannot be changed, but the player may be allowed to change the presentation style at will. However, immediately after the second gaming state is started (the first spin of the second gaming state), a presentation style corresponding to the type of specific reach presentation is set. In other words, at the beginning of the second gaming state, the presentation style is related to the first gaming state, but thereafter the player is allowed to change it at will. Any method for changing the presentation style may be used, so an explanation will be omitted. It is sufficient to be able to change it using various operating means.
[0109] Since the player cannot select which type of specific reach performance is executed, if the performance style corresponding to the type of the specific reach performance is automatically set, the performance style may not be the player's preference. By doing as in this example, the player can change to the performance style of his / her preference. However, there is an advantage in that the relevance of the game (the sense of unity of the game) continuing from the first game state to the second game state is not broken by not allowing the performance style to be changed as in the above embodiment.
[0110] 〇Specific example 4-4 Although it has been explained that each presentation style in the above embodiment has the same character motif as the character (main character) that appears in the corresponding specific reach presentation, the correspondence may be suggested by presentation elements other than the character. For example, the specific reach presentation may have a different season (spring, summer, fall, winter) for each type, and the presentation style may have the same season motif as the corresponding specific reach presentation.
[0111] 〇Specific example 4-5 In the above embodiment, when a jackpot (first win) is announced in a reach effect other than a specific reach effect (hereinafter referred to as a non-specific reach effect) in the first game state, the presentation style in the second game state is automatically determined by lottery. However, when a jackpot is announced in a non-specific reach effect (see Fig. 26(a)(b)), the player can select a preferred presentation style from among multiple presentation styles. That is, multiple presentation styles are presented to the player before the second game state (see Fig. 26(d)) starts (for example, during a jackpot game that is the first win), and a selection presentation is generated that prompts the player to select a preferred one (see Fig. 26(c)). The specific form (selection method, etc.) of the selection presentation may be any.
[0112] The first game state and the second game state only need to be associated when a jackpot (first hit) is announced by a specific reach presentation; when a jackpot (first hit) is announced by a non-specific reach presentation, there is no need for this, so it is conceivable to allow the presentation style to be selected arbitrarily, as in this example.
[0113] 〇Specific example 4-6 In the first game state, the player can arbitrarily select the type of specific reach performance to be executed. Specifically, in the variable performance in the first game state, the specific reach performance is executed when a predetermined execution condition is satisfied. When the execution condition is established, a reach selection performance is generated, and the player can arbitrarily select a desired one from among a plurality of specific reach performances (specific reach performances A to C in the above embodiment) (see FIG. 27(a)). The specific form (selection method, etc.) of the reach selection performance may be any, so an explanation is omitted. After the reach selection performance, the type of specific reach performance selected in the reach selection performance is executed (see FIG. 27(b)), and the result of the target hit / fail lottery is shown depending on the outcome (successful outcome / failed outcome) of the specific reach performance. It should be noted that, of course, the selection in the reach selection performance does not affect the hit / fail lottery result (whether or not the successful outcome is reached is determined internally in advance, and the outcome does not change depending on the selection). Also, the execution conditions are not met for all fluctuations (not all fluctuations result in a reach selection effect). From another perspective, the occurrence of a reach selection effect is a kind of chance-up effect (the reliability of the target hit / miss lottery result being a jackpot is higher than when a reach selection effect does not occur). However, even when a reach selection effect occurs, the target hit / miss lottery result may be a miss (a specific reach effect may end in failure). In other words, the reliability of the reach selection effect is not 100%.
[0114] When a jackpot (first win) is announced by the selected specific reach performance (when the selected specific reach performance leads to a successful conclusion) (see Figure 27(c)), the game enters a second game state in which a performance style corresponding to the selected specific reach performance is set (see Figure 27(d)).
[0115] By doing as in this example, the type of specific reach performance selected by the player is executed, and therefore the performance style in the subsequent second game state is also "indirectly" selected by the player through the specific reach performance, realizing a game feature. Since there is a high probability that the player will select a preferred specific reach performance (preferred character) in the reach selection performance, there is a high probability that the performance style in the second game state will also be one that the player prefers.
[0116] 〇Specific example 4-7 When a jackpot (first jackpot) is announced by one of a plurality of specific reach presentations in the first game state (see FIG. 28(b)), the presentation (the jackpot presentation) (see FIG. 28(c)) executed in the jackpot game (during the round) corresponds to the type of the specific reach presentation that announced the jackpot. As in the above embodiment, if three types of specific reach presentations A to C are provided, three types of jackpot presentations A to C (the jackpot presentations having different aspects) corresponding to the three types are prepared. The jackpot presentations A to C include presentation elements common to the corresponding specific reach presentations. For example, the jackpot presentation A is a presentation in which character A is displayed, the jackpot presentation B is a presentation in which character B is displayed, and the jackpot presentation C is a presentation in which character C is displayed (the jackpot presentation B is shown in FIG. 28(c)). As another example, it is also conceivable that the names of the jackpots shown in the jackpot presentations include A to C. For example, the name of the bonus displayed for big win performance A is "A Bonus," the name of the bonus displayed for big win performance B is "B Bonus," and the name of the bonus displayed for big win performance C is "C" Bonus.
[0117] As shown in Fig. 28, in a jackpot game notified by specific reach performance B, jackpot performance B is executed. Although not shown, in a jackpot game notified by specific reach performance A, jackpot performance A is executed, and in a jackpot game notified by specific reach performance C, jackpot performance C is executed. After that, a second gaming state is started in which a performance style corresponding to the type of specific reach performance is set (see Fig. 28(d)).
[0118] By doing this, the jackpot game executed between the first game state (specific reach presentation) and the second game state (presentation style) also becomes related to both game states, further enhancing the effect of unifying the game.
[0119] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0120] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0121] In the above embodiment, the winning / losing lottery results are set as a big win and a losing lottery result, and the big win is acquired (the big win game is executed) when the winning / losing lottery result is acquired, but the big win may be acquired via a so-called small win. Since the gameplay that allows the big win to be acquired via a small win (the gameplay of the so-called "two-type game machine") is well known, detailed explanations are omitted. For example, if the small win is won (except for the occurrence of an irregular event such as a game machine malfunction or a player not playing as instructed), it is set to lead to the acquisition of the big win (a setting in which the winning of the small win and the winning of the big win can be essentially regarded as the same), the winning of the big win described in the above embodiment includes winning a small win that leads to the acquisition of the big win ("big win" can be read as "small win").
[0122] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0123] ·Means 1-1 A gaming machine comprising: a display means for displaying a plurality of types of decorative patterns to notify the result of a win / lose lottery; and an effect execution means for executing a pattern effect in which a teasing period is provided in which the type of the decorative pattern that is to be the target pattern displayed at a predetermined position changes, wherein the teasing period is a period in which a covered state in which the target pattern is covered by a displayed covering image and an exposed state in which at least a part of the covering image is not displayed and the target pattern is visible, are repeated together with the output of a predetermined sound effect, and the type of the decorative pattern that is to be visible as the target pattern changes each time the exposed state is reached. The gaming machine described above is capable of executing an interesting presentation (pattern presentation) in which the type of decorative pattern that is the target pattern changes while repeating an exposed state and a covered state in accordance with the output of sound effects.
[0124] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the pattern presentation is a reach presentation in which the type of the decorative pattern shown as the target pattern in the conclusion period after the end of the teasing period is the same type as the type of the decorative pattern that is set as the reach pattern, resulting in a conclusion that is advantageous to the player. In this way, the symbol effect can be used as a reach effect.
[0125] ·Means 1-3 The gaming machine described in means 1-2, characterized in that in the covered state, the reach pattern is not covered by the covering image and can be seen. In this way, it becomes easy to distinguish between reach symbols (not covered by the covering image) and target symbols (covered by the covering image). Also, during the excitement period, it is always indicated that a reach has been achieved.
[0126] ·Means 1-4 A gaming machine as described in means 1-2 or 1-3, characterized in that a specified order is set for the multiple types of decorative patterns, and when the Nth decorative pattern in the specified order is set as the reach pattern, the N-1th decorative pattern in the specified order becomes visible as the target pattern in the final exposed state of the teasing period. By doing this, the player can understand that the target symbol is close to matching the reach symbol, so there is a high probability that the player will sense that the outcome is near (making it easier to predict the timing of the transition to the outcome).
[0127] ·Means 1-5 The gaming machine described in means 1-2 or 1-3 is characterized in that a specified order is set for the multiple types of decorative patterns, and when the Nth decorative pattern in the specified order is set as the reach pattern, the Nth decorative pattern in the specified order becomes visible as the target pattern in the final exposed state of the teasing period. By doing this, the player can understand that the target symbol matches the reach symbol, so there is a high probability that the player will sense that the outcome is near (making it easier to predict the timing of the transition to the outcome).
[0128] ·Means 2-1 This gaming machine is characterized in that a target presentation element and a different non-target presentation element may be output together with the target presentation element, and that the presentation modes selectable by a player include a normal mode and an emphasis mode in which the non-target presentation elements are made less noticeable than in the normal mode. According to the gaming machine, by selecting the emphasis mode, the output of the target presentation element is prevented from being hindered by the output of the non-target presentation element, so that the target presentation element can be enjoyed to the fullest.
[0129] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the target performance element is background music that is output continuously, the non-target performance element is sound effects that are output temporarily depending on the progress of the game, and the emphasis mode makes the output of the sound effects smaller than in the normal mode. In this way, the background music can be clearly heard by selecting the emphasis mode (a situation in which the background music becomes difficult to hear due to the output of sound effects is prevented).
[0130] ·Means 2-3 The gaming machine described in means 2-2 is characterized in that it has a music selection function that allows the player to select the music to be output as the background music from among multiple types of music. If the game has a music selection function, it is advisable to provide an emphasis mode that reduces the output of sound effects, since there are likely to be players who want to listen carefully to the background music.
[0131] ·Means 2-4 The gaming machine described in means 2-3 is characterized in that the emphasis mode cannot be set in a background music non-selection state in which the music selection function is not being used, and the emphasis mode can be set in a background music selection state in which the music selection function is being used. If the music selection function is used, it is highly likely that the player wants to listen carefully to the background music, so it is preferable that an emphasis mode in which the output of sound effects is reduced can be set. Conversely, if the music selection function is not used, it is low probability that the player wants to listen carefully to the background music, so it is not necessary to set an emphasis mode in which the output of sound effects is reduced.
[0132] ·Means 3-1 A gaming machine comprising: a sound output means; a display means having a display area; an effect execution means for executing an effect during the change from when the decorative pattern displayed in the display area starts to change until it stops in a manner corresponding to the result of a win / lose lottery; and a music selection function for enabling a player to arbitrarily select from a plurality of candidate songs a background song to be output from the sound output means during the change effect, wherein specific images are provided for specific songs which are at least a part of the plurality of candidate songs, and when the specific song is selected as the background song using the music selection function, the specific image corresponding to the specific song output as the background song is displayed as a background image that serves as the background for the decorative pattern. As in the above gaming machine, by allowing a player to select a favorite piece of music as background music (specific music) and view a corresponding background image (specific image), it is possible to improve the entertainment value of the game.
[0133] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that when a song other than the specific song is output as the background song, a basic image different from the specific image is displayed as the background image. In this way, it is preferable that the player be provided with an option to play in a state in which a background image (basic image) that is not linked to background music is displayed.
[0134] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2, characterized in that the music selection function can also be used during a winning game that is executed when the result of a win / lose lottery is a win, and when the winning game ends with the specific music and the corresponding specific image being output using the music selection function, the output of the specific music and the display of the specific image are continuously executed from the winning game to the subsequent variable performance. In this way, from the winning game to the variable performance, you can listen to your favorite music while watching the corresponding images.
[0135] ·Means 4-1 A gaming machine that can transition to a second gaming state different from the first gaming state after a win / lose lottery result in a win and a win game is executed in a first gaming state, wherein the second gaming state is set to one of a plurality of presentation styles, and a plurality of specific reach presentations are provided which may be executed in the first gaming state, and each of the plurality of specific reach presentations is associated with one of the plurality of presentation styles, and when a win / lose lottery result is announced as a win in a certain type of specific reach presentation in the first gaming state, in the second gaming state after the end of the win game which is executed as a result, a presentation style of a type corresponding to a certain type of specific reach presentation is set. According to the gaming machine, it is possible to realize an interesting gaming feature in which a related game (a game with a sense of unity) can be enjoyed from the first gaming state to the second gaming state.
[0136] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that the multiple types of specific reach performances differ in the types of characters that appear in the performances, and the performance style corresponding to a certain type of specific reach performance is based on the character that appears in a certain type of specific reach performance. By doing so, the gameplay is such that the presentation style of the character appearing in the specific reach presentation is set in the second game state.
[0137] ·Means 4-3 The gaming machine described in means 4-1 or 4-2 is characterized in that, as the effects executed in the winning game, multiple types of winning effects corresponding to each of the multiple types of specific reach effects are provided, and when a win / lose lottery result is announced in a certain type of specific reach effect in the first game state, in the winning game executed as a result, a type of winning effect corresponding to a certain type of specific reach effect is executed. In this way, an interesting gameplay can be realized in which a related game (a game with a sense of unity) can be enjoyed even in a winning game between a first game state (specific reach presentation) and a second game state (presentation style). [Explanation of symbols]
[0138] 1. Gaming machines 10 Covering Image 20 Background Images 20a Basic image 20b Specific Image 40 Stylized Images 65 Speaker 80 decorative designs 80s Reach Design 80t Target design 91 Display device 911 Display area
Claims
[Claim 1] A speaker and A volume adjustment means that allows the player to arbitrarily adjust the volume of the speaker in multiple stages, A mode selection means that allows the player to arbitrarily change the relative relationship between the output volume of background music continuously output from the speaker and the output volume of sound effects temporarily output from the speaker. Equipped with, The modes selectable by the mode selection means include a normal mode and an emphasis mode in which the background music is made more prominent than the sound effects in the normal mode. When the volume adjustment means is used to increase the volume level, the output of both the background music and the sound effects is increased regardless of whether the normal mode or the enhanced mode is selected. When the volume adjustment means reduces the volume level, the output of both the background music and the sound effects is reduced regardless of whether the normal mode or the enhanced mode is selected. Regardless of the volume level set by the volume adjustment means, when the mode selection means is used to change from the normal mode to the enhanced mode without changing the volume level, at least one of the following will be performed: the output of the background music will be increased, and the output of the sound effects will be decreased. A gaming machine characterized by the following features.