Game machine
The gaming machine uses scrolling decorative images and acceleration effects to visually convey the approaching conclusion, addressing the challenge of unclear game progression in existing machines.
Patent Information
- Application Number
- JP2024076989
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-10
- Publication Date
- 2025-11-20
AI Technical Summary
Existing gaming machines do not effectively convey to players that the conclusion of a game is approaching, making it difficult to understand the progression towards a favorable or unfavorable outcome.
A gaming machine with a display area that executes specific effects, featuring a decorative image with a displacement element that scrolls and increases speed as the effect progresses, providing visual cues about the approaching conclusion.
Enhances player understanding of the approaching conclusion by visually indicating the game's progression through scrolling decorative images and acceleration effects.
Smart Images

Figure 2025171539000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines capable of executing effects that lead to a favorable or unfavorable outcome for a player are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-182609 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 capable of executing an effect that makes it easy to understand that the conclusion is approaching. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a display means having a display area, and an effect execution means for executing a specific effect in which an image for an effect is displayed in the display area, the specific effect leading to an advantageous ending that is favorable to the player, or an unfavorable ending that is the outcome if the advantageous ending is not reached, and is characterized in that while the specific effect is being executed, a decorative image is displayed outside the image of the specific effect, the decorative image includes a displacement element that is displayed by scrolling, and an acceleration effect can be executed in which the speed of the displacement element increases when the specific effect progresses and reaches a specific point before the ending. [Effects of the Invention]
[0006] According to the gaming machine of the present invention, it is possible to execute a presentation that makes it easy to understand that the conclusion is approaching. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram showing an overview of each game state, and (b) is a diagram for explaining the allocation ratio of the high probability limit number of times when a starting jackpot is won. [Figure 4] FIG. 1 is a diagram for explaining the gameplay (game flow) of a gaming machine. [Figure 5] FIG. 10 is a diagram for explaining a start image of a special game state (a start image common to special game states A and B). [Figure 6] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 10] FIG. 10 is a diagram showing a music selection image. [Figure 11] (a) is a diagram explaining the songs (candidate songs) that can be selected as background songs and the specific points set in each song, and (b) is a diagram (time chart) explaining that a specific period is set when a selection operation is performed. [Figure 12] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-6. [Figure 17]FIG. 10 is a diagram for explaining specific example 2-7. [Figure 18] (a) is a diagram explaining an overview of individual customization (the image displayed when using individual customization), (b) is a diagram explaining an overview of bulk customization (the image displayed when using bulk customization), and (c) is a diagram explaining bulk customization of effects when a prize is won and bulk customization of effects when a change begins. [Figure 19] 10A is a diagram for explaining a specific example 3-1, and FIGS. 10B and 10C are diagrams for explaining a specific example 3-2. [Figure 20] FIG. 10 is a diagram for explaining specific example 3-3. [Figure 21] FIG. 10 is a diagram for explaining specific example 3-4. [Figure 22] FIG. 10 is a diagram for explaining specific example 3-6. [Figure 23] 10 is a diagram for explaining a performance effect adjustment function (a volume balance adjustment function). FIG. [Figure 24] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 25] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 26] FIG. 10 is a diagram for explaining specific example 4-4. [Figure 27] FIG. 10 is a diagram for explaining specific example 4-5. [Figure 28] 10A and 10B are diagrams for explaining the relationship between corresponding music and background images in music presentations. [Figure 29] FIG. 10 is a diagram for explaining the relationship between successive effects and musical effects. [Figure 30] This is a diagram for explaining an overview of the first and second parts of a song that can be output as a corresponding song in a song performance (the second part is output when an advantageous result is achieved). [Figure 31] FIG. 10 is a diagram for explaining specific example 5-1. [Figure 32] FIG. 10 is a diagram for explaining specific example 5-4. [Figure 33] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 34]A diagram to explain the acceleration effect that occurs during a specific effect. [Figure 35] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 36] FIG. 10 is a diagram for explaining specific example 6-2. [Figure 37] FIG. 10 is a diagram for explaining specific example 6-3. [Figure 38] FIG. 10 is a diagram for explaining specific example 6-4. [Figure 39] FIG. 10 is a diagram for explaining specific example 6-5. [Figure 40] FIG. 10 is a diagram for explaining specific example 6-6. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines 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. Unless otherwise specified, the following description is based on the assumption that the player plays according to instructions (i.e., the player plays normally without performing any special moves). Furthermore, unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Furthermore, when a phrase such as "a gaming ball enters XX (wins)" is used, strictly speaking, it means that a sensor installed in the XX has detected the gaming ball entering. Furthermore, when a phrase such as "when XX is operated" is used, strictly speaking, it means that the XX has moved to a predetermined position due to the operation. Furthermore, the various values (probabilities, etc.) described below can be increased or decreased as appropriate, provided that the changes do not result in a loss of distinctive features. In the following explanation, a "closed" state of various areas refers to a state in which game balls normally cannot enter the area, provided that normal play is being played, and an "open" state refers to a state in which game balls can enter the area, provided that normal play is being played.
[0009] The overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. The gaming machine 1 is equipped with a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a passageway for guiding gaming balls launched by operating a launching device 908 (launching handle) to a playing area 902, and is provided so as to have a substantially arcuate shape.
[0010] The game area 902 is provided with a display device 91, which is the main display device, a start area 904, a big win area 906, an outlet, and the like. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pins as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pins.
[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 prize balls are paid out by the payout device.
[0012] Note that explanations of components of the gaming machine 1 that are not particularly relevant 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. These components may have the same structure as known gaming machines.
[0013] 2) Gameplay (Specifications) A win / loss lottery (special (symbol) lottery) is executed when the gaming ball enters the starting area 904. The starting areas 904 are provided with a first starting area 904a (starting area for "special symbol 1" (special symbol 1)) and a second starting area 904b (starting area for "special symbol 2" (special symbol 2)) (see Figure 1). When the gaming ball enters the starting area 904, a number (win / loss lottery information) is obtained from a random number source, and if the number is the same as a predetermined jackpot value, it is a jackpot, and if it is different, it is a loss. The lottery using the first win / loss lottery information obtained when the gaming ball enters the first starting area 904a is called the first win / loss lottery (lottery for special symbol 1), and the lottery using the second win / loss lottery information obtained when the gaming ball enters the second starting area 904b is called the second win / loss lottery (lottery for special symbol 2). In this embodiment, the results of the winning / losing lottery (the in-change performance (described later)) will be announced in the order in which the numbers are obtained, but if there is winning / losing lottery information for which the results have not yet been announced, the newly acquired winning / losing lottery information will be stored as pending information (strictly speaking, pending information before change (described later)) in a memory means provided on a control board not shown.
[0014] In this embodiment, as the reserved symbols 70, a reserved symbol 71 (a symbol indicating the existence of the "relevant reserved symbol") corresponding to the lottery information for which the during-change effect (which refers to the effect from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the lottery result, that is, the effect during one change; hereinafter, this may be simply referred to as "change" or "rotation") that notifies the result of the lottery has started but the notification of the lottery result has not been completed (hereinafter, this may be referred to as during-change reserved information), and a reserved symbol 72 before change corresponding to the lottery information for which the during-change effect that notifies the result of the lottery has not started (hereinafter, this may be referred to as pre-change reserved information) are displayed (see FIG. 2). In this embodiment, the reserved symbol 71 before change is displayed larger than the reserved symbol 72 before change. The reserved symbol 70 is not displayed when the reserve non-display condition is met, such as while a predetermined effect is being executed. The order in which the results of the lottery for winning or losing corresponding to the reserved pattern 72 before the change are notified (the so-called reserved "consumption order") is earlier the further to the right it is.
[0015] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) that can be obtained by a gaming ball entering the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) that can be obtained by a gaming ball entering the second starting area 904b is four. Therefore, with respect to the reserved symbol 70 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 71 and up to four pre-change reserved symbols 72 may be displayed (see FIG. 2). The pre-change reserved symbol 72 is configured so that if the gaming ball is to be launched toward the first starting area 904a (a state in which a "left shot" should be made), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 72, and if the gaming ball is to be launched toward the second starting area 904b (a state in which a "right shot" should be made), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72. Regardless of the game state, 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 storage means may be displayed (a maximum of eight pre-change reserved patterns 72 may be displayed). In this embodiment, in a state in which both the first pre-change reserved information and the second pre-change reserved information are stored, the winning / losing lottery result corresponding to the second pre-change reserved information is notified preferentially ("special chart 2 priority consumption").
[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped (left decorative symbol 80L, center decorative symbol 80C, right decorative symbol 80R, lined up from left) will be a predetermined combination (in this embodiment, a set of three decorative symbols 80 of the same type). If a loss occurs, the combination will be other than the one that results in a jackpot. Each decorative symbol 80 includes a number indicating its type (symbols with the same number are decorative symbols 80 of the same type). The decorative pattern 80 may be a combination of numbers and characters.
[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, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.
[0018] The game state aiming to win a jackpot is roughly divided into a low probability state and a high probability state in which it is easier to win a jackpot than the low probability state. The probability of winning the win / loss lottery in a high probability state (jackpot probability) is higher than the probability of winning the win / loss lottery in a low probability state (jackpot probability). In this embodiment, the jackpot probability in a low probability state is approximately 1 / 319, and the jackpot probability in a high probability state is approximately 1 / 70 (see FIG. 3(a)).
[0019] It should be noted that the jackpot probability refers to the actual probability of winning a jackpot (low probability and high probability refer to the actual probability of winning a jackpot). Generally, the actual jackpot probability corresponds to the probability expressed as the jackpot probability for a player playing the gaming machine in question. For example, if a gaming machine is configured so that it is possible to win a jackpot via a small jackpot (a configuration equipped with the functionality of a so-called "two-type gaming machine"), the jackpot probability refers to the probability that includes the probability of winning a jackpot via the small jackpot.
[0020] In this embodiment, the ease with which a gaming ball can enter the starting area 904 varies depending on the gaming state (base) (see FIG. 3(a)). Specifically, a gaming ball is more likely to enter the starting area 904 in a high base state than in a low base state. Because a win / loss lottery (special lottery) is executed when a gaming ball enters the starting area 904, it can be said that a win / loss lottery is more likely to be held in a high base state than in a low base state. Also, because a predetermined number of prize balls are paid out when a gaming ball enters (wins) the starting area 904, it can also be said that a high base state is a state in which the rate at which balls are reduced is slower than in a low base state. Because the average fluctuation time (the time required for the fluctuation performance) is shorter in a high base state than in a low base state, a high base state is a "time-saving" state, and a low base state is a "non-time-saving" state.
[0021] The low base state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is a state in which a "left hit" should be made so that the game ball flows down the left side of the display area 911. The high base state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, this is a state in which a "right hit" should be made so that the game ball flows down the right side of the display area 911. The second starting area 904b is a normally closed area, and is opened when the game ball enters the normal area 905 (located in a location where the game ball can enter by "right hitting") and the player wins the normal lottery. The high base state is a state in which it is easier to win the normal lottery than the low base state. Launching a game ball aiming at the second starting area 904b ("right hit") in the low base state is designed to be disadvantageous to the player. Specifically, the low base state is a state in which the probability of not winning the normal lottery or of winning is extremely low. Even if the normal lottery is won in the low base state, the opening time of the second starting area 904b may be extremely short, so that the gaming ball will not enter the second starting area 904b. On the other hand, in the high base state, the probability of winning the normal lottery is extremely high, and the opening time of the second starting area 904b when the normal lottery is won is sufficiently long, so if the gaming ball is continuously shot aiming at the second starting area 904b (if the ball is continuously "hit to the right"), the gaming ball will easily enter the second starting area 904b.
[0022] In this embodiment, the following game states can occur: a low-base low-probability state, which is a low-base state and a low-probability state; a high-base low-probability state, which is a high-base state and a low-probability state; and a high-base high-probability state, which is a high-base state and a high-probability state. It can be said that the high-base low-probability state is a game state that is more advantageous to the player than the low-base low-probability state, and the high-base high-probability state is a game state that is more advantageous to the player than the high-base low-probability state. In other words, the low-base low-probability state is the most disadvantageous game state (the lowest game state) for the player, and the high-base high-probability state is the most advantageous game state (the highest game state) for the player.
[0023] The low base low probability state is the standard (default) gaming state. Therefore, in the following explanation, the low base low probability state may also be referred to as the "normal gaming state" (see Figure 3(a)). Unless there are circumstances such as another player stopping play in a high base state, the player will generally start playing in the normal gaming state. The normal gaming state is entered when a specified reset operation (an operation that cannot be performed by the player but can be performed by the gaming facility) is performed.
[0024] The high base low probability state and the high base high probability state are more advantageous than the normal gaming state (default gaming state). In the following description, the high base low probability state may be referred to as the "special gaming state A," and the high base high probability state may be referred to as the "special gaming state B" (see FIG. 3(a)). The high base low probability state and the high base high probability state (i.e., the high base state) may also be referred to as the "special gaming state." The special gaming state A ends when Xa consecutive misses occur after it has started. The special gaming state B also ends when Xb consecutive misses occur after it has started. In other words, the so-called continuation count is fixed. In this embodiment, Xa = Xb = 125 times. The significance of setting Xa = Xb in this way (making the continuation count of the special gaming state A and the special gaming state B the same) will be described later.
[0025] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game involves multiple unit games in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the jackpot area 906 after it is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a jackpot game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots acquired through the first winning / losing lottery are three-round jackpots, and all jackpots acquired through the second winning / losing lottery are ten-round jackpots. The normal gaming state (low base state) is a gaming state in which the game ball is to be launched aiming at the first starting area 904a, so a jackpot acquired in this normal gaming state is basically a three-round jackpot. The special gaming state (high base state) is a gaming state in which the game ball is to be launched aiming at the second starting area 904b, so a jackpot acquired in this special gaming state is basically a ten-round jackpot.
[0026] After the jackpot game ends, the game transitions to a special game state. Here, whether the game state after the jackpot game ends will be special game state A or special game state B is determined by the value of the "high probability state (probability change) counter" (hereinafter referred to as the high probability counter). If the high probability counter value = 0, the game transitions to special game state A after the jackpot game ends, and if the high probability counter value ≠ 0, the game transitions to special game state B after the jackpot game ends.
[0027] In this embodiment, when a jackpot is won in a low-probability state (normal gaming state or special gaming state A), the high-probability state (probability change) limit number of times L is determined (in the following explanation, a jackpot won in a low-probability state may be referred to as a "starting jackpot"). The high-probability state limit number of times (hereinafter sometimes simply referred to as the high-probability limit number of times) is the maximum number of times the high-probability state can continue. In this embodiment, L is set to 2 or 255 times. Specifically, when a starting jackpot is won, a lottery (high-probability limit number allocation lottery) is held, and either "L=2 times" or "L=255 times" is set (see Figure 3(b)). Instead of separately executing such a lottery to allocate the number of high-probability limit wins, a configuration may be adopted in which two types of starting jackpots are provided: an starting jackpot set to "L=2" (a starting jackpot with a relatively low number of high-probability limit wins) and an starting jackpot set to "L=255" (a starting jackpot with a relatively low number of high-probability limit wins) (a configuration in which the number of high-probability limit wins is automatically determined depending on the type of starting jackpot obtained in a low-probability state). The determined number of high-probability limit wins is set as the initial value of the high-probability counter. Note that the determined number of high-probability limit wins (the initial value of the high-probability counter) is not clearly notified to the player (basically, the player does not know the number of high-probability limit wins). Furthermore, in this embodiment, when a starting jackpot is obtained, the probability of "L=2" is 50%, and the probability of "L=255" is 50%. Note that this allocation ratio can be set as appropriate. The higher the probability of "L=255" wins, the higher the expected average number of consecutive wins. Note that "consecutive wins" refers to winning a jackpot in normal game mode without transitioning to normal game mode (winning a jackpot in a high base state), and the number of consecutive wins refers to the number of times such consecutive wins have occurred (a jackpot won in normal game mode (the so-called first win) may or may not be included in the number of consecutive wins).
[0028] The high-probability counter is decremented each time a jackpot is won in the high-probability state (i.e., special gaming state B). Therefore, if "L=2 times" is set when the starting jackpot is won and the initial value of the high-probability counter is set to "2," the value of the counter will reach "0" by winning two jackpots in special gaming state B. Similarly, if "L=255 times" is set when the starting jackpot is won and the initial value of the high-probability counter is set to "255," the value of the counter will not reach "0" unless 255 jackpots are won in special gaming state B. The high-probability counter is stopped (reset) when the high-probability state ends and the game transitions to a low-probability state (normal gaming state, special gaming state A). In other words, the high-probability counter will not be used until the next starting jackpot is won and the initial value is set.
[0029] The gameplay (game flow) of the gaming machine 1 according to this embodiment, configured as described above, is as follows. First, a player plays in the normal gaming state (FIG. 4(a)) with the aim of winning a jackpot. That is, a game ball is launched aiming at the first starting area 904a, aiming to win a jackpot after the first win / loss lottery. Because the normal gaming state is a low-probability state, a jackpot won in the normal gaming state becomes the starting jackpot. Therefore, a high-probability limit of "L=2" or "L=255" is determined (FIG. 4(b)). The determined value is set in the high-probability counter. That is, the initial value of the high-probability counter is "2" or "255." Since the value of the high-probability counter is not equal to 0 at that time, after a jackpot win in the normal gaming state ends, the game transitions to the special gaming state B (FIG. 4(c)). If a jackpot is won in the special gaming state B (FIG. 4(d)), the high-probability counter is decremented by 1. Since the initial value of the high probability counter was "2" or "255," the value of the high probability counter at this point is "1" or "254." In other words, the value of the high probability counter is still ≠ 0 at this point. Therefore, after the jackpot game ends, the game transitions back to special game state B (Figure 4(e)). If a jackpot is won in special game state B (Figure 4(f)), the high probability counter is decremented by 1, so the value of the high probability counter at that point is "0" or "253." In other words, if the high probability limit set at the time of the initial jackpot (Figure 4(b)) was "L=2," the high probability counter = 0, so after the jackpot game ends, the game transitions to special game state A (Figure 4(g)). On the other hand, if the high probability limit set at the time of the initial jackpot (Figure 4(b)) is "L = 255," the high probability counter is not equal to 0, and the game will transition back to special game state B after the jackpot game ends (Figure 4(o)). In this way, after a jackpot (first jackpot) won in the normal game state (low probability state), if a player wins two jackpots in special game state B (high probability state) without transitioning to the normal game state (low probability state) (when the third jackpot is won counting from the first jackpot), that is, when the high probability counter reaches 0, a branch will inevitably occur, either transitioning to special game state A (low probability state) or continuing in special game state B (high probability state) (the branch that occurs when the high probability counter reaches 0 in this way is called a "specific branch").
[0030] Since special gaming state A is a low-probability state, if a jackpot is won in special gaming state A, that jackpot will become the starting jackpot (Figure 4(h)). Therefore, even when a jackpot is won in special gaming state A, the high-probability limit number of times is set again to "L=2" or "L=255" (set as the initial value of the high-probability counter). The flow from this point onwards (flow from Figure 4(i) onwards) is the same as the flow after the initial value of the high-probability counter is first set. After winning two jackpots in special gaming state B (Figure 4(l)), the high-probability counter becomes 0, and a specific branch occurs. In other words, if "L=2", the game transitions to special gaming state A (Figure 4(m)), and if "L=255", the game continues in special gaming state B (Figure 4(n)).
[0031] The specific branch does not occur between the starting jackpot (first jackpot) won in a low probability state and the third jackpot counting from that jackpot. If the jackpot that triggers the specific branch is the Nth jackpot, then "N = minimum high probability limit number of times (in this embodiment, L = 2) + 1." It can also be said that the specific branch occurs regardless of the type of jackpot. In other words, it is not a branch that transitions to a low probability state after the end of the jackpot game depending on the type of jackpot won.
[0032] As mentioned above, the special gaming state ends when a predetermined number of consecutive losses occur (in this embodiment, both special gaming state A and special gaming state B end when 125 consecutive losses occur), so it is not guaranteed that a jackpot will be won (a consecutive win) in each special gaming state. Special gaming state B is a state (ST state) in which a consecutive win will occur if there is a win in approximately 1 / 70 (high probability of winning) before 125 win / loss lotteries are performed. Special gaming state A is a state in which a consecutive win will occur if there is a win in approximately 1 / 319 (low probability of winning) before 125 win / loss lotteries are performed.
[0033] If the high probability limit number of times when the starting jackpot is won is "L=255," the high probability counter will not reach 0 unless there are 255 subsequent jackpot wins (consecutive wins) in special game state B, so there is almost no possibility of a specific branch occurring from then on while the jackpot streak is continuing (the probability of 255 consecutive wins is almost 0%). Therefore, if "L=255" is set when the starting jackpot is won, it is determined that an "ST pass" (missing the high probability lottery 125 times in a row) will occur and the game will not transition to a low probability state (special game state B will continue) until the streak ends.
[0034] In this embodiment, the player is not clearly informed whether the special game state A or the special game state B is being executed. The names of the special game state A and the special game state B are the same (they are both named "XX RUSH"). In addition, the start image 10 indicating the start of a special game state is the same for the special game state A and the special game state B, and it is not possible to know whether the special game state A or the special game state B will be started by looking at the start image 10 (see FIG. 5). In particular, in this embodiment, the number of continuations (Xa) of the special game state A and the number of continuations (Xb) of the special game state B are the same (125 times). Therefore, it is not possible to know (guess) which game state is being executed from the number of continuations.
[0035] In this embodiment, if the starting jackpot is the first jackpot, the high base state after the third jackpot (FIG. 4(f)) can be either special game state A or special game state B. Even if a jackpot is won in such a high base state, it is unclear to the player whether the win was a low probability win (approximately 1 / 319) or a high probability win (approximately 1 / 70).
[0036] In this way, in the gaming machine 1 according to this embodiment, when a jackpot is won in a low probability state, the maximum number of consecutive high probability states (high probability limit number of times) is set, but the value of the high probability limit number of times is not fixed (in this embodiment, it is "2" or "255"). Therefore, when the Nth jackpot (the value of N is the smallest value ("2" in this embodiment) of the values set as the high probability limit number of times) is won, counting from the jackpot won in the low probability state (first jackpot), an interesting gameplay can be realized in which a specific branch inevitably occurs, either moving to a low probability state (special game state A) or continuing in a high probability state (special game state B).
[0037] In particular, in this embodiment, even if the high probability limit number set at the time of the starting jackpot is low (high probability limit number "2") and the high probability state ends at a specific branch, the game transitions to the special gaming state A, which is a high base state (FIG. 4(g)). This provides gameplay that can be expected to win a jackpot in the special gaming state A and continue the winning streak. Also, since a jackpot won in the special gaming state A becomes a starting jackpot, the high probability limit number ("L=2" or "L=255") is set again (FIG. 4(h)). In other words, when a jackpot is won in the special gaming state A, it is possible to again expect that a large high probability limit number (high probability limit number "255") will be set.
[0038] Furthermore, in this embodiment, the number of times that the special game state A and the special game state B that are transitioned to after a specific branch continue is the same (in this embodiment, both are 125 times), so the game can be designed so that the player does not know which game state they transitioned to after a specific branch.
[0039] In this embodiment, if a jackpot (a so-called first win) is won in the normal game state, the game will transition to special game state B (high probability state) after the jackpot game ends (FIGS. 4(a)-(c)). In other words, the probability of entering the high probability state (probability change) at the time of the first win is 100%, but there is a possibility of transitioning to a low probability state (special game state A) during a consecutive win, which is a novel game feature. If the game does not transition to the high probability state at the time of the first win, the player will be disappointed that they did not transition to the high probability state despite winning the jackpot, and there is a high possibility that they will quit playing immediately. In this embodiment, the high probability state entry rate at the time of the first win is set to 100%, reducing the possibility that the player will quit playing immediately, while a specific branch that may force the high probability state to end midway prevents the player from making excessive profits (one feature is that the possibility of transitioning to the low probability state after the jackpot game ends is set to "during a consecutive win (specific branch)" rather than "at the time of the first win").
[0040] Below, we will explain specific examples of improvements, specifics, modifications, etc., made to the above-mentioned gameplay (specifications). Note that, to the extent possible, multiple technologies explained using the following specific examples may be combined and applied to a configuration.
[0041] 〇Specific example 1-1 The configuration is such that suggestive effects can be generated that suggest the game state after a specific branch (special game state A (low probability state) and special game state B (high probability state). In other words, the game state after a specific branch is not clearly notified to the player (not definitively notified), but effects that suggest the game state are generated so that the player can enjoy making predictions.
[0042] The suggestive effect can occur either before or after a specific branch. Since the outcome of the specific branch is already determined when the starting jackpot is won (when the high probability limit number of wins is determined), the suggestive effect can occur before the specific branch is reached after the starting jackpot is won. The suggestive effect that occurs before the specific branch will suggest in advance the specific branch that will occur if the specific branch is reached (if the consecutive wins continue until the Nth jackpot). For example, the color of the suggestive image displayed during the jackpot game of the starting jackpot could be used to suggest the game state (special game state A, special game state B) to which the specific branch will transition (see Figure 6(a)).
[0043] Furthermore, as an example of a suggestive effect that occurs after a specific branch, a suggestive image may be displayed during the special game state after the specific branch (special game state A or special game state B), and the color of the suggestive image may indicate the state to which the player has transitioned (see Figure 6(b)).
[0044] 〇Specific example 1-2 A configuration may be adopted in which an effect (branch effect) is generated that notifies whether the game will transition to special game state A (low probability state) or special game state B (high probability state) at the specific branch. In other words, after the specific branch, the game is designed so that the player clearly understands whether the game is in special game state A (low probability state) or special game state B (high probability state), and then plays in that game state with the aim of winning a jackpot.
[0045] The branching effect (see FIG. 7) may lead to a result corresponding to the game state to which the player transitions after a specific branch. Since transitioning to special game state B (high probability state) is more advantageous for the player than transitioning to special game state A (low probability state), a branching effect may be generated in which a transition to special game state B (high probability state) leads to a result indicating a favorable situation for the player, and a transition to special game state A (low probability state) leads to a result indicating a disadvantageous situation for the player. For example, a configuration may be adopted in which, when a player's character (ally character) fights an enemy character and the ally character wins (see FIG. 7(b-2)), the game transitions to special game state B (see FIG. 7(c-2)), and when the ally character loses (see FIG. 7(b-1)), the game transitions to special game state A (see FIG. 7(c-1)). This type of branching effect may be executed after the acquisition of a starting jackpot is determined (the high-probability limit number of times is determined) and before the special game state (special game state A or special game state B) after a specific branch is initiated. For example, it is conceivable that the branching effect occurs at the Nth jackpot game (the third jackpot game counting from the starting jackpot if the high-probability limit number of times is set to "L=2" as in the above embodiment). In addition, when doing as in this example, it is advisable to make the name of the special game state A (low-probability state) (see FIG. 7(c-1)) different from the name of the special game state B (high-probability state) (see FIG. 7(c-2)) so that it is clearly distinguishable which game state will be transitioned to (in the example shown in FIG. 7, the name of the special game state A is "XX Chance" and the name of the special game state B is "XX Rush").
[0046] 〇Specific example 1-3 In the above embodiment, the number of times (Xa) the special gaming state A, which can be transitioned to after a specific branch, continues and the number of times (Xb) the special gaming state B continues may be set to be different. If it is necessary to make it impossible to clearly determine whether the special gaming state A or the special gaming state B has transitioned to after a specific branch, the above embodiment is required. However, if it is acceptable to know whether the special gaming state A or the special gaming state B has transitioned to after a specific branch (as in the above specific example 1-2), the number of times the special gaming state A continues may be set to be different. For example, the number of times Xa the special gaming state A continues may be set to 150, and the number of times Xb the special gaming state B continues may be set to 75. In this way, the probability of winning a jackpot in the special gaming state A when transitioning to the special gaming state A after a specific branch (the so-called recouping probability) can be set as desired.
[0047] 〇Specific example 1-4 Three or more values may be set as candidates for the high probability limit number of times (initial value of the high probability counter) that can be set when a starting jackpot is won. For example, the high probability limit number of times may be set to one of "L=3," "L=5," or "L=255" (FIG. 8(b)). In this configuration, a specific branch occurs when the fourth jackpot is won (counting from the starting jackpot (first jackpot)) (FIG. 8(h)). If "L=3," the game transitions to special game state A after the specific branch (FIG. 8(i)). If "L=5" or "L=255," the game continues in special game state B even after the specific branch (FIG. 8(n)). When "L=5" or "L=255" is true, a specific branch occurs when the sixth jackpot is won (Figure 8(q)) counting from the starting jackpot (first jackpot). When "L=5" is true, the game transitions to special game state A after the specific branch (Figure 8(r)). When "L=255" is true, special game state B continues after the specific branch (Figure 8(s)). Note that when a jackpot is won in special game state A (when a starting jackpot is won) (Figure 8(i)), a high probability limit number of times (either "L=3," "L=5," or "L=255") is set again (Figure 8(j)). In this way, increasing the number of possible high probability limit numbers increases the number of specific branches accordingly.
[0048] As in this example, when there are many candidates for the high probability limit number of times, it becomes difficult to predict the timing when a specific branch will occur, so it is possible to make it possible to generate an effect that suggests the value of the high probability counter at a certain point in time (an effect that suggests the number of remaining times). For example, in a configuration in which the start image 10 described in the above embodiment is displayed, it is possible to make the color of a specific part of the start image 10 suggest the value of the high probability counter at that point in time (the distance to the specific branch).
[0049] 〇Specific example 1-5 The high-probability state (special gaming state B) is not one that ends after a set number of consecutive misses (the so-called ST state), but rather one that continues until the next jackpot. For example, suppose "L=2" or "L=8" is selected as the high-probability limit number of times that can be set when a starting jackpot is won. Since the high-probability state (special gaming state B) continues until the next jackpot, if "L=2" is selected, two subsequent jackpot wins in the high-probability state are virtually guaranteed, and if "L=8" is selected, eight subsequent jackpot wins in the high-probability state are virtually guaranteed. In other words, in this example, the gameplay is such that the high-probability limit number set when a starting jackpot is won determines the number of subsequent consecutive wins.
[0050] Even in this example, a specific branch will occur. In the above example, a specific branch will occur as to whether the high probability state will continue or not after the third jackpot, counting from the starting jackpot. In other words, if "L=2", the high probability state will end with the end of the third jackpot, and if "L=8", the high probability state will continue even after the end of the third jackpot.
[0051] In this example, the selected high probability limit number = the number of consecutive wins, so an extremely large value should not be selected as the high probability limit number. In other words, as in the above embodiment, if the high probability state (special gaming state B) is a so-called ST state, even if a transition to a high probability state occurs, it is not necessarily possible to win a jackpot in that high probability state, so an extremely large value ("L = 255") may be selected as the high probability limit number. However, if the high probability state (special gaming state B) continues until the next jackpot, as in this example, the high probability limit number = the number of consecutive wins, so the value that can be selected as the high probability limit number should be limited to a value that may occur as the number of consecutive wins.
[0052] 〇Specific example 1-6 The probability of transitioning to a high-probability state (special gaming state B) after a jackpot (so-called first jackpot) obtained in the normal gaming state (Figure 9(a)) does not have to be 100%. In other words, some first jackpots are high-probability jackpots that transition to a high-probability state (special gaming state B) after the jackpot game ends (Figure 9(c)), while other first jackpots are low-probability jackpots that transition to a low-probability state (normal gaming state or special gaming state A) (Figure 9(b)) (Figure 9 shows an example in which a low-probability jackpot transitions to the normal gaming state). In this example, the high-probability limit number of times can be determined when a high-probability jackpot is obtained (since a low-probability jackpot is obtained, a transition to the high-probability state does not occur, there is no need to determine the high-probability limit number of times). In other words, no high-probability limit number is set when a low-probability jackpot is obtained, but a high-probability limit number is set when a high-probability jackpot is obtained. When a high-probability jackpot is obtained, a specific branch may occur afterwards (Figures 9(g)(h)(i)).
[0053] However, if we want to prevent an increase in players who quit playing immediately after their first win, it would be preferable to set the game so that the first win always transitions to a high probability state, as in the above embodiment.
[0054] 〇Specific example 1-7 In so-called "two-type gaming machines" where a jackpot can be won via a small win, it is also possible to make them into games where specific branching occurs ("two-type gaming machines" themselves are well known, so a detailed explanation will be omitted). For example, it can be configured as follows. The first win / loss lottery (special chart 1 lottery) is set so that a jackpot cannot be won via a small win (small win ≠ jackpot), and the second win / loss lottery (special chart 2 lottery) is set so that a jackpot can be won via a small win (effectively, small win = jackpot). In a low base state, it is difficult to receive the second win / loss lottery, and in a high base state, it is easy to receive the second win / loss lottery. In this way, the low base state is effectively a "low probability state," and the high base state is effectively a "high probability state."
[0055] When the starting jackpot is won, a lottery is held to determine the limit number of times the high base state (high probability state) will remain in. If the result of this lottery is set to "L=2" or "L=255", then when the third jackpot is won counting from the starting jackpot, a specific branch will occur, either moving to the low base state (low probability state) or continuing in the high base state (high probability state).
[0056] In this way, if the high base state is configured to be a de facto high probability state (and the low base state is a de facto low probability state), by setting the limit number of times for the high base state to be not constant, a specific branch occurs when a predetermined number of consecutive wins is reached (a branch occurs as to whether the high base state, which is a high probability state, will continue or not), resulting in a gameplay style in which the limit number of times for the high base state is not constant.
[0057] 3) Functions of the gaming machine, executable effects, etc. The following describes various functions and executable effects that the gaming machine 1 according to this embodiment has. Note that the gaming machine may have only some of the functions and effects described below. Also, a gaming machine with a different gaming characteristic (specification) from the above-described one may be capable of executing the functions and effects. Also, in some of the drawings used in the following description, illustrations of reserved symbols 70 and decorative symbols 80 may be omitted.
[0058] 3-1) Background music selection function The gaming machine 1 according to this embodiment is equipped with a background music selection function that allows a player to arbitrarily select background music (BGM) from multiple music pieces (candidate music pieces) to be output during the variation performance. The background music does not indicate the probability (jackpot reliability) of the winning / losing lottery result. Unless the prohibited condition is met, the type of background music can be changed by operating the operating means during variation. In this embodiment, the prohibited condition is met when a reach is reached (when the displayed decorative symbols 80 selected from two of the three decorative symbol groups 80g are the same type). In other words, unless a reach is reached, the type of background music can be changed.
[0059] Any operation may be performed to change from one type of background music to another type of background music (to select a new music piece). In this embodiment, the type of background music changes by operating the left or right arrow key 65, which is one type of operating means. A predetermined order is set for the candidate music pieces, and operating the left arrow key 65 changes the type of background music in ascending order, while operating the right arrow key 65 changes the type of background music in descending order (the opposite of ascending order). In the following explanation, the changed (selected) background music piece may be referred to as the "selected music piece." When a selection operation is possible, an image (music selection image 12) indicating that the background music piece will change as a result of the selection operation is displayed in the display area 911 (see FIG. 10). (Note that the music selection image 12 is omitted in drawings that are not related to the explanation of the background music selection function.)
[0060] The number of types of music (candidate music) that can be output as background music can be set as appropriate. In this embodiment, five types of music, A to E, can be selected (see FIG. 11). The number of selectable types of music may be changed depending on various conditions. Each type of music has its entire (full) length from the beginning (start of the intro) to the end (end of the outro) (see FIG. 11(a)). The entire length (time required for output) varies depending on the type of music. Note that the entire length of each type of music does not have to match the length of the copyrighted work. For example, only the first verse of a certain copyrighted work (music) may be used as background music for a gaming machine (the "entire" of the music refers to the "entire" as background music for a gaming machine).
[0061] Furthermore, specific parts are defined for each type of music. The specific parts are parts of the entirety of each type of music (see FIG. 11(a)). In this embodiment, at least a part of the so-called "chorus" of the music is defined as the specific part. In other words, the most exciting part of each type of music is defined as the specific part. The length of the specific part (the time required to output) varies depending on the type of music. It is preferable that the length of the specific part is less than 5 seconds.
[0062] When a selection operation to select new background music (a change operation from one type of music to another type of music) is performed, a specific period is set. In other words, the specific period is initiated by the selection operation. During the specific period, a specific part of the selected music is output. For example, when a change operation from music B to music C (a selection operation for music C) is performed, a specific part of music C is output (see FIG. 11(b)). In this embodiment, the "chorus" part of each music is set as the specific part, and therefore the "chorus" part of the selected music is output during the specific period.
[0063] The end of the specific period triggers the output of the selected music piece from its beginning. Here, "the end of the specific period" refers to the passage of the specific period without any new selection operation (change operation) being performed during that period. If a new selection operation is performed during that period, output of a new specific period of the selected music piece (a specific section of the new selected music piece) will begin. In this embodiment, the specific period is set to end when output of the specific section ends. In other words, "length of the specific period = length of the specific section." Since the length of the specific section differs depending on the type of music piece, the length of the specific period differs depending on the type of music piece selected.
[0064] The end of the specific period triggers the output of the selected song from the beginning. If the selected song is song C, song C will be output from the beginning after the output of a specific section (chorus) of song C has finished (see Figure 11(b)). The selected song will continue to be output unless a new selection operation (change operation) is performed. Once the selected song reaches the end, it will automatically return to the beginning and continue output. In other words, unless a new selection operation is performed, the selected song (from the beginning to the end) will be output in a "full" cycle (this state is sometimes called the "normal output state").
[0065] As explained above, in the background music selection function of this embodiment, when a background music selection operation (change operation) is performed, a specific period is set, and a specific part of the background music is output during this specific period. In other words, rather than immediately transitioning to a normal output state in which the selected music is output from the beginning, a characteristic part of the selected music is output first. This makes it possible to determine relatively quickly whether the selected music is to your liking. The specific period can be considered a preliminary period for confirming whether it is okay to confirm the selection of the selected music (whether it is okay to transition to a normal output state for the selected music).
[0066] The following describes specific examples of improvements, specific embodiments, and modifications to the above-described background music selection function. Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied.
[0067] 〇Specific example 2-1 The specific portion of the selected song is output in a cyclical fashion until the specific period ends (see FIG. 12). In other words, the specific portion is played repeatedly. If the specific portion is at least a part of the "chorus" of the song, then at least a part of the "chorus" will be output in a cyclical fashion during the specific period. After the specific period ends, the selected song is output from the beginning.
[0068] In this example, the length of the specific period can be fixed regardless of the selected music piece. For example, the length of the specific period can be set to 10 seconds, and specific sections (the length of which varies depending on the music piece) can be output in a cyclical manner until that time has elapsed (the output can also be terminated midway through the specific section when the specific period ends).
[0069] By doing so, the characteristic parts of the selected music piece can be repeatedly listened to, making it easier to confirm whether the selected music piece is to one's liking.
[0070] 〇Specific example 2-2 The end of a specific period (see FIG. 13(b)) triggers the occurrence of an introduction effect (see FIG. 13(c)). Note that the fact that the occurrence of an introduction effect triggered by the end of a specific period means that no introduction effect will occur during the specific period. The introduction effect is an effect indicating that the selected song is now in a state where it will be output as background song (that the selected song has been decided as background song). In this embodiment, a sound such as "XX has been decided" (XX represents the name of the selected song) is output from speaker 68. The occurrence of such an introduction effect makes it easy to understand that the selected song is now in a state where it will be output as background song (normal output state).
[0071] It is also possible to set the game so that such an introduction effect may not be executed. For example, if a specific effect is being executed when the specific period ends, the introduction effect is not executed so as not to interrupt the specific effect. In other words, if a specific effect that the player should pay attention to is being executed when the specific period ends, the execution of the introduction effect is not to interrupt the specific effect.
[0072] 〇Specific example 2-3 The volume of the output (sound) of the background music (specific portion) during a specific period is set to be different from the volume of the output (sound) of the background music when not in a specific period (non-specific period). Note that the volume of the output here does not refer to the difference in output due to a publicly known volume adjustment function. In other words, while a function that allows the player to freely adjust the volume output from the speaker 68 is publicly known, the volume of the background music (specific portion) during a specific period is different from the volume of the background music during a non-specific period when compared under the same volume condition.
[0073] For example, it is conceivable to increase the output during a specific period compared to a non-specific period, which has the advantage that it is easier to hear the specific portion and to select music.
[0074] On the other hand, it is conceivable to increase the output during non-specific periods compared to specific periods. During specific periods, specific parts are output, and it is not possible to say that the selection of background music has been finalized. Therefore, it is possible to output a relatively low volume during the specific periods, suggesting that the selection of background music has not been finalized.
[0075] 〇Specific example 2-4 A first selection operation and a second selection operation are provided as operation modes (selection operations) of the operation means when changing the background music. The difference between the first selection operation and the second selection operation may be any. For example, the operation of the "right" key on the cross key 65 may be the first selection operation (see FIG. 14(b-1)), and the operation of the "left" key on the cross key 65 may be the second selection operation (see FIG. 14(b-2)).
[0076] Assuming this configuration, when a first selection operation is performed (see Fig. 14(b-1)), a specific period is set (see Fig. 14(c-1)), but when a second selection operation is performed (see Fig. 14(b-2)), no specific period is set (see Fig. 14(c-2)). In other words, when a first selection operation (changing the background music through the first selection operation) is performed, a specific period is set during which a specific part of the selected music is output, and when this specific period ends, the selected music is output from the beginning, but when a second selection operation (changing the background music through the second selection operation) is performed, the selected music is output from the beginning after that operation (the selected music is immediately set to its normal output state).
[0077] Some players may find it annoying to have a specific period set and a specific part of the selected song output (if they already know the background music, there is no need to go to the trouble of listening to the specific part), so it may be possible to provide a selection operation in which no specific period is set (no specific part is output), as in this example.
[0078] 〇Specific example 2-5 It is assumed that the selection operation (change operation) of the background music is possible even during a non-changing state (standby state) when the changing performance is not being performed. Whether or not a specific period is set is different when the selection operation is performed during a non-changing state and when the selection operation is performed during a changing state.
[0079] For example, if a selection operation is performed during fluctuation, a specific period is set and a specific part of the selected song is output (as in the above embodiment (see Figure 11(b))), whereas if a selection operation is performed during non-fluctuating time (see Figure 15(a)), no specific period is set and the selected song is output from the beginning immediately after fluctuation starts (see Figure 15(b)). During non-fluctuating time when no fluctuation performance is being performed, there is time to listen to the selected song and there is no need to give priority to listening to a specific part, so no specific period is set during non-fluctuating time.
[0080] Although not shown, it is conceivable that, conversely, if a selection operation is performed during a non-changing period, a specific period is set and a specific part of the selected music is output, whereas if a selection operation is performed during a changing period, no specific period is set and the selected music is output immediately from the beginning.It is believed that many players will want to select background music quickly while the changing performance is being performed, so no specific period is set and the background music changes immediately.
[0081] 〇Specific example 2-6 The specific period can be ended midway (ending the specific period while a specific part is being output) at the player's discretion. Specifically, a configuration is provided in which an operation of an operating means for ending the specific period (ending operation) is provided. If the ending operation is not performed, the specific period will continue until a predetermined time has elapsed (see FIG. 16(a)), but if the ending operation is performed, the specific period will end before the time has elapsed (see FIG. 16(b)). Any specific form of the ending operation may be used. For example, if a push button 61, which is a type of operating means, is operated during the specific period, the specific period will end midway and the selected music piece will be output from the beginning.
[0082] There will likely be players who know the selected music piece and do not need to listen to specific parts, so for such players, the specific period can be ended at their own will. In other words, the player can immediately transition to the normal output state of the selected music piece at their will. Although not shown, it is advisable to display an image indicating an end operation during the specific period. For example, an image saying "Operate button to output music from the beginning" can be displayed. This allows the player to understand that operating the push button 61 during the specific period will result in the selected music piece being output from the beginning (the existence of an end operation).
[0083] 〇Specific example 2-7 During the specific period, an image indicating that the specific period is in progress (period image 15) is displayed. For example, image 15 including a message indicating that a specific part is being output, such as "Outputting chorus of XX" (XX is the name of the selected song), is displayed during the specific period (see FIG. 17(a)). Naturally, image 15 will not be displayed during the specific period unless the specific period is in progress.
[0084] Since there is a risk that the player may mistakenly believe that the output of a specific part of the selected song is an output from the beginning of the selected song (the normal output state of the selected song), image 15 is displayed during the above-mentioned period to show the player that the specific part is being output (not in the normal output state).
[0085] Instead of or in addition to the above-mentioned "display indicating that a specific part is being output," the period image 15 may be a display indicating that the selection of the selected song will be confirmed (normal output state) over time. For example, the period image 15 may include a display such as "Your selection of XX will be confirmed in a while" (see FIG. 17(b)).
[0086] 3-2) Bulk customization function The gaming machine 1 according to this embodiment is equipped with an effect customization function that can change the occurrence probability of effects that make up the effects during a change. This effect customization function is available in normal gaming mode, but it may also be configured to be available in special gaming mode. Hereinafter, effects that are the target of this effect customization function will be referred to as target effects. In this embodiment, the target effects are "prediction," "previous reveal," "hold change," "sudden image," "vibration at the start of change," and "premium." Since the various effects themselves are publicly known, they will be briefly explained below.
[0087] The "preview" effect is an effect that suggests an increased probability (jackpot reliability) of a certain win / loss lottery result (target win / loss lottery result) becoming a jackpot during one or more future fluctuations that are executed before the fluctuation (target fluctuation) corresponding to the target win / loss lottery result. Note that the "preview" effect and the "hold change" effect can also be considered types of preview effects, but the "preview" effect as a customization target is set to exclude the "preview" effect and the "hold change" effect. However, the "preview" effect and the "hold change" effect may also be set to be included in the "preview" effect (there may be a setting where there are two or more categories to which the "preview" effect and the "hold change" effect belong). The "preview" effect is an effect that occurs almost simultaneously when the gaming ball enters the start area 904 (first start area 904a) and new win / loss lottery information (hold information) is obtained (an effect that the player feels as if it is occurring almost simultaneously with the entry of the gaming ball). In this embodiment, a special sound effect is output from the speaker 68 as a pre-reveal effect. The "hold change" effect is an effect that suggests that the reliability of the win / lose lottery result (target win / lose lottery result) corresponding to the reserved symbol 70 has increased by changing the state of the reserved symbol 70 to a state (special state) different from the normal state. The "sudden image" effect is an effect that suggests that the reliability of the win / lose lottery result corresponding to the change has increased by suddenly displaying a predetermined image effect. The "vibration at change start" effect is an effect in which a vibration device (this type of vibration device itself is publicly known) that generates vibrations that can be felt by the player vibrates at the start of the change, and the reliability of the win / lose lottery result corresponding to the change is higher when this vibration occurs than when it does not occur. The "premium" effect is an effect that, when it occurs during a certain change, confirms that the win / lose lottery result corresponding to the change will be a jackpot.
[0088] The probability of each target effect occurring can be changed through individual customization. Note that changing the occurrence probability also changes the reliability of the target effect when it occurs. There are three options for the "preview" effect: "standard," "chance," and "none." "standard" is the default setting. "chance" has a lower occurrence probability than "standard," but is more reliable when it occurs. "none" is a setting that prevents preview effects from occurring. There are two options for the "preview" effect: "OFF" and "ON." "OFF" is a setting that prevents preview effects from occurring, while "ON" is a setting that allows preview effects to occur (note that "OFF" is the default setting). There are three options for the "hold change" effect: "standard," "chance," and "super hot." "standard" is the default setting. "chance" is a setting that has a lower occurrence probability than "standard," but is more reliable when it occurs. "super hot" is a setting that has a lower occurrence probability than "chance," but is more reliable when it occurs (note that the occurrence probability and reliability are determined by comparing hold change effects of the same type (special type)). There are three options for the "Sudden Image" effect: "Standard," "Increased Probability," and "None." "Standard" is the default setting. "Increased Probability" is a setting that has a higher probability of occurrence than "Standard," but a lower reliability when it occurs. "None" is a setting that prevents the sudden image effect from occurring. There are two options for the "Vibration at Start of Fluctuation" effect: "Standard" and "High." "Standard" is the default setting. "High" is a setting that has a higher probability of occurrence than "Standard," but a higher reliability when it occurs. There are three options for the "Premium" effect: "Standard," "High," and "Very High." "Standard" is the default setting. "High" is a setting that has a higher probability of occurrence than "Standard." "Very High" is a setting that has a higher probability of occurrence than "High."
[0089] FIG. 18(a) shows an image (screen for individual customization) that is displayed when individual customization is performed during non-changing (standby state). The specific method of individual customization (method of operating the operating means, etc.) can be any method, so explanation is omitted. Although not shown, the image may include elements that explain the content of various customizations (target effects) (for example, when the cursor is placed over a target effect, a sentence explaining the target effect is displayed). Note that in this embodiment, individual customization can be performed even during changing. Although not shown, during changing, a small image for customization is displayed near the outer edge of the display area 911.
[0090] In this embodiment, in addition to individual customization (customization for one target effect), it is possible to perform bulk customization. Bulk customization is customizing two or more target effects at once (setting all of the settings for the occurrence probability of two or more target effects to something other than the "default setting").
[0091] It is preferable that the two or more target effects that are the subject of collective customization have the same characteristics. In other words, collective customization is the process of grouping two or more target effects that share a certain characteristic together and simultaneously changing the occurrence probability of the two or more target effects from the standard probability (the probability when the default setting is used). In this embodiment, "collective customization of effects at the time of winning" and "collective customization of effects at the time of fluctuation start" are provided as collective customization (see Figure 18(b)(c)).
[0092] The "win-time effect batch customization" is an effect that can occur when two or more target effects to be customized "win" (at the time of start win), which is approximately the same time as the game ball enters the start area 904 (an effect that makes the player feel that the entry of the game ball into the start area 904 (start win) and the occurrence of the effect are simultaneous). The target effects of the "win-time effect batch customization" in this embodiment are three effects: a "preview" effect, a "previous reveal" effect, and a "hold change" effect (see FIG. 18(c-1)). Of these, the "previous reveal" effect is an effect that can only occur at the time of start win. On the other hand, the "preview" effect and the "hold change" effect can occur at the time of start win or at a time other than the time of start win. For example, as a type of "preview" effect, an "XX zone" effect can occur, which starts when new win / loss lottery information is obtained (start win) and continues until the win / loss lottery result corresponding to the win / loss lottery information changes. In addition, as a "hold change" effect, an effect may occur in which the reserved symbol 70 displayed by acquiring new winning / losing lottery information (start winning) is in a special mode from the beginning. These can be said to be effects that occur at the time of a start winning, so the "prediction" effect and the "hold change" effect can also be said to be effects that can occur at the time of a start winning. In this way, the effects that are the subject of "winner effect bulk customization" may include not only those that occur only at the time of a start winning, but also those that can occur at times other than the time of a start winning but can occur at the time of a start winning.
[0093] "Bulk customization of effects at the start of fluctuation" is an effect in which two or more target effects to be customized can occur approximately simultaneously with the start of fluctuation (an effect that allows the player to feel that the start of fluctuation and the occurrence of the effects occur simultaneously). The target effects of "bulk customization of effects at the start of fluctuation" in this embodiment are two effects: a "sudden image" effect and a "vibration at the start of fluctuation" effect (see Figure 18 (c-2)). Of these, the "vibration at the start of fluctuation" effect is an effect that can only occur at the start of fluctuation. On the other hand, the "sudden image" effect is an effect that can occur at the start of fluctuation (a predetermined effect image is displayed at the start of fluctuation) or at a timing other than the start of fluctuation (for example, a predetermined effect image is displayed when a reach is achieved). In this way, the target effects of "bulk customization of effects at winning" may include not only those that only occur at the start of fluctuation, but also those that can occur at the start of fluctuation but can also occur at the start of fluctuation.
[0094] When "Bulk customization of effects at the time of winning" is used (turned ON), the three target effects are set to predetermined settings. In this embodiment, the "prediction" effect is set to "chance", the "previous reveal" effect is set to "ON", and the "hold change" effect is set to "chance" (see FIG. 18(c-1)). Similarly, when "bulk customization of effects at the time of fluctuation start" is used (turned ON), the two target effects are set to predetermined settings. In this embodiment, the "sudden image" effect is set to "probability increased", and the "vibration at the time of fluctuation start" effect is set to "frequent" (see FIG. 18(c-2)).
[0095] In this way, when bulk customization is used, all of the target effects are changed to settings other than the default settings at once. Also, when bulk customization is used, settings such as "none" for the "preview" effect or "none" for the "sudden image" effect are not used, which will prevent the target effects from occurring.
[0096] Any method for using the collective customization (method for operating the operating means) may be used. A screen for collective customization (a collective customization image) is prepared, and collective customization can be used by operating along the screen (see FIG. 18(b)). It is preferable that the collective customization screen displays a display explaining the specific content of each collective customization. In other words, an image indicating that "Purchase Performance Collective Customization" sets the "Prediction" effect to "Chance," the "Previous Reveal" effect to "ON," and the "Hold Change" effect to "Chance" is displayed, and an image indicating that "Change Start Performance Collective Customization" sets the "Sudden Image" effect to "Probability Increase" and the "Change Start Vibration" effect to "More."
[0097] In addition, it is preferable that the screen for individual customization and the screen for bulk customization are provided with a selection element for switching from one to the other (for example, the individual customization screen may display a selection element for "Switch to bulk customization," and the bulk customization screen may display a selection element for "Switch to individual customization") (see Figures 18(a) and (b)). In this way, the existence of bulk customization can be widely notified to players.
[0098] It should be noted that not all effects that are the subject of individual customization must also be the subject of any of the collective customizations. In this embodiment, the "premium" effect is not the subject of any of the collective customizations (see FIGS. 18(a) and 18(c)). Therefore, when changing the probability of occurrence of the "premium" effect, individual customization is the only option.
[0099] As described above, the gaming machine 1 of this embodiment is equipped with a bulk customization function that allows two or more target effects to have probabilities different from the standard probabilities (probabilities when the default settings are used) at once, which contributes to the convenience of players who use effect customization.
[0100] In addition, in this embodiment, there are provided "winning effect batch customization" which groups together effects that have the common characteristic of being effects that can occur at the start of a winning win, and "variation start effect batch customization" which groups together effects that have the common characteristic of being effects that can occur at the start of a variation. Since players have different priorities regarding timing in a game, by grouping two or more effects that can occur at a common timing and making them the target of the same type of batch customization, batch customization becomes easier to use.
[0101] The following describes specific examples in which the above-described bulk customization function has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined.
[0102] 〇Specific example 3-1 In a configuration in which two or more types of collective customization are provided, as in the above embodiment, a target effect that is the target of both of the two or more types of collective customization is provided. If "collective customization of effects at the time of winning" and "collective customization of effects at the start of fluctuation" are provided as collective customizations as in the above embodiment, a configuration is provided in which an effect that is the target of "collective customization of effects at the time of winning" and also the target of "collective customization of effects at the start of fluctuation" is provided. If an effect can occur at the start of a winning win and can also occur at the start of fluctuation, it can be the target of both collective customizations. For example, if the state of the reserved pattern 70 can change at the start of fluctuation, i.e., if a "reserved change" effect can occur at the start of fluctuation, the "reserved change" effect can be the target of "collective customization of effects at the time of winning" and also the target of "collective customization of effects at the start of fluctuation" (see Figure 19(a)). In this way, if a certain target effect has characteristics that make it the target of one type of collective customization and also has characteristics that make it the target of a different type of collective customization, the target effect can be the target of both collective customizations.
[0103] However, if one type of bulk customization is used, and if another type of bulk customization is used, the probability of occurrence of the effects that are common to both bulk customizations will change (in both cases where "Bulk customization of effects at the time of winning" and "Bulk customization of effects at the time of fluctuation start" are used, the probability of occurrence of the "hold change" effect will be different from the default (standard) probability). Since the occurrence of such a change could make the customization difficult to understand, (to avoid such a risk), unlike this example, it is possible to prevent one type of target effect from being the target of two or more types of bulk customization.
[0104] 〇Specific example 3-2 As explained in the above specific example 3-1, suppose that one type of target effect is a configuration that is the target of two or more types of collective customization. For example, suppose that the "hold change" effect is a configuration that is the target of "winning effect collective customization" and also the target of "variation start effect collective customization."
[0105] In such a case, the setting (probability of occurrence) of the common target effect may be the same when a certain type of bulk customization is used (ON) and when a different type of bulk customization is used (ON), or the setting (probability of occurrence) of the common target effect may be different. For example, as shown in FIG. 19(b), when "Bulk customization of effects when winning" is used (ON), the "hold change" effect is set to "chance" (see FIG. 19(b-1)), but when "Bulk customization of effects when fluctuation starts" is used (ON), the "hold change" effect is set to "super hot" (see FIG. 19(b-2)). On the other hand, as shown in FIG. 19(c), when either "Bulk customization of effects when winning" (see FIG. 19(c-1)) or "Bulk customization of effects when fluctuation starts" (see FIG. 19(c-2)) is used, the "hold change" effect may be set to "chance." The former case has the advantage that the common target effect settings are different between the use of one type of bulk customization and the use of a different type of bulk customization, making the difference between the types of bulk customization clearer. On the other hand, the latter case has the advantage that the common target effect settings are the same between the use of one type of bulk customization and the use of a different type of bulk customization, making it possible to prevent the bulk customization from becoming difficult to understand.
[0106] 〇Specific example 3-3 When using collective customization, two or more target effects are not set to predetermined settings at once, but rather the settings for each of the two or more target effects can be specifically determined. For example, when using "collective customization of winning effects" (see FIG. 20(a)), first, you are asked which of the available settings for the "preview" effect you want to use ("standard," "chance," or "none") (see FIG. 20(b)), then you are asked which of the available settings for the "preview" effect you want to use ("OFF" or "ON") (see FIG. 20(c)), and then you are asked which of the available settings for the "hold change" effect you want to use ("standard," "chance," or "super hot") (see FIG. 20(d)).
[0107] By doing as in this example, when using a certain collective customization, specific settings can be made for each of the target effects of the collective customization, which has the advantage of making it possible to approach the state preferred by the player. However, it can be said that customization is easier if a configuration in which two or more target effects are automatically set to predetermined settings, as in the above embodiment, is used (although doing as in this example would require almost the same amount of effort as doing individual customization).
[0108] 〇Specific example 3-4 The system is configured to have a "collective customization" function for the elements that control the gaming environment. For example, the system is configured to have a collective customization function that allows collective customization of the "volume" that is the volume of the sound output from the speaker 68 and the "light intensity" that is the intensity of the "light" output from various light-emitting devices (see Figure 21). Note that the "volume" and "light intensity" can each be customized (adjusted) individually.
[0109] As an example of such collective customization of "volume" and "light intensity," it is conceivable to provide collective customization that sets both the "volume" and "light intensity" outputs to the lowest setting (both the volume level and the light intensity level are set to the lowest). In other words, it is conceivable to provide collective customization for players who want to play quietly with the effects as low as possible. Conversely, it is conceivable to provide collective customization that sets both the "volume" and "light intensity" outputs to the highest setting (both the volume level and the light intensity level are set to the highest). In other words, it is conceivable to provide collective customization for players who want to maximize the effects as much as possible. It is also conceivable to provide collective customization that sets both the "volume" and "light intensity" outputs to intermediate settings (exactly the middle setting). In other words, it is conceivable to provide collective customization for players who want both the "volume" and the "light intensity" to normal settings. FIG. 21 shows an example in which all of these collective customizations are provided, but a configuration in which only some of the collective customizations are provided may also be used.
[0110] 〇Specific example 3-5 In the above embodiment, "collective customization of effects when winning" and "collective customization of effects when fluctuations start" are two or more target effects that have a common timing at which the effects can occur, but the common characteristics of the target effects can be set from various perspectives.
[0111] For example, it is conceivable to provide a bulk customization for two or more target effects that have a reliability equal to or greater than a predetermined threshold when they occur. In other words, two or more target effects that have a certain degree of expectation that the lottery result will be a jackpot when they occur are set as target effects, and these two or more effects can be customized at once (for example, a bulk customization called "high-reliability effect bulk customization").
[0112] As another example, it is conceivable to provide a collective customization for two or more target effects that have a common specific aspect of the effect. In other words, by focusing on the aspect of the effect, a collective customization is provided for those that have a common aspect as a group. For example, two or more effects that output a distinctive sound effect (a dedicated sound effect) when they occur are set as target effects, and the two or more effects can be customized at once (for example, a collective customization called "sudden sound effect collective customization").
[0113] 〇Specific example 3-6 It is possible to set the settings of two or more target effects that are the subject of collective customization to the default at once (set all occurrence probabilities of two or more target effects to the standard probability at once). If "collective customization of effects when winning" is provided as in the above embodiment, it is possible to set all three of the "preview" effect, "previous reveal" effect, and "hold change" effect that are the subject of "collective customization of effects when winning" to the default settings at once ("preview" effect is set to "standard", "previous reveal" effect is set to "OFF", and "hold change" effect is set to "standard") (see Figure 22). A similar operation can also be provided for "collective customization of effects when fluctuation starts".
[0114] Any specific method may be used. For example, on the screen for performing bulk customization, an "OFF" option may be provided for each type of bulk customization, and when that option is selected, all of two or more target effects may be set to the default setting.
[0115] 3-3) Stage effect adjustment function The gaming machine 1 according to this embodiment is equipped with a presentation effect adjustment function. The presentation effect is a function that changes the presentation effect of presentations that may occur as part of a variable presentation (hereinafter referred to as "constituent presentations"). The presentation effect adjustment function in this embodiment is not activated unless the player intends to use it (the function is not activated automatically). In this embodiment, the presentation effect adjustment function adjusts the "sound" (presentation sound) of the presentation output from the speaker 68. In this embodiment, the presentation effect adjustment function is named "volume balance adjustment" (see FIG. 23(a)).
[0116] The effect adjustment function allows selection between normal mode and special mode. Any method for selecting normal mode and special mode (mode switching method) may be used. A mode selection screen is provided so that a preferred mode can be selected by operating the operating means (see FIG. 23(a)). A configuration may also be adopted in which mode selection is possible during fluctuation. As will be described later, the special mode in this embodiment is named "chance effect priority mode" because it makes the effect sound of an effect with a reliability higher than a predetermined standard (so-called "chance effect") relatively louder than the effect sounds of other effects. Although not shown, the mode selection screen may preferably include an element explaining the effect achieved by selecting "chance effect priority mode."
[0117] The constituent effects that are the target of the effect effect adjustment function are categorized into "those that belong to a certain attribute" and "those that do not belong to a certain attribute." In this embodiment, the constituent effects that are the target of the effect effect adjustment function are categorized into "those that belong to the opportunity attribute" and "those that do not belong to the opportunity attribute." A constituent effect that belongs to the opportunity attribute is one in which, when a certain variation occurs, the reliability of the winning / losing lottery result (target winning / losing lottery result) corresponding to the variation is equal to or greater than a predetermined standard (threshold). In this embodiment, a constituent effect with a reliability of 70% or greater is considered to belong to the opportunity attribute. Therefore, a constituent effect that does not belong to the opportunity attribute has a reliability of less than 70%. In this embodiment, among the effects that suggest the reliability of the target winning / losing lottery result, there are four types of "constituent effects that belong to the opportunity attribute": effect S1, effect S2, effect S3, and effect S4. Among the effects that suggest the reliability of the target winning / losing lottery result, multiple effects other than effect S1, effect S2, effect S3, and effect S4 are "constituent effects that do not belong to the opportunity attribute." It should be noted that not all of the effects that suggest the reliability of the target winning / losing lottery result and have a reliability above a predetermined standard must be considered "constituent effects belonging to the favorable attribute." In other words, it is sufficient that all of the "constituent effects belonging to a certain attribute" satisfy the requirements of the attribute, and there may be effects that satisfy the requirements of the attribute but are not treated as belonging to the attribute.
[0118] The special mode changes the relative relationship between the "output volume of the sound of the component effects that belong to the opportunity attribute" and the "output volume of the sound of the component effects that do not belong to the opportunity attribute" from that when the normal mode is set. In this embodiment, As shown in Figure 23(b-1), when normal mode is set, "The output volume of the sound of the 'opportunity attribute component effect'": "The output volume of the sound of the 'opportunity attribute component effect'" = 1:1 On the other hand, As shown in Figure 23(b-2), when a special mode is set, "The output volume of the sound of the 'opportunity attribute component effects'": "The output volume of the sound of the 'opportunity attribute component effects'" = 2:1 It is said that. In other words, the special mode emphasizes the occurrence of a "component effect belonging to the opportunity attribute" by increasing the "volume of the output of the effect sound of a 'component effect belonging to the opportunity attribute'" relative to the "volume of the output of the effect sound of a 'component effect not belonging to the opportunity attribute'" compared to when the normal mode is set. In this embodiment, the volume of the output of the effect sound of a 'component effect not belonging to the opportunity attribute' is the same between the normal mode and the special mode, but the volume of the output of the effect sound of a 'component effect belonging to the opportunity attribute' is set to be larger in the special mode than in the normal mode. As mentioned above, a "component effect belonging to the opportunity attribute" is an effect whose reliability is higher than a predetermined standard, and is an effect that is particularly noteworthy to players. If the special mode is set, when the "component effect belonging to the opportunity attribute" occurs, the effect will be executed in a more "conspicuous" manner than when the normal mode is set (compared to a "component effect that does not belong to the opportunity attribute").
[0119] Note that what differs depending on whether normal mode or special mode is set is the "relative relationship" between the "output volume of the sound for the 'constituent effects belonging to the opportunity attribute'" and the "output volume of the sound for the 'constituent effects not belonging to the opportunity attribute'." This "relative relationship" of the sound output volume is not changed by so-called volume adjustment. The gaming machine 1 according to this embodiment is capable of general volume adjustment (for example, it is conceivable to enable five levels of adjustment from "volume 1" to "volume 5"), but this volume adjustment does not change the relative relationship of the sound output volume for each effect. For example, if normal mode is set at "Volume 1," the relationship between the "output volume of the sound for the 'opportunity attribute' component effects" and the "output volume of the sound for the 'opportunity attribute' component effects" at the "Volume 1" level will be 1:1. If special mode is set at "Volume 1," the relationship between the "output volume of the sound for the 'opportunity attribute' component effects" and the "output volume of the sound for the 'opportunity attribute' component effects" at the "Volume 1" level will be 2:1. (In the explanation of the "effect adjustment function" (volume balance function), the "output volume of the sound for the effect effects" refers to the volume when the volume levels are the same.) Furthermore, the 2:1 relationship between the relative volume of the two sound effects is merely an example. The value of this "ratio" can be set appropriately depending on how prominent the sound effect should be.
[0120] In this way, according to the gaming machine 1 of this embodiment, by selecting the special mode, the sound of the "component effect belonging to the opportunity attribute" that the player should pay more attention to (than in the normal mode) is output relatively louder than the sound of the "component effect not belonging to the opportunity attribute", making it easier to understand that the "component effect belonging to the opportunity attribute" has been executed.
[0121] The following describes specific examples in which the above-described performance effect adjustment function has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0122] 〇Specific example 4-1 The target of adjustment by the effect adjustment function may be any element that produces an effect (an element that can be perceived by the player's senses). For example, it may be "light" (effect light) output from a light-emitting device (a device that emits light visible to the player) equipped in the gaming machine when various effects are being executed (see FIG. 24(a)). For example, when the normal mode is set, the ratio of the output magnitude of the effect light for the "opportunity attribute component effect" to the "output magnitude of the effect light for the "non-opportunity attribute component effect" is 1:1 (see FIG. 24(b-1)). On the other hand, when the special mode is set, the ratio of the output magnitude of the effect light for the "opportunity attribute component effect" to the "non-opportunity attribute component effect" is 2:1 (see FIG. 24(b-2)). By doing this, when the special mode is set, the "opportunity attribute component effect" is more "conspicuous" than the "non-opportunity attribute component effect" due to the intensity of the light output when the effect is generated.
[0123] The "relative relationship" of the magnitude of light output does not change with so-called light intensity adjustment. In other words, even if general light intensity adjustment (for example, five levels of adjustment from "light intensity 1" to "light intensity 5") is possible, such light intensity adjustment does not change the relative relationship of the magnitude of light output for each performance.
[0124] The effects that can be adjusted by the effect adjustment function can be other than sound (effect sound) and light (effect light). For example, the relative relationship of the saturation (vividness) of the color of the image displayed as an effect can be made different between normal mode and special mode, so that when the special mode is set, the "effect composition belonging to the opportunity attribute" is executed in a more noticeable manner.
[0125] The target of adjustment by the effect adjustment function may be two elements. For example, the target of adjustment by the effect adjustment function may be two elements: sound (effect sound) and light (effect light). When the normal mode is set, the ratio of "output magnitude of effect sound and effect light of 'component effect belonging to the opportunity attribute'" to "output magnitude of effect sound and effect light of 'component effect not belonging to the opportunity attribute'" is 1:1, whereas when the special mode is set, the ratio of "output magnitude of effect sound and effect light of 'component effect belonging to the opportunity attribute'" to "output magnitude of effect sound and effect light of 'component effect not belonging to the opportunity attribute'" is 2:1.
[0126] Specific example 4-2 The attribute for dividing the constituent effects that are the target of the effect adjustment function is not limited to the "opportunity attribute" described in the above embodiment. For example, it is possible to use an attribute such as that shown in FIG.
[0127] A constituent effect that can occur when a reach is established is called a "constituent effect belonging to the reach attribute." A "constituent effect not belonging to the reach attribute" is an effect that can occur when a reach is not established (a state in which it is not known whether a reach will be established or not). Looking at a fluctuation in which a reach is established, the reach is not established from the start of the fluctuation to a specified point in time, and the reach is established from the specified point in time onwards, so the effects that can occur in the first half of the period from the start of the fluctuation to the specified point in time are "constituent effects not belonging to the reach attribute," and the effects that can occur in the second half of the period from the specified point in time onwards are "constituent effects belonging to the reach attribute."
[0128] Based on this premise, when normal mode is set, the ratio of the "output volume of the sound of the 'component effect belonging to the reach attribute'" to the "output volume of the sound of the 'component effect not belonging to the reach attribute'" is 1:1 (see Figure 25(b-1)). On the other hand, when special mode (post-reach effect priority mode) is set, the ratio of the "output volume of the sound of the 'component effect belonging to the reach attribute'" to the "output volume of the sound of the 'component effect not belonging to the reach attribute'" is 2:1 (see Figure 25(b-2)). In other words, in special mode, the ratio of the "output volume of the sound of the 'component effect belonging to the reach attribute'" to the "output volume of the sound of the 'component effect not belonging to the reach attribute'" is higher than when normal mode is set, emphasizing the occurrence of a "component effect belonging to the reach attribute." Because the effects that occur when a reach is achieved are particularly noteworthy, when special mode is set, the effects belonging to the reach attribute are made to stand out.
[0129] Specific example 4-3 As in the above embodiment and specific example 4-2, the attribute that distinguishes between the component effects targeted by the effect effect adjustment function is not limited to the "timing at which the effect occurs." For example, component effects could be distinguished based on whether or not they are background music (BGM). The component effects could be separated into those executed as BGM output (component effects belonging to the BGM attribute) and those not executed as BGM output (component effects not belonging to the BGM attribute). When normal mode is set, the ratio of the output sound volume of the "component effects belonging to the BGM attribute" to the "output sound volume of the "component effects not belonging to the BGM attribute"" is 1:1. When special mode is set, the ratio of the output sound volume of the "component effects belonging to the BGM attribute" to the "output sound volume of the "component effects not belonging to the BGM attribute"" is 2:1. In this way, the special mode becomes a mode in which the sound of the BGM stands out more prominently than the other sound effects (compared to normal mode).
[0130] Also, for example, the effects are divided into those that are executed as sound effect (SE) output (those that belong to the sound effect attribute) and those that are not executed as sound effect (SE) output (those that do not belong to the sound effect attribute), and when normal mode is set, the ratio of "output volume of the effect sound of 'sound effect attribute'" to "output volume of the effect sound of 'sound effect attribute'" is 1:1, while when special mode is set, the ratio of "output volume of the effect sound of 'sound effect attribute'" to "output volume of the effect sound of 'sound effect attribute'" is 2:1. By doing this, special mode becomes a mode that makes sound effects stand out more than other effect sounds (compared to normal mode).
[0131] Also, for example, the composition effects are divided into those that are executed as the output of a character's lines (the voice of a character appearing in the production) (component effects that belong to the dialogue attribute) and those that are not executed as the output of a character's lines (component effects that do not belong to the dialogue attribute), and when normal mode is set, the ratio of "output volume of the production sound of 'component effects that belong to the dialogue attribute'" to "output volume of the production sound of 'component effects that do not belong to the dialogue attribute'" is 1:1, while when special mode is set, the ratio of "output volume of the production sound of 'component effects that belong to the dialogue attribute'" to "output volume of the production sound of 'component effects that do not belong to the dialogue attribute'" is 2:1. By doing this, the special mode becomes a mode that makes the character's lines (character's voice) stand out more than other production sounds (compared to normal mode).
[0132] 〇Specific example 4-4 Although the special mode in the above embodiment has been described as making the sound of a "component effect belonging to an opportunity attribute" (component effect belonging to a certain attribute) relatively louder than the sound of a "component effect not belonging to an opportunity attribute" (component effect not belonging to a certain attribute), making the "component effect belonging to an opportunity attribute" (component effect belonging to a certain attribute) stand out, the opposite setting is also possible. In other words, the sound of a "component effect belonging to an opportunity attribute" (component effect belonging to a certain attribute) may be made relatively quieter than the sound of a "component effect not belonging to an opportunity attribute" (component effect not belonging to a certain attribute) (for example, the ratio of the output volume of the sound of a "component effect belonging to an opportunity attribute" (component effect belonging to a certain attribute) to the output volume of the sound of a "component effect not belonging to an opportunity attribute" (component effect not belonging to a certain attribute) may be 1:2).
[0133] In addition, as special modes, as in the above embodiment, a mode (first special mode) (see Figure 26(b-2)) in which the sound of a ``component performance belonging to an opportunity attribute'' (component performance belonging to a certain attribute) is made relatively louder than the sound of a ``component performance not belonging to an opportunity attribute'' (component performance not belonging to a certain attribute), and a mode (second special mode) (see Figure 26(b-3)) in which the sound of a ``component performance belonging to an opportunity attribute'' (component performance belonging to a certain attribute) is made relatively quieter than the sound of a ``component performance not belonging to an opportunity attribute'' (component performance not belonging to a certain attribute), may be provided. In other words, it is possible to select a mode (first special mode) (see Figure 26(b-2)) that makes ``component effects belonging to an opportunity attribute'' (component effects belonging to a certain attribute) more noticeable than in the normal mode (see Figure 26(b-1)), and also to select a mode (second special mode) (see Figure 26(b-3)) that makes ``component effects belonging to an opportunity attribute'' (component effects belonging to a certain attribute) less noticeable than in the normal mode (see Figure 26(b-1)).
[0134] 〇Specific example 4-5 When the special mode is set, the player can arbitrarily change the ratio of the volume of the sound of the "component effect belonging to a certain attribute" to the volume of the sound of the "component effect not belonging to a certain attribute" in stages. In accordance with the above embodiment, the player can change the ratio of the "volume of the output of the sound of the "component effect belonging to an opportunity attribute" to the "volume of the output of the sound of the "component effect not belonging to an opportunity attribute".
[0135] Any method of adjustment may be used. For example, when a special mode is selected (see FIG. 27(a)), a screen may be displayed that allows the magnitude of the output of the "constituent effects belonging to the opportunity attribute" (chance effects) and the "constituent effects not belonging to the opportunity attribute" (other than chance effects) to be changed in stages, so that the ratio between the two can be changed as desired (see FIG. 27(b)).
[0136] 〇Specific example 4-6 The output volume of the effect sound for a "component effect belonging to a certain attribute" is the same in normal mode and special mode, but the output volume of the effect sound for a "component effect not belonging to a certain attribute" is set to be smaller in special mode than in normal mode. In accordance with the above embodiment, the output volume of the effect sound for a "component effect belonging to an opportunity attribute" is the same in normal mode and special mode, but the output volume of the effect sound for a "component effect not belonging to an opportunity attribute" is set to be smaller in special mode than in normal mode.
[0137] The special mode is intended to make "compositional effects belonging to a certain attribute" (compositional effects belonging to an opportunity attribute) more noticeable than "compositional effects not belonging to a certain attribute" (compositional effects not belonging to an opportunity attribute). To achieve this, the output size of "compositional effects not belonging to a certain attribute" (compositional effects not belonging to an opportunity attribute) when the special mode is set may be made smaller than when the normal mode is set, so that the output size of "compositional effects belonging to a certain attribute" (compositional effects belonging to an opportunity attribute) becomes relatively larger.
[0138] 3-4) Music Production The gaming machine 1 according to this embodiment can execute a musical effect as an effect constituting the effect during the variation. The musical effect will be explained below. As shown in an example in FIG. 29, the musical effect leads to a favorable result (favorable ending) that is advantageous to the player or an unfavorable result (unfavorable ending) that is disadvantageous to the player. The boundary between before and after the result is determined is the branch point. After the branch point, a favorable result effect (see FIG. 29(b-1)) or an unfavorable result effect (see FIG. 29(b-2)) will be executed. Before the branch point (see FIG. 29(a)), the result is not yet determined.
[0139] The music effect is an effect in which a corresponding song is output from the speaker 68. Specifically, while background music (BGM) is generally output during the change, when the music effect is executed, the corresponding song is output instead of the background song (the output of the background music is stopped while the music effect is being executed). There is more than one type of corresponding song that can be output in the music effect. In this embodiment, one of three types of songs, song A, song B, and song C, is output as the corresponding song (see FIG. 28). In other words, these three types of songs are candidate songs that can be selected as the corresponding song. Song A, song B, and song C are different from each other in both melodies and lyrics (phrases).
[0140] The type of music to be output in a music effect is determined by the type of background image 20 (the image displayed as the background of the decorative pattern 80) displayed when the music effect is executed. In this embodiment, three types of background images 20 (background images 20 displayed when a reach has not been achieved) can be displayed: background image A, background image B, and background image C (see FIG. 28). Note that the background images 20 are not shown in drawings other than those describing the music effect. The background images A, B, and C can also be said to represent stages. Although not shown, when various background images 20 are displayed, the name of the background image 20 (stage name) may be displayed (a different name is set for each type). When background image A is displayed, the corresponding music is music A (see FIG. 28(a)). When background image B is displayed, the corresponding music is music B (see FIG. 28(B)). When background image C is displayed, the corresponding music is music C (see FIG. 28(c)).
[0141] In this embodiment, the musical performance is executed as a component of a so-called continuous performance. Continuous performance itself is well known. Continuous performance is executed by executing one or more unit performances. The more unit performances are executed, the higher the reliability of the target winning / losing lottery result (the winning / losing lottery result corresponding to the variable performance, including the continuous performance). In this embodiment, when a unit performance transitions from one unit performance to the next unit performance (continuing the continuous performance), an image indicating this (continuation suggestion image 25) is displayed. Specifically, when the continuation suggestion image 25 is displayed in a predetermined manner (see FIG. 29(b-1)), the continuous performance continues (the performance transitions to the next unit performance). When the continuation suggestion image 25 is not displayed in a predetermined manner, the continuous performance ends (the performance does not transition to the next unit performance) (see FIG. 29(b-2)). In this embodiment, the continuation suggestion image 25, which moves from top to bottom, stops at approximately the center of the display area 911 (see FIG. 29(b-1)). If the display state is not in a predetermined manner, the continuation suggestion image 25 moves outside the display area 911 (slides down outside the display area 911 and becomes invisible) (see Figure 29 (b-2)). The specific manner of the continuation suggestion image 25 may be any. In this embodiment, an image including the letters "NEXT" is displayed as the continuation suggestion image 25. In the following explanation, a continuous performance that ends with one unit performance will be referred to as "1 continuous" (performance), and a continuous performance that ends with two unit performances will be referred to as "2 continuous" (performance). In this embodiment, the continuous performance is a maximum of "4 continuous" (performance). The reliability of the target winning / losing lottery result increases in the order of "1 continuous" < "2 continuous" < "3 continuous" < "4 continuous". When the continuation suggestion image 25 is displayed once and then ends, it is a "two times in a row" effect, when the continuation suggestion image 25 is displayed twice and then ends, it is a "three times in a row" effect, and when the continuation suggestion image 25 is displayed three times in a row, it is a "four times in a row" effect. In this embodiment, the "four times in a row" effect occurs only when the result of the target win / loss lottery is a jackpot (a so-called premium effect). Also, the "one time in a row" effect occurs only when the result of the target win / loss lottery is a miss. Note that a continuous effect may occur in which the continuation suggestion image 25 is not displayed and continues.
[0142] The musical effect is used as an effect that indicates whether the consecutive effects will continue (whether to move on to the next unit effect). If the consecutive effects continue, the musical effect will result in a favorable outcome. If the consecutive effects do not continue (end), the musical effect will result in an unfavorable outcome. The branching points described above correspond to the points at which it becomes clear whether the consecutive effects will continue (transition to the next unit effect). The first branching point is the point at which it becomes clear whether the consecutive effects will end with the first unit effect or move on to a second unit effect and continue, the second branching point is the point at which it becomes clear whether the consecutive effects will end with the second unit effect or move on to a third unit effect and continue, and the third branching point is the point at which it becomes clear whether the consecutive effects will end with the third unit effect or move on to a fourth unit effect and continue. Because a musical effect is executed at each branching point, a maximum of three musical effects may be executed in a series of consecutive effects.
[0143] As described above, the music effect outputs a song (songs A to C) that corresponds to the type of background image 20 currently being displayed (see FIG. 28). As shown in FIG. 30, a first part (first section) that is a portion of each song is set for each of songs A, B, and C. The first part is a phrase (a section of a melody). Hereinafter, the first part of song A will be referred to as first part A, the first part of song B will be referred to as first part B, and the first part of song C will be referred to as first part C. Also, as also shown in FIG. 30, a second part (second section) that is a portion of each song is set for each of songs A, B, and C. The second part of each song is a phrase (a section of a melody) that follows the first part. In other words, when listening to each song in its entirety, the progression will be first part → second part. Hereinafter, the second part of song A will be referred to as second part A, the second part of song B will be referred to as second part B, and the second part of song C will be referred to as second part C. Since each song has lyrics, the division between the first and second parts is also the "division of the lyrics" (it is not divided at an arbitrary point).
[0144] In the continuous performance, the first part of the corresponding music is output until the branching point is reached (see Figures 29(a) and 30). If background image A is displayed, first part A is output; if background image B is displayed, first part B is output; and if background image C is displayed, first part C is output. Here, the lengths of first part A, first part B, and first part C are different. In other words, the length from when the output of the corresponding music starts until the branching point is different (see Figure 30). The length from when the variation starts until the branching point is not affected by the type of corresponding music. By varying the time from when the variation starts until the output of the corresponding music (output of the first part) starts depending on the type of corresponding music, the end of the first part is made to coincide with the branching point regardless of which corresponding music is output.
[0145] In addition, after the output of the first part starts, a continuation suggestion image 25 is displayed in the display area 911. Specifically, a provocative effect is executed to indicate that the continuation suggestion image 25 is about to stop in the approximate center of the display area 911 (see FIG. 29(a)).
[0146] If the continuous performance does not end at a certain branching point and continues, the continuation suggestion image 25 will stop at approximately the center of the display area 911 (the continuation suggestion image 25 will be displayed in a predetermined manner) (see Figure 29(b-1)). If the continuous performance ends at a certain branching point, the continuation suggestion image 25 will not stop at approximately the center of the display area 911, but will slide down to the outside of the display area 911 and will no longer be visible (see Figure 29(b-2)).
[0147] If the continuous performance does not end at a certain branching point and continues, the music performance will result in a favorable outcome. That is, after reaching a branching point, the second part of the corresponding music is output (see Figures 29(b-1) and 30). If the corresponding music is music A, the second part A is output; if it is music B, the second part B is output; and if it is music C, the second part C is output (see Figure 30). If the continuous performance ends at a certain branching point, the music performance will result in an unfavorable outcome. That is, after reaching a certain branching point, the second part of the corresponding music is not output (see Figure 29(b-2)). In this way, whether the continuous performance has continued is indicated to the player by whether or not the continuation suggestion image 25 is displayed in a predetermined manner, as well as whether or not the corresponding music is output after the branching point.
[0148] The lengths of second part A, second part B, and second part C are different. In other words, the lengths from when the output of the second part starts to when it ends are different. In this embodiment, the timing at which the output of the second part starts is the same regardless of the corresponding song (the output of the second part starts approximately at the same time as the branch point is passed), but the timing at which the output of the second part ends differs depending on the corresponding song (see FIG. 30).
[0149] In this embodiment, the above-described musical effect is executed at the branching points (first branching point to third branching point) in the continuous effect. That is, a musical piece corresponding to the type of background image 20 being displayed is output, and if the musical piece is output after the branching point, the continuous effect is executed to continue the effect.
[0150] If a predetermined specific piece of music were output as a music effect, depending on the background image 20 (stage), the music may not match the worldview expressed by the background image 20 (stage), which may result in a loss of interest. In the present embodiment, the music effect outputs a corresponding piece of music that matches the type of background image 20, so the loss of interest as described above does not occur, resulting in an interesting effect.
[0151] Furthermore, in this embodiment, the length from when the output of the music (first part) starts until the branch point varies depending on the type of compatible music (see Fig. 30). If the timing at which the music starts to be output (timing based on the start of variation) were to be the same regardless of the type of compatible music (if the length from the start of music output until the branch point were to be the same), the branch point would be reached at an incomplete point depending on the music (the division between the first and second parts would be in an incomplete point). Therefore, by varying the output start timing (timing based on the start of variation) for each type of compatible music, it is possible to set the branch point to be reached at an appropriate point (a convenient division point) in each music.
[0152] In this embodiment, the type of background image 20 is determined randomly regardless of the result of the lottery. Therefore, the type of music output in the music effect does not indicate the probability of achieving a favorable result (the number of consecutive effects).
[0153] The following describes specific examples in which the above-described musical performance-related matters have been improved, embodied, modified, etc. 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.
[0154] Specific example 5-1 A different portion of the corresponding music is used at each branching point in the continuous performance. As shown in FIG. 31 , music A is used when background image A is displayed, music B is used when background image B is displayed, and music C is used when background image C is displayed. However, different portions of the corresponding music are used in the music performance at the first branching point and the music performance at the second branching point to indicate whether the continuous performance will continue. (Although the third branching point is omitted in FIG. 31 , a different portion of the corresponding music is used at the third branching point than the portion used at the first and second branching points.) For each corresponding music, it is preferable that the portion used at the second branching point be a portion "later" than the portion used at the first branching point, and the portion used at the third branching point be a portion "later" than the portion used at the second branching point. For example, a portion of "verse 1" of the corresponding music is used at the first branching point, a portion of "verse 2" of the corresponding music is used at the second branching point, and a portion of "verse 3" of the corresponding music is used at the third branching point. This allows for a performance in which the corresponding music progresses while the continuous performance continues.
[0155] 〇Specific example 5-2 The type of music output as the corresponding music suggests the probability of achieving a favorable result. For example, the setting is such that the probability of achieving a favorable result is higher when music B is output than when music A is output, and when music C is output than when music B is output. In this example, the music output as the corresponding music corresponds to the type of background image 20, so the background image 20 suggests the probability of achieving a favorable result. Note that, if the music effect is used for consecutive effects as in the above embodiment, the suggestion of the probability of achieving a favorable result also suggests the number of consecutive consecutive effects. This results in a presentation form that is more likely to draw the player's attention to the type of music output as the corresponding music.
[0156] Specific example 5-3 In the music presentation, a music piece different from the music piece corresponding to the background image 20 (a music piece not corresponding to the background image 20) may be output. For example, when the background image A is displayed, music piece B or music piece C may be output as the corresponding music piece.
[0157] In this example, it is possible to set the probability of achieving an advantageous result to be different when a piece of music corresponding to the background image 20 is output and when a piece of music not corresponding to the background image 20 is output. In this way, the player will pay attention to whether the music being output corresponds to the background image 20.
[0158] If it is set so that the probability of an advantageous result being reached is higher when music corresponding to the background image 20 is output than when music incompatible with the background image 20 is output, then a match between the background image 20 and the music is set as an effect that is advantageous to the player. Conversely, if it is set so that the probability of an advantageous result being reached is higher when music incompatible with the background image 20 is output than when music compatible with the background image 20 is output, then a contradiction between the background image 20 and the music is set as an effect that is advantageous to the player.
[0159] Specific example 5-4 The corresponding music output in the music effect is determined by a different effect element from the background image 20. For example, a plurality of types of continuation suggestion images 25 are displayed, and a music corresponding to the type of the continuation suggestion image 25 is output as the corresponding music. As in the above embodiment, if there are three types of music, A to C, that can be output as the corresponding music, a first continuation suggestion image 251 corresponding to music A, a second continuation suggestion image 252 corresponding to music B, and a third continuation suggestion image 253 corresponding to music C are provided (the various continuation suggestion images 25 may have any different forms). If the continuous effect displays the first continuation suggestion image 251, music A (see FIG. 32(a)) is output; if the continuous effect displays the second continuation suggestion image 252, music B (see FIG. 32(b)) is output; and if the continuous effect displays the third continuation suggestion image 253, music C (see FIG. 32(c)) is output.
[0160] In the case of this example, the probability of achieving a favorable result can be set to differ depending on the type of continuation suggestion image 25 displayed. For example, the probability of achieving a favorable result is set to be higher when the second continuation suggestion image 252 is displayed than when the first continuation suggestion image 251 is displayed, and higher when the third continuation suggestion image 253 is displayed than when the second continuation suggestion image 252 is displayed. Since music is output according to the type of continuation suggestion image 25, the type of music output suggests the probability of achieving a favorable result.
[0161] Specific example 5-5 The name of the music (music title) output in the music performance and the name of the corresponding background image 20 (background name, stage name) are assumed to contain common elements. For example, the name of music A is "XX" and the name of the corresponding background image A is "XX Stage" (the same relationship is assumed between music B and background image B, and music C and background image C). This makes it easier to understand the correspondence between the background image 20 and the music to be output.
[0162] In this example, it is preferable to display the name of the music when the music is being output, and the name of the background image 20 when the background image 20 is displayed (see FIG. 33). In this way, it is easy to understand that the background image 20 and the music to be output correspond to each other.
[0163] 3-5) Acceleration The gaming machine 1 according to this embodiment is capable of executing an acceleration effect as an effect constituting a variation effect. The acceleration effect is an effect that can occur during a specific effect (see FIG. 34). The specific effect is an effect that leads to a favorable outcome (see FIG. 34(c-1)) indicating that the player is in a favorable situation, or an unfavorable outcome (see FIG. 34(c-2)) that is the outcome if the favorable outcome is not reached. The specific effect in this embodiment is a so-called super reach effect that notifies the player of the result of the win / loss lottery (the target win / loss lottery result) corresponding to the variation including the specific effect. If the specific effect leads to a favorable outcome, the target win / loss lottery result is confirmed as a jackpot. In other words, the advantageous outcome notifies the player that the target win / loss lottery result is a jackpot. If the specific effect leads to an unfavorable outcome, the target win / loss lottery result is a loss, except in the case of a so-called reversal effect (an effect in which an unfavorable outcome is assumed to have been reached but is subsequently overturned). In other words, the unfavorable outcome basically notifies the player that the target win / loss lottery result is a loss. Because of this configuration, the branching into advantageous and unfavorable endings can be said to be a so-called win / lose branching. The specific presentation in this embodiment is a so-called battle presentation in which the player's character (ally character) fights against the enemy character. An advantageous ending is an ending in which the ally character wins. An unfavorable ending is an ending in which the ally character loses (the enemy character wins).
[0164] The basic aspect of the special effect is that an image dedicated to that effect (effect image) is displayed in the display area 911. In the special effect in this embodiment, an image of an ally character fighting an enemy character is displayed (see Fig. 34(a)(b)), and if the outcome is favorable, an image indicating that the ally character has won (see Fig. 34(c-1)) is displayed, and if the outcome is unfavorable, an image indicating that the ally character has been defeated (see Fig. 34(c-2)) is displayed.
[0165] In the state before the conclusion of the specific effect is reached (pre-conclusion state), i.e., the state before the win / lose branch, the decorative image 30 is displayed (see Figures 34(a) and (b)). Note that in this embodiment, the decorative image 30 is not displayed after the conclusion is reached (post-conclusion state) (see Figures 34(c-1) and (c-2)). The decorative image 30 is an image for decorating the specific effect, and in this embodiment, it is displayed along the side edges of the display area 911. In other words, the decorative image 30 is displayed outside the effect video. In this embodiment, the decorative image 30 is displayed along the upper and lower edges of the display area 911, so the effect video is displayed sandwiched between the upper and lower decorative images 30 (see Figures 34(a) and (b)). Note that the decorative image 30 may be displayed along one side edge of the display area 911, or along all side edges.
[0166] The decorative image 30 includes a displacement element 31. In this embodiment, the displacement element 31 includes the name (proper noun) of the specific effect. The specific effect is named "〇△□ Reach," and the displacement element 31 includes the characters "〇△□." The displacement element 31 is displayed by scrolling along the longitudinal direction of the decorative image 30 (i.e., along the side edges of the display area 911). That is, it is displayed so as to exit from one side edge of the display area 911 and enter from the other side edge. In this embodiment, it is displayed by scrolling leftward (see Figures 34(a) and (b)). Therefore, it is displayed so as to exit from the left edge of the display area 911 and enter from the right edge. In this embodiment, multiple displacement elements 31 are displayed in each of the upper decorative image 30 and the lower decorative image 30, but a configuration in which only one displacement element 31 is displayed may also be used.
[0167] In a specific performance, a specific time point is set. The specific time point is a time point set in the middle of the state before the end. That is, the state before the end is divided into a first half before the specific time point and a second half after the specific time point (from the specific time point until immediately before the end). The acceleration performance is a performance in which the displacement speed of the displacement element 31 of the decorative image 30 increases契机として when reaching the specific time point. That is, the displacement element 31 relatively slowly displaces until before the specific time point (see Fig. 34(a)), but relatively quickly displaces after the specific time point (see Fig. 34(b)).
[0168] Note that the displacement speed of the displacement element 31 before the specific time point is constant at Va, and the displacement speed of the displacement element 31 after the specific time point is constant at Vb (Va < Vb). Also, in this embodiment, no special performance other than the acceleration performance is executed at the specific time point, and the continuity of the performance video is maintained before and after the specific time point.
[0169] By the occurrence of such an acceleration performance, it is emphasized that the specific performance is approaching the end (climax). In particular, by using the displacement element 31 including the name of the specific performance as in this embodiment, it is more emphasized that the performance represented by the displacement element 31 is progressing and approaching the end.
[0170] Hereinafter, specific examples in which matters related to the above acceleration performance are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which technologies described using the following specific examples are combined and applied may also be used.
[0171] 〇Specific Example 6-1 Rather than the acceleration performance occurring without fail when reaching the specific time point as in the above embodiment, a configuration is adopted in which the acceleration performance does not necessarily occur even when reaching the specific time point. That is, a configuration is adopted in which the speed of the displacement element 31 may increase契机として when reaching the specific time point (see Fig. 35(b-1)), or the speed of the displacement element 31 may not increase (be maintained) even when reaching the specific time point (see Fig. 35(b-2)).
[0172] The presence or absence of an acceleration effect can be made to suggest the probability of reaching a favorable outcome. That is, the probability of reaching a favorable outcome is made higher when an acceleration effect occurs at a specific time point than when it does not occur at the specific time point. By doing so, the acceleration effect becomes an effect form that also functions as a so-called chance-up effect.
[0173] 〇Specific Example 6-2 An effect form is adopted in which the degree of acceleration (the speed of the displacement element 31) of the displacement element 31 after reaching a specific time point can vary. And the degree of such acceleration is made to suggest the probability of reaching a favorable outcome. For example, when an acceleration effect occurs where the speed of the displacement element 31 after reaching a specific time point is Vb1 (the degree of acceleration is relatively small) (see Fig. 36(b-1)), it is set such that the probability of reaching a favorable outcome is higher when an acceleration effect occurs where the speed of the displacement element 31 after reaching a specific time point is Vb2 (Vb1 < Vb2) (the degree of acceleration is relatively large) (see Fig. 36(b-2)).
[0174] By doing so, it can be made into an interesting effect form where it is suggested that the outcome (climax) is approaching as the speed of the displacement element 31 increases when reaching a specific time point, and the player will also pay attention to the degree of acceleration of the displacement element 31.
[0175] 〇Specific Example 6-3 An acceleration effect is adopted in which the displacement speed of the displacement element 31 increases upon reaching a specific time point, and a change in the aspect of the displacement element 31 occurs. For example, the color of the displacement element 31 is changed upon reaching a specific time point (see Fig. 37(b)). In addition to this, for example, it is conceivable that the displacement element 31 becomes larger upon reaching a specific time point. By making such a change in the aspect of the displacement element 31 occur in addition to the change in speed of the displacement element 31, it is more strongly emphasized that the outcome (climax) is approaching.
[0176] The setting may be such that the transition element 31 may or may not change its state upon reaching a specific time point. In this case, the probability of reaching an advantageous outcome is different when the transition element 31 changes its state (when an acceleration effect like that of FIG. 37(b) occurs) from when it does not (when an acceleration effect like that of FIG. 34(b) occurs). For example, the probability of reaching an advantageous outcome is higher when the transition element 31 changes its state (when an acceleration effect like that of FIG. 37(b) occurs) than when it does not (when an acceleration effect like that of FIG. 34(b) occurs). In this way, the transition element 31 not only speeds up upon reaching a specific time point, but also changes its state, resulting in an effect that functions as a so-called chance increase. Regardless of whether the transition element 31 changes its state (when a chance increase occurs), the transition element 31 accelerates, thereby emphasizing the approaching conclusion (climax).
[0177] Specific example 6-4 A plurality of types of special effects can occur (see FIG. 38 (showing three types: first to third special effects)). The decorative image 30 (displacement element 31) varies depending on the type of special effect. If the displacement element 31 includes the name of the special effect, as in the above embodiment, a displacement element 31 corresponding to the name of the special effect (a different name is set for each type) will be displayed (a unique displacement element 31 is displayed in each of the first special effect (see FIG. 38(a)), second special effect (see FIG. 38(b)), and third special effect (see FIG. 38(c))). The displacement speed of the displacement element 31, which differs for each special effect, is increased when a specific point in time is reached. In this way, the displacement element 31 accelerates according to the type of special effect, emphasizing that the effect represented by the displacement element 31 is approaching its conclusion (climax).
[0178] 〇Specific example 6-5 The displacement element 31 is not limited to the embodiment described above (including the name of the specific effect). While the decorative image 30 may be a simple mark (pattern) serving as the displacement element 31, it is preferable that the displacement element 31 exhibit some kind of suggestive function. For example, the displacement element 31 may suggest (explain) the ending. If the specific effect is a battle effect as in the embodiment described above, and the victory of an ally character is considered to be a favorable ending, the displacement element 31 may suggest (explain) the ending, such as "If X wins, it's a jackpot," and the displacement speed of the displacement element 31 may increase when a specific point in time is reached (see FIG. 39). In this way, the speed of the displacement element 31 suggesting the ending increases when a specific point in time is reached, more clearly emphasizing that the ending is approaching.
[0179] In addition, it is possible to use a displacement element 31 that suggests that the presentation is one in which there is hope for a big win (a presentation with high reliability). Although not shown, for example, the displacement element 31 may be "SUPER CHANCE," which suggests that there is a situation in which there is hope for a big win.
[0180] 〇Specific example 6-6 Two or more specific time points may be set in one specific performance (all of the two or more specific time points are set in a pre-conclusion state). For example, a first specific time point and a second specific time point may be set. Reaching the first specific time point triggers a first acceleration performance in which the speed of the displacement element 31 increases (see Figure 40(b)). Thereafter, reaching the second specific time point triggers a second acceleration performance in which the speed of the displacement element 31 increases even further (see Figure 40(c)). In this way, two or more specific time points may be set, and a configuration in which acceleration performances occur the same number of times as the specific time points may be set. This causes the displacement speed of the displacement element 31 to increase stepwise, thereby expressing the gradual approaching of the conclusion (climax).
[0181] 4) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0182] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0183] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is won (a jackpot game is executed) when a jackpot is won, but a jackpot may also be won via a so-called small win. Since the gameplay that allows a jackpot to be won via a small win (the gameplay of a so-called "two-type gaming machine") is well known, a detailed explanation will be omitted. For example, if a small win is won (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), it will lead to the winning of a jackpot (a setting in which winning a small win and winning a jackpot can essentially be considered the same), then the "jackpot" described in the above embodiment can be replaced with a "small win" (for example, the "jackpot probability" is the combined probability of winning a jackpot (the probability of winning a direct hit) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "jackpot").
[0184] The gaming machine 1 may be a controlled gaming machine, that is, a gaming ball may be enclosed inside, and a game may be played without touching the gaming ball.
[0185] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0186] ·Means 1-1 A gaming machine that has a low-probability state and a high-probability state in which a jackpot is easier to win than the low-probability state as game states in which a player aims to win a jackpot through a special lottery, and that is configured so that, counting from a first jackpot won in the low-probability state, when an Nth jackpot is won in the high-probability state without transitioning to the low-probability state after the first jackpot, a specific branch occurs at the end of the Nth jackpot, either transitioning to the low-probability state or continuing in the high-probability state, provided that the specific branch does not occur between the first jackpot and before the Nth jackpot is won. According to the gaming machine, the Nth jackpot results in a specific branch where either a transition to a low probability state or a continuation of a high probability state occurs, making the game more interesting.
[0187] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that it has a low base state and a high base state that is more likely to be subject to the special lottery than the low base state, and the high base states include a high base low probability state which is the low probability state and a high base high probability state which is the high probability state, and the specific branch transitions to the high base low probability state or the high base high probability state upon the end of the Nth jackpot. By doing this, it is possible to realize a gameplay in which, even if a transition to a high base high probability state does not occur at the time of a specific branch, a transition to a low base high probability state occurs (in a low base high probability state, it is possible to hope for a jackpot to be won and for the winning streak to continue).
[0188] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that the high base low probability state and the high base high probability state, which are transitioned to upon the end of the Nth jackpot, are both gaming states that end when the winning / losing lottery results are a loss X times in a row. By doing so, it is possible to realize a gameplay in which it is difficult to tell (or cannot tell) whether the state has transitioned to a high-base low probability state or a high-base high probability state.
[0189] ·Means 2-1 A gaming machine comprising: an operating means operable by a player; and a background music selection function that changes the music to be output as background music when a selection operation is performed using said operating means; each of a plurality of types of background music has a portion set as a specific part; when the selection operation is performed to select a type of background music as a selected music, after said selection operation, said specific part of said selected music is output until a specific period of time has elapsed; and after said specific period has elapsed, said selected music is output from the beginning. According to the gaming machine, when a selection operation is performed, a specific part of the selected music is first output, so that it is possible to determine relatively quickly whether the selected music is to the player's liking (improving the convenience of the background music selection function).
[0190] ·Means 2-2 2. The gaming machine according to claim 1, wherein the specific portion of the selected music piece is output in a cyclical manner until the specific period ends. In this way, a specific part of the selected music piece is repeatedly output during the specific period, making it easier to determine whether the selected music piece is a favorite during the specific period.
[0191] ·Means 2-3 The gaming machine according to claim 1 or 2, characterized in that, when the specific period ends, an introductory effect occurs to indicate that the selected music piece is now ready to be output as the background music piece. By generating such an introductory effect, it is easy to understand that the selected music piece is now in a state where it is output as background music (normal output state).
[0192] ·Means 3-1 A gaming machine comprising: a win / loss lottery means for drawing a win / loss lottery based on win / loss lottery information acquired when a gaming ball enters a starting area; and an effect customization function capable of changing the occurrence probability of multiple types of target effects that may occur during the changing effect from when the decorative pattern that notifies the win / loss lottery result by the win / loss lottery means starts to change until it stops in a manner according to the win / loss lottery result, wherein the customization functions include individual customization that changes the occurrence probability of one of the target effects, and collective customization that simultaneously changes the occurrence probability of all of two or more of the target effects that have common characteristics to a probability different from the standard probability. According to the gaming machine, the convenience of the effect customization function can be improved.
[0193] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that, as one type of collective customization, a collective customization of winning effects is provided, which customizes two or more of the target effects that can occur approximately simultaneously when the gaming ball enters the starting area. Players who want to emphasize the effects at the time of the initial winning can use the bulk winning effects customization.
[0194] ·Means 3-3 As a type of collective customization, the gaming machine described in means 3-1 or 3-2 is provided with collective customization of effects at the start of variation, which customizes two or more of the target effects that may occur approximately simultaneously with the start of variation of the decorative pattern that notifies the result of the lottery. Players who want to emphasize the effects at the start of a change can use the bulk customization of the effects at the start of a change.
[0195] ·Means 4-1 A gaming machine in which a winning / losing lottery result is announced by displaying a plurality of decorative patterns in a variable manner and then stopping them in a manner corresponding to the result of the winning / losing lottery, wherein the component effects that may occur while the decorative patterns are being displayed in a variable manner are divided into a plurality of attributes, and a performance effect adjustment function is provided that changes the performance effects of the component effects according to the player's will, and wherein the performance effect adjustment function makes it possible to select a normal mode and a special mode that changes the relative relationship between the performance effects of the component effects belonging to a certain attribute and the performance effects of the component effects belonging to attributes other than the certain attribute from that of the normal mode. According to the gaming machine, when the special mode is selected, a composition effect belonging to a certain attribute can be made to stand out.
[0196] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that an opportunity attribute is set to which the component effects belong, and the reliability, which is the probability that the result of the win / lose lottery will be a win when it occurs, is above a predetermined standard, and the special mode is an opportunity effect emphasis mode which, compared to when the normal mode is set, relatively enhances the presentation effect of the component effects belonging to the opportunity attribute compared to the presentation effect of the component effects belonging to attributes other than the opportunity attribute. By doing so, when the special mode is selected, it is possible to highlight highly reliable effects (effects belonging to the good chance attribute) that would be pleasing to the player if they were to occur.
[0197] ·Means 4-3 The gaming machine described in means 4-1 or 4-2 is characterized in that a reach attribute is set to which the constituent effects that can occur when a reach is achieved belong, and a reach effect emphasis mode is provided as the special mode, which, compared to when the normal mode is set, relatively enhances the presentation effect of the constituent effects that belong to the reach attribute compared to the presentation effect of the constituent effects that belong to attributes other than the reach attribute. By doing so, when the special mode is selected, it is possible to highlight the effects in the reach-established state (effects belonging to the reach attribute) that the player should pay particular attention to.
[0198] ·Means 5-1 A gaming machine comprising: a sound output means; a display means having a display area; an announcement means for announcing the result of a win / loss lottery by displaying decorative patterns in a varying manner in the display area and then stopping them in a manner according to the result of the win / loss lottery; and an effect execution means for executing a music effect in which a corresponding piece of music is output from the sound output means, wherein the corresponding piece of music that was output before a predetermined branch point was reached continues to be output after the branch point is reached, which is considered to be an advantageous result for the player, and wherein the corresponding piece of music not being output continues to be an unfavorable result for the player, wherein one of a plurality of background images is displayed as the background for the decorative patterns, and the music effect outputs the corresponding piece of music according to the type of background image when the effect occurs. According to the gaming machine, it is possible to execute an interesting music presentation in which the music to be output corresponds to the background image.
[0199] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that the length from when the output of the corresponding music starts to when the branching point is reached differs between when music A is output as the corresponding music and when music B of a different type to music A is output. In this way, by varying the output start timing for each type of compatible music piece, it is possible to set the branch point to be reached at just the right point (a good dividing point) in each music piece.
[0200] ·Means 5-3 A gaming machine as described in means 5-1 or 5-2, characterized in that before the branching point in the musical performance is reached, a continuation suggestion image is displayed indicating that the performance may continue, and when the advantageous result is reached, the continuation suggestion image is displayed in a predetermined manner, while when the unfavorable result is reached, the continuation suggestion image is not displayed in the predetermined manner. In this way, music effects can be used in effects that indicate whether the effect will continue or not depending on whether the continuation suggestion image is displayed in a predetermined manner (leading to a favorable result if the effect continues, and an unfavorable result if the effect does not continue).
[0201] ·Means 6-1 A gaming machine comprising: a display means having a display area; and a performance execution means for executing a specific performance in which an image for a performance is displayed in the display area, the specific performance leading to an advantageous ending that is advantageous to the player, or an unfavorable ending that is the outcome if the advantageous ending is not reached; wherein, while the specific performance is being executed, a decorative image is displayed outside the image of the specific performance, the decorative image includes a displacement element that is displayed by scrolling, and an acceleration performance in which the speed of the displacement element increases can be executed when the specific performance progresses and reaches a specific point before the ending. According to the gaming machine, the speed of the displacement elements increases when a specific point in time is reached, which makes it possible to provide an easily understandable presentation that emphasizes that the game is approaching the conclusion (climax).
[0202] ·Means 6-2 2. The gaming machine according to claim 1, wherein the displacement element includes a name of the specific effect. By doing this, the speed of the part showing the name of the specific effect increases when a specific point in time is reached, which further emphasizes that the specific effect is approaching its conclusion (climax).
[0203] ·Means 6-3 A gaming machine as described in claim 1 or claim 2, characterized in that if the acceleration effect occurs as a result of reaching the specific point in time, the probability that the specific effect will lead to the advantageous outcome is higher than if the acceleration effect does not occur. By doing this, it is possible to create a presentation form in which whether or not an acceleration effect occurs functions as the presence or absence of a so-called chance of an increase. [Explanation of symbols]
[0204] 1. Gaming machines 10 Starting Image 12 Song selection image 15 Images during the period 20 background images 25 Continuation suggestion image 30 decorative images 31 Displacement element 61 Push Button 65 D-pad 68 Speaker 70 Reserved symbols (71 Reserved symbols during change 72 Reserved symbols before change) 80 decorative pattern (80L left decorative pattern 80R right decorative pattern 80C center decorative pattern) 80g decorative pattern group (80gL left decorative pattern group 80gC middle decorative pattern group 80gR right decorative pattern group) 904 starting area (904a first starting area 904b second starting area) 906 Big Winners Area 91 Display device 911 Display area
Claims
1. a display means having a display area; An effect execution means for executing a specific effect in which an image for effect is displayed in the display area, leading to an advantageous ending that is advantageous to the player or an unfavorable ending that is an outcome when the advantageous ending is not reached; Equipped with While the specific effect is being executed, a decorative image is displayed outside the image of the specific effect, the decorative image includes a scrolling displacement element; The gaming machine is characterized in that an acceleration effect in which the speed of the displacement element increases can be executed when the specific effect progresses and reaches a specific point before reaching a conclusion.
2. 2. The gaming machine according to claim 1, wherein the displacement element includes a name of the specific effect.
3. A gaming machine as described in claim 1 or claim 2, characterized in that if the acceleration effect occurs as a result of reaching the specific point in time, the probability that the specific effect will lead to the advantageous outcome is higher than if the acceleration effect does not occur.