Gaming Machines
The gaming machine enables players to select and customize output songs, increasing the probability of choosing specific music by varying the changeable range based on song type, thereby enhancing engagement and personalization.
Patent Information
- Application Number
- JP2022064254
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-08
- Publication Date
- 2024-12-25
- Estimated Expiration
- 2042-04-08
AI Technical Summary
Existing gaming machines lack the ability to increase the probability that a player will select a specific music piece as an output, leading to a less engaging and personalized gaming experience.
A gaming machine that allows players to arbitrarily select an output song from multiple candidate songs, with customization options that differentiate the changeable range based on whether the song is specific or non-specific, including volume adjustment and song mode selection, to encourage the selection of specific songs.
Increases the likelihood that players will choose specific songs as output, enhancing engagement and personalization through customizable settings that promote the selection of original music pieces.
Smart Images

Figure 0007606230000001 
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Gaming machines that allow a player to select a piece of music to be output are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-018685 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that increases the probability that a player will select a specific piece of music as an output piece of music. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is a gaming machine in which the player can freely select the output music to be actually output from the speaker from among a number of candidate music songs, and has a customization function that allows the player to change settings related to the game within a changeable range, and some of the multiple candidate music songs are designated as specific music songs, and the changeable range by the customization function differs between a specific state in which the specific music song is the output music song and a non-specific state in which a music song that is not the specific music song is the output music song. Effect of the Invention
[0006] According to the gaming machine of the present invention, the probability that a player will select a specific piece of music as the output piece of music increases. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 1A is a schematic diagram showing the front view and cross section of the large prize area in a closed state, and FIG. 1B is a schematic diagram showing the front view and cross section of the large prize area in an open state. [Figure 4] FIG. 1 is a diagram for explaining specific example 1-1. [Diagram 5] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 6] FIG. 6 is a diagram for explaining specific example 1-2 (an example different from FIG. 5). [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 13 is a diagram for explaining an example of use of specific example 1-4. [Figure 10] FIG. 13A is a diagram for explaining a function for changing music to be output, and FIG. 13B is a diagram for explaining that candidate music is divided into specific music and non-specific music. [Figure 11] FIG. 13 is a diagram showing the range of volume adjustment, where (a) shows the basic range and (b) shows the special range. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-6. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-7. [Figure 15] FIG. 11 is a diagram for explaining specific aspects of a special effect, where (a) shows an example of a special effect occurring in the first half period, and (b) shows an example of a special effect occurring in the second half period. [Figure 16] (a) is the customization screen for the specific performance mode, (b) is the first and second half periods, and (c) is a diagram showing, for each mode, the period during which the specific performance will occur when it is decided to execute the specific performance. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 18] A diagram to explain reliability customization of a specific effect. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-6. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-7. [Figure 21] A diagram to explain the outline of the selection performance and the subsequent super reach performance. [Figure 22] (a) shows the difference in characteristics between normal selection effects and special selection effects, and (b) shows an example of a case where a special effect occurs during a special selection effect. [Figure 23] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 24] FIG. 13 is a diagram for explaining specific example 4-2. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of gaming machines A gaming machine 1 (pachinko gaming machine) according to one embodiment of the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, unless otherwise specified, the term "image" includes both moving images and still images. In addition, each area described below is provided with a sensor (not shown) capable of detecting a gaming ball, and the sensor detects whether or not the gaming ball has entered (won) each area. For example, "a gaming ball has entered (won) an XX area" strictly means that a sensor provided in the XX area has detected the gaming ball.
[0009] The housing of the gaming machine 1 is provided with a launching device 908 for launching gaming balls. By operating the launching device 908, the gaming balls stored in the upper tray are launched. The game area 902 where the launched gaming balls arrive can be seen through a transparent plate located in front of it. The gaming machine 1 is provided with a gaming board 90 on which the game area 902 is formed on the front side. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding the game balls launched by operating the launching device 908 (launch handle) to the game area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a starting area 904 (a first starting area 904a, a second starting area 904b), a big prize area 10, an outlet 907, etc. A display area 911 of the display device 91 which executes various effects is an area which can be seen through an opening 901 formed in the game board 90. The shape, etc. of the display area 911 can be changed as appropriate (the shape, etc. of the display area 911 can be changed by changing the shape and size of the opening 901, or the shape and size of the display device 91 itself).
[0011] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the flowing behavior of the game balls when the game balls collide with the game pegs. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.
[0012] In such a gaming machine 1, gaming balls are shot 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 big winning area 10, a predetermined number of prize balls are paid out by the payout device.
[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is obtained from a random number source, and if the numerical value is the same as a predetermined big win numerical value, it is a big win, and if it is different, it is a loss.
[0014] In this embodiment, the results of the winning / losing lottery are announced in the order that the numerical values are acquired (so-called fluctuations are started), but if there is winning / losing lottery information for which the results have not yet been announced, the newly acquired winning / losing lottery information is stored as reserved information in a storage means provided on a control board (not shown). The fact that reserved information is stored in the storage means is displayed as a reserved symbol 70. In other words, the reserved symbol 70 indicates the presence of winning / losing lottery information for which the results have not yet been announced.
[0015] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is called a performance during one change. Hereinafter, it may be simply referred to as "change") has started, but the during-change performance has not ended (the notification of the winning / losing lottery result has not been completed), and a reserved pattern 72 before the change corresponding to the winning / losing lottery information in which the during-change performance has not started (hereinafter sometimes referred to as reserved information before the change) are displayed (see FIG. 2). In this embodiment, the basic form of the reserved pattern 71 before the change is the same as that of the reserved pattern 72 before the change. The basic form of the reserved pattern 71 before the change may be completely different from that of the reserved pattern 72 before the change. In addition, the reserved pattern 71 before the change may not be displayed. In addition, the order in which the notification of the winning / losing lottery results corresponding to each of the pre-change reserved patterns 72 is completed (the so-called reserved "consumption order") is earlier for those located to the right.
[0016] The maximum number of pre-change reserved information is limited. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to either the special chart 1 or the special chart 2, one reserved pattern 71 during change and up to four reserved patterns 72 before change may be displayed (see FIG. 2).
[0017] In this embodiment, when both the first pre-change reserve information (Special chart 1 reserve) and the second pre-change reserve information (Special chart 2 reserve) are stored in the memory means, notification of the win / lose lottery result (Special chart 2 lottery result) corresponding to the second pre-change reserve information is executed preferentially ("Special chart 2 reserve priority consumption").
[0018] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. The winning / losing lottery result is notified by the combination of the three decorative symbols 80 finally displayed. If the jackpot is won, the combination will be the same type of decorative symbol 80 (three of the same type of decorative symbol 80). If the jackpot is lost, the combination will be other (other than the combination that results in a jackpot).
[0019] 2) Release information As described above, when a big win is won, a big win game is executed in which the big win area 10 is opened. In this embodiment, the big win area 10 is set as a target area (specific area), and a configuration is provided to clearly show the player that the big win area 10 is in an opened state. The configuration will be described below.
[0020] The entrance of the large prize area 10 is along a plane direction perpendicular to the front-rear direction (the game board surface direction, i.e., the plane direction perpendicular to the front-rear direction; the same applies below), and has a substantially square shape (horizontally elongated rectangular shape) when viewed from the front (see Fig. 1 and Fig. 3). The entrance of the large prize area 10 is opened and closed by an opening / closing member 15. The opening / closing member 15 is a substantially square plate-like member made of an opaque material, and has a shape of substantially the same size as the entrance of the large prize area 10. The opening / closing member 15 is rotatably supported on the lower edge of the large prize area 10, and is provided so as to be capable of reciprocating between a closed position that closes the large prize area 10 and an open position that opens the large prize area 10. The opening / closing member 15 in the closed position is along a plane direction and blocks the entrance of the large prize area 10 (see Fig. 3(a)). Therefore, when the opening / closing member 15 is in the closed position, it is impossible for a game ball to enter the large prize area 10. The opening / closing member 15 in the open position is tilted forward from the closed position. When viewed from the side, the opening / closing member 15 is tilted downward from its tip to its base end (see FIG. 3(b)). Therefore, when the opening / closing member 15 is in the open position, the game balls that flow down onto the opening / closing member 15 are guided directly toward the big prize area 10 (rear). In other words, the opening / closing member 15 in the open position also plays a role in guiding the game balls toward the big prize area 10. Since such a movement of the opening / closing member 15 itself is publicly known, explanations and illustrations of the drive mechanism that drives the opening / closing member 15 will be omitted.
[0021] In this embodiment, the big prize area 10 is provided between the front member 11 and the rear member 12 located further to the rear (see FIG. 3). In other words, the front member 11 and the rear member 12 are members that constitute the big prize area 10. The front surface of the front member 11 coincides with the front surface of the game board, and an opening that serves as an entrance is formed in the front member 11. In this embodiment, the front member 11 and the rear member 12 are plate-shaped members, and are approximately parallel to each other. The rear surface of the front member 11 and the front surface of the rear member 12 are said to face the big prize area 10. The front surface of the rear member 12 can be contacted by game balls that have entered the big prize area 10, but cannot be contacted by game balls that have not entered the big prize area 10.
[0022] The range overlapping in the front-rear direction with the opening / closing member 15 in the closed position on the front surface of the rear member 12 (the opening / closing member 15 in the closed position projected backward) is set as the target range 121 (see FIG. 3). In this embodiment, the outer edge of the opening / closing member 15 in the closed position roughly coincides with the entrance of the large prize area 10, so the target range 121 can also be considered as the range overlapping in the front-rear direction with the entrance of the large prize area 10. The target range 121 is provided with the open information 13. The open information 13 includes characters, designs, etc. that indicate that the large prize area 10 is open. In this embodiment, the character "OPEN" is printed (including by attaching a sticker, etc.) on the target range 121 as the open information 13 (see FIG. 3(b)). In addition to that, for example, something including the character "open" can be considered as the open information 13.
[0023] In addition, since the opening of the big prize area 10 is a happy event for the player, it is conceivable that the opening information 13 would be something that shows a certain character being happy. Furthermore, since the opening of the big prize area 10 means that the player should aim and fire a game ball at the big prize area 10, it is conceivable that the opening information 13 would be something that includes a character such as "aim". However, from the viewpoint of ease of understanding, it is more preferable to use a word such as "OPEN" or "open" that directly indicates that the big prize area 10 is open.
[0024] When the opening / closing member 15 is in the closed position, the opening / closing member 15 is located in front of the target range 121, so the opening information 13 (the characters "OPEN") provided in the target range 121 is invisible to the player (cannot be seen from the front) (see FIG. 3(a)). On the other hand, when the opening / closing member 15 is in the open position, at least a part of the target range 121 is exposed without being covered by the opening / closing member 15, so the opening information 13 (the characters "OPEN") provided in the target range 121 is visible to the player (can be seen from the front) (see FIG. 3(b)). In other words, when the opening / closing member 15 is in the open position, the opening information 13 provided at the back of the entrance to the big prize area 10 can be seen through the entrance (the opening information 13 that cannot be seen when the opening / closing member 15 is in the closed position can be seen), so it is possible to clearly show that the big prize area 10 is in an open state.
[0025] The following are specific examples of improvements, modifications, and specific implementations of the above-mentioned items related to the release information 13. Note that, to the extent possible, a configuration may be made in which a plurality of items described in the following specific examples are combined and applied.
[0026] ○Specific example 1-1 The closed information 14 is provided to indicate that the large prize area 10 (specific area) is closed. It is preferable that the closed information 14 directly indicates that the large prize area 10 is closed. For example, the closed information 14 may include characters such as "CLOSE" or "closed". The closed information 14 is provided on the front surface of the opening / closing member 15 (the surface facing forward when the opening / closing member 15 is in the closed position). In this way, when the opening / closing member 15 is in the closed position, that is, when the large prize area 10 is closed, the closed information 14 is easily visible when viewed from the front (see FIG. 4(a)). On the other hand, when the opening / closing member 15 is in the open position, the opening / closing member 15 is tilted and its front surface faces approximately downward, so that the closed information 14 is difficult to see. In other words, when the large prize area 10 is open, the closed information 14 is difficult to see (see FIG. 4(b)).
[0027] By using this example, when the large prize area 10 is open, the open information 13 provided in the target range 121 becomes easily visible, while when the large prize area 10 is closed, the closed information 14 provided on the front of the opening / closing member 15 becomes easily visible, so that the player can easily grasp the state (open / closed) of the large prize area 10.
[0028] ○Example 1-2 The opening information 13 is formed by combining a plurality of pieces of partial information. A part of the plurality of pieces of partial information is provided in the target range 121. For example, the opening information 13 is constructed by combining the first opening information 131 and the second opening information 132, and the first opening information 131 is provided in the target range 121. It is preferable that the first opening information 131 includes a wording (such as "OPEN" or "open") or a pattern indicating the opening of the large prize area 10. Since the first opening information 131 is provided in the target range 121, it is covered by the opening / closing member 15 when the opening / closing member 15 is in the closed position and cannot be seen, but is visible when the opening / closing member 15 is in the open position (see FIG. 5(b)).
[0029] The second opening information 132 is provided in a portion adjacent to the entrance of the large prize area 10 in a front view (hereinafter referred to as the adjacent range 111). When the opening / closing member 15 is in the closed position, the opening / closing member 15 covers the entrance of the large prize area 10, so the portion adjacent to the opening / closing member 15 can be said to be the adjacent range 111. For example, the portion adjacent to the upper side of the large prize area 10 in a front view is the adjacent range 111, and the second opening information 132 is provided in the adjacent range 111 (see FIG. 5). If the large prize area 10 is formed by the front member 11 and the rear member 12 as in the above embodiment, the second opening information 132 is provided in the front of the front member 11 (i.e., the front of the game board). Unlike the target range 121, the adjacent range 111 is not a portion covered by the opening / closing member 15. In other words, regardless of the position (closed position / open position) of the opening / closing member 15, the second opening information 132 is visible in a normal state (although strictly speaking it may be momentarily covered by the flowing down game balls). The second opening information 132 preferably includes a wording or a design indicating the big prize area 10. For example, since the big prize area 10 is generally called "attacker," it is conceivable to provide the second opening information 132 including the wording "attacker" in the adjacent range 111 (see FIG. 5).
[0030] With this configuration, when the opening / closing member 15 is in the open position, the first opening information 131 provided in the target range 121 becomes visible, and the opening information 13 consisting of the first opening information 131 and the second opening information 132 becomes visible. In the above example, the opening information 13 including the words "Attacker OPEN" becomes visible due to the "Attacker" (second opening information 132) and "OPEN" (first opening information 131) arranged vertically (see FIG. 5(b)). In other words, it is possible to clearly indicate that the attacker (big prize area 10) has been opened.
[0031] Furthermore, when the opening / closing member 15 is in the closed position, the first opening information 131 provided in the target range 121 cannot be seen, but the second opening information 132 (attacker) can be seen (see FIG. 5(a)). Specifically, even if the big prize area 10 is closed, the second opening information 132 (attacker) is written in a location adjacent to the big prize area 10. Therefore, even when the opening / closing member 15 is in the closed position and the first opening information 131 cannot be seen, the player can easily understand that the big prize area 10 (attacker) is provided in that location.
[0032] The closing information 14 described in the above specific example 1-1 may be composed of a plurality of partial information. The first closing information 141 (e.g., the characters "CLOSE") is provided on the front side of the opening / closing member 15. The partial information (e.g., the characters "Attacker") provided in the adjacent range 111 functions not only as a part of the opening information 13 (the second opening information 132) but also as a part of the closing information 14 (the second closing information 142). When the opening / closing member 15 is in the open position, the opening information 13 including the characters "Attacker OPEN" is visible due to the "Attacker" (the second opening information 132) and "OPEN" (the first opening information 131) as in the example shown in FIG. 5 (see FIG. 6(b)). When the opening / closing member 15 is in the closed position, the closure information 14 including the words "Attacker CLOSE" becomes visible based on "Attacker" (second closure information 142) and "CLOSE" (first closure information 141) (see Figure 6(a)).
[0033] ○Example 1-3 A movable member (hereinafter, referred to as a rotating member 16) other than the opening / closing member 15 is provided near the large prize area 10. The rotating member 16 (see FIG. 7) is capable of being displaced between an original position (a position in a normal state) and a driving position. The rotating member 16 has a cross section (a cross section cut along a plane perpendicular to the left-right direction) formed into a substantially "L" shape. Specifically, a plate-shaped first part 161 and a second part 162 are integrally formed in a state in which they are substantially perpendicular to each other. The rotating member 16 is provided so as to be capable of reciprocating between the original position and the driving position with the boundary part (connecting part) between the first part 161 and the second part 162 as a rotation axis (the rotation axis is along the left-right direction). In the original position, the first part 161 is aligned along the planar direction, and the second part 162 is perpendicular to the planar direction (see FIG. 7(a)). The driving position is a position rotated 90 degrees from the original position. At this drive position, the second portion 162 is aligned along the planar direction, and the first portion 161 is perpendicular to the planar direction (see FIG. 7(b)).
[0034] In this example, the opening information 13 is composed of a plurality of pieces of partial information. Specifically, the opening information 13 includes the first opening information 131 and the second opening information 132. The closing information 14 is also composed of a plurality of pieces of partial information. Specifically, the closing information 14 includes the first closing information 141 and the second closing information 142. The specific aspects of the opening information 13 (the first opening information 131, the second opening information 132) and the closing information 14 (the first closing information 141, the second closing information 142) may be any aspect as long as the former indicates that the large prize area 10 is open, and the latter indicates that the large prize area 10 is closed (or indicates that the large prize area 10 may be opened). For example, with regard to the opening information 13, the first opening information 131 includes the word "currently" and the second opening information 132 includes the word "open" (see FIG. 7(b)). As for the closure information 14, the first closure information 141 includes the word "attacker" and the second closure information 142 includes the word "closed" (see FIG. 7(a)).
[0035] The first opening information 131 is provided in the target range 121, and the second opening information 132 is provided on the front surface of the second portion 162 of the rotating member 16 (the surface facing forward when the rotating member 16 is located at the drive position). The first closing information 141 is provided on the front surface of the opening / closing member 15 (the surface facing forward when the opening / closing member 15 is located at the closed position), and the second closing information 142 is provided on the front surface of the first portion 161 of the rotating member 16 (the surface facing forward when the rotating member 16 is located at the original position).
[0036] When the special prize area 10 is closed, the opening / closing member 15 is in the closed position, and the rotating member 16 is in the original position. Therefore, the first closing information 141 provided on the front of the opening / closing member 15 and the second closing information 142 provided on the front of the first part 161 of the rotating member 16 are visible when viewed from the front. In this example, the closing information 14 including the words "Attacker" and "Closed" arranged vertically is visible when viewed from the front, and it is clearly shown to the player that the special prize area 10 is closed (see FIG. 7(a)).
[0037] When the big prize area 10 is open, the opening / closing member 15 is in the open position, and the rotating member 16 is in the drive position. Therefore, the first opening information 131 provided in the target range 121 and the second opening information 132 provided on the front of the second part 162 of the rotating member 16 are visible when viewed from the front. In this example, the opening information 13 including the words "Now" and "Open" arranged vertically is visible when viewed from the front, and it is clearly shown to the player that the big prize area 10 is open (see FIG. 7(b)).
[0038] In this example, it has been explained that the rotating member 16, which is displaced in accordance with the opening and closing of the large prize area 10, generates the closed information 14 when the large prize area 10 is closed, and generates the open information 13 when the large prize area 10 is open (the information is visible when viewed from the front), but it is also possible for only one of the closed information 14 and the open information 13 to be generated. In other words, the rotating member 16 may be used to generate only one of the closed information 14 and the open information 13.
[0039] ○Example 1-4 The opening information 13 can be changed. Specifically, a display device capable of changing the display content (hereinafter referred to as information display device 18) is provided in the target range 121, and when the large prize area 10 is opened, the opening information 13 is displayed on the information display device 18 (see FIG. 8). In this way, unlike the above embodiment, it is possible to change the opening information 13. For example, this function can be used as follows.
[0040] Round Display A big win game includes a plurality of unit games in which the big prize area 10 is opened until a predetermined closing condition is met. The unit games are generally called "rounds." The first unit game is one round (game), the second unit game is two rounds (game), etc. The closing condition is met when either a predetermined number of game balls enter the big prize area 10 (winning condition) or a predetermined time has passed since the big prize area 10 was opened (time condition). If game balls are continuously shot aiming at the big prize area 10, the winning condition is usually met before the time condition is met. In other words, in one unit game, it is normal for a predetermined number or more of game balls to enter the big prize area 10.
[0041] In such a big win game, the information display device 18 displays "round" as the opening information 13. That is, in the first unit game, an image including the characters "1 round (1R)" is displayed as the opening information 13, and in the second unit game, an image including the characters "2 rounds (2R)" is displayed as the opening information 13 (see FIG. 9(a)). It is common knowledge that round (R) refers to a game in which the big win area 10 is opened, so such a display of round can be said to indicate that the big win area 10 is opened so that the player can grasp it (even if it does not include the characters "OPEN" or the like, the display of round can be said to correspond to the opening information 13). In this way, in addition to indicating that the big win area 10 is opened, the current round can be clearly indicated.
[0042] Display of winning numbers In a big win game including a plurality of unit games (rounds), the number of winnings for each unit game (the number of winnings may be referred to as "count" (C) or the like) is displayed as the opening information 13. That is, after a certain unit game is started, the number displayed on the information display device 18 is increased by one each time a game ball enters the big prize area 10 (each time a winning is detected) (see FIG. 9(b)). When a new unit game is started, a display including the number "0" is displayed. Note that the display of the number that increases each time a game ball enters the big prize area 10 in this way can be said to indicate that the big prize area 10 is open so that the player can grasp it (even if the display does not include the word "OPEN" or the like, the display of the number of winnings can be said to correspond to the opening information 13). In this way, in addition to the fact that the big prize area 10 is open, the current number of winnings can be clearly indicated.
[0043] Instead of the number of winnings per unit game, the total number of winnings since the start of the jackpot game may be displayed as the opening information 13. For example, if the first unit game (one round) ends with ten game balls winning, the opening information 13 including the number "10" will be displayed when the second unit game (two rounds) starts.
[0044] 3) Select and customize output songs In this embodiment, the background music (BGM) actually output from the speaker 60 during the variation performance can be arbitrarily selected by the player from among a plurality of types of music (a favorite music can be used as the BGM). In the following description, selectable music (music that is a selection candidate) may be referred to as a candidate music, and selected music (music that is being output) may be referred to as a selected music or an output music. Note that the selected music is not output under any circumstances during the variation performance. Even if a certain music is the selected music, if a predetermined performance occurs during the variation performance, the output of the selected music will be stopped. For example, if a predetermined reach performance occurs, music for the reach performance is output. That is, if a predetermined prohibition condition is not established during the variation performance, the selected music will be output. In this embodiment, during the period from when the decorative pattern 80 (decorative pattern group 80g) starts to vary until the reach is established (during the reach non-established state), the prohibition condition is not established and the selected music is output.
[0045] Any method may be used for selecting an output song from among a plurality of candidate songs, and so a description thereof will be omitted. The output song can be switched by operating an operating means 50 such as a cross key 51 provided on the gaming machine 1, and an image for explaining the current output song and a method for changing the song is displayed in the display area 911 (see FIG. 10(a). Note that the image is omitted in some drawings). The operating method (the fact that the output song can be changed by operating it) is displayed in the display area 911. The output song may be changed during a changing performance, or it may be possible that the output song cannot be changed during a changing performance but can be changed during a standby state in which the changing performance is not being executed.
[0046] The multiple candidate songs are divided into specific songs and non-specific songs that are not specific songs. In this embodiment, there are six candidate songs, A to F (the six songs are different works). Of these, songs A to C are specific songs, and songs D to F are non-specific songs (see FIG. 10(b)). The differences between specific songs and non-specific songs are as follows. A specific song is an original song. Original here means that it is a song created "exclusively" for the gaming machine according to this embodiment. In other words, it is a song created on the premise that the gaming machine will be sold, and was not known before the gaming machine was announced. Therefore, a non-specific song that is not a specific song is a song that is not an original song (non-original song). In other words, it is a song that was known before the gaming machine was announced. Therefore, the non-specific song was completed as a work earlier than the specific song. In addition, since the specific song was created exclusively for the gaming machine, it is also possible for the copyright of the specific song to belong to the manufacturer that created the gaming machine. Therefore, the specific music pieces can be so-called copyright-free music pieces. In this embodiment, the specific music pieces are copyright-free music pieces, and the non-specific music pieces are music pieces that require copyright royalties (hereinafter, also referred to as rights music pieces).
[0047] For example, if the gaming machine 1 is a so-called tie-up machine based on an original work such as a manga (anime) or movie, the music used in the original work (for example, the opening or ending music) is considered to be a non-specific music. On the other hand, a specific music is a music that was not used in the original work. If a player who is familiar with the original work plays the game for the first time without any prior knowledge, there is a possibility that he or she has heard a non-specific music, but there is no possibility that he or she has heard a specific music.
[0048] The main reasons for including specific songs (original songs) are: (1) When streaming video of a gaming machine (playing the machine) over the Internet, etc., it is possible to make it so that specific copyright-free music is output through the video (it is possible to prevent the output of copyrighted music that requires a usage fee from being output through the video). (2) Aiming to increase the number of players by including music that can only be heard by playing the machine Examples include:
[0049] Since such specific music (original music) has been created and installed, it is desirable that players select the specific music as the output music when playing the game. In this embodiment, the customization function is used to encourage players to select the specific music as the output music more frequently.
[0050] The customization function allows the player to adjust settings (game settings) related to one or more types of games at will. In this embodiment, "volume adjustment" is provided as one type of game setting that can be adjusted by the customization function. The volume adjustment function is a function that changes the volume output from the speaker 60. Any method of operating the operation means 50 when adjusting the volume may be used. For example, the volume may be increased or decreased by operating the cross key 51 or the like. The configuration may allow the volume to be adjusted during a changing performance, or the volume may not be adjustable during a changing performance but may be adjustable during a standby state in which a changing performance is not being executed.
[0051] The volume changeable range (volume adjustable range) includes a basic range (see FIG. 11(a)) and a special range (see FIG. 11(b)) in which the volume changeable range is smaller than the basic range (the adjustment range is smaller). If the basic range is adjustable in N steps from volume 1 to volume N, the special range is adjustable in M steps from volume 1 to volume M (where N>M) (the larger the volume O number, the higher the volume, and if the numbers are the same, the volume is the same). In other words, it is possible to set the volume to a volume above volume M (above volume M and below volume N) (to set a relatively high volume) when the basic range is set, but it is not possible when the special range is set. Note that the setting in which the volume cannot be adjusted (there is only one volume step) is also included in the setting of the special range. In this embodiment, the basic range is 10 steps from volume 1 to volume 10, and the special range is 3 steps from volume 1 to volume 3.
[0052] The number of steps in which the volume can be adjusted may be indicated by an image (volume adjustment image 55) displayed in the display area 911 when the volume is adjusted. For example, the volume adjustment image may be configured to include unit elements corresponding to the number of steps. That is, the volume adjustment image showing the basic range displayed in the specific state may include 10 unit elements (see FIG. 11(a)), and the volume adjustment image showing the special range displayed in the non-specific state may include 3 unit elements (see FIG. 11(b)). This allows the player to easily understand that the number of steps in the volume adjustment (adjustment range) is different between the specific state and the non-specific state. Also, as shown in the figure, the unit element corresponding to the current volume may be emphasized compared to the other unit elements (the emphasized unit element is shown in a relatively "bold line" in the drawing), so that the current volume may be easily understood.
[0053] In this embodiment, when the output song (selected song) is a specific song (original song) (hereinafter, the state in which a specific song is output may be referred to as a specific state), the changeable range of the volume is a basic range (10 levels) (see Figure 11(a)). On the other hand, when the output song (selected song) is a non-specific song (hereinafter, the state in which a non-specific song is output may be referred to as a non-specific state), the changeable range of the volume is a special range (3 levels) (see Figure 11(b)). In other words, if a relatively large basic range is desired for the range in which the volume can be adjusted (if a large range of volume adjustment is desired), the player must select a specific song as the output song (must be in a specific state), which increases the probability that a specific song will be selected as the output song.
[0054] Even if a non-specific music piece (rights music piece) that is not an original music piece is set as the output music piece, the range in which the volume can be adjusted is relatively small (in this embodiment, the range is volume 1 to volume 3, and volumes 4 to 10 cannot be set), so the non-specific music piece (rights music piece) will not be output at a relatively loud volume. Therefore, even if a video of the game being played with a non-specific music piece selected is distributed, the non-specific music piece will be difficult to hear (it will be barely audible unless a microphone or the like is placed near the speaker 60).
[0055] It is preferable that one of the specific songs is set as the output music in the reset state after a specific reset condition is met (the so-called "default" music should be set as the specific music). Since there will be a certain number of players who play without changing the music, a specific music (original music) is output when such players play. The reset conditions (reset state) can be set as appropriate. For example, the reset state can be set when the power is turned on (the so-called early morning state). Also, it can be set so that if a specific time has passed since the state in which the changing performance is not being executed (non-changing state), the state transitions to the reset state (as the player may have changed).
[0056] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned items related to the selection and customization of output music. Note that, to the extent possible, a configuration may be made in which a plurality of items described in the following specific examples are combined and applied.
[0057] ○Example 2-1 Instead of being configured such that one song can be selected as the output song from among a plurality of candidate songs as in the above embodiment, a song mode that determines whether or not a specific song is output as the output song may be selected.
[0058] For example, as in the above embodiment, the songs A to C are specific songs, and the songs D to F are non-specific songs. Also, three types of stages (each stage has at least a different background image displayed as the background of the decorative pattern 80) are provided for the variable performance: stage X, stage Y, and stage Z (stage change occurs automatically). As the music modes, music mode 1 (described as "original mode" in FIG. 12) and music mode 2 (described as "original mode" in FIG. 12) are set, and the player can arbitrarily select the mode of his / her choice (see FIG. 12(a)). When music mode 1 is set, music A (see FIG. 12(b-1)) is output in the state of stage X, music B (see FIG. 12(b-2)) is output in the state of stage Y, and music C (see FIG. 12(b-3)) is output in the state of stage Z. When the music mode 2 is set, music D (see FIG. 12(b-1)) is output in the state of stage X, music E (see FIG. 12(b-2)) is output in the state of stage Y, and music F (see FIG. 12(b-3)) is output in the state of stage Z. In other words, when the music mode 1 is set, any of the specific music A to C is output (music D to F is not output) according to the specific aspect (content of the performance) of the performance during the change, while when the music mode 2 is set, any of the non-specific music D to F is output (music A to C is not output) according to the specific aspect (content of the performance) of the performance during the change. The music mode 1 is a specific state in which any of a plurality of original music (music A to C) is output (the output music changes within the range of the original music) according to the content of the performance during the change, and the music mode 2 is a non-specific state in which any of a plurality of right music (music D to F) is output (the output music changes within the range of the right music) according to the content of the performance during the change.
[0059] Assuming that such a music mode is selectable, when music mode 1 is set, i.e., in a specific state, the changeable range of the volume is set to a basic range (N levels) (e.g., 10 levels as shown in FIG. 11(a)), and when music mode 2 is set, i.e., in a non-specific state, the changeable range of the volume is set to a special range (M levels) (e.g., 3 levels as shown in FIG. 11(b)). By doing this, when music mode 1, which results in the output of a specific music song (original music song), is selected, the range in which the volume can be adjusted is greater than when music mode 2 is selected, so the player is more likely to select music mode 1.
[0060] ○Example 2-2 In the above embodiment, the basic range is ten levels from volume 1 to volume 10, and the special range is three levels from volume 1 to volume 3. However, the basic range may have a larger changeable range than the special range. For example, the basic range may be set to volume 1 to volume 10, and the special range may be set to three levels from volume 4 to volume 6. In this case, in a situation where the special range is set, neither volume 1, which is the lowest volume (in the basic range), nor volume 10, which is the highest volume, can be selected, so the superiority of the basic range becomes greater. Therefore, the probability that the player will select a specific song as the output song (set the specific state) becomes higher.
[0061] Also, for example, the basic range may be set to volume 1 to volume 10, and the special range may be set to three levels of volume 3, volume 5, and volume 7.
[0062] ○Example 2-3 In the above embodiment, it has been described that the changeable range of the volume adjustment function is different when the selected music piece is a specific music piece (when in a specific state) and when it is a non-specific music piece (when in a non-specific state), but a configuration in which a customization target other than the volume is affected may also be configured so that a light intensity adjustment function capable of adjusting the light intensity of various light-emitting devices (LEDs) equipped in the gaming machine 1 is well known, and a configuration in which the changeable range of the light intensity adjustment function is different when in a specific state and when in a non-specific state (a configuration in which the customization target affected is the light intensity) may also be configured so that a non-specific music piece (right music piece) is not output at a relatively high volume in a non-specific state. However, in order to obtain the effect of preventing a non-specific music piece (right music piece) from being output at a relatively high volume in a non-specific state, a configuration like that of the above embodiment is required.
[0063] In addition, the customization function may be defined as a combination of two or more types of customization targets, and the combined changeable range may be different between a specific state and a non-specific state. For example, in a configuration that includes hold change customization that can change the occurrence probability of hold change effects, premium effect customization that can change the occurrence probability of premium effects, and vibration effect customization that can change the occurrence probability of vibration effects that vibrate the operating means 50 such as a push button (hold change effects, premium effects, and vibration effects are well known, so explanations are omitted), when a specific state is set, all of the three types of customization are available, but when a non-specific state is set, some or all of the three types of customization are unavailable (different numbers of customizable objects are also considered to fall under "different changeable ranges").
[0064] ○Example 2-4 In the above embodiment, it has been described that, among the multiple types of candidate music, the original music is set as the specific music, and the non-original music (rights music) is set as the non-specific music, but a different configuration may be used. For example, among the multiple types of candidate music, it is possible to configure music that is particularly recommended to the player (music that the player is desired to listen to) as the specific music, and the other music as the non-specific music. By doing so, it is expected that the frequency at which recommended music is set as the output music will increase.
[0065] ○Example 2-5 In the above embodiment, it has been explained that the adjustable range of the volume is larger (the range that can be changed by the customization function is larger) in the specific state in which a specific song is set as the output song than in the non-specific state in which a non-specific song is set as the output song, but the opposite setting may also be used, that is, the adjustable range of the volume is larger in the non-specific state than in the specific state. If it is desired to have the player listen to non-specific songs (non-original songs (e.g. songs used in the original work, etc.)) more actively than specific songs (original songs), such a configuration may be used.
[0066] ○Example 2-6 The image displaying the output music includes an image (annotation image 58) that allows the user to determine whether each of the candidate music is a specific music (original music). For example, when a specific music (original music) is displayed as the output music, an image including the word "original" is displayed as the annotation image 58 (see FIG. 13(a)). When a non-specific music (rights music) is displayed as the output music, the annotation image 58 is not displayed (see FIG. 13(b)). This makes it easy to determine whether a music is an original music or not.
[0067] Although this example can be said to clearly (directly) indicate whether a specific music piece (original music piece) is being output, it may be configured to indicate this implicitly. For example, in the non-specific state, a light-emitting device (LED, etc.) provided in the gaming machine 1 may be configured to emit light in a special manner (a manner that can only be in the non-specific state), so that the player is prompted to transition to the specific state (selecting a specific music piece). In addition, in the non-specific state, a special image (an image that can only be displayed in the non-specific state) may be displayed in an inconspicuous place such as a corner of the display area 911, so that the player is prompted to transition to the specific state (selecting a specific music piece).
[0068] ○Example 2-7 When an original song (specific song) is selected, an effect is generated to inform the player that the volume adjustable range is larger than when the original song is not selected. For example, when a song is changed from a non-specific song to a specific song, an effect (customization range change notification effect) is generated to indicate that the volume adjustable range has increased (see FIG. 14). Note that the customization range change notification effect is not an effect that suggests the result of the winning / losing lottery (it is executed regardless of the winning / losing lottery result), and ends a predetermined time after the start of the effect. Although not shown, when a song is changed from a specific song to a non-specific song, a customization range change notification effect may be generated to indicate that the volume adjustable range has decreased. This allows the player to easily know that the volume adjustable range differs depending on whether a specific song is being output or not.
[0069] 4) Customization of specific performance occurrence period (timing) The gaming machine 1 according to this embodiment is capable of executing a specific performance as a performance constituting the performance during variation. The specific performance is a type of so-called chance-up performance, and the probability that the target winning / losing lottery result becomes a jackpot (so-called (jackpot) reliability) is higher when the specific performance occurs in the performance during variation (target winning / losing lottery result) corresponding to a winning / losing lottery result (target winning / losing lottery result) than when the specific performance does not occur. It is preferable that the reliability when the specific performance occurs is 50% or more (however, the specific performance in this embodiment is not a confirmed performance with a reliability of 100%). In other words, it is preferable that the setting is made so that when the specific performance occurs, there is a probability of more than once in two times that it will lead to a jackpot. The jackpot reliability of the specific performance in this embodiment is 50%.
[0070] The specific form of the special effect may be any. In this embodiment, the special effect is defined as a predetermined image (special image 20) being displayed in the display area 911 (see Fig. 15 (a-2) and (b-2)). The player is not notified that a special effect will occur (it is not a fixed notice that occurs just before the start of the special effect (see Fig. 15 (a-1) and (b-1))), and the execution timing varies (is not constant), so the special effect can also be said to be a so-called cut-in effect (sudden effect) that occurs suddenly.
[0071] A plurality of candidate modes are provided as the presentation modes related to the specific presentation (hereinafter, sometimes referred to as specific presentation modes). The player can select the preferred one of the plurality of candidate modes as the specific presentation mode (see FIG. 16(a)). In this embodiment, three candidate modes are provided: normal mode, early mode (displayed to the player as "pre-reach mode"), and late mode (displayed to the player as "post-reach mode"). The normal mode is the standard mode (default), and the early mode and late mode are special modes. Any method of selecting (setting) the mode may be used. For example, the mode may be selected and set by operating the presentation button 51 or the cross key 51 during standby.
[0072] In the gaming machine 1 according to this embodiment, as in the case of a general gaming machine (pachinko gaming machine), a winning / losing lottery is performed by a main control circuit constructed on a main control board, and the contents of the during-variation performance are determined by a sub-control circuit constructed on a sub-control board based on the winning / losing lottery result. When it is determined that a specific performance is to be generated during the during-variation performance based on the winning / losing lottery result, the timing at which the specific performance is to be generated during the during-variation performance is determined according to the type of the current specific performance mode. Note that what is determined based on the specific performance mode is the "timing at which the specific performance is generated (executed)", not whether or not the specific performance is executed. In other words, whether or not the specific performance is executed is not determined based on the specific performance mode. Therefore, in this embodiment, when a specific performance occurs, the probability (reliability) that the target winning / losing lottery result corresponding to the target during-variation performance including the specific performance is a jackpot is the same (constant) regardless of the specific performance mode (in this embodiment, the reliability is constant at 50%). In other words, the specific performance mode is referenced only when the execution or non-execution of the specific performance is determined based on the winning / losing lottery result, and it is determined that the specific performance is to be executed.
[0073] As in a general gaming machine, when the fluctuation of two of the three decorative pattern groups 80g (in this embodiment, the left decorative pattern group 80gL and the right decorative pattern group 80gR) stops or pseudo-stops (meaning a state in which the fluctuation appears to the player to be stopped but is not completely stopped (for example, slightly shaking)), the displayed decorative patterns 80 become the same type, which is considered to be a "reach". In this embodiment, the fluctuation performance in which a specific performance occurs is considered to be at least a "reach" regardless of the result of the hit / miss lottery. In other words, not only when the target hit / miss lottery result is a jackpot, but also when it is a miss, the "reach" is considered to be established in the fluctuation performance in which a specific performance occurs (so that the fluctuation does not become a so-called "extra miss" in which a reach is not established and a miss is notified).
[0074] The timing of occurrence of a specific effect during target fluctuation performance is roughly divided into "before the occurrence of a reference event" and "after the occurrence of a reference event". In this embodiment, "the establishment of a reach" is regarded as "the occurrence of a reference event". "Before the occurrence of a reference event" can be considered as the first half of the fluctuation until the establishment of a reach, and "after the occurrence of a reference event" can be considered as the second half of the fluctuation after the establishment of a reach. Based on this, in the following, the period "before the occurrence of a reference event (establishment of a reach)" during target fluctuation performance is referred to as the first half period, and the period "after the occurrence of a reference event (establishment of a reach)" is referred to as the second half period (see FIG. 16(b)). Note that the total time (fluctuation time) of the fluctuation performance is not constant, and the time from the start of the fluctuation to the establishment of a reach is not constant. Therefore, the length of the first half period and the second half period is not constant (it can change in various ways).
[0075] As shown in FIG. 16(c), in this embodiment, when a decision is made to execute a specific effect while the normal mode is set, the probability that the specific effect will occur in the first half period is 50%, and the probability that it will occur in the second half period is 50%. In other words, the distribution is even between the first half period and the second half period. When a decision is made to execute a specific effect while the early mode is set, the probability that the specific effect will occur in the first half period is 80%, and the probability that it will occur in the second half period is 20%. In other words, the probability that it will occur in the first half period is high. When a decision is made to execute a specific effect while the late mode is set, the probability that the specific effect will occur in the first half period is 20%, and the probability that it will occur in the second half period is 80%. In other words, the probability that it will occur in the second half period is high.
[0076] In summary, in this embodiment, the relationship between the specific effect mode and the timing at which the specific effect occurs is as follows. (1) The early mode is a mode that increases the probability of a specific effect occurring in the first half of the game period compared to the normal mode (the timing of the occurrence is more likely to be earlier). (2) The delayed mode is a mode that increases the probability of a specific effect occurring in the latter half of the game period compared to the normal mode (the timing of the occurrence is more likely to be delayed). (3) When comparing the special modes, namely the early mode and the late mode, the difference in the probability that a specific effect will occur in the first half period and the difference in the probability that a specific effect will occur in the second half period are greater than the difference in the same probabilities when comparing each of the special modes with normal mode.
[0077] In this embodiment, since the normal mode is the "default" mode (standard mode), the probability of occurrence in the first half period is the same as the probability of occurrence in the second half period (equal distribution of 50% each). However, as long as the above relationships (1) to (3) are satisfied, the distribution does not have to be equal.
[0078] Also, as long as the above relationships (1) to (3) are satisfied, the values of the probability of 80% in the first half period and 20% in the second half period in the early mode, and 20% in the first half period and 80% in the second half period in the late mode can be changed as appropriate. The early mode may be allocated 100% in the first half period and 0% in the second half period, or the late mode may be allocated 0% in the first half period and 100% in the second half period. However, for the early mode, if the allocation is 100% in the first half period and 0% in the second half period, if a specific effect has not occurred at the time of the reach formation, there will be no probability of the specific effect occurring by the end of the fluctuation, so if there is a concern that the entertainment value will be reduced by having such a gameplay, it is preferable not to set it in this way.
[0079] In this embodiment, there are multiple timings at which the specific performance can occur in each of the first and second periods. For example, in the first period, multiple locations at which the specific performance can occur (first half occurrence candidate locations (FIG. 16(b)Pa)) are set, such as immediately after the start of the change of the decorative pattern 80, the stop or pseudo stop of the change of the left decorative pattern group 80gL, and immediately before the establishment of a reach (the stop or pseudo stop of the change of the right decorative pattern group 80gR). When it is decided to execute the specific performance in the first half period, it is decided by lottery (occurrence location decision lottery <first half>) at which of the multiple first half occurrence candidate locations the specific performance will occur. In the latter half period, there are multiple locations where specific effects can occur (later half occurrence candidate locations (Figure 16(b)Pb)), such as immediately after a reach is established, immediately before the development of a specified super reach effect (a performance that leads to an outcome according to the result of the win / loss lottery. In other words, if the result of the win / loss lottery is a miss, it will lead to an unfavorable outcome indicating that the player is in an unfavorable situation, and if the result of the win / loss lottery is a jackpot, it will lead to an advantageous outcome indicating that the player is in an advantageous situation (including a reversal pattern in which an unfavorable outcome appears to have been reached but is then overturned). The same applies below when referring to a super reach effect), during the execution of a specified super reach effect, immediately before the result of the win / loss lottery is revealed (the so-called win / loss turning point), etc. If it is decided to execute a specific effect in the latter half period, it will be decided by lottery (occurrence location determination lottery <later half>) at which of the multiple latter half occurrence candidate locations the specific effect will be generated. It should be noted that the lottery held based on the allocation shown in Figure 16(c) is merely a period determination lottery that determines whether the specific effect will occur in the first half or second half period, and after the period determination lottery has determined whether the specific effect will occur in the first half or second half period, the specific effect occurrence location is determined by lottery (occurrence location determination lottery <first half> or (occurrence location determination lottery <second half>)) from among the above-mentioned first half occurrence candidate locations or second half occurrence candidate locations. In this way, since the location where the specific effect will occur in each of the first half and second half periods is not fixed, it is difficult for the player to predict the timing of the specific effect occurrence (the occurrence of the specific effect can be a surprise to the player).
[0080] As described above, the gaming machine 1 of this embodiment allows the player to freely choose whether to increase the probability of a specific effect (an effect that creates a situation in which a jackpot can be expected if it occurs) in the first half of the period before the reach is achieved, or in the second half of the period after the reach is achieved, thereby realizing an interesting gameplay.
[0081] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned customization of the specific performance occurrence period (timing). Note that, to the extent possible, the following specific examples may be combined and applied to a configuration.
[0082] ○Example 3-1 In the above embodiment, three types of candidate modes, namely, the normal mode, the early mode, and the late mode, are provided as the candidate modes that the player can select, but it is sufficient if two or more types of modes are provided. For example, two types of modes, namely, the early mode and the late mode, may be provided.
[0083] Alternatively, two modes, a normal mode and an early mode, may be provided. In this case, the probability of a specific performance occurring in the latter half of a period after the occurrence of a reference event is higher when the normal mode is set than when the early mode is set. Alternatively, two modes, a normal mode and a late mode, may be provided. In this case, the probability of a specific performance occurring in the latter half of a period after the occurrence of a reference event is higher when the late mode is set than when the normal mode is set.
[0084] ○Example 3-2 In the above embodiment, the establishment of a reach is described as the occurrence of the reference event, but other events may be set as the reference event. For example, the start of one or more types of predetermined super reach performances may be set as the reference event, and the period before the start of the super reach performance in the target fluctuation performance is set as the first half period, and the period after the start of the super reach performance is set as the second half period. However, it is preferable that the reference event is an event that is determined to occur in the fluctuation performance in which a specific performance occurs.
[0085] ○Example 3-3 Two or more kinds of reference events may be set. For example, a first reference event and a second reference event are set. The second reference event may occur after the first reference event occurs. As an example, the first reference event may be the establishment of a reach, and the second reference event may be the start of one or more kinds of predetermined super reach performances. In this case, the period during which the target fluctuation performance is executed is divided into three periods: a period from the start of the fluctuation performance to the occurrence of the first reference event (hereinafter, period A), a period from the occurrence of the first reference event to the occurrence of the second reference event (hereinafter, period B), and a period from the occurrence of the second reference event to the end of the target fluctuation performance (hereinafter, period C) (the period is divided into "the number of types of reference events + 1") (see FIG. 17(a)).
[0086] If the period is divided into three or more periods, it is advisable to provide candidate modes that make it easier for a specific effect to occur in each period. If the period is divided into three periods (periods A to C) as described above, three candidate modes are provided: mode A, mode B, and mode C. As shown in FIG. 17(b), when mode A is set as the specific effect mode, the probability of a specific effect occurring in period A is set higher than when any other mode is set. Similarly, when mode B is set as the specific effect mode, the probability of a specific effect occurring in period B is set higher than when any other mode is set, and when mode C is set as the specific effect mode, the probability of a specific effect occurring in period C is set higher than when any other mode is set.
[0087] Modes A to C may be set as special modes, and a different normal mode may be set (see FIG. 17(b)). Comparing the case where the normal mode is set as the specific effect mode with the case where mode A is set, the normal mode has a lower probability of a specific effect occurring in period A than mode A, but a higher probability of a specific effect occurring in periods B and C. Similarly, comparing the case where the normal mode is set as the specific effect mode with the case where mode B is set, the normal mode has a lower probability of a specific effect occurring in period B than mode B, but a higher probability of a specific effect occurring in periods A and C. Comparing the case where the normal mode is set as the specific effect mode with the case where mode C is set, the normal mode has a lower probability of a specific effect occurring in period C than mode C, but a higher probability of a specific effect occurring in periods A and B.
[0088] ○Example 3-4 In the above embodiment, it has been described that the reliability of the specific performance is the same regardless of which performance mode is set as the specific performance mode, but the reliability may be different depending on the performance mode. As in the above embodiment, the probability of the specific performance occurring may be lower and the reliability of the specific performance occurring may be higher when some of the multiple candidate modes are set as the specific performance mode than when some of the other candidate modes are set as the specific performance mode. For example, the reliability of the specific performance occurring may be higher when the early mode or the late mode is set than when the normal mode is set. In this case, the early mode and the late mode not only have the effect of making the timing of the specific performance occurring different from that of the normal mode, but also have the effect of changing the reliability of the specific performance.
[0089] However, if the special effect mode is to be a customization of the timing of occurrence of the special effect (to emphasize the understandability of the customization), it is preferable not to provide a difference in reliability as in the above embodiment. In this case, a customization (reliability customization) for changing the reliability of the special effect may be provided in addition to the customization of the special effect mode (customization of the occurrence timing). For example, as the reliability customization, a normal reliability mode (e.g., reliability 50%) and a reliability up mode (e.g., reliability 80%) for increasing the reliability of the special effect are separately provided. In other words, in addition to the customization of the occurrence timing as shown in FIG. 16(a), the reliability customization as shown in FIG. 18 is also possible. The player can use the reliability customization to determine the level of reliability of the special effect. The reliability of the special effect changes depending on the reliability customization, but does not change depending on the setting of the special effect mode (whether the normal mode, early mode, or late mode is set). In other words, if the normal reliability mode is set, the reliability is 50% regardless of whether the normal mode, early mode, or late mode is set, and if the increased reliability mode is set, the reliability is 80% regardless of whether the normal mode, early mode, or late mode is set.
[0090] ○Example 3-5 The specific performance is a confirmed performance that will confirm a jackpot when it occurs (has a reliability of 100%). In this way, customization of the specific performance mode becomes customization of the occurrence timing of a confirmed performance that will confirm a jackpot. A player who wants a jackpot to be confirmed in the first half of the varying performance (wants the frequency of confirmation to increase) can select the early mode, and a player who wants a jackpot to be confirmed in the second half of the varying performance (wants the frequency of confirmation to increase) can select the late mode. Since there is a large difference in value between performances that confirm a jackpot and performances that do not (performances that may result in a miss even if they occur), making a confirmed performance a gameplay that is a customizable performance as in this example is completely different from a gameplay that is a customizable chance-up performance that is not a confirmed performance as in the above embodiment.
[0091] ○Example 3-6 In the case where the specific performance can occur not only during the target variation performance but also as a look-ahead performance, the probability of the specific performance occurring as a look-ahead performance may be customized. Since the look-ahead performance itself is well known, a detailed explanation is omitted, but by being performed during a variation performance (previous variation performance (see FIG. 19(a))) that is performed before the target variation performance, it suggests that the probability that the target hit / miss lottery result will be a jackpot has increased. Note that the specific performance that occurs during the target variation performance (target variation) and the specific performance that occurs during the previous variation performance (previous variation) may differ slightly in appearance as long as they are within a range that the player can recognize as the same performance (within a range that they are regarded as the same).
[0092] As shown in FIG. 19(b), for example, three types of candidate modes are set: normal mode, target fluctuation mode, and look-ahead mode. When it is decided to execute a specific performance (to execute either the previous fluctuation performance or the target fluctuation performance), the probability that the specific performance will occur in the previous fluctuation performance is set to be higher in the order of target fluctuation mode < normal mode < look-ahead mode. On the other hand, the probability that the specific performance will occur in the target fluctuation performance is set to be higher in the order of look-ahead mode < normal mode < target fluctuation mode. In other words, the target fluctuation mode is a mode that increases the probability that the specific performance will occur in the target fluctuation performance (higher than the normal mode and look-ahead mode), and the look-ahead mode is a mode that increases the probability that the specific performance will occur in the previous fluctuation performance (higher than the normal mode and target fluctuation mode). In this example, the start of the previous fluctuation performance corresponds to the "reference event." This is because the target change mode increases the probability that a specific effect will occur during the target change performance (target change), which is the period after the reference event occurs, and the look-ahead mode increases the probability that a specific effect will occur during the future change performance (future change), which is the period before the reference event occurs.
[0093] By doing as in this example, a novel gameplay is realized in which the player can freely choose whether a specific effect is more likely to occur as a pre-read or as a result of target fluctuation.
[0094] ○Example 3-7 In the special effect, a special image 20 showing the reliability (expectation) of the target winning / losing lottery result in a numerical element is displayed (see FIG. 20). For example, a special image 20 showing the probability showing the reliability as a numerical value is displayed. The numerical value may be strictly different from the actual reliability, but the reliability of the big win is considered to be higher when a special effect showing a higher probability than a certain probability occurs than when a special effect showing a certain probability occurs (the relationship between high and low probabilities is guaranteed). The number of probabilities that can be displayed can be set appropriately. For example, the probabilities that can be displayed may be configured to be displayed in increments of 1, or may be configured to be displayed in increments of 5. This allows the player to arbitrarily set the timing (period) when the probability of the big win itself is likely to be displayed. The numerical portion of the specific image 20 displayed when the special effect occurs may change every time when the numerical portion showing the reliability occurs.
[0095] As a method of expressing the reliability by a numerical element, not only the numerical value as described above but also the size of the meter or the number of marks can be considered.
[0096] 5)Special production The gaming machine 1 according to this embodiment can execute a selection effect (see FIG. 21(a)) as an effect constituting the during-variation effect. The selection effect is an effect that prompts the player to select a preferred option from among multiple options by operating the operation means 50 such as the effect button 51 or the cross key 51.
[0097] In the selection performance, option images 30 showing each option are displayed in the display area 911. In the selection performance in this embodiment, an enemy character to be fought in a battle performance, which is a type of super reach performance, is selected. The selection performance and the super reach performance are executed during the target change performance (during one change), which is the same change performance corresponding to the target hit / miss lottery result. Note that, since the selection performance in this embodiment occurs after the reach is established, the selection performance itself is also a type of reach performance. In the selection performance, images representing different types of enemy characters are displayed in the display area 911 as option images 30. In this embodiment, three option images 30 (first option image 31 to third option image 33) are displayed, each of which represents a different enemy character (enemy characters A to C; in the drawings, the characters are labeled "enemy A", "enemy B", and "enemy C") (see FIG. 21(a)). The player selects a preferred enemy character to fight against the ally character (in the drawings, the character is labeled "aji"), which is the character on the player's side. After the selection performance, a battle performance begins in which the selected enemy character and the ally character fight (see FIG. 21(b)). If the result of the target hit / miss lottery is a miss, the result is a defeat ending in which the ally character is defeated (the enemy character wins), whereas if the result is a jackpot, the result is a victory ending in which the ally character wins (including a reversal pattern in which it appears that the character has initially been defeated but this is then overturned). Since the selection performance allows the player to select their preferred option (type of enemy character), the option selected does not affect the target hit / miss lottery result, nor does it indicate the reliability of the target hit / miss lottery result. In other words, the option selected in the selection performance creates a "difference in presentation" in which the form of the battle performance executed thereafter will be different, and does not have a direct effect on the profits related to the balls won.
[0098] Note that the options (option images 30) may be configured to change each time a selection performance occurs. For example, four or more types of candidates that may be displayed as option images 30 may be provided, and three of these may be presented as options in the selection performance. Also, the number of options (the number of option images 30) presented in the selection performance may be configured to change each time.
[0099] In the selection performance, a selection time is set, which is a time for selecting a preferred option (option image 30). One of the multiple option images 30 is in an emphasized state, being emphasized (made conspicuous) compared to the other options. In this embodiment, a "cursor C" is placed on the option in the emphasized state (see FIG. 21(a)). Note that option images 30 in the emphasized state may be distinguished from other option images 30 by other methods. For example, option images 30 in the emphasized state may be displayed brighter than other option images 30, option images 30 in the emphasized state may be displayed in color and other option images 30 in black and white, option images 30 in the emphasized state may be displayed larger than other option images 30, and so on.
[0100] Each time the cross key 51 is operated during the selection time, the highlighted option image 30 changes. In this embodiment, the cursor C moves. By operating the effect button 51 (performing a confirm operation) during the selection time, the option image 30 that is highlighted at that time is considered to be selected. Thereafter, a battle effect begins in which an enemy character corresponding to that option image 30 appears. Note that if the effect button 51 is not operated during the selection time (if the time is up without a confirm operation being performed), the option image 30 that was highlighted at the end of the selection time is considered to be selected.
[0101] In this embodiment, a special effect may occur during a selection effect. The special effect will be described below. In a selection effect, music for the selection effect is output from the speaker 60. Basically, a basic music piece is output during the selection time. At least at the point when the selection time starts, the basic music piece is in a state of being output. Note that, although one type of music piece is output as the basic music piece in this embodiment, two or more types of music pieces may be set (one of two or more types of music pieces is output as the basic music piece, and the type of basic music piece may be different for each selection effect). Even in such a case, the music piece being output at the point when the selection time starts is regarded as the basic music piece.
[0102] When a predetermined condition is satisfied (when a special lottery is won, which will be described later), a selection effect in which a special effect occurs (hereinafter referred to as a special selection effect) or a selection effect in which there is no possibility of a special effect occurring (hereinafter referred to as a normal selection effect) is determined in advance based on the result of the target winning / losing lottery. At least at the time when the selection effect starts (at the time of FIG. 22(b-1)), the player cannot distinguish whether it is a special selection effect or a normal selection effect (cannot distinguish). In this embodiment, the target winning / losing lottery result is set to have a higher jackpot reliability (the probability of an event advantageous to the player, namely, a jackpot occurring, is higher) when a special selection effect occurs than when a normal selection effect occurs (see FIG. 22(a)). In accordance with this embodiment, when a special selection effect occurs, the probability of the subsequent battle effect leading to a winning conclusion is higher than when a normal selection effect occurs. In this embodiment, the reliability of the normal selection effect is 30%, and the reliability of the special selection effect is 80%. The setting may be such that when the special selection effect occurs, a jackpot is guaranteed (the reliability is 100%).
[0103] In the special selection performance, a lottery is executed to determine whether or not a special performance is to be generated when the highlighted option image 30 changes (hereinafter, referred to as a special lottery. The winning probability of the special lottery is ≠ 100%). In this embodiment, the special lottery is executed when the cursor C is moved (operated with the cross key 51). The special performance is executed when the special lottery is won. In this embodiment, the winning probability of the special lottery is 1 / 10. In other words, even if the highlighted option image 30 changes (moving the cursor C), the special performance will not occur unless the special lottery is won (see FIG. 22(b-1)→(b-2)). Therefore, even if the special selection performance is generated, the special performance is not necessarily generated. In other words, if the special lottery is not won, the special performance will not occur even if it is a special selection performance, so it is indistinguishable from a normal selection performance. For example, if no movement operation of the cursor C is performed at all after the selection performance (selection time) has started, the special lottery is not executed, and therefore the special performance will not occur.
[0104] The special effect is a change in the music output from the speaker 60 from the basic music to a special music different from the basic music. From the player's point of view, the change from the basic music to the special music occurs when the highlighted option image 30 is changed (the cursor C is moved) by operating the operation means 50 (the cross key 51 in this embodiment) (see FIG. 22(b-2)→(b-3)). In this embodiment, after the special effect occurs, the special music continues to be output as it is until at least a confirmation operation is performed. Note that two or more types of music may be set as music that can be output as the special music (the music output when the special effect occurs may be different each time the special effect occurs). By making each of the two or more types of special music different from the basic music, the music change occurs when the special effect occurs.
[0105] Here, if a special effect does not occur when the highlighted option image 30 is changed (the cursor C moves), the same basic music continues to be output before and after the change (see FIG. 22(b-1)→(b-2)). From the player's point of view, even if the operation means 50 (the cross key 51 in this embodiment) is operated to change the highlighted option image 30, the same basic music continues to be output before and after the operation (no change in music occurs). Since no special effect occurs in the normal selection effect, the output of the basic music continues throughout the selection time. Even in the special selection effect, if the operation means 50 (the cross key 51 in this embodiment) is operated to change the highlighted option image 30 but the special lottery is not won, the output of the basic music continues before and after the operation.
[0106] In this way, the gaming machine 1 according to the present embodiment can realize an interesting gameplay in which the probability of winning a jackpot (the occurrence of an event advantageous to the player) increases when a special effect occurs in which the music output changes as a result of the operation of the operating means 50 that changes the option image 30 that is highlighted in the selection effect. Since the selection effect is an effect in which the player selects a preferred one from among a plurality of option images displayed in the display area 911, it is expected that the player will be paying close attention to the display area 911 (the selection effect is an effect that utilizes "sight"). Since a change in music occurs while such a selection effect is being executed (an effect that utilizes "auditory" occurs), it can also be said that this is an effect form in which a player who feels something strange will notice the occurrence (not many players will notice the occurrence).
[0107] In particular, in this embodiment, even if a special selection effect is selected internally, the special effect will not occur unless the special lottery is won, so it is indistinguishable from a normal selection effect. Therefore, even if a special effect does not occur, (because there remains a possibility that the special selection effect is selected internally but the special lottery is not won), a big win can be expected.
[0108] Furthermore, in this embodiment, a special effect occurs at unexpected timing (timing that is difficult for a player to predict), that is, at the operation of changing the highlighted option image 30.
[0109] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned special effects. Note that, to the extent possible, the following specific examples may be combined and applied to a configuration.
[0110] ○Example 4-1 A configuration is assumed in which multiple types of special effects can occur. For example, a first special effect (see FIG. 23(b-1)) and a second special effect (see FIG. 23(b-2)) can occur as special effects. The first special effect is a change from the basic music to a first special music. The second special effect is a change from the basic music to a second special music (different from the first special music). In other words, a configuration is assumed in which multiple types of special effects can occur in which the types of music output as the special music are different.
[0111] The reliability of the target winning / losing lottery result is set to be different depending on the type of the special effect that has occurred. For example, the reliability is set to be higher when the second special effect occurs (when the second special music piece is output) than when the first special effect occurs (when the first special music piece is output) (see FIG. 23(b-1)(b-2)). By doing so, a gameplay is realized in which, when a special effect occurs, the player will pay attention not only to the occurrence of the effect but also to the music (type of special music piece) that is being output.
[0112] In addition, when performing as in this example, all the selection effects that occur are special selection effects, and the normal selection effects described in the above embodiment may not occur, that is, the special effects may occur in all selection effects. In this case, although there is no reliability suggestion depending on whether or not a special effect occurs, the reliability is suggested depending on the type of music (special music) when the special effect occurs.
[0113] ○Example 4-2 The configuration is such that one of a plurality of types of music is output as the basic music. In other words, the type of basic music output may be different each time a selection effect occurs. Based on this premise, the probability of a special effect occurring thereafter differs depending on the type of basic music. For example, a first basic music and a second basic music are provided as basic music, and the probability of a special effect occurring is higher when the second basic music is output (see FIG. 24(b)) than when the first basic music is output at the start of the selection effect (selection time) (see FIG. 24(a)). In other words, the probability of a selection effect being a special selection effect is higher when the selection effect outputs the first basic music than when the selection effect outputs the second basic music.
[0114] In this way, the probability of a special effect occurring is suggested by the type of basic music to be output, and therefore a game feature is realized in which the player will likely pay attention to the type of basic music to be output when the selection effect is started.
[0115] ○Example 4-3 In the above embodiment, it has been described that a special effect can be generated by a change in the highlighted option image 30 (operation of the operation means 50 (cross key 51) to cause the change), but in the case of a special selection effect, a special effect can be generated by a selection decision (operation of the operation means 50 to decide the selection). If the selection of the highlighted option image 30 is decided by operating the effect button 51 within the selection time as in the above embodiment, a change from the basic music to a special music can be generated by operating the effect button 51 within the selection time (see FIG. 25(a)→(b-2)). Note that if a special effect does not occur, the basic music will continue to be output even if the effect button 51 is operated (see FIG. 25(a)→(b-1)).
[0116] In the case of this example, if the decision operation is not performed until the end of the selection time, i.e., if the time is up, the end of the selection time may be used as a trigger to cause a special effect. In other words, the end of the selection time (time up without a decision operation) may be treated the same as a decision operation. Alternatively, if the time is up without a decision operation being performed, a setting may be made such that a special effect will not occur even if it is a special selection effect. In this way, since it is essential to perform a decision operation within the selection time in order for a special effect to occur, it can be expected that the player will actively perform a decision operation.
[0117] In addition, in the case of this example, a special lottery (with a winning probability of ≠ 100%) may be performed with the decision operation as a trigger, and a special effect may occur on the condition that the special lottery is won. By doing so, even if the special selection effect is a special selection effect, a case may occur in which the special effect does not occur internally, and even when the special effect does not occur, a big win can be expected. On the other hand, different from this, in the case of a special selection effect, a special effect may occur without exception upon a decision operation. The change in the option image 30 (movement of the cursor C) that is in the highlighted state as in the above embodiment can be performed any number of times within the selection time even in a single selection effect (therefore, the special lottery can be received any number of times within the selection time). On the other hand, a decision operation can be performed only once in one selection effect. Based on this, in the special selection effect, a special effect is caused without exception upon a decision operation. By doing so, if the music does not change during the decision operation, it is a normal selection effect, and if the music changes, it is a special selection effect, and an easy-to-understand performance form can be achieved.
[0118] ○Example 4-4 In the above embodiment, the selection effect occurs during the variation effect, and the occurrence of the special effect during the selection effect indicates the result of the target winning / losing lottery, but it may be used in situations other than the variation effect. One example of this is that the selection effect may occur during a big win game (when the game ball should be launched aiming at the big win area 10).
[0119] It is well known that the game state (the state in which the player plays to win a jackpot) after the end of the jackpot game is determined according to the type of jackpot. For example, if a normal jackpot is won, the game state after the end of the normal jackpot game is normal game state, and if a special jackpot is won, the game state after the end of the special jackpot game is special game state (a game state in which the player is more likely to win a jackpot than in the normal game state). At the time when the jackpot game starts, the player is not clearly informed whether the jackpot is a normal jackpot or a special jackpot, but is informed during the jackpot game. For example, a battle performance (as described above) occurs during the jackpot game, and if it is a special jackpot, the game ends in a winning ending, and if it is a normal jackpot, the game ends in a losing ending. Based on this premise, if a selection performance occurs before the start of the battle performance during the jackpot game, and a special performance occurs in the selection performance, the probability that the subsequent battle performance will end in a winning ending is higher than if it did not occur. In other words, the transition to a special game state is considered to be an "event advantageous to the player," and the occurrence of a special effect in the selection effect indicates an increased probability of the event occurring.
[0120] ○Example 4-5 Although the special effects in the above embodiment are described as those in which the music output from the speaker 60 changes, the special effects may be different from those in the above embodiment as long as the change is noticeable to the player. For example, it is possible to consider a change in the light emission state of a light-emitting unit (LED) provided in a specific portion as a special effect. It is also possible to consider a vibration of a specific portion (changing from a non-vibration state to a vibration state) as a special effect. However, it is preferable that the change that becomes the special effect is not one that appears in the display area 911 in which the option image 30 is displayed (it is not a change in the image displayed in the display area 911). The selection effect is basically configured to select a preferred one from among a plurality of option images 30 displayed in the display area 911, and since the player is gazing at the display area 911, there is a high probability that the player will notice the change that appears in the display area 911. In other words, the special effects are "uncomfortable" effects that are not noticeable to many players, and in order to maintain this, it is preferable that the change displayed in the display area 911 is not a special effect.
[0121] ○Example 4-6 In the above embodiment, the selection performance is described as a change of the highlighted option image 30 by the operation of the operation means 50 (the cross key 51 in the above embodiment) by the player, but the highlighted option image 30 may be changed automatically. For example, in the selection performance, the highlighted option image 30 changes automatically every time a predetermined time elapses (the cursor C moves automatically), and by performing a confirm operation during the movement, the highlighted option image 30 at that time is selected. In this configuration, a special lottery is executed every time the highlighted option image 30 changes automatically, and if the special lottery is won, a special performance occurs. The change of the highlighted option image 30 is executed within a certain range during a predetermined selection time, and the option is automatically confirmed when the selection time ends.
[0122] In this example, the later the timing of the decision operation, the more times the highlighted option image 30 will automatically change, and the more times the special lottery will be executed. Therefore, a gameplay is realized in which a player hoping for a special performance will not immediately make a decision operation in order to increase the number of times the highlighted option image 30 changes as much as possible.
[0123] ○Example 4-7 In the special selection effect, the special effect can be generated only when an operation is performed to highlight a specific option image 30T among the multiple types of option images 30. In other words, the special effect is not generated when an operation is performed to highlight an option image 30 other than the specific option image 30T. In other words, the special lottery is executed when the specific option image 30T is highlighted, but is not executed when the other option images 30 are highlighted. For example, as in the above embodiment, in the special selection effect in which the first option image 31 to the third option image 33 are displayed, the special effect can be generated when the third option image 33 is highlighted (for example, it can be generated when the operation is performed from FIG. 26(b) to (c)), but the special effect is not generated when the first option image 31 or the second option image 32 is highlighted (for example, it is not generated when the operation is performed from FIG. 26(a) to (b)). In this way, an interesting gaming experience can be realized in which a special effect does not occur unless a specific option image 30T is highlighted.
[0124] The option image 30 designated as the specific option image 30T may be configured to change with each special selection effect. For example, whether to execute a special selection effect in which the "specific option image 30T=first option image 31" is selected, a special selection effect in which the "specific option image 30T=second option image 32" is selected, or a special selection effect in which the "specific option image 30T=third option image 33" is selected is determined by lottery before the execution of the special selection effect. In this way, it is possible to implement a presentation form in which the player cannot know which option image 30 is designated as the specific option image 30T.
[0125] In this example, the special effect may be generated without fail when a specific option image 30T is highlighted for the first time after the special selection effect is started. In other words, the special lottery triggered by a specific option image 30T being highlighted may not be executed (or the probability of winning the special lottery may be set to 100%), so that a change in music will always occur when a predetermined specific option image 30T is highlighted.
[0126] 6) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0127] The gaming machine 1 according to the above embodiment is a pachinko gaming machine, but apart from the premise that it has a configuration specific to a pachinko gaming machine, it is also applicable to other gaming machines such as reel type gaming machines.
[0128] In the above embodiment, a jackpot and a miss are set as the mode of the winning / losing lottery result, and a jackpot is acquired (a jackpot game is executed) when the winning / losing lottery result is acquired, but a jackpot may be acquired via a so-called small win. Since the game characteristics that allow a jackpot to be acquired via a small win (the game characteristics of a so-called "two-type game machine") are well known, detailed explanations are omitted. If the player plays according to the instructions, winning a small win that almost certainly leads to a jackpot is, for the player, the same as actually winning a jackpot. Therefore, in the case of a game machine having such game characteristics, the matters related to the "jackpot" described in the above embodiment can be read as a "small win" (a "small win" that is practically the same as winning a jackpot). For example, the reliability of a jackpot can be read as the reliability including winning a small win that leads to a jackpot.
[0129] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0130] ·Means 1-1 A gaming machine comprising an opening / closing member which is positioned in an open position when opening a specific area to allow a gaming ball to enter and which is positioned in a closed position when closing the specific area to prevent entry, and at least a portion of opening information indicating that the specific area is open is provided in a target range which is covered by the opening / closing member when the opening / closing member is positioned in the closed position but is not covered by the opening / closing member when the opening / closing member is positioned in the open position. According to the gaming machine, it is possible to clearly indicate that a specific area is open.
[0131] ·Means 1-2 The gaming machine described in means 1-1, characterized in that the opening information includes first opening information set in the target range and second opening information set in an adjacent range adjacent to the specific area. A part of the open information (first open information) may be displayed in the target range. By providing a part of another open information (second open information) in an adjacent range, it is possible to construct the open information that combines these when the opening / closing member is in the open position.
[0132] ·Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that at least a portion of the closure information indicating that the specific area is closed is provided on the front surface of the opening / closing member that faces forward when in the closed position. In this way, it is possible to clearly indicate that a particular area is in a closed state.
[0133] ·Means 2-1 A gaming machine in which a player can arbitrarily select from a number of candidate songs the output song that is actually output from the speaker, the gaming machine has a customization function that allows the player to change game settings within a changeable range, some of the number of candidate songs being designated specific songs, and the changeable range by the customization function differs between a specific state in which the specific song is the output song and a non-specific state in which a song that is not the specific song is the output song. According to the gaming machine, a portion of the selectable candidate songs can be configured to be more likely to be selected as songs to be output than other songs.
[0134] ·Means 2-2 The gaming machine described in means 2-1, wherein the specific music piece is an original music piece. In this way, it is possible to make the original music more likely to be selected than the other music (and conversely, the original music less likely to be selected than the other music).
[0135] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2, wherein the customization function is a function for changing the volume of the speaker, and the adjustable range of the volume differs between the specific state and the non-specific state. Since it is preferable for the player to have a large range of adjustable volume, music pieces with a large range of adjustable volume are more likely to be selected as output music pieces.
[0136] ·Means 3-1 A gaming machine comprising: an effect execution means for executing a specific effect as a part of an effect during the change from when a decorative pattern indicating a win / lose lottery result starts to change until when the decorative pattern stops in a manner according to the win / lose lottery result; and a mode selection means for enabling a player to arbitrarily select an effect mode for the specific effect from among a plurality of candidate modes, wherein a reference event may occur during the change performance, and the probability of the specific effect occurring in the period following the occurrence of the reference event is higher when a second mode, which is one of the candidate modes, is set than when a first mode, which is one of the candidate modes, is set. According to the gaming machine, an interesting gaming feature can be realized in that the player can arbitrarily change the period during which a specific effect is likely to occur.
[0137] ·Means 3-2 The gaming machine described in means 3-1, wherein the reference event is the establishment of a reach by the decorative pattern. In this way, the player can freely select whether to set the special effect to be more likely to occur before the reach is achieved, or to set the special effect to be more likely to occur after the reach is achieved.
[0138] ·Means 3-3 The gaming machine described in means 3-1 or 3-2 is characterized in that, whether the first mode or the second mode is set, the probability that the result of the win / lose lottery corresponding to the variable performance in which the specific performance has occurred will be a jackpot is the same. In this way, it is possible to realize a game feature in which the reliability of a specific effect occurring is maintained while the player can select the period during which the effect is more likely to occur.
[0139] ·Means 4-1 This gaming machine is characterized in that it comprises: an operating means operable by a player; a selection effect execution means which, by operating the operating means, executes a selection effect that prompts the player to select a preferred option from among a plurality of options; and a special effect execution means which executes a special effect which occurs in response to operation of the operating means during the selection effect, and in that, when the special effect has occurred, there is a higher probability that an event advantageous to the player will occur after the selection effect than when the special effect has not occurred. According to the gaming machine, an interesting gaming experience can be realized in that a special effect may occur by operating the operating means during the selection effect.
[0140] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that the selection effect is such that option images showing each of the multiple options are displayed on a display means, and one of the multiple option images is highlighted in a more emphasized manner than the other option images, and the special effect can be generated in response to changing the option image that is highlighted by operating the operating means. In this way, a special effect occurs at an unexpected timing, that is, when an operation is performed to change the highlighted option image.
[0141] ·Means 4-3 The gaming machine described in Means 4-1 or 4-2 is characterized in that the special effect is a change in the music that is output when the operating means is operated, and when the special effect does not occur, the same music continues to be output both before and after the operating means is operated.
[0142] In this way, the special effects are produced in a form that determines whether or not the player notices that a change in music has occurred as a result of operating the operating means that would not normally occur (whether or not the player feels a sense of discomfort). [Explanation of symbols]
[0143] 1. Gaming machines 10 Major Winners 11 Front member 111 adjacent range 12 Rear part 121 Scope 13 Release information (131 First release information 132 Second release information) 14 Closure information (141 1st closure information 142 2nd closure information) 15 Opening and closing members 16 Rotating member 20 Specific Images 30 Choice Images (31-33 First Choice Images - Third Choice Images) C Cursor 50 Operation means (51 Production button 52 Cross key) 60 Speaker 70 Reserved Design 80 Decorative Designs 91 Display device 911 Display area
Claims
[Claim 1] A gaming machine in which a player can arbitrarily select an output music piece to be actually output from a speaker from among a plurality of candidate music pieces, A customization function is provided that allows a player to change game settings within a changeable range; Some of the plurality of candidate songs are designated as specific songs; The customization function is capable of changing the occurrence probability of a target effect, This gaming machine is characterized in that the number of target effects, the occurrence probability of which can be changed by the customization function, differs between a specific state in which a reach is not achieved and the specific music piece is the output music piece, and a non-specific state in which a reach is not achieved and a music piece other than the specific music piece is the output music piece.
Citation Information
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