Gaming Machines
By introducing sound output and performance execution devices into the game console, a smooth conversion from a dedicated ending song to a player's music selection is achieved, solving the problem of unpersonalized music selection of existing game consoles and improving the player's experience.
Patent Information
- Application Number
- JP2021026780
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-22
- Publication Date
- 2025-04-16
- Estimated Expiration
- 2041-02-22
AI Technical Summary
The lack of personalized music selection when displaying game results in existing consoles leads to poor player experience.
The game console is equipped with a sound output device and a performance execution device, which can set and execute specific performances in the music output state selected by the player. This specific performance is performed when the player selects music output state is converted from a dedicated ending song to a player-selected music output state and when the player selects music output state is converted to an ending state.
By allowing players to choose their favorite music, the game's experience and fun are enhanced and the game's appeal is increased.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There is a publicly known gaming machine that shows the result of a lottery based on the outcome of a reach effect (for example, see Patent Document 1 below). In this type of reach effect, it is common for a song dedicated to the outcome to be played when the game moves to the outcome, but if the song is not to the player's liking, the game lacks excitement. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-054701 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can improve the entertainment value of the game. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a sound output means and an effect execution means for executing a specific effect that can occur in a selected music output state in which a selected music piece selected by a player from a plurality of candidate music pieces is output from the sound output means, and the specific effect is set so that a transition from a state in which a music piece dedicated to that effect is output to a state in which the selected music piece is output is an outcome advantageous to the player, and a transition to a state in which the selected music piece is not output is an outcome disadvantageous to the player. Effect of the Invention
[0006] According to the gaming machine of the present invention, it is possible to improve the entertainment value of the game. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] FIG. 13 is a diagram for explaining mode transition (showing, as an example, a transition from presentation mode A to presentation mode B) and the accompanying control of music. [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. 11 is a diagram for explaining specific example 1-4. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 8] FIG. 13 is a diagram for explaining specific example 1-5 (an example based on the configuration of specific example 1-2). [Figure 9] FIG. 11 is a diagram for explaining control of background music. [Figure 10] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 11] 13 is a diagram for explaining the control of music when a specific effect occurs. FIG. [Figure 12] FIG. 13 is a diagram for explaining a reference point. [Figure 13] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 14] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 15] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 16] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of gaming machines Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize opening 906, an outlet opening, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs as obstacles that change the flowing behavior of the game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning hole such as the starting area 904 or the big winning hole 906, a predetermined number of winning balls are paid out by the payout device.
[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.
[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of the so-called "special chart 1") and a second starting area 904b (a starting area of the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning numerical value, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired (so-called fluctuation is started), but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information 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 pattern 10. In other words, the reserved pattern 10 indicates the presence of winning / losing lottery information for which the corresponding winning / losing lottery result has not been notified.
[0014] In this embodiment, as the reserved pattern 10, a reserved pattern 11 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is a so-called performance during one change) that has started but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 12 before the change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before the change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). In this embodiment, the reserved pattern 11 during the change and the reserved pattern 12 before the change are basically the same. The reserved pattern 11 during the change and the reserved pattern 12 before the change may be completely different in basic form. In addition, the reserved pattern 11 during the change may not be displayed. In addition, the order in which the winning / losing lottery results corresponding to the pre-change reserved patterns 12 are notified (the so-called reserved "consumption order") is earlier for those located to the right.
[0015] 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 10 corresponding to either the special chart 1 or the special chart 2, one reserved pattern 11 during change and up to four reserved patterns 12 before change may be displayed (see FIG. 2).
[0016] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped is a predetermined combination (for example, three of the same decorative symbols 80). If a loss occurs, the combination is other than the one (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] In this embodiment, a normal game state and a special game state are set as game states. The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. A first special game state and a second special game state are set as special game states. The first special game state is a high-probability game state in which the probability of winning a jackpot is high, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The second special game state is a low-probability game state in which the probability of winning a jackpot is low, and is a high base state (low probability, time reduction) in which the game ball is likely to enter the starting area 904. In the normal game state, the player launches a game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the game ball is launched aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. In the special game state, the game ball is likely to win the lottery for opening the second starting area 904b triggered by entering the normal starting area 905, so that the game ball enters the second starting area 904b relatively easily.
[0018] 2) The following describes the effects and the like that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects and the like described below can be executed. Also, images (so-called "small symbols" and the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player is able to enjoy playing the game without being aware of these types of images.
[0019] 2-1) Production style and broadcast production In this embodiment, multiple types of presentation styles are set as elements that govern the mode of the during-change presentation. When a certain type of presentation style is set, a presentation (unique presentation) that constitutes a during-change presentation of a mode that does not occur when another type of presentation style is set occurs. Note that the presentation style does not relate to the expected value of the direct profit (balls) enjoyed by the player (it merely causes a difference in the presentation to be executed). The presentation style is called a "mode" or a "stage", and is associated with characters and locations that are motifs of various presentation styles. In this embodiment, three types of presentation styles are set: mode A with a motif of character A, mode B with a motif of character B, and mode C with a motif of character C. While the during-change presentation is being executed, an image showing the currently set presentation style (for example, an image such as "XX mode (stage)") may be displayed in the display area 911. In this way, the player can easily grasp the currently set presentation style. In this embodiment, the change in presentation style (hereinafter, sometimes referred to as a mode transition) occurs automatically. The player cannot arbitrarily select the mode to which the transition is to be made. However, mode transition may occur based on the player's selection.
[0020] A mode transition occurs when a certain change-in-progress performance is executed. For example, a mode transition occurs when a change-in-progress performance in which mode A is set (hereinafter, sometimes referred to as a previous change-in-progress performance) ends, and a next change-in-progress performance in which mode B is set (hereinafter, sometimes referred to as a later change-in-progress performance) starts (see FIG. 3). If there is pre-change pending information stored in the storage means at the end of the previous change-in-progress performance, the previous change-in-progress performance and the later change-in-progress performance will be executed consecutively. In the following description, the mode before the mode transition may be referred to as the previous mode (previous performance style), and the mode after the mode transition (transition destination mode) may be referred to as the later mode (later performance style). In this embodiment, when a mode transition occurs, a relay performance is executed (see FIG. 3(b)). In this embodiment, the relay performance is executed during the later change-in-progress performance. In other words, the relay performance is executed during the period from when the later change-in-progress performance starts until a predetermined time has elapsed (a predetermined period including the start point of the later change-in-progress performance). However, the time during which the relay performance is executed is always shorter than the time (change time) of the later change-in-progress performance. In other words, the relay performance is not executed through the later changing performance, and after the relay performance ends, the changing performance in the mode to which the transition is made (the later mode) is executed.
[0021] In the relay presentation, an image (relay image 20) indicating that a mode transition has occurred is displayed in the display area 911. For example, a relay image 20 including a portion such as "XX mode" (where "XX mode" indicates the later mode) is displayed in the display area 911 (see FIG. 3(b)). In other words, a relay image 20 is displayed in a manner that depends on the later mode. This allows the player to easily understand that a mode transition has occurred and the type of the mode to which the transition has been made (the later mode).
[0022] In this embodiment, while the relay performance is being executed, a relay music piece is output from the speaker 70 (sound output means; see FIG. 1) (see FIG. 3(b)). The style of the relay music piece is determined based on the above mode. Specifically, it is as follows. In this embodiment, background music pieces (style-corresponding music pieces) corresponding to each mode are set. When various performances (performances suggesting the reliability of a jackpot) are executed during the varying performance, sound effects for the performance are output superimposed on the background music piece.
[0023] In this embodiment, background music A is output during the changeover performance when mode A is set, background music B is output during the changeover performance when mode B is set, and background music C is output during the changeover performance when mode C is set (excluding the state where relay performance is being executed). In addition to different copyrighted works, music that the player recognizes as different music is considered to be "different (types of) music" (the same applies to "music" below). It can be said that the player can grasp the mode that is set by the type of background music output. Each background music has a predetermined length (from the beginning to the end in a predetermined time), and when the end is output, it is output in a circular manner from the beginning. In this embodiment, if there is no mode transition, the corresponding background music is output continuously across two or more changeover performances. In other words, it is not output from the beginning every time the changeover performance ends (it is not reset every time the changeover performance ends).
[0024] In this embodiment, as the relay music, music pieces are provided in the number of types of background music described above (i.e., the number of types of modes). That is, relay music A corresponding to background music A, relay music B corresponding to background music B, and relay music C corresponding to background music C are provided. Each relay music piece is an "outro" of the corresponding background music piece (because it is an "outro", it has a melody that gradually fades out). Therefore, the form of the relay music piece differs depending on the type of background music piece (each of the multiple types of relay music pieces has a unique form). In addition, the melody (melody) of each relay music piece in this embodiment does not match the melody of a part of the corresponding background music piece (it is not the case that "a part of the background music piece = relay music piece"). In other words, the melody of each relay music piece is unique and does not have a completely identical part in the corresponding background music piece, and the relay music piece cannot be heard unless the relay performance is performed. In addition, the timing at which the previously described variable performance ends is uncertain, and the timing at which the corresponding background music ends and the transition to output of the relay music is also uncertain, so the "outro" of each relay music piece is made to sound like it continues smoothly regardless of when the corresponding background music piece ends.
[0025] When a mode transition from mode A to mode B occurs, the music is output as follows. In the previous during-changing performance, background music A is output (see Fig. 3(a)). When the previous during-changing performance ends and the next during-changing performance begins, the relay performance is executed. In other words, the relay music A (the outro of background music A) is output (see Fig. 3(b)). When the relay performance ends, background music B is output (see Fig. 3(c)). Roughly speaking, the flow is that after the output of background music A, including the outro, is completed, the state transitions to one in which background music B is output.
[0026] In this manner, in this embodiment, when a mode transition occurs, a relay music piece is output (a relay performance occurs), and the relay music piece is dependent on the background music piece corresponding to the previous mode (the "outro" of the background music piece corresponding to the previous mode). In this manner, the mode transition does not involve an abrupt change in background music, and the change from the previous mode to the next mode can be made to appear smooth.
[0027] The following describes specific examples of improvements, specific embodiments, and modifications of the above-mentioned aspects of the presentation style and live broadcast presentation. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.
[0028] 〇Specific example 1-1 In the above embodiment, the aspect of the relayed music output as the relay performance is determined based on the previous mode (the mode before the transition), but it may be determined based on the subsequent mode. As in the above embodiment, relayed music A to C corresponding to background music A to C (modes A to C) are provided, respectively. For example, as shown in FIG. 4, when a mode transition from mode B to mode C occurs, relayed music C corresponding to the subsequent mode, mode C (background music C), is output as the relay performance (see FIG. 4(b)). That is, the music changes in the following order: background music B (previous mode) → relayed music C (relay performance) → background music C (subsequent mode).
[0029] In the above embodiment, the relayed music piece is described as the "outro" of the corresponding background music piece. However, in the case of the setting of this example, the relayed music piece may be the "intro" of the corresponding background music piece. Since the state transitions to a state in which the corresponding background music piece is output following the relayed music piece, the introductory part (e.g., the introduction part) of the corresponding background music piece is set as the relayed music piece. When a mode transition from mode B to mode C occurs (in the case of the example of FIG. 4), roughly speaking, the flow is from a state in which background music piece B is output to a state in which background music piece C including an intro is output. Even in this example, the change from the previous mode to the next mode can be made to appear smooth, as in the above embodiment.
[0030] 〇Specific example 1-2 In the above embodiment, the mode of the relayed music output as the relay performance is determined based on the previous mode (the mode before the transition), but it may be determined based on both the previous mode and the subsequent mode. If modes A to C are set as in the above embodiment, relayed music is prepared for each combination in which each mode becomes the previous mode or the subsequent mode. That is, relayed music AB corresponding to the transition from mode A to B, relayed music AC corresponding to the transition from mode A to C, relayed music BA corresponding to the transition from mode B to A, relayed music BC corresponding to the transition from mode B to C, relayed music CA corresponding to the transition from mode C to A, and relayed music CB corresponding to the transition from mode C to B are prepared.
[0031] For example, as shown in Fig. 5, when a mode transition from mode C to mode A occurs, relay music CA is output as a relay performance. In other words, the music change occurs in the following sequence: background music C (previous mode) → relay music CA (relay performance) → background music A (next mode).
[0032] In the case of the setting of this example, the relayed music may include an "outro" of the background music (first background music) corresponding to the previous mode and an "intro" of the background music (next background music) corresponding to the next mode. For example, the relayed music CA includes an "outro" of the background music C in the first half, followed by an "intro" of the background music A in the second half (see FIG. 5(b)). In this way, when a mode transition from mode C to mode A occurs, the background music C including the outro is output, and then the background music A including the intro is output. Even in this example, the change from the previous mode to the next mode can be made to appear smooth, as in the above embodiment.
[0033] 〇Specific example 1-3 In the above embodiment, it has been described that the aspect (type) of the relayed music output as the relay performance is determined based on the previous mode, but the relay performance may be determined based on the previous mode by using a performance other than music. For example, the image displayed in the display area 911 displayed as the relay performance (hereinafter referred to as the relayed image) is determined based on the previous mode. If three types of modes A to C are set as in the above embodiment, it is assumed that a relayed image A corresponding to the mode A, a relayed image B corresponding to the mode B, and a relayed image C corresponding to the mode C are provided. The relayed image may include an element that directly or indirectly indicates the corresponding mode. For example, the relayed image A includes a character A, the relayed image B includes a character B, and the relayed image C includes a character C.
[0034] 〇Specific example 1-4 In the above embodiment, the relay performance is executed in the later changing performance, but it may be executed in the previous changing performance (see FIG. 6). In other words, the relay performance is executed in the ending part including the end point of the previous changing performance.
[0035] In addition, although not shown, a relay performance may be executed across the earlier and later changing performances. In other words, the relay performance is executed during a predetermined period spanning both changing performances, including the ending part including the end point of the earlier changing performance and the beginning part including the start point of the later changing performance.
[0036] In addition, although not shown, a mode transition may occur during one of the changing performances. In other words, a series of changes from the previous mode (previous background music) to the relay performance (relay music) to the next mode (next background music) occurs during one of the changing performances.
[0037] 〇Specific example 1-5 As described in the above embodiment, while the relay performance is being performed (while the relay music is being output), the relay image 20 is displayed in the display area 911. In the above embodiment, it has been described that the state of the relay image 20 is determined based on the later mode (determined depending on the later mode), but it is determined based on the earlier mode. That is, it is assumed that the relay image A (for example, an image including character A) corresponding to mode A, the relay image B (for example, an image including character B) corresponding to mode B, and the relay image C (for example, an image including character C) corresponding to mode C are set as the relay image 20, and it is determined which of the relay images A to C is displayed depending on which of the earlier mode is mode A to C. As shown in FIG. 7, if the earlier mode is performance mode A, the relay music A is output and the relay image A is displayed as the relay performance.
[0038] By performing as in this example, there is an advantage that the output music (relayed music) and image (relayed image 20) are in a corresponding relationship to each other in a relay performance. That is, in the case of the above embodiment, the relayed music corresponds to an earlier mode and the relayed image 20 corresponds to a later mode, so that the combinations (corresponding relationship) of the relayed music and the relayed image 20 output in the same relay performance are not the same, whereas in this example, there is an advantage that the combinations of the relayed music and the relayed image 20 are always the same (the relay performance is always output in combinations of "relayed music A and relayed image A", "relayed music B and relayed image B", and "relayed music C and relayed image C").
[0039] Although not shown, if the style (type) of the relayed music is determined according to the later mode as in the above specific example 1-1, the style (type) of the relayed image 20 may also be determined according to the later mode. This ensures that the combination of the relayed music and the relayed image 20 in the relay performance is always the same.
[0040] Also, as in the above specific example 1-2, if the aspect (type) of the relayed music is determined according to the earlier mode and the later mode, a configuration may be adopted in which a relay image 20 corresponding to each of the relayed music is set. That is, a relay image AB corresponding to the relayed music AB, a relay image AC corresponding to the relayed music AC, a relay image BA corresponding to the relayed music BA, a relay image BC corresponding to the relayed music BC, a relay image CA corresponding to the relayed music CA, and a relay image CB corresponding to the relayed music CB are prepared (see FIG. 8 (example in which a relay image CA is displayed)). However, with regard to the relay image 20, if the combination of the earlier mode and the later mode is the same, the same image may be displayed. That is, the relay images AB and BA, the relay images AC and CA, and the relay images BC and CB may be set to have the same aspect.
[0041] 〇Specific example 1-6 A momentary silent period (a period during which neither the background music nor the relay music is output) may be set between the state in which the previous background music (background music corresponding to the previous mode) is output and the state in which the relay music is output. Since the timing at which the previous background music ends (the timing at which the previous varying performance ends) is indefinite, providing such a momentary silent period can make the flow from the previous background music to the relay music smoother.
[0042] Based on a similar concept, a momentary silent period may be set between a state in which the relay music piece is output and a state in which the subsequent background music piece (background music piece corresponding to the subsequent mode) is output.
[0043] 2-2) Background music As described above, in this embodiment, background music pieces A to C corresponding to modes (presentation styles) A to C are prepared. Each background music piece is divided into a first half and a subsequent second half (see FIG. 9(a)). For example, the melody part of each background music piece (such as the A melody and B melody) could be the first half, and the following chorus part could be the second half. Each background music piece is set so that the time required to output the second half from start to finish is longer than the time required to output the first half from start to finish. In other words, it is set so that "length of first half / total length<0.5".
[0044] A background music change condition and a reset condition are provided as conditions for controlling the background music. The background music change condition is a condition for changing the type of background music to be output through the speaker 70. In this embodiment, since background music is output according to the type of mode (presentation style), a mode transition corresponds to the establishment of the background music change condition. In other words, the end of the previous changing presentation (the start of the next changing presentation) corresponds to the establishment of the background music change condition.
[0045] On the other hand, unlike the background music change condition, the reset condition is not a condition for changing the type of background music, but a condition for resetting once and outputting the same type of background music. The reset condition can be set from various viewpoints. In this embodiment, the end of the variation performance (hereinafter sometimes referred to as "reach miss variation") in which the corresponding win / loss lottery result is notified as a miss after the reach (a state in which two of the three decorative patterns 80 are the same type of decorative patterns 80 and the remaining decorative pattern 80 is selected as the same type as the decorative pattern 80 constituting the reach) is set as the reset condition. In other words, when a reach miss variation occurs, the background music is output in a reset state (from a reset point described later) in the next variation performance (hereinafter sometimes simply referred to as the "next variation") (however, this does not include a case in which a mode transition occurs when moving from a reach miss variation to the next variation (when the background music change condition is established). In other words, it is assumed that the reach miss variation and the next variation are in the same mode). The reset condition is not met during a fluctuation performance in which a reach is not achieved and a miss is announced (a so-called ``complete miss'' fluctuation).
[0046] Note that using the occurrence of a "reach" as a reset condition is merely one example. It is not necessary that the effect always occurs during all fluctuations (an effect that always occurs with every fluctuation). It is also possible to set the occurrence of another effect as the reset condition instead of a "reach," or to set the occurrence of another effect as well as a "reach" as the reset condition (a configuration in which two or more reset conditions are set).
[0047] When the background music change condition is met, the new background music (background music corresponding to the later mode) is output from the beginning of the first half (the beginning of the entire music) (P1 in FIG. 4(a)) (see FIG. 4(b-1)). For example, when a transition from mode A to mode B occurs, background music B corresponding to mode B is output from the beginning of the first half.
[0048] On the other hand, if the reset condition is met, the background music will be output from the beginning of the latter half (P2 in Figure 4(a)). In other words, the boundary between the first and second half of the background music is set as the "reset point." For example, if a certain during-changing performance (the previous during-changing performance) becomes a "missed-reach changing performance" while mode B is set, background music B will be output from the beginning of the latter half when the "next change" (the later during-changing performance) begins while mode B is maintained (see Figure 4(b-2)).
[0049] When the background music has progressed to the end (which is also the end of the latter half), the background music is output from the beginning of the latter half (P2 in FIG. 4(a)) (see FIG. 4(b-3)). That is, when the background music is output to the end, it is not output from the first half, but from the second half. In other words, the basic mode of the background music is that the second half is output in a circular (loop) manner. Furthermore, unless the background music change condition is met, the first half of the background music is not output. In this embodiment, for each background music, there is no part in the second half that is exactly the same as the melody in the first half. That is, unless the background music change condition is met, the player cannot hear the melody of the first half.
[0050] Thus, in this embodiment, when the background music change condition is met, the new background music is output from the beginning of the first half, but when the reset condition is met, the new background music is output from the beginning of the second half. If the first half were to be output from the beginning even when the reset condition was met, the first half would be output frequently, which would tire the player (the dramatic effect of the output of the background music would become monotonous). However, in this embodiment, the first half is not output when the reset condition is met, so the risk of this happening can be reduced.
[0051] In addition, when the background music progresses to the end, the beginning of the latter half will be output instead of the first half (the latter half will be cycled without including the first half), which further reduces the frequency with which the first half is output.
[0052] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned aspects of the background music. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0053] 〇Specific example 2-1 As described above, the first half of the background music is not output unless the music change condition is satisfied. In other words, it can be considered as a special part that constitutes the background music. Therefore, when the first half of the background music is output, a special image 30 for emphasizing it is displayed in the display area 911 (see FIG. 10(a)). The special image 30 can be said to be an "image dedicated to the first half" that is not displayed when the second half of the background music is output (see FIG. 10(b)). The number of special images 30 prepared is the same as the number of types of background images. That is, special image A is output when the first half of background music A is displayed, special image B is output when the first half of background music B is displayed, and special image C is output when the first half of background music C is displayed (special images A to C have different aspects). This makes it easier to understand that the type of background music being output has changed.
[0054] The special image 30 may be displayed as the relay image 20 displayed in the above-mentioned relay performance. In other words, the first half of the background music may function as the relay music output in the relay performance.
[0055] 〇Specific example 2-2 After winning a jackpot and the jackpot game ends, the first half of the background music (P1 in FIG. 9(a)) is output during the first variation (hereinafter, sometimes referred to as the variation immediately after the jackpot). In other words, the setting is made so that the first half can be heard not only when the type of background music changes, but also when the variation immediately after the jackpot. This contributes to improving the player's motivation to play again to win a jackpot after the jackpot game ends. The mode set in the variation immediately after the jackpot may be fixed, or may be changed each time. If the former is used, the type of background music output in the variation immediately after the jackpot will be the same every time (for example, if mode A is set, background music A will be output every time), so the first half of the background music will be output from the start of the variation immediately after the jackpot until a predetermined time has elapsed.
[0056] 〇Specific example 2-3 In the first variation performance after the power of the gaming machine 1 is turned on (hereinafter, sometimes referred to as the first variation in the morning), the first half of the background music (P1 in FIG. 9(a)) is output. In other words, the setting is made so that the first half can be heard not only when the type of background music changes, but also in the first variation after the power is turned on. In this way, in the so-called first thing in the morning state (when playing a gaming machine that no one is playing after the opening of the gaming establishment), a special part of the background music that is not cyclically output can be heard, which contributes to improving the player's motivation to play. The mode set in the first variation in the morning may be fixed, or may be changed each time. In the former case, the type of background music output in the first variation in the morning is the same every time (for example, if mode A is set, background music A will be output every time), so the first half of the background music will be output from the start of the first variation in the morning until a predetermined time has elapsed.
[0057] 〇Specific example 2-4 Assume that the gaming machine is capable of changing the probability related to the player's ball payout (expected value), such as the probability of winning a jackpot (a gaming machine equipped with a so-called "setting"). In the first during-change performance after the "setting" is changed (hereinafter, sometimes referred to as "change after setting change"), the background music is output from the first half of the music (P1 in FIG. 9(a)) (note that changing the "setting" also includes setting the same setting again). In this way, the background music can function as a means for the player to guess whether the setting has been changed or not. In other words, since setting changes are generally performed when a gaming establishment closes, if the background music is output from the beginning of the first half of the music in the first during-change performance of a gaming machine that has not performed any during-change performance since opening, it is highly likely that the "setting has been changed," and if the background music is output from the beginning of the second half of the music, it is highly likely that the "setting has not been changed." This realizes a gameplay in which the background music is output from the beginning of the first half of the music in the first during-change performance.
[0058] 〇Specific example 2-5 In the above embodiment, it has been explained that the end of the reach miss variation is set as the establishment of the reset condition, but all of the variation effects (miss variations) in which the winning / losing lottery result is a miss (however, excluding cases where a mode transition occurs) may be set as the establishment of the reset condition. In this case, except for cases where a mode transition occurs, the background music is basically output from the beginning of the latter half (P2 in FIG. 9(a)) in all variation effects. In other words, since the configuration is such that the music is output from the beginning of the first half in the first variation in which a mode transition is executed, and from the beginning of the latter half in other cases, it becomes easy to tell whether a mode transition has occurred or not.
[0059] 〇Specific example 2-6 In the above embodiment, it has been described that when the background music has progressed to the end, the background music is output from the beginning of the latter half of the music; however, when the background music has progressed to the end (as in the case of FIG. 9(b-2)), the background music may be output from the beginning of the first half of the music (P1 in FIG. 9(a)). In other words, when the reset condition is not met, the entire background music including both the first and second half of the music is output in a cyclical manner, while when the reset condition is met, the background music is output from the beginning of the second half of the music. For example, if the background music is relatively long (the time required from the beginning to the end is relatively long) and the frequency (probability) of the music progressing to the end without the reset condition being met is not very high, then even if the setting is such that the music is "output in a cyclical manner" from the beginning of the first half of the music, the first half of the music will not be output very frequently.
[0060] 2-3) Specific production In this embodiment, there is a state (selected music output state) in which the background music to be output from the speaker 70 can be selected from a plurality of candidate music pieces. Specifically, one of the plurality of modes (presentation styles) is a special mode, and in a situation in which the special mode is set, it is possible to select the background music to be output (see FIG. 11(a)). In other words, the special mode is a state in which the player can listen to the music of his / her choice from a plurality of candidate music pieces. Note that such a special mode may not be set, and the background music may be selectable at all times (the selected music output state is constant).
[0061] In this embodiment, one of the candidate songs X, Y, and Z is output as the background song (hereinafter, the background song that is actually output is referred to as the selected song). Any method of selecting the selected song may be used. In this embodiment, the player can change the background song (basically, the background song can be changed in all variations) by operating an operation means (a cross key or a push button) provided in an operable position during the variation performance in which the special mode is set (see FIG. 11(a)). However, the background song cannot be changed during the execution of a specific performance described later. In this embodiment, when a reach is not established during the variation performance, the background song can be changed (hereinafter, the period during which the background song can be changed may be referred to as the selectable period). Alternatively, the selectable period may be limited. For example, the player may be prompted to select one of the candidate songs when moving to the special mode, and the song selected there will be the selected song until the end of the special mode (the selected song cannot be changed thereafter). During the special mode (selected music output state), an image showing the type of selected music may be displayed in the display area 911 (so that the player can understand the music he has selected) (see FIG. 11(a)).
[0062] A specific effect may occur as an effect constituting the during-variation effect executed in a state where the special mode is set (selected music output state) (see FIG. 11(b)(c-1)(c-2)). In this embodiment, the specific effect does not occur unless the special mode is set. The specific effect is a type of reach effect (super reach effect). The specific effect leads to an ending advantageous to the player (advantageous ending) (see FIG. 11(c-1)) and an ending disadvantageous to the player (unfavorable ending) (see FIG. 11(c-2)). If the winning / losing lottery result (target winning / losing lottery result) corresponding to the during-variation effect in which the specific effect occurs is a jackpot, the result is an advantageous ending, and if it is a miss, the result is an unfavorable ending. However, if a reversal pattern occurs in which a jackpot is announced while appearing to be a miss, an unfavorable ending may also be reached (a configuration in which such a reversal pattern is not set, that is, a configuration in which the target winning / losing lottery result is determined to be a miss when an unfavorable ending is reached, may also be used). In any case, if a favorable ending is reached, the target winning / losing lottery result is confirmed as a big win. The specific presentation in this embodiment is a so-called "battle presentation" in which a friendly character (a character on the player's side) and an enemy character fight, and a winning friendly character is set as a favorable ending, and a losing friendly character is set as an unfavorable ending.
[0063] A specific performance (the period during which a specific performance is being carried out) is divided into a pre-period and the subsequent post-period. In the pre-period, the outcome (favorable or unfavorable outcome) is unknown. In the post-period, the outcome is known. In other words, the boundary between the pre-period and the post-period is the turning point where the outcome becomes known, and the period before the transition to the outcome is the pre-period, and the period after the transition is the post-period.
[0064] During the preliminary period, a dedicated piece of music is output from the speaker 70 (see FIG. 11(b)). The dedicated piece of music is background music dedicated to a specific effect that is output only when the specific effect occurs. Therefore, the dedicated piece of music is a different type of music from any of the above-mentioned multiple candidate pieces of music X to Z. In this embodiment, since the length of the preliminary period is constant, the length of the dedicated piece of music is also constant (matched to the length of the preliminary period). Since the dedicated piece of music is merely a "background piece of music", sound effects indicating the occurrence of a so-called chance-up effect or the like are output over the dedicated piece of music.
[0065] If a favorable ending is reached after the transition to the post-period, the selected music (i.e., one of the candidate music pieces X to Z) is output from the speaker 70. Specifically, the selected music piece that was set immediately before the occurrence of the specific effect (pre-period) (meaning the end of the most recent selectable period at the start of the specific effect) is output. If the specific effect (pre-period) occurs during a variable effect (assuming that the music is not changed during the variable effect) in a state in which the selected music piece Y (candidate music piece Y is selected) (see FIG. 11(a)), the selected music piece Y will be output as the player transitions to the post-period (favorable ending) of the specific effect (see FIG. 11(c-1)). In this way, during the post-period leading to the favorable ending, the player's favorite music piece (from among the candidate music pieces) is output (the player is celebrated with the favorite music piece), which creates a lot of excitement.
[0066] In this embodiment, a reference point is determined for each of multiple candidate songs X to Z (songs that can become selected songs). When a transition is made to the post-period leading to an advantageous outcome (a transition to the state of FIG. 11(c-1)), the selected song is output from the reference point (see FIG. 12). For example, the beginning of the "chorus" (the most exciting part of the song) of each of the candidate songs (selected songs) X to Z is set as the reference point. In this way, the post-period in which songs that the player likes are output can be made even more exciting.
[0067] On the other hand, if an adverse ending occurs after the transition to the post-event period, the selected music is not output. In this embodiment, a music piece specifically for an adverse ending (hereinafter referred to as an adverse ending music piece) is output. In other words, regardless of which of the candidate music pieces X to Z is selected as the selected music piece, the adverse ending music piece is output (see FIG. 11(c-2)). Note that the adverse ending music piece is different from any of the candidate music pieces X to Z. In this way, since the selected music piece (music preferred by the player) is not output when an adverse ending occurs, the difference between an advantageous ending and an adverse ending becomes clear.
[0068] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0069] 〇Specific example 3-1 In the above embodiment, it was explained that when the game moves to the post-period leading to a favorable ending, the selected music is output from a reference point (for example, the beginning of the "chorus"), but in this embodiment, the selected music is output from a point that matches the progress of the selected music at the time of the move to the specific performance (pre-period). For example, the output of the selected music is stopped at the end of the selectable period, but when the game moves to the post-period leading to a favorable ending, the output of the selected music is started from the stopped point (i.e., from the "continuation") (see FIG. 13). In this way, the selected music that was interrupted by the move to the specific performance (pre-period) is resumed by the move to the post-period (favorable ending).
[0070] 〇Specific example 3-2 In the above embodiment, it has been described that the selected song is not output when the game moves to a post-period that results in an unfavorable ending, but the selected song may be output even when the game moves to a post-period that results in an unfavorable ending (see FIG. 14(c-2)). However, the output part of the selected song is different between an advantageous ending and an unfavorable ending. For example, when the game ends in an advantageous ending, the "chorus" part of the selected song is output (see FIG. 14(c-1)), whereas when the game ends in an unfavorable ending, the "outro" part of the selected song is output (see FIG. 14(c-2)). That is, when the game ends in an advantageous ending, the exciting part of the selected song is output, whereas when the game ends in an unfavorable ending, a less exciting part is output. When the game ends in an unfavorable ending, the sound may be controlled to gradually fade out (the volume gradually decreases).
[0071] 〇Specific example 3-3 The selected song is output in the post-event period leading to a favorable ending only when a certain condition is met. Specifically, a song for a favorable ending (different from songs X to Z and songs for an unfavorable ending) is set as the default song, and if the certain condition is not met, the song for the favorable ending is output when the game transitions to a favorable ending (see FIG. 15(c-1)), and if the certain condition is met, the selected song (one of the candidate songs X to Z) is output (see FIG. 15(c-2)).
[0072] Various conditions can be set as the above-mentioned predetermined condition. As an example, it is possible to configure the predetermined condition not to be satisfied if the player has not taken any selection action. In other words, if the player has not changed the background music at all since the reference point (reset point), it is determined that the predetermined condition is not satisfied, and if the background music has been changed even once, it is determined that the predetermined condition is satisfied. If the player has not taken any selection action, it is assumed that the currently output background music (selected music) is not to the player's liking, so the selected music is not output even if it would result in a favorable ending.
[0073] The reference time can be set as appropriate. If the background music becomes selectable when the mode is changed to a special mode (selected music output state) as in the above embodiment, the reference time is the time when the mode is changed to the special mode. In other words, if the background music has not been changed even once since the background music became selectable (since the mode is changed to a new selectable period), the predetermined condition is not satisfied. It is also possible to set the time when the standby state (a state in which the mode is changed to after a predetermined time from the state in which the variable performance is not being executed) is released as the reference time. In other words, if the background music has not been changed even once since the standby state is released, the predetermined condition is not satisfied.
[0074] 〇Specific example 3-4 Some of the multiple candidate songs (hereafter referred to as target songs) are output in the post-event period leading to a favorable ending, but the other songs (hereafter referred to as non-target songs) are not output in the post-event period leading to a favorable ending (see FIG. 16). In other words, if a selected song that is a target song is output immediately before the start of a specific performance (see FIG. 16(a)), the selected song is output in the post-event period leading to a favorable ending (see FIG. 16(c-1)), but if a selected song that is a non-target song is output immediately before the start of a specific performance (see FIG. 16(a)), the selected song is not output in the post-event period leading to a favorable ending (for example, the favorable ending song (default song) explained in the above specific example 3-3 is output) (see FIG. 16(c-2)).
[0075] Which of the candidate songs (songs that can become selected songs) is to be the target song (non-target song) can be set from various viewpoints. For example, assume that candidate songs X to Z are set as in the above embodiment, and that if the player does not take any selection action, candidate song X is the selected song (i.e., candidate song X is the "basic" (default) song, and the others are "special" songs). In this case, candidate song Y and candidate song Z are the target songs, and candidate song X is the non-target song (see FIG. 16). That is, if candidate song X is the selected song, it is highly likely that the player has not selected a favorite song, and song X is not output even if a favorable ending is obtained. If candidate song Y or Z is the selected song, it is highly likely that the player has selected a favorite song, and song Y or Z is output if a favorable ending is obtained.
[0076] 〇Specific example 3-5 In the post-event period in which a favorable ending occurs, an image (music image 50) representing the outputted music is displayed in the display area 911 (see FIG. 17(c-1)). In other words, if candidate music X was the selected music immediately before the start of the specific performance, a music image X including the name of the music X is displayed in the post-event period; if candidate music Y was the selected music, a music image Y including the name of the music Y is displayed; and if candidate music Z was the selected music, a music image Z including the name of the music Z is displayed in the post-event period. Since there is a risk that the player will not realize that the selected music has been outputted in the event of a favorable ending, by displaying different images according to the selected music, the player will be more likely to realize that the selected music has been outputted. For example, a player who encounters a specific performance (favorable ending) for the first time is likely not to know that the selected music will be outputted in the event of a favorable ending, but by displaying such a music image 50, the player will realize that the selected music has been outputted, which will be an opportunity to consider setting a favorite music as the selected music from the next time.
[0077] In the post-event period leading to an unfavorable ending, the selected song is not output, and so the song image 50 is not displayed (see FIG. 17(c-2)). Therefore, an advantageous ending and an unfavorable ending differ in whether or not the song image 50 is displayed, making it easier to understand which ending has been reached. Furthermore, a player who encounters an advantageous ending after encountering an unfavorable ending may notice that an image representing a song that was not displayed at the time of the unfavorable ending is displayed at the time of the advantageous ending, and may grasp from this that if an advantageous ending is reached, the selected song will be output.
[0078] 〇Specific example 3-6 In the above embodiment, it has been explained that a specific performance occurs during a during-changing performance (a specific performance is a component of a during-changing performance), but a specific performance may occur at a time other than when a during-changing performance is being executed.
[0079] For example, it is conceivable that a specific effect occurs during a jackpot game (during a round). In a jackpot game, it is possible to select the music to be output (selected music) from among a number of candidate music, i.e., the selected music output state is set. In this state, the specific effect occurs. The selected music is not output during the pre-period, but if the post-period results in a favorable ending, the selected music is output (if the post-period results in an unfavorable ending, the selected music is not output). Various targets can be considered for notification depending on the outcome of the specific effect (whether or not it results in a favorable ending). For example, it is conceivable that notification is made as to whether or not the game state after the end of the jackpot game will be a high probability state (whether or not it will be a first special game state).
[0080] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0081] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0082] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0083] ·Means 1-1 This gaming machine has multiple types of presentation styles set as the style of presentation during the change from when the decorative pattern starts to change to when it stops in a manner that indicates the result of the win / lose lottery, and is characterized in that the style of relay presentation executed when changing from a state in which a previous presentation style is set to a state in which a subsequent presentation style is set is determined based on at least one of the type of the previous presentation style and the type of the subsequent presentation style. According to the gaming machine, it is possible to smoothly show changes in presentation style.
[0084] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that each of the multiple types of presentation styles has a style-corresponding song set to be output when the presentation style is set, and the relay song output as the relay presentation is determined based on the previous style-corresponding song associated with the previous presentation style. ·Means 1-3 The gaming machine described in means 1-1 is characterized in that each of the multiple types of presentation styles has a style-corresponding song set to be output when the presentation style is set, and the relay song output as the relay presentation is determined based on the later style-corresponding song associated with the later presentation style. In this way, when a change in presentation style occurs, an abrupt change in style-compatible music is prevented (the relay music plays the role of smoothly connecting the style-compatible music before and after it).
[0085] ·Means 1-4 The gaming machine described in means 1-2 or 1-3, wherein in the relay performance, a relay image corresponding to the relay music is displayed. In this way, it is possible to achieve a relay performance in which the music and images to be output correspond to each other.
[0086] ·Means 2-1 A gaming machine comprising a sound output means for outputting background music that is output during the performance during which decorative symbols change from when they start to change until when they stop in a manner that indicates a win / lose lottery result, the background music being divided into a first half and a subsequent second half, and when a background music change condition for changing the background music is established, a new background music is output from the beginning of the first half, while when a reset condition, which is not a condition for changing the background music, is established, the background music is output from the beginning of the second half. According to the gaming machine, the first half of the background music is frequently output, thereby preventing the game from becoming monotonous.
[0087] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that when the background music has progressed to the end, the background music is output from the beginning of the latter half of the music. In this way, the latter half of the background music is output in a cyclical manner.
[0088] ·Means 2-3 The gaming machine described in means 2-1 or 2-2, characterized in that one of the reset conditions is set to be the end of the variable performance when a reach is reached and then a miss occurs. By doing this, even if a "missed chance" occurs, the first half of the background music will not be output.
[0089] ·Means 2-4 A gaming machine described in any one of means 2-1 to 2-3, characterized in that when the first half of the background music is being output, a special image is displayed on the display device, which is not displayed when the second half of the background music is being output. By doing so, it is easy to know that the first half of the background music is being output (that the background music change condition has been met).
[0090] ·Means 3-1 A gaming machine comprising: a sound output means; and an effect execution means for executing a specific effect that may occur in a selected music output state in which a selected music piece selected by a player from a plurality of candidate music pieces is output from the sound output means, the specific effect including a preliminary period in which a dedicated music piece is output from the sound output means, and a post-period following the preliminary period in which the selected music piece may be output from the sound output means. According to the gaming machine, it is possible to execute an interesting special effect in which a piece of music that the player likes is outputted in a subsequent period.
[0091] ·Means 3-2 The specific presentation leads to a favorable ending favorable to the player or an unfavorable ending unfavorable to the player, the outcome is not known during the pre-period, and the outcome becomes known when the pre-period ends and the transition to the post-period occurs, and the selected music is output during the post-pre-event period when the favorable ending is reached, and the selected music is not output during the post-pre-event period when the unfavorable ending is reached. In this way, it is possible to have a special presentation in which the achievement of a favorable outcome is celebrated with a favorite song.
[0092] ·Means 3-3 The gaming machine described in means 3-1 or 3-2, wherein the dedicated music piece is a music piece different from any of the plurality of candidate music pieces. By doing this, when a favorable ending is achieved, a special presentation will be produced in which the selected song is first output, then another song (exclusive song) is output, and then the selected song is output.
[0093] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that a reference point is determined for each of a plurality of candidate songs that can become the selected song, and regardless of the degree of progress of the selected song until the specific performance is started in the selected song output state, when the selected song is output in the post-event period, output begins from the reference point of the selected song. If the reference point is set to the beginning of an exciting part of the selected music piece, such as the beginning of a so-called "chorus," then when the selected music piece is output in the post-event period, that exciting part can be heard. [Explanation of symbols]
[0094] 1. Gaming machines 10 Reserved Design 20 Live Images 30 Special Images 50 Song Images 70 Speaker 80 Decorative Designs 91 Display device 911 Display area
Claims
[Claim 1] A gaming machine that outputs any one of a plurality of background music pieces, the background music has a first half and a second half, In a state where a certain type of background music is being output, when a background music change condition for changing the type of the background music to be output is satisfied, a type of the background music different from a certain type of the background music is output from the beginning of the first half portion; when a reset condition different from the background music change condition is satisfied, a certain type of background music is output from the beginning of the latter half portion; When a certain type of background music has progressed to the end, a certain type of background music is output from the beginning of the first half. A gaming machine characterized by:
Citation Information
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