gaming machines
The gaming machine addresses prolonged gameplay perception by dynamically adjusting effects based on duration, using a movable body and varied effects to maintain player engagement.
Patent Information
- Application Number
- JP2022113720
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-15
- Publication Date
- 2025-11-28
- Estimated Expiration
- 2042-07-15
AI Technical Summary
Existing gaming machines risk prolonging gameplay, leading to a perception of dragging, which can diminish player engagement.
A gaming machine design that incorporates a movable body and effect execution mechanism, dividing effects into two halves with varying lengths, employing different effects (basic, moving, and additional) based on the second half's duration to maintain engagement.
Reduces the perception of delay by dynamically adjusting effects, enhancing player engagement through varied and timely presentations.
Smart Images

Figure 0007777339000001 
Figure 0007777339000002 
Figure 0007777339000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, as described in Patent Document 1 below, it is known to provide a time-absorbing part whose length changes depending on the time of fluctuation, but if such a time-absorbing part becomes longer, there is a risk that the player will feel that the presentation is "dragging on." [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-140173 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 reduce the possibility that a player will feel that the game is dragging on. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a movable body capable of performing a predetermined operation, and an effect execution means which executes a specific effect which is divided into a first half before the switching point and a second half after the switching point, the lengths of which can change each time, and is characterized in that if the length of the second half is T1 time or more, a basic effect which is not an effect that moves the movable body and a movable effect that moves the movable body are executed in the second half, and if the length of the second half is less than T1 time, the basic effect is executed in the second half but the movable effect is not executed. [Effects of the Invention]
[0006] According to the present invention, it is possible to reduce the risk that a player feels a delay.
Brief Description of the Drawings
[0007] [Figure 1] It is a front view of the gaming machine according to the present embodiment. [Figure 2] It is a diagram showing the decorative symbols and hold symbols displayed in the display area. [Figure 3] It is a diagram for explaining the game state (transition of the game state). [Figure 4] It is a diagram for explaining the outline of a specific effect. [Figure 5] It is a diagram for explaining the relationship between the occurrence timing of a sudden effect and the lengths of the first half and the second half. [Figure 6] It is a diagram for explaining the second half effect when Tb < T1 (pattern A). [Figure 7] It is a diagram for explaining the second half effect when T1 ≤ Tb < T2 (pattern B). [Figure 8] It is a diagram for explaining the second half effect when T2 ≤ Tb (pattern C). [Figure 9] It is a diagram for explaining Specific Examples 1-6. [Figure 10] (a) It is a diagram for explaining the outline of each image displacement direction and (b) each variation start direction. [Figure 11] It is a diagram for explaining that the image displacement direction and the variation start direction are in a corresponding relationship at the beginning of the variation effect during a specific mode. [Figure 12] It is a diagram for explaining Specific Example 2-1. [Figure 13] It is a diagram for explaining Specific Example 2-2. [Figure 14] It is a diagram for explaining Specific Example 2-3. [Figure 15] It is a diagram for explaining Specific Example 2-4. [Figure 16] It is a diagram for explaining the change in the variation stop sound. [Figure 17]FIG. 10 is a diagram for explaining specific example 3-1. [Figure 18] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 10 is a diagram for explaining specific example 3-3. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. 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. Furthermore, unless otherwise specified, the following description is based on the assumption that the player plays the game as instructed (the player plays the game normally without performing any special gameplay). Furthermore, when it is stated that "a gaming ball has entered XX (a prize has been won)," strictly speaking, it means that the sensor installed in the XX has detected the entering gaming ball.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and is provided so as to have a substantially arc-shaped guide rail 903.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a start area 904, a big prize area 906, an outlet 907, 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 which act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0012] Note that 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. These components may have the same structure as known gaming machines.
[0013] The lottery for the jackpot is executed by a winning / losing lottery means provided on a control board (control circuit), not shown, when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a number (winning / losing lottery information) is obtained from a random number source. If the number is the same as the predetermined jackpot number, the jackpot is awarded; if it is different, the jackpot is awarded. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired when a gaming ball enters the first start area 904a will be referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired when a gaming ball enters the second start area 904b will be referred to as the second winning / losing lottery (special chart 2 lottery).
[0014] In this embodiment, the results of the winning / losing lottery will be announced in the order in which the numbers are obtained, but if there is winning / losing lottery information for which the results have not yet been announced, the newly acquired winning / losing lottery information will be stored as pending information (strictly speaking, pre-change pending information, as described below) in a memory means provided on a control board not shown.
[0015] In this embodiment, as the reserved symbols 70, a reserved symbol 71 during fluctuation corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 71 during fluctuation) in which the in-flux effect (from the start of fluctuation of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination that indicates the winning / losing lottery result, that is, the effect during one fluctuation; hereinafter also referred to as simply "flux" or "rotation") that notifies the winning / losing lottery result has started but the notification of the winning / losing lottery result has not been completed (hereinafter also referred to as the reserved symbol 71 during fluctuation), and a reserved symbol 72 before fluctuation corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 71 before fluctuation) in which the in-flux effect that notifies the winning / losing lottery result has not started (see FIG. 2) are displayed. Note that the reserved symbol 71 during fluctuation is not strictly included in the concept of "reserved", but is generally referred to as "the reserved symbol in question" or the like, and is therefore defined as included in the concept of "reserved" in this embodiment. In this embodiment, the pending pattern 71 during change is displayed larger than the pending pattern 72 before change, but the basic shapes of both are the same. The pending pattern 71 during change and the pending pattern 72 before change may be completely different in basic shape. Also, the pending pattern 71 during change may not be displayed. The order in which the notification of the winning / losing lottery results corresponding to the pending pattern 72 before change is completed (the so-called pending "consumption order") is earlier the further to the right it is.
[0016] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 70 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 71 and up to four pre-change reserved symbols 72 may be displayed (see FIG. 2). The pre-change reserved symbol 72 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 72, and when a game ball should be launched toward the second starting area 904b (the specific game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72. Regardless of the game status, the pre-change reserve pattern 72 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 72 may be displayed).
[0017] When both the first pre-variation reserved information and the second pre-variation reserved information are stored in the storage means, the result of the lottery based on the second pre-variation reserved information (second winning / losing lottery information) is notified preferentially. That is, the gaming machine 1 according to this embodiment is a special chart 2 priority consumption.
[0018] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops (hereinafter, "stop" refers to a complete stop, excluding a so-called pseudo-stop state (e.g., a state in which the symbol appears to the player to have stopped but is only slightly shaking)). If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, center decorative symbol 80C, right decorative symbol 80R arranged from left) becomes a predetermined winning combination (in this embodiment, a set of three decorative symbols 80 of the same type). If it is a loss, it will be a loss combination other than the combination that results in a jackpot. In this embodiment, the various decorative patterns 80 include any of the numbers "1" to "7." Decorative patterns 80 with the same number are "same type" patterns (decorative patterns 80 with different numbers are "different type" patterns).
[0019] In this embodiment, when a winning combination of decorative symbols 80 including odd numbers (decorative symbols 80 including "1," "3," "5," and "7") is displayed as a confirmed winning combination (a combination displayed by stopping the fluctuation), a specific jackpot is confirmed, as described in detail below. On the other hand, when a winning combination of decorative symbols 80 including even numbers (decorative symbols 80 including "2," "4," and "6") is displayed as a confirmed winning combination, a specific jackpot is not confirmed, and it may be a normal jackpot, as described in detail below. Specifically, when a winning combination of decorative symbols 80 including even numbers is displayed, a promotion effect may occur during the subsequent jackpot game, indicating that the jackpot won was a specific jackpot. If this promotion effect does not occur, a normal jackpot is confirmed. This type of promotion effect is well known, and any type of effect may be used, so a description thereof will be omitted. Since a specific jackpot is more valuable to a player than a normal jackpot, it can be said that a confirmed display of a winning combination using decorative patterns 80 containing odd numbers (a confirmed specific jackpot) is more advantageous to a player than a confirmed display of a winning combination using decorative patterns 80 containing even numbers (a possible normal jackpot).
[0020] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.
[0021] In this embodiment, the game states are a normal game state and a special game state (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low (approximately 1 / 319 in this embodiment), and is a low-base state (low probability, no time-saving feature) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high (approximately 1 / 50 in this embodiment), and is a high-base state (high probability, time-saving feature) in which it is easy for the game ball to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is a state in which a so-called "left-handed shot" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after the first win / loss lottery. On the other hand, the specific gaming state is a state in which the gaming ball should be launched aiming at the second starting area 904b. In this embodiment, this is a state in which a so-called "right hit" should be performed. Therefore, the specific gaming state can be said to be a gaming state in which the aim is to win a jackpot after a second winning / losing lottery. The specific gaming state is a state in which the gaming ball is likely to win the lottery to open the second starting area 904b, which is triggered by the entry of the gaming ball into the normal starting area 905, so the gaming ball will enter the second starting area 904b relatively easily.
[0022] In this embodiment, there are provided two types of jackpots: a normal jackpot and a special jackpot. A normal jackpot is a jackpot that transitions to a normal gaming state after a jackpot game ends. A special jackpot is a jackpot that transitions to a special gaming state after a jackpot game ends. A jackpot obtained by winning the first win / lose lottery is a normal jackpot or a special jackpot. A jackpot obtained by winning the second win / lose lottery is a special jackpot. Except in special cases such as winning a lottery based on the reserved information stored in the storage means immediately after a gaming state transition (a lottery for the so-called remaining reserved amount), the normal gaming state is a gaming state that aims to win the first win / lose lottery, so a jackpot obtained in the normal gaming state is a normal jackpot or a special jackpot. The special gaming state is a gaming state that aims to win the second win / lose lottery, so a jackpot obtained in the special gaming state is a special jackpot.
[0023] In addition, the configuration may be such that the condition for transitioning to a specific game state after the specific jackpot game ends is to have the game ball enter a specified area (V area) that opens during the specific jackpot game (V entry) (so-called V-variable machine).
[0024] The specific gaming state ends when the win / lose lottery results are a loss a predetermined number of times in a row. When the specific gaming state ends, the game state transitions to the normal gaming state. If a jackpot (specific jackpot) is won before the predetermined number of consecutive losses after transitioning to the specific gaming state, the game state transitions again to the specific gaming state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine, in which the condition for consecutive wins is to win the second win / lose lottery before the predetermined number of consecutive losses after transitioning to the specific gaming state. In this embodiment, the predetermined number of times (ST number of times) is set to 72.
[0025] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game involves one or more unit games in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (e.g., 10 balls) enter the jackpot area 906 after the jackpot area 906 is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a jackpot game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.
[0026] The following describes the effects (contents and control of the effects) that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects described below can be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and decorative symbols 80 may be omitted from illustration.
[0027] 2) Length absorption control for specific productions 2-1) Specific production The gaming machine 1 according to this embodiment is capable of executing a special effect (see FIG. 4). The special effect can occur as part of a variation effect in a normal gaming state. However, it may also occur as part of a variation effect in a special gaming state. Furthermore, if there is a need to execute the scale absorption control, the details of which will be described later, the special effect may occur in a situation other than during a variation effect, such as during a jackpot game.
[0028] The specific effect results in either a successful result (see Figure 4(c-1)) or a failed result (see Figure 4(c-2)). If the winning / losing lottery result (hereinafter sometimes referred to as the target winning / losing lottery result) corresponding to the in-variation effect (hereinafter sometimes referred to as the target in-variation effect) including the specific effect is a jackpot, the result is a successful result, and if it is a miss, the result is a failed result. In other words, the specific effect is a type of reach effect that indicates the result of the target winning / losing lottery depending on whether or not it results in a successful result. Note that the specific effect in this embodiment starts midway through the in-variation effect and constitutes the final part that includes the end point of the in-variation effect. In other words, the end point of the specific effect coincides with the end point of the target in-variation effect.
[0029] The basic configuration of a specific effect is that a predetermined effect video is output (see Figures 4(a) and (b)). If the result is successful, the output of the effect video is stopped and a sudden effect occurs in which a sudden image 10 is displayed (see Figure 4(c-1)). The length of the sudden effect is fixed. If the result is unsuccessful, the effect ends without displaying such sudden image 10 (the effect video continues to be output until the end) (see Figure 4(c-2)), and a losing combination is displayed (see Figure 4(d)).
[0030] The sudden image 10 in this embodiment is an image that makes the display area 911 appear to suddenly go black (see FIG. 4(c-1)). In other words, the specific effect is an effect in which the winning or losing depends on whether or not a so-called "freeze" occurs, in which the effect image suddenly stops while it is being output. In this embodiment, the message "Freeze occurs, jackpot" is displayed while the effect image is being output (see FIGS. 4(a) and 4(b)).
[0031] Whether or not a specific effect will be successful is determined based on the result of the target hit / miss lottery. If the target hit / miss lottery result is a jackpot and a specific effect that will result in a success is executed, the timing at which the sudden effect will occur (the sudden image 10 will be displayed) is selected in advance by lottery from among multiple candidate timings (see Figure 5(a)). Therefore, it is impossible for the player to know in advance when the sudden effect will occur (even if the result is a success). If the target hit / miss lottery result is a miss, the sudden effect will not be executed, and so such a lottery will not be executed.
[0032] A successful specific effect is divided into a first half before a predetermined switching point and a second half after the switching point (note that, hereinafter, when the term "specific effect" is used without any special explanation, it refers to a successful specific effect divided into a first half and a second half). The switching point is regarded as the end point of the sudden effect (see FIG. 5(b)). As mentioned above, the timing at which the sudden effect occurs can change each time, so the length from the start of the specific effect to the switching point is not constant. In other words, the time of the first half (hereinafter, this time will be referred to as Ta) and the time of the second half (hereinafter, this time will be referred to as Tb) can also change each time. In this embodiment, the length of the specific effect is constant regardless of the timing at which the sudden effect occurs. If the time required for the specific effect is T, then T = Ta + Tb. The earlier the timing at which the sudden effect occurs (the earlier the candidate timing is selected), the shorter the first half will be and the longer the second half will be. In other words, the length of the first half (Ta) and the length of the second half (Tb) are in an inverse relationship, in that as one becomes longer, the other becomes shorter.
[0033] The first half is the period from the start of the specific effect to the end of the sudden effect, and therefore is the period from when the effect video is displayed to when the sudden image 10 is displayed, and until the sudden image 10 is erased. The second half is executed when it has been determined that a jackpot (successful result) has occurred due to the display of the sudden image 10 (occurrence of a freeze), and therefore is the period during which an effect celebrating the jackpot is executed. In this embodiment, the type of effect to be used in the second half differs depending on the length of the time Tb for the second half.
[0034] 2-2) The second half of the performance In this embodiment, the second half of the performance (hereinafter sometimes referred to as the second half performance) can be configured with a basic performance, a moving performance, and an additional performance. Note that these performances can all be executed separately, and two or more of these performances cannot be executed at the same time.
[0035] The basic effect is an effect that is executed in any case as part of the second half. In other words, effects other than the basic effect (movable effects and additional effects) may not be executed as part of the second half, but the basic effect is always executed as part of the second half. The basic effect clearly indicates that the specific effect has reached a successful result. As mentioned above, a successful result is reached when the result of the target lottery is a jackpot, and the second half of the specific effect is executed to indicate this. Therefore, the basic effect is the display of a combination of decorative patterns 80 (winning combination) that indicates a jackpot (see Figures 6(b), 7(c), and 8(d)).
[0036] The moving effect is an effect in which the movable body 20 is moved. The gaming machine 1 according to this embodiment is provided with a movable body 20 that can move back and forth between an original position (a position in a normal state) and an effect position (see FIG. 1). The movable body 20 is displaced in front of the display area 911, and is set so that when the movable body 20 is located at the effect position (shown by a solid line in FIG. 1), the area that overlaps with the display area 911 is larger (the area that the movable body 20 covers in the display area 911 is larger) than when the movable body 20 is located at the original position (shown by a dotted line in FIG. 1). Because a player plays while looking at the display area 911, moving the movable body 20 from the original position to the effect position can be said to be an action that makes the movable body 20 stand out. Any drive mechanism for the movable body 20 may be used, and therefore a description thereof will be omitted. The moving effect is an effect in which the movable body 20, located at the original position, is moved to the effect position (and returned to the original position at the end of the effect) (see FIGS. 7(b) and 8(c)). In this embodiment, when the movable body 20 is positioned at the performance position, an image that emphasizes (decorates) that the movable body 20 is positioned at the performance position is also displayed in the part of the display area 911 that is not covered by the movable body 20.
[0037] The additional effect is an effect that emphasizes that a successful result has been achieved, and a predetermined image (hereinafter referred to as additional image 15) is displayed in the display area 911. The additional image 15 is an image (dedicated image) that is displayed only during the additional effect. As will be described later, if an additional effect occurs in the latter half, it will occur immediately after the sudden effect, so it is preferable that the additional image 15 be of a type that celebrates the occurrence of the sudden effect and the confirmation of a successful result. In this embodiment, the additional image 15 that includes the word "joy" is displayed (see FIG. 8(b)).
[0038] It should be noted that while the basic and additional effects are being performed, the movable body 20 remains in its original position. In other words, the basic and additional effects are not effects that cause the movable body 20 to move.
[0039] 2-3) Control according to the length of the latter half In this embodiment, depending on the length (time Tb) of the latter half, it is determined which of the above-mentioned basic effect, movable effect, and additional effect is used as the effect constituting the latter half effect. In other words, the configuration of the latter half effect is made different depending on the length of the latter half. Specifically, when the length Tb of the latter half (A) If T is less than 1 hour (B) If T1 is greater than or equal to T2, but less than T2 (C) If T2 hours or more The three patterns are divided into three (hereinafter referred to as Pattern A, Pattern B, and Pattern C), and the composition of the second half of the performance is different (T2>T1 above).
[0040] Pattern A (see Figure 6) If the length Tb of the second half is less than T1, only the basic effect is executed as the effect that constitutes the second half effect. In other words, the moving effect and the additional effect are not executed. Therefore, after the sudden effect (see FIG. 6(a)) ends (after the sudden image 10 is erased), the decorative patterns 80 that constitute the winning combination are displayed until the specific effect ends (see FIG. 6(b)). In other words, after the sudden effect ends, the winning combination in the pseudo-stop state is displayed, and then the fluctuation completely stops at that winning combination, and the fluctuation effect ends.
[0041] Pattern B (see Figure 7) If the length Tb of the second half is equal to or greater than T1 time and less than T2 time, the moving effect and the basic effect are executed as the effects that make up the second half effect. In other words, the additional effect is not executed. After the sudden effect (see FIG. 7(a)) ends (after the sudden image 10 is erased), the moving effect is executed first (see FIG. 7(b)). In other words, the movable body 20 is displaced from the original position to the effect position. After the moving effect (after the movable body 20 returns to the original position), the basic effect is executed (see FIG. 7(c)). In other words, the decorative pattern 80 that makes up the winning combination remains displayed until the specific effect ends.
[0042] Pattern C (see Figure 8) If the length Tb of the second half is equal to or longer than T2, the additional effect, the moving effect, and the basic effect are executed as the effects that make up the second half effect. After the sudden effect (see FIG. 8(a)) ends (after the sudden image 10 is erased), the additional effect is executed first. That is, the additional image 15 is displayed to emphasize the successful result (see FIG. 8(b)). After the additional effect, a moving effect is executed in which the moving body 20 is displaced from the original position to the effect position (see FIG. 8(c)). After the moving effect (after the moving body 20 returns to the original position), the basic effect is executed (see FIG. 8(d)). That is, the decorative patterns 80 that make up the winning combination are displayed until the specific effect ends.
[0043] Thus, in this embodiment, three types of candidate effects (basic effect, movable effect, additional effect) are prepared as the effects that make up the second half of a specific effect, and the number of effects to be executed is determined according to the length Tb of the second half. In other words, the longer the length Tb of the second half, the more effects will be executed. The second half becomes longer the sooner the first half ends (the earlier the timing of the sudden effect), so so-called "length absorption" is necessary. However, in this embodiment, length absorption is not achieved by extending a type of effect, so the risk of the player feeling that the second half is drawn out is reduced. Note that, given that the basic effect is executed regardless of the length of the second half (in any of patterns A to C), it can be said that the movable effect and additional effect function as length absorption effects.
[0044] In particular, in this embodiment, if the time for the latter half is equal to or longer than T1 (pattern B or pattern C), a movement effect is executed in which the movable body 20 is displaced from the original position to the effected position (see FIGS. 7 and 8). In other words, an impactful effect (not an effect that simply displays a predetermined image) is executed as a time-absorbing effect that is not executed in the case of pattern A, which can further reduce the risk that the player will feel that the latter half is drawn out.
[0045] Furthermore, in this embodiment, if the time of the latter half is equal to or longer than T2, an additional effect is executed. In other words, an effect in which an image different from the basic effect is displayed as a time-absorbing effect is executed, reducing the likelihood that the player will feel that the latter half is drawn out. In particular, in this embodiment, a moving effect is executed between the additional effect, which is an effect that displays an image, and the basic effect (see FIG. 8), so the additional effect and the basic effect are clearly "divided" by the moving effect. As a result, the effects of the latter half are more varied (because changes such as image effect (additional effect) → moving effect → image effect (basic effect) are developed), reducing the likelihood that the player will feel that the latter half is long.
[0046] The control divided into the above patterns A to C is a "rough" control that is performed by dividing the length of the latter part into three major sections (three stages). On the other hand, the "fine" length adjustment control (hereinafter referred to as "fine adjustment") is performed by appropriately increasing or decreasing the length of at least one of the individual effects (basic effect, movable effect, additional effect). In other words, since the length of the latter part can vary even for the same pattern, it is finely adjusted by adjusting the length of at least one of the effects.
[0047] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., regarding the time absorption control of the above-mentioned specific performances. Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied to a configuration.
[0048] 〇Specific example 1-1 The length Tb of the second half may be divided into two patterns, and the effect to be executed may be determined. If the length Tb of the second half is less than T1, a basic effect is executed in the second half (progressing in the manner shown in FIG. 6), and if the length Tb of the second half is T1 or more, a moving effect and a basic effect are executed in the second half (progressing in the manner shown in FIG. 7). In other words, a configuration may be adopted in which whether or not a moving effect is executed as a time-absorbing effect is determined depending on whether or not the length Tb of the second half is T1 or more. Even in this case, if the length Tb of the second half is equal to or greater than a predetermined threshold (T1), a moving effect is executed as a time-absorbing effect, thereby reducing the risk that the player will feel that the second half is drawn out.
[0049] 〇Specific example 1-2 The moving effect is executed regardless of the length Tb of the latter half. For example, as explained in the above specific example 1-1, the effect executed in the latter half is determined depending on whether the length Tb of the latter half is less than T1 time or equal to or greater than T1 time. Based on this premise, if the length Tb of the latter half is less than T1 time, the moving effect and the basic effect are executed (the mode is assumed to proceed in the flow shown in FIG. 7), and if it is equal to or greater than T1 time, an additional effect is executed in addition to the moving effect and the basic effect (the mode is assumed to proceed in the flow shown in FIG. 8). In other words, the moving effect and the basic effect are executed as a basic effect in the latter half, and if the length Tb of the latter half is equal to or greater than T1 time, an additional effect is executed as a length-absorbing effect. In this way, the moving effect functions as a common effect that is always executed regardless of the length Tb of the latter half.
[0050] In this example, regardless of the length Tb of the latter half, the effect that occurs following the sudden effect can be a moving effect (the effect that occurs first in the latter half can be a moving effect). Therefore, it is possible to realize a performance form in which the occurrence of the sudden effect is celebrated by the movement of the movable body 20.
[0051] 〇Specific example 1-3 Although it has been explained that the end point (switching point) of the first half of the specific effect in the above embodiment is the end point of the sudden effect, other effects may be executed as the effects that make up the first half. In other words, the first half may be configured so that the timing of the switching point can change each time (the length Tb of the second half can change each time).
[0052] For example, an operation presentation that prompts the player to operate the operation means 60 (such as a push button) is executed in the first half. A valid operation period is set for the operation presentation, during which operation of the operation means 60 is valid. The point in time when the operation during the valid operation period satisfies a predetermined condition is set as the switching point. In other words, the transition to the second half occurs when the operation of the operation means 60 satisfies the predetermined condition. Since the timing at which the operation of the operation means 60 satisfies the predetermined condition varies depending on the operation situation, the length of the second half can change each time. Note that any type of operation may be requested in the operation presentation (possible operations include a single operation (single operation), continuous operation, and sustained operation (long press)).
[0053] 〇Specific example 1-4 The above-mentioned fine adjustments are made using the basic effects, and not using the moving effects or additional effects. The basic effects are common effects that are executed in all patterns A to C, so fine adjustments can be made by increasing or decreasing the length of the basic effects in any pattern (see Figures 9(a) to 9(c)). Furthermore, the basic effects are images that display winning combinations, and fine adjustments can be easily controlled by simply changing the display time (for example, by increasing or decreasing the time the pseudo-stop occurs for a winning combination). Furthermore, by making fine adjustments using the basic effects in this way, there is also the advantage that in the case of pattern B (see Figure 9(b)) or pattern C (see Figure 9(c)), there is no need to control the length of the moving effects or additional effects to change slightly (the lengths of the moving effects and additional effects can be constant).
[0054] 3) Image correspondence control 3-1) Image displacement direction In the gaming machine 1 according to this embodiment, when in a predetermined presentation mode (specific mode), the presentation image 30 is displayed in the variable presentation. In this embodiment, the specific mode may be set in the specific game state. That is, the presentation image 30 may be displayed in the specific game state. However, this does not deny the possibility of a configuration in which the presentation image 30 can be displayed in the normal game state.
[0055] The effect image 30 is an image that represents a predetermined character. In this embodiment, it is an image that represents a "horse" character (see FIG. 10(a)). In the variation effect during a specific mode, the effect image 30 is displayed displacing in one of a plurality of directions (hereinafter sometimes referred to as image displacement directions). Note that, regardless of which of the plurality of image displacement directions the effect image 30 is displacing in, the state in which the player can recognize that it represents a predetermined character (the same character) is maintained.
[0056] In this embodiment, three directions are provided as candidate directions that can be the image displacement direction. These three directions are a "left direction" (see FIG. 10(a-1)) in which the effect image 30 is displaced so as to gradually approach the left edge of the display area 911, a "down direction" (see FIG. 10(a-2)) in which the effect image 30 is displaced so as to gradually approach the bottom edge of the display area 911, and a "right direction" (see FIG. 10(a-3)) in which the effect image 30 is displaced so as to gradually approach the right edge of the display area 911. The "down direction" can also be considered a "middle direction" in the sense that it is a direction that divides the display area 911 in two, left and right.
[0057] 3-2) Direction of fluctuation start In the during-variation performance of a specific mode, multiple directions are set as candidates for the direction (hereinafter referred to as the "start-of-variation direction") in which the decorative pattern 80 will move at the beginning of the during-variation performance (i.e., during a predetermined period including the start of the during-variation performance). Specifically, at the start of the during-variation performance, three decorative patterns 80 (three decorative patterns 80 that make up a losing combination indicating the win / lose lottery result (loss) corresponding to the previous variation) are displayed, and the directions in which the three decorative patterns 80 move at the beginning of the during-variation performance are divided into three directions: a "leftward direction" (see FIG. 10(b-1)) in which the three decorative patterns 80 gradually move closer to the left edge of the display area 911; a "downward direction" (see FIG. 10(b-2)) in which the three decorative patterns 80 gradually move closer to the bottom edge of the display area 911; and a "rightward direction" (see FIG. 10(b-3)) in which the three decorative patterns 80 gradually move closer to the right edge of the display area 911. The "downward direction" can also be considered as the "middle direction" in the sense that it is a direction that divides the display area 911 in half in the left and right directions.
[0058] 3-3) Relationship between image displacement direction and start direction of fluctuation Image correspondence control is a control that establishes a correspondence between the image displacement direction and the start direction of a change during a change effect in a specific mode. The "left direction," "downward," and "rightward" image displacement directions are considered to correspond to the "left direction," "downward," and "rightward" change start directions, respectively. In other words, the correspondence is established when the target image (effect image 30 / decorative pattern 80) moves in the "same direction," which means that the side (left / downward / right) of the approaching display area 911 is the same (see FIG. 11).
[0059] In addition, in one variation performance, the displacement of the performance image 30 in a certain image displacement direction and the displacement of the decorative pattern 80 in a variation start direction that does not correspond to the image displacement direction do not occur. For example, the displacement of the performance image 30 whose image displacement direction is "leftward" does not occur in the same variation as the displacement of the decorative pattern 80 whose variation start direction is "downward" or "rightward."
[0060] In this embodiment, in one variation effect, the period during which the effect image 30 is displaced in the image displacement direction and the period during which the decorative pattern 80 is displaced in the variation start direction corresponding to the image displacement direction are set to at least partially overlap. In other words, the displacement of the effect image 30 in the image displacement direction and the displacement of the decorative pattern 80 in the variation start direction, which is the same direction, occur simultaneously.
[0061] In this embodiment, in the specific mode, the image displacement direction and the displacement start direction change with each displacement. The image displacement direction and the displacement start direction change in a specified order, such as "image displacement direction 'left' / displacement start direction 'left'" (see FIG. 11(b)) → "image displacement direction 'down' / displacement start direction 'down'" (see FIG. 11(d)) → "image displacement direction 'right' / displacement start direction 'right'" (see FIG. 11(f)) → "image displacement direction 'left' / displacement start direction 'left'" (see FIG. 11(h)).
[0062] In this way, in this embodiment, the decorative pattern 80 begins to change in a direction (change start direction) corresponding to the displacement direction of the performance image 30 (image displacement direction), resulting in an interesting performance form in which the displacement of the performance image 30 and the displacement of the decorative pattern 80 are related.
[0063] Furthermore, in this embodiment, the image displacement direction and the direction in which the movement starts change with each movement, so the basic appearance (appearance) of the previous movement and the subsequent movement is constantly changing, reducing the risk of players becoming bored.
[0064] The following describes specific examples in which the above-described image correspondence control has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined.
[0065] 〇Specific example 2-1 As explained above, the image correspondence control in the above embodiment corresponds the direction in which the decorative pattern 80 starts to change at the beginning of the changing performance to the image displacement direction of the performance image 30, but it may also be configured so that the direction in which the decorative pattern 80 changes at the end of the changing performance corresponds to the image displacement direction of the performance image 30.
[0066] The end period of the during-variation performance is the period from a midpoint (a midpoint just before the end) of the during-variation performance to its end. During this period, the decorative patterns 80 (three decorative patterns 80) that ultimately constitute the offset combination enter the display area 911, and the direction of movement until they are stopped and displayed at the center of the display area 911 (hereinafter referred to as the final movement direction) is one of multiple directions. For example, three modes are provided: a "leftward direction" (see FIGS. 12(a) and 12(g)) in which the three decorative patterns 80 enter the display area 911 from the right edge and move toward the center of the display area 911; a "downward direction" (see FIG. 12(c)) in which the three decorative patterns 80 enter the display area 911 from the upper edge and move toward the center of the display area 911; and a "rightward direction" (see FIG. 12(e)) in which the three decorative patterns 80 enter the display area 911 from the left edge and move toward the center of the display area 911.
[0067] Also, it is assumed that the image displacement directions of the effect image 30 in the final period are set to correspond to the respective final movement directions. Three modes are provided: a "left direction" (see FIGS. 12(a) and 12(g)) in which the effect image 30 enters the display area 911 from the right edge and displaces toward the center of the display area 911; a "down direction" (see FIG. 12(c)) in which the effect image 30 enters the display area 911 from the upper edge and displaces toward the center of the display area 911; and a "right direction" (see FIG. 12(e)) in which the effect image 30 enters the display area 911 from the left edge and displaces toward the center of the display area 911.
[0068] The image displacement directions "leftward," "downward," and "rightward" correspond to the final movement directions "leftward," "downward," and "rightward," respectively. At the end of each movement period, a performance image 30 is displayed that moves in the direction corresponding to the final movement direction (see FIG. 12).
[0069] By doing so, it is possible to create an interesting presentation form in which the direction of change of the decorative pattern 80 and the direction of displacement of the presentation image 30 are related at the end of the variation presentation. Also, in the case where there are successive failure variations, if the image displacement direction and the final variation direction are changed for each variation, the basic form (appearance) of the previous variation and the subsequent variation will be constantly changing, thereby reducing the risk of the player getting bored.
[0070] 〇Specific example 2-2 At the end of the variation, a combination of decorative patterns 80 (pattern combination) indicating the result of the lottery is displayed. A plurality of patterns are provided as the display pattern of the pattern combination (combination display pattern). Each combination display pattern differs in the display position of at least one of the three decorative patterns 80 that make up the pattern combination. For example, three combination display patterns are provided: a "left downward pattern" (see Figures 13(b)(h)) in which the display positions of the right decorative pattern 80 are arranged gradually downward from the left decorative pattern 80; a "right downward pattern" (see Figure 13(d)) in which the display positions of the left decorative pattern 80 are arranged gradually downward from the right decorative pattern 80; and a "V-shaped pattern" (see Figure 13(f)) in which the center decorative pattern 80 is arranged lower than the left and right decorative patterns 80.
[0071] In addition, the image displacement direction of the effect image 30 during the final period of the effect during the change, including the end of the change, is set to correspond to each of the final change directions. Three modes are provided: a "left downward direction" (see Fig. 13(a)(g)) in which the effect image 30 is displaced from the upper right to the lower left, a "right downward direction" (see Fig. 13(c)) in which the effect image 30 is displaced from the upper left to the lower right, and a "straight down direction" (see Fig. 13(e)) in which the effect image 30 is displaced in the vertical direction from the top to the bottom.
[0072] The image displacement directions of "left downward," "right downward," and "directly downward" correspond to the combination display modes of "left downward," "right downward," and "V-shaped," respectively. This corresponds to the decorative pattern 80 of the three decorative patterns 80 that make up the symbol combination, in the direction in which the displacing effect image 30 descends ("left" for left downward, "right" for right downward, and "center" for directly downward) being positioned at the bottom. During the end period of each variable effect, the effect image 30 displacing in the image displacement direction corresponding to the combination display mode is displayed. The period during which the effect image 30 displacing in the image displacement direction is displayed may be before the symbol combination is displayed (the end of the change) as shown in FIG. 13, or may include the time when the symbol combination is displayed (the end of the change) unlike FIG. 13.
[0073] By doing so, it is possible to create an interesting presentation form in which the displacement direction of the presentation image 30 at the end of the variation period and the combined display mode of the decorative pattern 80 indicating the winning or losing lottery result are related. Also, in the case where loss variations continue, if the image displacement direction and the final variation direction are changed for each variation, the basic mode (appearance) of the previous variation and the subsequent variation will be constantly changing, thereby reducing the risk of the player getting bored.
[0074] 〇Specific example 2-3 In the above embodiment, it was explained that the image displacement direction and change start direction change in a prescribed order (the prescribed order in the above embodiment is "image displacement direction 'left' / change start direction 'left'" → "image displacement direction 'down' / change start direction 'down'" → "image displacement direction 'right' / change start direction 'right'" → "image displacement direction 'left' / change start direction 'left'" ...). However, if an event occurs that contradicts the prescribed order (for example, if a certain change results in a state like that of FIG. 14(a) and the next change results in a state like that of FIG. 14(b-2)), the reliability of a jackpot will be higher than if an event occurs in accordance with the prescribed order (for example, if a certain change results in a state like that of FIG. 14(a) and the next change results in a state like that of FIG. 14(b-1)). In other words, the breakdown of the "rule" of change in the prescribed order is set as what is known as an increase in chances.
[0075] The violation of the rule can be easily understood by showing that the "image displacement direction / displacement start direction" is the same for two consecutive variations. In other words, the fact that there is no change in the "image displacement direction / displacement start direction" between the first variation and the second variation (see Figure 14(a) and (b-2)) is an indication that the reliability of the winning / losing lottery result corresponding to the second variation has increased.
[0076] 〇Specific example 2-4 In the above embodiment, it was explained that the corresponding image displacement direction and the movement start direction are "same direction" (the approaching side edge of the display area 911 is the same), but it is also possible to set the corresponding direction to be "opposite direction."
[0077] As image displacement directions, in addition to the "left direction," "down direction," and "right direction" described in the above embodiment, an "up direction" is provided in which the performance image 30 is displaced so as to gradually approach the upper edge of the display area 911. Furthermore, as a variation start direction, in addition to the "left direction," "down direction," and "right direction" described in the above embodiment, an "up direction" is provided in which the three decorative patterns 80 are displaced so as to gradually approach the upper edge of the display area 911. Based on this premise, the image displacement directions "left direction," "down direction," "right direction," and "up direction" correspond to the variation start directions "right direction," "up direction," "left direction," and "down direction," respectively. In other words, for the same during-change performance, the image displacement direction is "leftward" / change start direction is "rightward" (see Figure 15(b)), the image displacement direction is "downward" / change start direction is "upward" (see Figure 15(d)), the image displacement direction is "rightward" / change start direction is "leftward" (see Figure 15(f)), and the image displacement direction is "upward" / change start direction is "downward" (see Figure 15(h)).
[0078] 4) Sound of fluctuation stopping in a specific game state 4-1) Types of fluctuation stop sounds When the effect during the fluctuation ends, a fluctuation stop sound, which is a sound effect (a short sound of about 1 or 2 seconds at most), is output from the speaker 65 (see FIG. 1). The period during which the fluctuation stop sound is output may be slightly different from the end of the fluctuation, as long as the player can recognize it as being output when the fluctuation stops. For example, it may be output just before the end of the fluctuation, or it may be output just after the end of the fluctuation.
[0079] The fluctuation stop sound can change in a specific gaming state. In other words, multiple types of fluctuation stop sounds are provided as fluctuation stop sounds for specific gaming states. In this embodiment, three types are provided: a first fluctuation stop sound (hereinafter sometimes referred to as the first stop sound) (see FIG. 16(b)), a second fluctuation stop sound (hereinafter sometimes referred to as the second stop sound) (see FIG. 16(c)), and a third fluctuation stop sound (hereinafter sometimes referred to as the third stop sound) (see FIG. 16(d)).
[0080] In this embodiment, each variable stop sound has a different volume (sound pressure). The volume increases in the order of the first stop sound, the second stop sound, and the third stop sound (the third stop sound is the loudest). On the other hand, each variable stop sound in this embodiment has the same pitch (melody). In the drawings, the melody is represented by the character "don" and the difference in volume is represented by the size of the character.
[0081] Furthermore, even if a gaming machine is equipped with a known volume adjustment means (which may be adjustable by the player, or may not be adjustable by the player but may be adjustable by the gaming parlor), the differences in the volume of each of the above-mentioned fluctuation stop sounds are not due to the volume adjustment means. If the volume level (step) is increased by the volume adjustment means, the volume of all of the fluctuation stop sounds will increase, so the volumes of each fluctuation stop sound will remain different from one another. Similarly, if the volume level (step) is decreased by the volume adjustment means, the volume of all of the fluctuation stop sounds will decrease, so the volumes of each fluctuation stop sound will remain different from one another. In other words, in the case where a volume adjustment means is provided, "the volumes of each fluctuation stop sound are different from one another" means that the volumes of each fluctuation stop sound will be different when it is assumed that the volume levels adjusted by the volume adjustment means are the same.
[0082] 4-2) Relationship between the remaining number of times in a specific game state and the variable stop sound As described above, the specific gaming state in this embodiment has an end condition of 72 consecutive losses (ST count = 72). In this embodiment, the variable stop sound is controlled based on the remaining number of times (remaining ST count), which is the number of times the win / lose lottery is executed (number of losses) required until the end condition is met. A first stop sound is output during a first period from when the remaining number of times falls below 20 (until 52 consecutive losses occur from the start of the specific gaming state) (see FIG. 16(b)). A second stop sound is output during a second period from when the remaining number of times falls below 20 to when it falls below 10 (until 10 consecutive losses occur after 52 consecutive losses occur from the start of the specific gaming state) (see FIG. 16(c)). A third stop sound is output during a third period from when the remaining number of times falls below 10 to when the specific gaming state ends (until 62 consecutive losses occur from the start of the specific gaming state) (see FIG. 16(d)). In other words, the volume of the variable stop sound increases when a stop sound change condition that can be met as the remaining number of times decreases is met. In this embodiment, the stop sound change condition is the end of a losing variation (the 52nd losing variation since the start of the specific gaming state) that is executed when the remaining number of times is 20 (first stop sound change condition), or the end of a losing variation (the 62nd losing variation since the start of the specific gaming state) that is executed when the remaining number of times is 10 (second stop sound change condition). Note that the stop sound change condition may be met only once throughout the specific gaming state (assuming the specific gaming state ends without winning a jackpot), or it may be met three or more times. The types of variable stop sounds provided may be "the number of stop sound change conditions + 1" that can be met throughout the specific gaming state.
[0083] In this embodiment, the first, second, and third periods do not represent different presentation modes (which refer to elements that govern the motifs and other aspects of the presentation during the change. Different presentation modes result in different basic components of the presentation, such as the background image (not shown) displayed as the background of the decorative pattern 80 and the background music (BGM) played during the change. The presentation mode is also referred to as a "(presentation) stage.") In other words, in this embodiment, a change in presentation mode does not necessarily result in a change in the change stop sound. Therefore, the transition from the first period to the second period or the transition from the second period to the third period does not result in a change in the background image or the background music (BGM) played during the change (no change that would indicate a change in presentation mode). Specifically, the first and second stop sounds are different for a change performed when there are 20 remaining turns (early change) and a change performed when there are 19 remaining turns (later change), but the same background image and background music are continuously output from the earlier change to the later change. Similarly, the variation stop sound for a variation executed when there are 10 remaining turns (early variation) and a variation executed when there are 9 remaining turns (later variation) differs between the second and third variation stop sounds, but the same background image continues to be displayed in the display area 911 without interruption from the early variation to the later variation, and the same background music continues to be output from the speaker 65 without interruption. In other words, the basic continuity of the presentation is maintained from the early variation to the later variation when the stop sound change condition is met, but a change in the variation stop sound occurs. Furthermore, the variation stop sound (change in the variation stop sound) does not indicate the reliability of a jackpot. In other words, the variation stop sound does not indicate the reliability of a jackpot in the winning / losing lottery result corresponding to the pending variation information or the pending variation information, but changes solely based on the remaining turns.
[0084] However, this does not deny the possibility of a configuration in which the timing at which the fluctuation stop sound changes and the timing at which the presentation mode changes coincide by chance (the presentation mode changes as one fluctuation moves to the next, and the fluctuation stop sound also differs between one fluctuation and the next).
[0085] As explained above, in this embodiment, the variable stop sound changes based on the number of times remaining in the specific game state, so it is possible to clearly indicate that the specific game state is progressing (the number of times remaining is getting fewer). In particular, in this embodiment, the variable stop sound changes in volume to emphasize that the number of times remaining is getting fewer (the variable stop sound changes when the number of times remaining falls below a predetermined number, resulting in a presentation that increases the player's sense of tension).
[0086] Below, we will explain specific examples of improvements, specific embodiments, modifications, etc., regarding the variable stop sound in the specific game state. Note that, to the extent possible, multiple technologies described using the following specific examples may be combined and applied.
[0087] 〇Specific example 3-1 The differences in the form of each variable stop sound are as follows: Each variable stop sound is composed of one or more unit sounds. For example, a unit sound having a predetermined form (melody) is set (in the drawings, the unit sound is represented by "don"). Each variable stop sound has a different number of unit sounds. The first stop sound contains one unit sound ("don") (see Figure 17(b)), the second stop sound contains two unit sounds ("don-don") (see Figure 17(c)), and the third stop sound contains three unit sounds ("don-don-don") (see Figure 17(d)).
[0088] In the specific gaming state, the first stop sound is output as a variable stop sound during a first period until the first stop sound change condition is met, the second stop sound is output as a variable stop sound during a second period after the first stop sound change condition is met until the second stop sound change condition is met, and the third stop sound is output as a variable stop sound during a third period after the second stop sound change condition is met (see Figure 17). By doing this, as the specific gaming state progresses, the variable stop sound changes in the direction in which the unit sound increases, so that the fact that the remaining number of times is getting smaller is emphasized by the increase in the unit sound (the sense of tension is heightened), resulting in a presentation form.
[0089] The form (melody) of the unit sounds that make up a variable stop sound does not have to be the same. However, when comparing a variable stop sound with a relatively small number of unit sounds with a variable stop sound with a large number of unit sounds, the variable stop sound with a large number of unit sounds is considered to include all of the variable stop sounds with a small number of unit sounds. For example, the first stop sound is considered to have a form such as "don," the second stop sound is considered to have a form such as "don-kan," and the third stop sound is considered to have a form such as "don-kan-tan" (the second stop sound includes all of the first stop sounds, and the third stop sound includes all of the second stop sounds).
[0090] In addition, each fluctuation stop sound may differ not only in the number of unit sounds but also in the volume as described in the above embodiment. This has the advantage of making the difference between each fluctuation stop sound more clear.
[0091] 〇Specific example 3-2 Since the first to third periods described in the above embodiment are periods including two or more fluctuations, each fluctuation stop sound will be output continuously over two or more fluctuations. In contrast, in at least a part of the target period of the specific gaming state (the target period is assumed to be a period including three or more consecutive fluctuations), the fluctuation stop sound is configured to change for each fluctuation (see FIG. 18). In other words, in the target period, the stop sound change condition is established each time a losing fluctuation ends. Note that, since the change in the fluctuation stop sound emphasizes to the player that the number of remaining times in the specific gaming state is decreasing, it is preferable that the target period be a period including the final fluctuation of the specific gaming state.
[0092] For example, from the state where there are 10 remaining times until the final variation of the specific game state, the variation stop sound is made to change with each variation (at least 10 types of variation stop sounds (first stop sound to tenth stop sound) are prepared). In accordance with the above embodiment, during the target period, the volume is made to gradually increase each time a variation ends. In this way, the approaching end of the specific game state is emphasized by the change in the variation stop sound for each variation.
[0093] 〇Specific example 3-3 A fluctuation stop sound is output, and an image corresponding to the type of fluctuation stop sound (hereinafter referred to as an effect image 40) is displayed. If three types of fluctuation stop sounds, namely, a first stop sound, a second stop sound, and a third stop sound, are provided as the corresponding effect images 40, namely, a first effect image 41 (see FIG. 19(b)), a second effect image 42 (see FIG. 19(c)), and a third effect image 43 (see FIG. 19(d)) (each effect image 40 has a different appearance). Because the fluctuation stop sound indicates that the decorative pattern 80 has stopped fluctuating, it is preferable that the effect image 40 displayed along with the fluctuation stop sound be displayed so as to accompany the decorative pattern 80 that has stopped fluctuating. By implementing a visual effect to complement the auditory effect as in this example, the change in the fluctuation stop sound is emphasized by the change image.
[0094] If the volume of the fluctuation stop sound is configured to increase each time the stop sound change condition is met, as in the above embodiment, it is preferable that the effect image 40 also change accordingly. For example, the louder the fluctuation stop sound, the larger the corresponding effect image 40 (the wider the displayed range) (see FIGS. 19(b) to (d)). In this way, the volume of the fluctuation stop sound is visually emphasized.
[0095] 〇Specific example 3-4 The above embodiment explained that the fluctuation stop sound can change based on the remaining number of times in a specific game state, but if the remaining number of times decreases each time the fluctuation ends and the end is approaching, the fluctuation stop sound can be configured to change based on a state other than the specific game state.
[0096] For example, a mission mode such as "Do XX within 10 spins" (a presentation mode in which a jackpot is confirmed if XX occurs within the displayed number of spins) is well known. When switching to such a mission mode, the fluctuation stop sound can change based on the number of times remaining (remaining fluctuation number) until the mission mode ends. When the number of times remaining reaches a certain threshold, the stop sound change condition is met, and the fluctuation stop sound is changed as a result. For example, the first fluctuation stop sound is output when the number of times remaining is between 10 and 4, and the second fluctuation stop sound is output when the number of times remaining is 3 or more.
[0097] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0098] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0099] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is won (a jackpot game is executed) when a jackpot is won, but a jackpot may also be won via a so-called small win. Since the gameplay in which a jackpot can be won via a small win (the gameplay of a so-called "two-type gaming machine" in which a jackpot is won by causing a gaming ball to enter a special area (V area) that opens when a small win is won) is well known, a detailed explanation will be omitted. For example, if a small win is set to lead to the winning of a jackpot (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), then the winning of a jackpot described in the above embodiment will include winning a small win ("jackpot" can be read as "small win").
[0100] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0101] ·Means 1-1 A gaming machine comprising: a movable body capable of performing a predetermined operation; and an effect execution means for executing a specific effect that is divided into a first half before a switching time point and a second half after the switching time point, the lengths of which can change each time, wherein if the length of the second half is T1 time or more, a basic effect that is not an effect that moves the movable body and a movable effect that moves the movable body are executed in the second half, and if the length of the second half is less than T1 time, the basic effect is executed in the second half, but the movable effect is not executed. According to the gaming machine, when the length of the latter half is equal to or longer than T1 time, a moving effect is executed, thereby reducing the possibility that the player will feel that the latter half is drawn out.
[0102] ·Means 1-2 When the length of the latter half of the game is equal to or longer than T2, the game machine according to means 1-1 executes the basic effect, the moving effect, and an additional effect that is different from the basic effect and does not cause the moving body to move, provided that T2>T1. In this way, if the latter half of the game becomes even longer, an additional effect different from the basic effect can be executed.
[0103] ·Means 1-3 The gaming machine described in means 1-2 is characterized in that the movable effect is executed between the basic effect and the additional effect. By doing this, the additional effects and the basic effects are clearly "divided" by the movable effects, so the latter half of the effects becomes more varied, and the risk of the player feeling that the latter half is too long is reduced.
[0104] ·Means 2-1 A gaming machine comprising: a display means having a display area where multiple types of decorative patterns are displayed to notify the result of a win / lose lottery; and an effect execution means for executing an effect during variation from the start point at which the decorative patterns begin to vary in multiple ways in the display area to the end point at which a pattern combination corresponding to the win / lose lottery result is constructed and the variation stops, wherein during the effect during variation, an effect image that is not the decorative pattern and that displaces in one of multiple image displacement directions may be displayed, and image correspondence control can be executed to make the display mode of the decorative pattern during the effect during variation where the effect image is displayed correspond to the image displacement direction. According to the gaming machine, an interesting presentation form is realized in which the displacement direction of the presentation pattern and the display mode of the decorative pattern are related to each other.
[0105] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that during a predetermined period including the start point of the change, the decorative pattern changes toward one of multiple change start directions, and the image correspondence control is a control that makes the change start direction correspond to the image displacement direction. By doing this, a presentation form is realized in which the direction of displacement of the decorative pattern at the start of the variation is related to the direction of displacement of the presentation pattern.
[0106] ·Means 2-3 The pattern combination displayed at the end of the variation is one of a plurality of combination display modes in which the display position of at least one of the plurality of decorative patterns constituting the pattern combination is different, and the image correspondence control is a control that makes the combination display mode correspond to the image displacement direction. In this way, a presentation form is realized in which the display mode of the pattern combination indicating the result of the lottery is related to the displacement direction of the presentation pattern.
[0107] ·Means 3-1 A gaming machine comprising: an effect execution means for executing an effect during variation from when multiple types of decorative symbols start to vary until they stop in a manner according to the result of a win / lose lottery; a game state setting means for setting a normal game state and a specific game state that is more advantageous than the normal game state as a game state in which the player plays with the aim of winning the win / lose lottery; and a sound output means for outputting a variation stop sound when the decorative symbols stop varying during the effect during variation in the specific game state, wherein the specific game state ends when an end condition is met in which the win / lose lottery result is a lose a specified number of times in succession, and which of the multiple types of variation stop sounds is output is determined based on the remaining number of times, which is the number of times the win / lose lottery must be executed until the end condition is met. According to the gaming machine, the progress of a specific gaming state can be clearly indicated by a change in the variable stop sound.
[0108] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the multiple types of variable stop sounds have different volumes, and the variable stop sounds change in the direction of increasing volume when a stop sound change condition that can be met when the remaining number of times decreases is met. In this way, the sense of urgency that the end of the specific game state is approaching is expressed by the volume of the fluctuation stopping sound increasing.
[0109] ·Means 3-3 The gaming machine described in means 3-1 is characterized in that the multiple types of variable stop sounds are composed of one or more unit sounds, the numbers of which are different from one another, and the variable stop sound changes in the direction of increasing the number of unit sounds when a stop sound change condition, which can be met when the remaining number of times becomes small, is met. In this way, the sense of urgency that the end of the specific game state is approaching is expressed by an increase in the unit sounds that make up the fluctuation stop sound.
[0110] ·Means 3-4 A gaming machine described in any one of means 3-1 to 3-3, characterized in that background music is output from the sound output means during the fluctuation performance, and even when the type of fluctuation stop sound output in the previous fluctuation performance and the type of fluctuation stop sound output in the subsequent fluctuation performance following the previous fluctuation performance are different, the background music may be output continuously from the previous fluctuation performance to the next fluctuation performance. The change in the fluctuation stop sound is merely an indication that the remaining number of times is getting low, so it is preferable that the sound can be generated even in a situation where background music is being output continuously. [Explanation of symbols]
[0111] 1. Gaming machines 10 Sudden Images 15 additional images 20 Movable body 30 Production Images 40 Effect images (41-43 First effect image - Third effect image) 65 speakers 80 decorative designs 91 Display device 911 Display area
Claims
[Claim 1] an operating means operable by a player; a movable body capable of performing a predetermined movement; a performance execution means for executing a specific performance divided into a first half before the switching time and a second half after the switching time, the lengths of which can be changed each time; Equipped with The specific effects include sudden effects that occur without being triggered by the operation of the operating means, The switching time is the end time of the sudden performance, The sudden effect is an effect in which any one of a plurality of candidate timings is set as an actual occurrence timing, The specific performance is, In the case where the Tb time required to execute the latter half of the pattern is equal to or longer than T1, a basic effect that is not an effect that moves the movable body and a moving effect that moves the movable body are executed in the latter half of the pattern. In the case of a second performance pattern in which the Tb time is less than the T1 time, the basic performance is executed in the latter half of the pattern, but the movable performance is not executed. When the specific performance is the first performance pattern, the length of at least one of the basic performance and the movable performance is made to be different each time the first performance pattern occurs, so that the time required to execute the basic performance and the movable performance is the Tb time, When the specific effect becomes the second effect pattern, the length of the basic effect can be changed each time the second effect pattern occurs, so that the time required for the basic effect becomes the Tb time. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2017140173A
Game machine
JP2021115308A