Gaming machine
The gaming machine dynamically changes special effect probabilities through decorative symbols and operational units, enhancing player engagement and attractiveness.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2020-12-01
- Publication Date
- 2026-07-01
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines lack mechanisms to enhance the attractiveness by dynamically changing the probability of special effects in a manner that is engaging and informative to players.
A gaming machine with a changing effect execution mechanism and mode setting means that allows for different probability settings of special effects, notified through decorative symbols and operational units, enabling players to change game specifications during reel spinning animations.
Enhances player engagement by providing dynamic and visible probability changes of special effects, improving the overall appeal of the gaming machine.
Smart Images

Figure 0007883276000001 
Figure 0007883276000002 
Figure 0007883276000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is a known gaming machine that can change the occurrence probability of a predetermined effect (special effect) according to the player's selection (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to improve the attractiveness of a gaming machine capable of changing the occurrence probability of a special effect.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes a changing effect execution means for executing a changing effect during which a decorative symbol indicating a winning or losing lottery result changes from the start of the change until the decorative symbol stops in a manner corresponding to the winning or losing lottery result, and a mode setting means capable of setting a special mode in which the occurrence probability of a special effect that can occur as an effect constituting the changing effect is different from that in the normal mode. The special mode is provided with a plurality of types of modes in which the occurrence probability of the special effect is different. Although it is notified that the special mode has been set, it is not notified which of the plurality of types of special modes has been set.
Effects of the Invention
[0006] According to the present invention, it is possible to improve the appeal of a gaming machine by changing the probability of special effects occurring. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram illustrating the game specifications (a) and the control unit (b). [Figure 4] This is a diagram to explain the specifications image. [Figure 5] This is a diagram to explain the operation assistance image. [Figure 6] This is a diagram to explain the cycle switching process. [Figure 7] This is a diagram to explain non-cyclic switching. [Figure 8] This diagram illustrates the normal state (a) and the specific state (b). [Figure 9] This diagram illustrates the changes in the specification image when the control unit is operated under normal conditions (a) and the changes in the specification image when the control unit is operated under specific conditions (b). [Figure 10] This is a diagram to explain specific examples 1-1 and 1-2. [Figure 11] This is a diagram to explain specific examples 1-3. [Figure 12] This diagram illustrates OFF mode, partially automatic mode, and fully automatic mode. [Figure 13] This diagram illustrates the first operation request presentation (a) and the second operation request presentation (b). [Figure 14] This is a diagram to explain specific example 2-3. [Figure 15] This is a diagram to explain specific example 2-4. [Figure 16] This is a diagram to explain specific example 2-5. [Figure 17]It is a diagram for explaining the function of changing the hidden game specification. [Figure 18] It is a diagram for explaining Specific Example 3-2. [Figure 19] It is a diagram for explaining Specific Example 3-3. [Figure 20] It is a diagram for explaining Specific Example 3-6. [Figure 21] It is a diagram (a) showing a special effect, a diagram (b) for explaining the normal mode and the special mode, and a diagram (c) for explaining the mode determination lottery. [Figure 22] It is a diagram for explaining Specific Example 4-1. [Figure 23] It is a diagram for explaining Specific Examples 4-2 and 4-3. [Figure 24] It is a diagram for explaining Specific Example 4-5. [Figure 25] It is a diagram for explaining Specific Example 4-6. [Figure 26] It is a diagram showing an example of the specific pre-reading effect. [Figure 27] It is a diagram (continuation of Figure 26) showing an example of the specific pre-reading effect. [Figure 28] It is a diagram showing the change of the output music in time series regarding the specific pre-reading effect shown in Figures 26 and 27. [Figure 29] It is a diagram for explaining Specific Example 5-1. [Figure 30] It is a diagram for explaining Specific Example 5-2. [Figure 31] It is a diagram for explaining Specific Example 5-3. [Figure 32] It is a diagram for explaining Specific Example 5-5. [Figure 33] It is a diagram for explaining the image displacement effect. [Figure 34] It is a diagram for explaining Specific Example 6-1. [Figure 35] It is a diagram (continuation of Figure 34) for explaining Specific Example 6-1. [Figure 36] It is a diagram for explaining Specific Example 6-2. [Figure 37]This is a diagram to explain specific example 6-3. [Figure 38] This is a diagram to explain specific example 6-4. [Figure 39] This is a diagram to explain specific example 6-5. [Figure 40] Figure (a) is for explaining the accompanying image, and Figure (b) is for explaining the appearance of the held symbol. [Figure 41] This is a diagram to explain the pending symbol change effect (an example where the target pending symbol is the currently changing pending symbol). [Figure 42] This is a diagram (a continuation of Figure 41) to explain the pending symbol change effect (an example where the target pending symbol is the pending symbol currently being changed). [Figure 43] This is a diagram to explain the hold symbol change effect (an example where the target hold symbol is the same as the hold symbol before the change). [Figure 44] This is a diagram to explain specific example 7-1. [Figure 45] This is a diagram to explain specific example 7-2. [Figure 46] This is a diagram to explain specific example 7-3. [Figure 47] This is a diagram to explain specific example 7-4. [Figure 48] This is a diagram to explain specific example 7-5. [Figure 49] This is a diagram to explain specific example 7-6. [Figure 50] This is a diagram to explain specific example 7-7. [Modes for carrying out the invention]
[0008] 1) Basic configuration of a gaming machine Hereinafter, an embodiment of the 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 Figure 1. In the following description, when the term "image" is used, it includes not only still images but also moving images.
[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding game balls launched by the operation of the launching device 908 (launching handle) into the game area 902 are provided in a roughly arc shape.
[0010] The game area 902 includes a display device 91, a starting area 904, a big prize area 906, and an out opening. The display area 911 of the display device 91 is a portion that can be seen through the opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.
[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0012] Furthermore, the frame of the gaming machine 1, the lower tray and upper tray for storing the game balls, etc., can be made using the same structure as known gaming machines, so their explanation will be omitted.
[0013] 2) Selection by lottery, etc. The jackpot lottery is performed by a win / loss lottery means, which is a circuit built on a control board (main control board) not shown, when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the starting area of so-called "Figure 1") and a second starting area 904b (the starting area of so-called "Figure 2"). When a game ball enters the starting area 904, a numerical value (win / loss lottery information) is obtained from a random number source, and if this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In addition to "jackpots," there may also be a "minor win" as a type of "win."
[0014] In this embodiment, similar to known gaming machines, the player is notified of the win / loss result by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begin to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g will be a predetermined combination (for example, three of the same decorative symbols 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc. In the following explanation, the sequence of events from when the decorative symbol 80 (decorative symbol group 80g) begins to change until it stops in a combination that indicates the win or loss result will be referred to as the "in-spin sequence" (sometimes simply referred to as "spin").
[0015] In this embodiment, the in-play animation for the corresponding win / loss lottery result is started (the animation starts) in the order in which the above-mentioned win / loss lottery information is acquired. However, if there is any win / loss lottery information for which the notification of the win / loss lottery result has not yet been completed, the newly acquired win / loss lottery information is stored in a storage means provided on a control board (not shown). In the following description, among the win / loss lottery information, those for which the corresponding in-play animation has started but the notification of the win / loss lottery result has not yet been completed (those for which the in-play animation has not ended) may be referred to as in-play hold information (such in-play hold information corresponds to the so-called "situational hold"), and those for which the corresponding in-play animation has not started may be referred to as pre-play hold information.
[0016] The number of pre-variation hold information items that can be stored in the storage means (hold limit) can be set as appropriate. In this embodiment, there are a maximum of four for each of the first pre-variation hold information items acquired when a game ball enters the first starting area 904a and the second pre-variation hold information items acquired when a game ball enters the second starting area 904b. In addition, in this embodiment, when the notification of the win / fail lottery result for a certain in-variation hold information is completed (when the so-called "in-the-middle-variation hold"), if both the first pre-variation hold information and the second pre-variation hold information are stored in the storage means, the in-variation performance (notification of the win / fail lottery result) corresponding to the second pre-variation hold information will be executed preferentially. That is, the so-called "special feature 2 priority execution".
[0017] The presence of pending information stored in the memory means is displayed as a pending symbol 10. In other words, the pending symbol 10 indicates the existence of win / loss lottery information for which the corresponding win / loss lottery result has not yet been announced. In this embodiment, the pending symbol 10 includes a pending symbol 11 during reel spinning, which indicates the existence of pending information during reel spinning, and a pending symbol 12 before reel spinning, which indicates the existence of pending information before reel spinning, which are displayed in the display area 911. Only one pending symbol 11 during reel spinning is displayed, and up to four pending symbols 12 before reel spinning are displayed (note that the "order of consumption" of the pending symbols 12 before reel spinning are faster for those closer to the pending symbol 11 during reel spinning). The pre-reserve symbol 12 is set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 12, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 12. Regardless of the game state, the pre-reserve symbol 12 corresponding to either the first pre-reserve information or the second pre-reserve information stored in the memory means may be displayed (up to eight pre-reserve symbols 12 may be displayed).
[0018] In this embodiment, two game states are set for the game state related to the win / loss lottery: a normal game state and a special game state. 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 it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. Two special game states are set: a first special game state and a second special game state. The first special game state is a high-probability game state in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball 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 it is also a high-base state (low probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the player aims the game ball at the first starting area 904a. In this embodiment, so-called "left-handed shooting" is performed. In the special game state, the game ball is launched aiming for the second starting area 904b. In this embodiment, so-called "right-handed shooting" is performed. In the special game state, the game ball is more likely to win the lottery for opening the second starting area 904b, which is triggered when the game ball enters the normal starting area 905, so the game ball enters the second starting area 904b relatively easily. Note that the settings for transitioning between game states can be anything, so the explanation is omitted. Also, the above-mentioned game states (specifications) are merely examples.
[0019] 3) Specification change function 3-1) Game Specifications The gaming machine according to this embodiment is equipped with a specification change function that allows the player to change the game specifications. Multiple types of changeable game specifications are set. In this embodiment, it is possible to change game specifications related to "volume," "light intensity," "music," "premium (effect)," and "auto button" (see Figure 3(a)). Other game specifications may also be changeable, or some game specifications may not be changeable.
[0020] "Volume" refers to the specification of the magnitude of the sound (effect sounds, etc.) output from speaker 79. In this embodiment, the output magnitude can be adjusted in 10 steps (adjustable within the range of Volume 1 (minimum) to Volume 10 (maximum)).
[0021] "Light intensity" refers to the specification of the output level of the light-emitting elements (LEDs, etc.) installed in the gaming machine. In this embodiment, the output level can be adjusted in five stages (adjustable within the range of light intensity 1 (minimum) to light intensity 5 (maximum)).
[0022] "Music" refers to the specifications regarding the types of music that are normally output as background music (BGM). Note that background music is output under normal circumstances and is not output when special conditions are met (details will be described later). In this embodiment, you can set your preferred music from among five types of music, A to E, as the normal background music.
[0023] The "auto button" refers to the specification for the automatic operation function. As will be explained in detail later, the automatic operation function is a function that, in operation request sequences where the player is prompted to operate the performance button 25 (a type of operation means different from the operation unit 20 described later), reflects a virtual operation in the sequence even if no actual operation is performed. In this embodiment, there are three modes for the automatic operation function: "OFF mode" (automatic operation OFF mode), "partial auto mode" (partial automatic operation mode), and "full auto mode" (fully automatic operation mode). Details of each mode will be explained later.
[0024] "Premium" refers to a specification related to the likelihood (probability) of premium effects (effects that guarantee a jackpot) occurring during the reel spinning animation. Premium effects can occur as part of the reel spinning animation (jackpot spin) that ultimately results in the announcement of a jackpot, and the probability of a premium effect occurring during that jackpot spin can be changed. In this embodiment, there are two modes related to "Premium": "Normal Mode," where the probability of a premium effect occurring is normal (default), and "Premium Up Mode," where the probability is higher than in Normal Mode.
[0025] 3-2) Operation Unit An operation unit 20 (see Figures 1 and 3(b)), which is a type of operating means that can be operated by the player, is provided at the front of the gaming machine's casing (the top surface of the "upper tray"). In addition to the operation unit 20, the gaming machine according to this embodiment is also provided with an effect button 25 (a so-called chance button) as an effect operating means that prompts the player to take action when an effect request occurs. Other effects operating means may also be provided besides the effect button 25. Furthermore, the operation unit 20 may also be used as an effect operating means.
[0026] When changing the game specifications, the player operates the operation unit 20. The operation unit 20 has a selection operation section 21 and a change operation section 22 (see Figure 3(b)). In this embodiment, the operation unit 20 is a so-called directional pad, with the upper part (hereinafter sometimes simply referred to as "up") and lower part (hereinafter sometimes simply referred to as "down") of the directional pad corresponding to the selection operation section 21, and the right part (hereinafter sometimes simply referred to as "right") and left part (hereinafter sometimes simply referred to as "left") corresponding to the change operation section 22. Hereinafter, the upper part of the directional pad may be referred to as the first selection operation section 211, the lower part as the second selection operation section 212, the right part as the first change operation section 221, and the left part as the second change operation section 222. In this embodiment, the operation unit 20 has the first selection operation section 211, the second selection operation section 212, the first change operation section 221, and the second change operation section 222 integrated together, but they may also be provided separately.
[0027] When viewing the operation unit 20 from the front, the selection operation section 21 is provided along the vertical direction, and the change operation section 22 is provided along the left-right direction that intersects the vertical direction (see Figure 3(b)). The positional relationship between the selection operation section 21 and the change operation section 22 may be reversed. That is, it is sufficient that one of the selection operation section 21 and the change operation section 22 is provided along a predetermined direction, and the other is provided along a direction that intersects the predetermined direction, and there is no part that serves as both the selection operation section 21 and the change operation section 22 (a part that can perform both selection and change operations).
[0028] The selection operation unit 21 is the part for performing selection operations. The selection operation is for selecting the game specification (hereinafter sometimes referred to as the target game specification) whose state will be changed by the operation of the change operation unit 22 (details will be described later). In this embodiment, there are multiple types of game specifications as described above that can be changed, with one of the multiple types of game specifications being designated as the target game specification and the others being designated as non-target game specifications.
[0029] The modification operation unit 22 is the part used to perform modification operations to change the target game specifications to a desired state. The modification operation changes the state of the target game specifications, but the state of non-target game specifications does not change. If you want to change a game specification that is currently a non-target game specification, you would set that game specification as a target game specification and then perform the modification operation. In other words, the target game specifications whose state changes as a result of the modification operation unit 22 at the present time are "active items," and the non-target game specifications whose state does not change as a result of the modification operation unit 22 at the present time are "non-active items."
[0030] 3-3) Changeable status A state in which the game specifications (target game specifications) can be changed is defined as a changeable state. In this embodiment, the changeable state is maintained even while a spinning animation is being executed. While it is known that changes cannot be made depending on the animation being executed (for example, changes cannot be made while a predetermined reach animation is being executed), in this embodiment, it is possible to change the game specifications (target game specifications) regardless of the animation being executed during the spinning animation. In other words, it is possible to change the game specifications (target game specifications) regardless of the state in which a spinning animation is being executed.
[0031] However, during the period when a variation effect is being executed, the game may be made unchangeable while certain prohibited conditions are met. For example, while an operation request effect that requires the operation of the effect button 25 is being executed, the game specifications may be set to be unchangeable in order to prevent the player from mistakenly operating the operation unit 20.
[0032] In this embodiment, the game specifications (target game specifications) can be changed not only when a variation animation is being performed, but also when a variation animation is not being performed (when there is no information about winning or losing). Furthermore, the game specifications (target game specifications) can also be changed during a jackpot game.
[0033] Furthermore, a state in which the game specifications (target game specifications) cannot be changed (a state in which they cannot be changed) can be set as appropriate. In this embodiment, after the jackpot game ends, a corporate mark is displayed and a warning is made not to forget the IC card (these displays themselves are well known so no explanation is given), and while these displays are displayed, the system is in a state in which it cannot be changed.
[0034] 3-4) Specifications image (operation assistance image) When the above changeable state is in place, the display area 911 displays the specification image 30 (see Figure 4). The specification image 30 includes displays related to the game specifications. The specification image 30 is divided into a basic form and an emphasized form, which is more prominent than the basic form. In the following description, the specification image 30 in the basic form may be referred to as the basic image 31 (see Figure 4(a)), and the specification image 30 in the emphasized form may be referred to as the operation assistance image 32 (see Figure 4(b)). The specific forms of the basic image 31 and the operation assistance image 32 in this embodiment are as follows (the operation assistance image 32 will be described first).
[0035] 3-4-1) Operation support image (Specification image of emphasis mode) The operation assistance image 32 (see Figure 4(b)) is an image (a manual image) that helps the player perform selection and modification operations. The operation assistance image 32 includes at least the target display unit 30a, the status display unit 30b, the display unit after modification 30c, and the next item display unit 30d.
[0036] The target display section 30a is the part that indicates the current target game specification. In other words, it indicates one of several types of game specifications. For example, if "volume" is set as the target game specification, the target display section 30a will include the word "volume" (it is permissible to replace it with another word (expression) that the player can understand as equivalent to "volume," such as "volume." The same applies to other game specifications). In other words, the target display section 30a can be said to indicate the currently active item.
[0037] The status display section 30b is the part that shows the current status of the target game specification (active item). If the target game specification is "volume," a number indicating the current output level (level) will be displayed as the status display section 30b. Similarly, if the target game specification is "light intensity," a number indicating the output level (level) will be displayed as the status display section 30b. If the target game specification is "music," the currently set song name will be displayed as the status display section 30b. If the target game specification is "auto button," the currently set mode name (such as characters representing "OFF mode," "partial auto mode," or "full auto mode") will be displayed as the status display section 30b. If the target game specification is "premium," the currently set mode name (such as characters representing "normal mode" or "premium up mode") will be displayed as the status display section 30b.
[0038] The modified display section 30c is the part that shows what the state of the target game specification will be if the operation of the modification operation section 22 is assumed to have been performed. In this embodiment, the modified display section 30c is provided as a first modified display section 301c and a second modified display section 302c. A predetermined order (ascending order (Xm direction shown in Figure 3(a)), descending order (Xh direction shown in Figure 3(a))) is defined for the state of each game specification. When the first modification operation section 221 is operated (operation in the Xm direction), the state changes in ascending order (changes to the next state). When the second modification operation section 222 is operated (operation in the Xh direction), the state changes in descending order (changes to the previous state). The first modified display section 301c shows the state assuming that the operation of the first modification operation section 221 has been performed. The second modified display section 302c shows the state assuming that the operation of the second modification operation section 222 has been performed.
[0039] If the target game specification is "volume," and for example the state display unit 30b is "4," then the first post-change display unit 301c will show "5," and the second post-change display unit 302c will show "3" (see Figure 4(b)). In other words, the first post-change display unit 301c will show the next "stage," and the second post-change display unit 302c will show the previous "stage." The same applies to "light intensity," although it is not shown. If the state is to be represented by such "stages" (numbers), then the first post-change display unit 301c may display the character "+" (plus) and the second post-change display unit 302c may display the character "-" (minus) (in this embodiment, "+" and "-" are displayed in the reference image 60, which will be described in detail later). In other words, the post-change display unit 30c may be configured to show how the state will change relative to the current state when the change operation unit 22 is operated.
[0040] When the target game specification is "music," and for example the state display unit 30b is "music B" (B), the first changed display unit 301c will show "music C" (C), and the second changed display unit 302c will show "music A" (A) (see Figure 5(a)). The predetermined order for "music" is music A, B, C, D, E (ascending order) (see Figure 3(a)). When the target game specification is "auto button," and for example the state display unit 30b is "partial auto mode," the first changed display unit 301c will show "full auto mode," and the second changed display unit 302c will show "OFF mode" (see Figure 5(b)). The predetermined order for "auto button" (ascending order) is "OFF mode," "partial auto mode," and "full auto mode" (see Figure 3(a)).
[0041] When the target game specification is "Premium," for example, when the status display unit 30b is in "Normal Mode," "Premium Up Mode" is displayed as the first changed display unit 301c (see Figure 5(c-1)). When the status display unit 30b is in "Premium Up Mode," "Normal Mode" is displayed as the second changed display unit 302c (see Figure 5(c-2)). The predetermined order (ascending order) for "Premium" is "Normal Mode" followed by "Premium Up Mode" (see Figure 3(a)). Since there are only two types of settings for the "Premium" game specification, there is no next state in "ascending order" or "descending order." Therefore, only one of the first changed display unit 301c and the second changed display unit 302c will be shown, and the other will not be displayed.
[0042] Furthermore, the target display unit 30a and the status display unit 30b do not have to be provided separately; they may be integrated into a single unit. In other words, one display unit serves as both the target display unit 30a and the status display unit 30b. For example, if the target game specification is "Premium" and "Premium Up Mode" is set, then if "Premium Up Mode," which indicates the current state, is displayed, it is possible to understand that the target game specification is "Premium (probability of the effect occurring)." Therefore, the display of "Premium Up Mode" may serve as both the target display unit 30a and the status display unit 30b (see Figure 5(c-2)).
[0043] As described above, when the change operation unit 22 is operated, the state displayed as the state display unit 30b will switch. When the first change operation unit 221 or the second change operation unit 222 is operated while the first state or the last state in the "predetermined order" (the leftmost state and the rightmost state in the Xm·Xh direction shown in Figure 3(a)) is displayed, the system may be set to perform a "cyclical switch" based on the "predetermined order," or it may be set not to perform a "cyclical switch" ("non-cyclical switch"). In this embodiment, "music" and "auto button" are set to "cyclical switch," while "volume" and "brightness" are set to "non-cyclical switch."
[0044] For example, when "Song" is the target game specification and the status display unit 30b is "Song A" (A), the first changed display unit 301c will show "Song B" (B), and the second changed display unit 302c will show "Song E" (E) (see Figure 6(a)). In other words, since Song A is the first in the "predetermined order," there is no song in the order immediately preceding it. However, when the second change operation unit 222 is operated, it will switch to "Song E," which is the last song in the order (the status display unit 30b will show "Song E") (see Figure 6(b)). Although not shown, similarly, when the status display unit 30b is "Song E" (E), the first changed display unit 301c will show "Song A" (A), and the second changed display unit 302c will show "Song D" (D). When the first change operation unit 221 is operated in this state, it will switch to "Song A". In this way, even if there is no equivalent to "next order" or "previous order," the state of the target game specification is set to cycle through and switch. The first change display section 301c and the second change display section 302c are displayed accordingly. The same applies to the "auto button."
[0045] In contrast, for example, when "volume" is the target game specification and the status display unit 30b is "volume 1" (minimum output), the first modified display unit 301c shows "volume 2," but nothing is displayed in the second modified display unit 302c (it may be assumed that the second modified display unit 302c does not exist) (see Figure 7(a)). Even if the second modification operation unit 222 is operated in this state, the volume does not change (the operation assistance image 32 does not change) (see Figure 7(b)). Although not shown, when the status display unit 30b is "volume 10" (maximum output), "volume 9" is displayed in the second modified display unit 302c, but nothing is displayed in the first modified display unit 301c. Even if the second modification operation unit 222 is operated in this state, the volume does not change (the operation assistance image 32 does not change). The light intensity is controlled similarly when the status display unit 30b shows "light intensity 1" (minimum output) or "light intensity 5" (maximum output). Because abrupt changes in volume and light intensity could startle players, it is undesirable for them to switch abruptly from the minimum or maximum output to the other. Therefore, volume and light intensity are "non-cyclical switching."
[0046] The next item display section 30d is the part that shows the type of game specification that will be the next target game specification, assuming that the selection operation section 21 has been operated. In this embodiment, the next item display section 30d is provided as the first item display section 301d and the second item display section 302d. Multiple candidate game specifications (in this embodiment, five types: "volume," "light intensity," "music," "premium," and "auto button") are defined in a predetermined order (ascending order (Yu direction shown in Figure 3(a)), descending order (Ys direction shown in Figure 3(a))). When the first selection operation section 211 is operated (operation in the Yu direction), the game specification to be the target game specification changes in ascending order (the game specification immediately following the current target game specification is designated as the target game specification). When the second selection operation section 212 is operated (operation in the Ys direction), the game specification to be the target game specification changes in descending order (the game specification immediately preceding the current target game specification is designated as the target game specification). In other words, the primary item display unit 301d shows the game specifications that would be the target game specifications if the first selection operation unit 211 were to be operated. The secondary item display unit 302d shows the game specifications that would be the target game specifications if the second selection operation unit 212 were to be operated.
[0047] When the selection operation unit 21 is operated, the type of game specification designated as the target game specification will switch in the "cycle switching" described above. For example, if the first selection operation unit 211 is operated continuously while the target game specification is "volume," the target game specification will change in the following order: "premium" → "auto button" → "music" → "light intensity" → "volume" → "premium"...
[0048] The display format of each display unit can be changed, shortened, omitted, or replaced with an image, to the extent that it can be understood by the player (the same applies to the basic image 31, which will be explained in detail below). For example, the displays representing "partial auto mode" and "fully auto mode" may be shortened to "partial auto" and "fully auto" respectively (see Figure 5(b)). Also, for example, the display representing "OFF mode" may be clearly indicated as "auto OFF" (see Figure 5(b)). Furthermore, although not shown in the illustration, for example, the display representing "music" may be replaced with an image of a musical note.
[0049] 3-4-2) Basic Image (Specification Image of the Basic Configuration) The basic image 31 (see Figure 4(a)) is less conspicuous than the operation assistance image 32. Specifically, it is smaller than the operation assistance image 32 (the area occupied by the basic image 31 is smaller than that of the operation assistance image 32 (see Figure 4)). The basic image 31 includes at least the target display section 30a. That is, it includes characters representing the target game specification. For example, if the target game specification is "volume," then the basic image 31 containing the characters "volume" will be displayed.
[0050] The basic image 31 may include parts other than the target display section 30a. However, the basic image 31 shall not include at least one of the status display section 30b, the changed display section 30c, or the next item display section 30d included in the operation assistance image 32. In other words, the operation assistance image 32 includes four types of display sections, including the target display section 30a, while the basic image 31 includes fewer than four types of display sections, including the target display section 30a. Since the basic image 31 includes fewer display sections than the operation assistance image 32, it can be said that the basic image 31 can be made smaller than the operation assistance image 32.
[0051] In this embodiment, the basic image 31 does not include the status display unit 30b. The status display unit 30b indicates the current state of the target game specifications, and unless the player wishes to change the game specifications, there is not much need to show the current state (they are almost always satisfied with the current state), so the status display unit 30b is not displayed. At least in terms of whether or not the status display unit 30b is included, there is a difference between the operation assistance image 32 and the basic image 31, so the basic image 31 can be made smaller than the operation assistance image 32.
[0052] In this embodiment, the basic image 31 includes not only the target display section 30a but also the modified display section 30c (first modified display section 301c and second modified display section 302c) (see Figure 4(a)). Therefore, a player who sees the basic image 31 can understand that the state of the target game specification represented by the target display section 30a can be changed by operating the modification operation section 22 (first modification operation section 221, second modification operation section 222). In other words, the basic image 31 in this embodiment includes a display section related to the target game specification (target display section 30a, modified display section 30c), but does not include a display section related to other game specifications (non-target game specifications) (next item display section 30d). However, the basic image 31 in this embodiment does include a part that indicates that some change will occur by operating the "up" and "down" buttons on the operation unit 20 (a roughly triangular part representing up and down "arrows"). This allows the player to perceive that even when the basic image 31 is displayed, operating the selection control unit 21 (up and down on the directional pad) will cause some kind of change.
[0053] In this embodiment, the modified display section 30c of the basic image 31 is set to "+" (first modified display section 301c) and "-" (second modified display section 302c) when the target game specification is "volume" and "light intensity" (see Figure 4(a)), and to "→" (first modified display section 301c) and "←" (second modified display section 302c) when the target game specification is anything else (see Figure 9(a-1)). In other words, a "symbol" indicating that the state of the target game specification changes due to the operation of the modification operation section 22 is displayed as the modified display section. Since the basic image 31 is smaller in size than the operation assistance image 32, the indication that the state of the target game specification changes due to the modification operation is replaced with a "symbol". Based on a similar idea, the basic image 31 may also include, for example, a first item display section 301d with "↑" and a second item display section 302d with "↓".
[0054] 3-4-3) Control of specification images (basic image, operation assistance image) As mentioned above, it is possible to change the game specifications even while the reel spinning animation is in progress (during the reel spinning animation). The specifications image 30 is usually displayed even while the reel spinning animation is in progress (see Figure 8(a)) to show the player that it is possible to change the game specifications even while the reel spinning animation is in progress. Specifically, it is as follows:
[0055] Regarding the control of displaying / hiding the specification image 30, the in-game animation is divided into a normal state and a specific state. Note that the "state" referred to here as normal state and specific state does not refer to the state related to the probability of winning or losing. It simply refers to the "state" that is categorized for the purpose of controlling the specification image 30 (this is a different concept from the normal game state and special game state mentioned above).
[0056] In this embodiment, a specific effect may occur as part of the effect during the reel spin (it is also possible for the reel spin to occur without the specific effect). In the reel spin, the state in which the specific effect is not performed is called the normal state, and the state in which the specific effect is performed is called the specific state. The specific effect is a "reach effect". A reach effect is an effect that occurs when two of the three decorative symbols 80 that constitute the combination indicating the win or loss result become the same type (a reach is achieved), and the outcome of the effect reaches a form corresponding to the win or loss result (a successful outcome if the win or loss result is a win, and a failure outcome if it is a loss). It can also be said that the outcome of the effect indicates the win or loss result. For example, it is conceivable to set a so-called "battle effect" as a specific effect in which an ally (player) character and an enemy character fight, and the ally character winning is set as the successful outcome, and the ally character losing is set as the failure outcome. The successful outcome of a reach effect shall include a form that makes it appear as if it has reached a failure outcome (a loss) but actually shows that it was a win (a so-called reversal (revival) form). During the reel spinning animation, the probability of winning the jackpot (jackpot reliability) is higher when a specific animation occurs compared to when it does not. Therefore, the occurrence of a specific animation is a welcome event for players.
[0057] Specification image 30 is displayed in the normal state (when no specific animation is being performed) (see Figure 8(a)), but in the specific state (when a specific animation is being performed), it is not displayed unless the display conditions described later are met. In other words, in the specific state, specification image 30 is basically not displayed (see Figure 8(b)). Since the specific animation is an animation that players pay attention to because its occurrence gives them the expectation of a big win, displaying specification image 30 while the specific animation is being performed prevents the video displayed as part of the specific animation from being obstructed (overwhelmed) by specification image 30.
[0058] In this embodiment, the specific effect is not executed from the beginning of the variation effect (the specific effect does not start simultaneously with the start of the variation effect). Therefore, even in a variation in which the specific effect occurs, the beginning of the variation effect is in the normal state, and the specification image 30 is displayed. In other words, there are no variation effects in which the specification image 30 is not displayed at all (variation effects that remain in the specific state from beginning to end). Thus, with each variation, the player can know from the specification image 30 displayed in the display area 911 that it is possible to change the game specifications.
[0059] Under normal conditions, the specification image 30 is basically in its basic form (see Figure 9(a-1)). That is, the basic image 31 is displayed as the specification image 30. When the operation unit 20 is operated while the basic image 31 is displayed (it may be any of the first selection operation unit 211, second selection operation unit 212, first change operation unit 221, or second change operation unit 222), the basic image 31 changes to the operation assistance image 32 (see Figure 9(a-2)). In other words, the specification image 30 changes from its basic form to an emphasized form when the operation unit 20 is operated. Even under normal conditions, it is desirable to prevent the displayed visual effects from being obstructed (overwhelmed) by the specification image 30. Therefore, under normal conditions, the specification image 30 (basic image 31), which is smaller (less conspicuous), is displayed. On the other hand, when the operation unit 20 is operated, it is assumed that the player wishes to change the game specifications (selection of target game specifications or change of the status of target game specifications), and the specification image 30 (operation assistance image 32) in an emphasized form is displayed, and the player's change operation is supported by the operation assistance image 32.
[0060] Even when in a specific state, the specification image 30 will be displayed when the display conditions are met. In other words, the specification image 30 will not be displayed when in a specific state unless the display conditions are met. In this embodiment, the operation of the operation unit 20 is set as the fulfillment of the display conditions. That is, even when in a specific state and the specification image 30 is not displayed (see Figure 9(b-1)), when the operation unit 20 is operated, the specification image 30 will be displayed, assuming that the player wishes to change the game specifications (selection of target game specifications or change of the state of target game specifications) (there is no requirement to prevent the obstruction of the video of specific effects by the specification image 30 until such a change in game specifications is desired) (see Figure 9(b-2)). In this embodiment, the display conditions are fulfilled regardless of whether the first selection operation unit 211, the second selection operation unit 212, the first change operation unit 221, or the second change operation unit 222 is operated. However, the display condition may be met only when either the selection operation unit 21 or the change operation unit 22 is operated, and not when the other is operated. For example, assuming that there is no need to change the type of game specification to be the target game specification while a specific performance is being executed, the display condition may be met only when the selection operation unit 21 is operated, but when the change operation unit 22 is operated.
[0061] In this embodiment, when the display conditions are met in a specific state, the highlighted specification image 30, i.e., the operation assistance image 32, is displayed (see Figure 9(b-2)). The display of the specification image 30 in a specific state indicates that the player wishes to change the game specifications (selection of target game specifications or change of the state of target game specifications), and the operation assistance image 32 is displayed to support this.
[0062] As described above, in this embodiment, when operation of the operation unit 20 is detected in the normal state, the specification image 30 changes from the basic form (basic image 31) to the emphasized form (operation assistance image 32). When operation of the operation unit 20 is detected in a specific state (when the display condition is met), the specification image 30 (operation assistance image 32) in the emphasized form is displayed. In other words, when a player operates the operation unit 20 with the desire to change the game specifications (selection of target game specifications or change of the state of target game specifications), the specification image 30 (operation assistance image 32) in the emphasized form is displayed, regardless of whether it is in the normal state or a specific state.
[0063] However, unlike this embodiment, the system may be configured to display the specification image 30 of the basic form, i.e., the basic image 31, when the display conditions are met in a specific state. In the specific state, the video of a specific performance is displayed in the display area 911, so in order to suppress interference with the video, the basic image 31, which is smaller than the operation assistance image 32, may be displayed instead. In this configuration, the system may be configured so that the target game specifications cannot be changed. In this embodiment, the basic image 31 includes a display unit related to the target game specifications (target display unit 30a, changed display unit 30c), but does not include a display unit related to other game specifications (non-target game specifications) (next item display unit 30d), so the system may be configured so that the target game specifications cannot be changed (operation of the change operation unit 22 is not accepted).
[0064] In the normal state, the operation of the operation unit 20 as a trigger for the specification image 30 to change from the basic form (basic image 31) to the emphasized form (operation assistance image 32), and in a specific state, the operation of the operation unit 20 as a trigger for the display of the emphasized form specification image 30 (operation assistance image 32), will not result in a change in the game specification (selection operation) or a change in the state of the target game specification (modification operation). In other words, in this embodiment, the operation of the operation unit 20 before the operation assistance image 32 is displayed (including both the operation of the selection operation unit 21 and the operation of the modification operation unit 22) is treated as a trigger for the display of the operation assistance image 32 and is not reflected as a change as described above. In other words, the operation of the operation unit 20 while the operation assistance image 32 is displayed is reflected as a change.
[0065] 3-5) Changes to game specifications The method for changing game specifications (selecting target game specifications or changing the state of target game specifications) will be explained, although some of it will overlap with the explanation above. As mentioned above, regardless of whether the game is in the normal state or a specific state, when an operation of the operation unit 20 is detected, the operation assistance image 32 is displayed as a trigger. The player performs the change operation while looking at the operation assistance image 32.
[0066] To change the type of game specification designated as the target game specification (to perform a selection operation), the selection operation unit 21 is operated. When the first selection operation unit 211 is operated, the types of game specifications designated as the target game specification are switched in "ascending order" (Yu direction shown in Figure 3(a)), and when the second selection operation unit 212 is operated, the types are switched in "descending order" (Ys direction shown in Figure 3(a)). The selection operation is completed when the game specification whose state you want to change is displayed in the target display unit 30a of the operation assistance image 32.
[0067] The game specification whose state you want to change is designated as the target game specification, and when you want to change the state of that target game specification (perform a change operation), you operate the change operation unit 22. When you operate the first change operation unit 221, the state of the target game specification switches in "ascending order" (in the Xm direction shown in Figure 3(a)), and when you operate the second change operation unit 222, the state switches in "descending order" (in the Xh direction shown in Figure 3(a)). The change operation is terminated when the target game specification reaches the desired state.
[0068] Furthermore, the above selection or modification operation may be configured to become effective only when a designated confirmation button is pressed after the operation has been performed. The performance button 25 can also be configured to function as the confirmation button.
[0069] In a changeable state where the game specifications can be changed (selection of target game specifications or change of the state of target game specifications), the change operation cannot be performed by operating the selection operation unit 21, and the selection operation cannot be performed by operating the change operation unit 22. In other words, the selection operation unit 21 is used only for "selection operations," and the change operation unit 22 is used only for "change operations."
[0070] Gaming machines that allow the player to change game specifications using a "directional pad" like the operation unit 20 of this embodiment are well known. For example, it is common for the "volume" to change when the directional pad is operated left or right, and the "light intensity" to change when it is operated up or down. In such cases, situations may arise where the volume changes when the player wants to adjust the light intensity, or the light intensity changes when the player wants to adjust the volume (for example, the player is satisfied with the "volume," but when they try to change the "light intensity," they end up changing the "volume" which was previously at a satisfactory level), which may cause frustration for the player. This is because both the "left or right" operation of the "directional pad" and the "up or down" operation of the "directional pad" have the effect of changing the state.
[0071] In this embodiment, the only way to actually change the state of the game specifications (target game specifications) is through the operation of the change operation unit 22. That is, the operation of the selection operation unit 21 does not change the state of the game specifications (only the target game specifications change). Therefore, even if the selection operation unit 21 is mistakenly operated in an attempt to change the state of the target game specifications, the state of those target game specifications will not change (the situation where the state of the game specifications that were in a satisfactory state changes will not occur). Thus, the risk of players becoming frustrated when trying to change the game specifications can be reduced compared to conventional methods.
[0072] Furthermore, this embodiment has the advantage of being easier to understand than conventional methods because there is a one-to-one relationship between the content of the operation (selection operation or change operation) and the target of the operation (selection operation unit 21 or change operation unit 22). In particular, this embodiment makes it possible to change the game specifications (selection of target game specifications or change of the state of target game specifications) while the performance is in progress, and it is conceivable that the player will change the game specifications while paying attention to the performance in progress. Therefore, it can be said that there is great significance in making it possible to change the game specifications intuitively by having a corresponding relationship between the content of the operation and the target of the operation as described above.
[0073] When the operation assistance image 32 (specification image 30 in the emphasized mode) is displayed and no operation of the operation unit 20 is detected for a predetermined period of time, the display of the operation assistance image 32 ends. If the period of no operation of the operation unit 20 is the normal state, the basic image 31 (specification image 30 in the basic mode) is displayed. If the period of no operation of the operation unit 20 is the specific state, the specification image 30 is not displayed. In other words, the system determines whether the period of no operation of the operation unit 20 is the normal state or the specific state, and controls the specification image 30 according to that state.
[0074] If no operation of the operation unit 20 is detected for a predetermined period of time, the game specification that was set as the target game specification at that time is stored as the target game specification in a storage means (not shown). For example, if "light intensity" was set as the target game specification at that time, the state in which "light intensity" is set as the target game specification is maintained. Therefore, if the state at that time is normal, the target display unit 30a will display the basic image 31 set as "light intensity". If the state at that time is specific, the specification image 30 will not be displayed, but if the display conditions are met again afterward, the target display unit 30a will display the operation assistance image 32 set as "light intensity". Also, when transitioning from a specific state to a normal state, the target display unit 30a will display the basic image 31 set as "light intensity". In this way, basically, the target game specification selected by the player will not be changed unless the player performs a selection operation.
[0075] However, in this embodiment, when a predetermined reset condition is met, a standard game specification, which is one of several types of game specifications, is automatically set as the target game specification. In this embodiment, "volume" is set as the standard game specification. In other words, even if the target game specification stored in the memory means is "light intensity," when the above reset condition is met, the target game specification will be set to "volume." In other words, the standard game specification is the "default" game specification.
[0076] Possible reset conditions include turning the power OFF / ON, or transitioning to a standby state (a state entered when no performance is executed during a certain period of time). In other words, if turning the power OFF / ON is set as the reset condition, the standard game specifications can be set as the target game specifications when the arcade opens (the so-called morning state). If transitioning to a standby state is set as the reset condition, the standard game specifications can be set as the target game specifications when the game is stopped for a certain period of time or when the player changes.
[0077] 3-6) The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specification change functions. Furthermore, to the extent possible, a configuration may be created by combining multiple technologies described using the following specific examples.
[0078] 〇Specific Example 1-1 At least some of the multiple game specifications are configured in such a way that their state cannot be changed depending on the game state. For example, in the normal game state (low probability, no time reduction), all game specifications such as "volume," "light intensity," "music," "premium," and "auto button" can be changed (the state changes by operating the change operation unit 22 after setting them as target game specifications), whereas in the first special game state (high probability, with time reduction), "music" and "premium" cannot be changed (the other three can be changed), and in the second special game state (low probability, with time reduction), "music" cannot be changed (the other four can be changed) (see Figure 10(a)). In other words, in the first special game state, "music" and "premium" cannot be set as target game specifications, and in the second special game state, "music" cannot be set as a target game specification.
[0079] Furthermore, as stated above, there may be any reason why "music" and "premiums" cannot be set as target game specifications in the first special game state, and why "music" cannot be set as a target game specification in the second special game state. For example, one reason why "music" cannot be changed in the first and second special game states is to emphasize that these states are advantageous to the player, and therefore, a "dedicated background music" is output for each game state. Another reason why "premiums" cannot be changed in the first special game state is that the first special game state makes it easier to win a jackpot, and premium effects are more likely to occur than in the normal game state even without increasing the probability of premium effects occurring.
[0080] Assuming this configuration, for example, suppose "Premium" is set as the target game specification in normal gameplay, and this is maintained when transitioning to the first special game state occurs. In this case, one of "Volume," "Brightness," or "Auto Button" will be automatically set as the target game specification (see Figure 10(b)). In other words, even in the first special game state, the changeable setting will be automatically set as the target game specification. Also, for example, suppose "Music" is set as the target game specification in normal gameplay, and this is maintained when transitioning to the second special game state occurs. In this case, one of "Volume," "Brightness," "Premium," or "Auto Button" will be automatically set as the target game specification (see Figure 10(c)). In other words, even in the second special game state, the changeable setting will be automatically set as the target game specification. Furthermore, although not shown in the diagram, for example, suppose "Premium" is set as the target game specification in the second game state, and this is maintained when transitioning to the first special game state occurs. In this case, one of "Volume," "Brightness," or "Auto Button" will be automatically set as the target game specification.
[0081] Thus, in this example, when a transition occurs from a game state in which a certain game specification is designated as the target game specification (the earlier game state) to a game state in which that certain game specification cannot be changed (the later game state), a different game specification that can be changed in the later game state is automatically set as the target game specification (the target game specification is changed automatically). This prevents a transition to a certain game state from occurring while a game specification that cannot be changed in that game state remains designated as the target game specification.
[0082] 〇Specific Example 1-2 (An example that further elaborates on Specific Example 1-1) As explained in the first specific example 1-1 above, when transitioning from the previous game state to the later game state, the target game specification may automatically switch to another game specification that can be changed in the later game state as well (hereinafter, the specification that is automatically set as the target game specification will be referred to as the automatic setting specification). Based on this configuration, it is preferable that the game specification designated as the automatic setting specification is a "state-independent specification" that can be changed regardless of the game state.
[0083] Assuming the settings described in the above example 1-1, of the five types of gameplay specifications—"volume," "light intensity," "music," "premium," and "auto button"—"volume," "light intensity," and "auto button" can be considered "state-independent specifications" that can be set as target gameplay specifications regardless of the gameplay state, while "music" and "premium" can be considered "state-dependent specifications" that cannot be set as target gameplay specifications depending on the gameplay specification. Therefore, it is preferable that one of the state-independent specifications, "volume," "light intensity," or "auto button," be set as an automatic setting specification. In the examples shown in Figures 10(b) and (c), "volume," which is one of the "state-independent specifications," is set as an automatic setting specification.
[0084] In this way, when a transition in the game state occurs as explained in Specific Example 1-1, control becomes simpler because you only need to set one of the state-independent specifications as the new target game specification, without having to consider the destination game state (the subsequent game state).
[0085] 〇Specific Example 1-3 (Variations of Specific Examples 1-1 and 1-2) Whenever a transition in game state occurs, the game specification designated as "automatic setting specification" (one of the state-independent specifications) will be automatically set. For example, if "volume" is designated as the "automatic setting specification," then when a transition in game state occurs (when a new game state begins), the game will always be in a state where "volume" is the target game specification. In other words, if the target game specification at the end of the previous game state is "volume," it will be maintained in the subsequent game state (see Figure 11(a)), and if the target game specification at the end of the previous game state is anything other than "volume," the target game specification will be automatically changed to "volume" upon transitioning to the subsequent game state. For example, if the target game specification at the end of the normal game state (the previous game state) is "auto button," and then the game transitions to the first special game state (the subsequent game state), (as shown in Figure 10(a), "auto button" can also be the target game specification in the first special game state), the target game specification is automatically changed to "volume" upon transitioning to the first special game state (see Figure 11(b)).
[0086] When a transition in game state occurs, there is a risk that the current target game specification may not be changeable in the transitioned game state. Therefore, regardless of whether the current target game specification can be used as the target game specification in the transitioned game state, the system is configured so that when a transition in game state occurs, one of the state-independent specifications will always be set as the target game specification. This makes the control simpler.
[0087] 〇Specific Examples 1-4 In the above embodiment, the specification image 30 of the emphasized embodiment was set to be larger than the specification image 30 of the basic embodiment, thus explaining that the latter is more "conspicuous" than the former. However, the method of making something stand out in this way is not limited to the above embodiment. For example, the specification image 30 of the basic embodiment could be displayed in monochrome, while the specification image 30 of the emphasized embodiment could be displayed in color.
[0088] 〇Specific Examples 1-5 In this embodiment, it has been explained that the operation of the operation unit 20 is set as the fulfillment of the display condition, but it is also conceivable to set other conditions as display conditions. For example, it is conceivable to configure the system so that the operation of the performance button 25, which is a different operation means from the operation unit 20, is set as the fulfillment of the display condition.
[0089] The display conditions are those under which the specification image 30 (operation assistance image 32) is displayed in a specific state, and it is preferable that these conditions are met when the player's intention to change the game specifications is recognized. When changing the game specifications, it is conceivable that the player may mistakenly operate a different effect button 25 than the operation unit 20, so the system is configured such that when the effect button 25 is operated in a specific state, the specification image 30 (operation assistance image 32) is displayed as a trigger. However, operations during an operation request effect that requires operation of the effect button 25 (during the operation validity period in which operation of the effect button 25 is reflected in the effect) are excluded.
[0090] Specific Examples 1-6 Although the operation unit 20 described in the above embodiment is a physical structure (key), it may also be configured to allow changes to the game specifications through operation such as a touch panel.
[0091] Specific Examples 1-7 Some of the game specifications that can be changed in the normal state will be made unchangeable in a specific state. For example, in the normal state, it is possible to change the state of "volume," "brightness," "music," "premium," and "auto button," but in a specific state, the state of "volume" and "brightness" will be changeable, while the others will be unchangeable.
[0092] "Volume" and "light intensity" refer to the magnitude of the output of the performance (the output of elements perceived by sight and hearing), and are not related to the content of the performance. Therefore, it is possible to change the state of "volume" and "light intensity" through the performance during fluctuations (regardless of whether a specific state is in place or not). Other game specifications are related to the content of the performance, so they can be changed in the normal state, but cannot be changed in specific states.
[0093] Furthermore, game specifications other than "volume" and "brightness" may be configured to be changeable through the in-game effects. For example, since whether or not a premium effect occurs is determined at the start of the in-game effects, the configuration may be such that "premium" can be changed regardless of whether or not a specific state is in place. In other words, when in the normal state, it is possible to change the state of "volume," "brightness," "music," "premium," and "auto button," but when in a specific state, the state of "volume," "brightness," and "premium" can be changed, while the others cannot.
[0094] 4) Automatic operation function 4-1) Automatic Operation Mode The automatic operation function (game specifications for the "auto button") described above will be explained below. The game machine according to this embodiment is capable of performing an operation request performance (which constitutes part of the in-game performance) that prompts the player to operate the performance button 25, which is a type of operation means. In addition, the machine may be configured to have operation means other than the performance button 25 to which the operation request is made (a configuration in which two or more types of operation means for performances are provided). In the operation request performance, an operation validity period is set, and operations performed during the operation validity period will be reflected in the performance. Possible operation modes that the player is prompted to perform include a "single operation" that prompts the player to operate the performance button 25 only once (instructions such as "Press" or "PUSH" are given), a "continuous operation" that prompts the player to operate it repeatedly (instructions such as "Press and hold" are given), and a "maintain operation" that maintains the operated state (if it is a "button", it is pressed) (instructions such as "Press and hold" are given).
[0095] The automatic operation function (auto button function) is designed to ensure that even if the performance button 25 is not actually operated during the operation request performance (operation validity period), it is reflected in the performance. In other words, it is a function that reflects the performance as if a "virtual operation" has been performed. As the automatic operation function itself is publicly known, a detailed explanation will be omitted. As described above, in this embodiment, three types of modes are set for the automatic operation function: "OFF mode" (automatic operation OFF mode), "partial auto mode" (partial automatic operation mode), and "full auto mode" (fully automatic operation mode) (see Figure 12).
[0096] "OFF mode" is a mode in which all operation request effects are not subject to automatic operation (see Figure 12). In other words, no "virtual operations" occur during the operation valid period, and the effects will not be reflected unless the effect button 25 is actually operated. Regarding the game specifications for "automatic operation," "OFF mode" can be said to be the default mode.
[0097] "Partial Auto Mode" is a mode in which some of the operation request animations are subject to automatic operation, while others are not. Hereinafter, operation request animations that are subject to automatic operation when "Partial Auto Mode" is set will be referred to as "First Operation Request Animations," and operation request animations that are not subject to automatic operation will be referred to as "Second Operation Request Animations" (see Figure 12). When a First Operation Request Animation occurs while "Partial Auto Mode" is set, a "virtual operation" occurs, but when a Second Operation Request Animation occurs while "Partial Auto Mode" is set, no "virtual operation" occurs.
[0098] In "Full Auto Mode," all operation request animations are subject to automatic operation (see Figure 12). In other words, regardless of whether it is the first or second operation request animation, a "virtual operation" occurs when "Full Auto Mode" is set.
[0099] Furthermore, when "Partial Auto Mode" or "Full Auto Mode" is set, if an action request that is subject to automatic operation occurs, the timing of the execution of the "virtual operation" can be set as appropriate. For example, in an action that requires a single operation, the virtual operation can be configured to occur midway through the operation's validity period. Also, in an action that requires a single operation, if an actual operation is performed before the timing of the virtual operation, the actual operation may be set to be effective or not. In other words, even if an action request that is subject to automatic operation occurs, the actual operation may be reflected or not. In the former case, if an actual operation is performed before the timing of the virtual operation in an action that requires a single operation, the virtual operation will not occur. In the latter case, the virtual operation will always occur.
[0100] 4-2) Second operation request production As mentioned above, whether automatic operation is performed when "partial auto mode" is set depends on whether it is the first operation request animation or the second operation request animation. The second operation request animation (see Figure 13(b)) is triggered by the operation of the animation button 25 during the operation validity period, leading to a win / loss lottery outcome according to the win / loss lottery result (the win / loss lottery result corresponding to the in-spin animation including the operation request animation; hereinafter sometimes referred to as the corresponding win / loss lottery result). In other words, the second operation request animation is performed as part of a (super) reach animation whose outcome indicates whether it is a win or a loss. Specifically, the operation of the animation button 25 is requested just before reaching the end of the reach animation (see Figure 13(b-1)), and as a result of that operation, an outcome according to the corresponding win / loss lottery result is reached. In other words, the operation in the second operation request animation is set as a "branch" just before the win or loss is determined.
[0101] The reach animation (second operation request animation) is triggered when the animation button 25 is operated during the operation valid period, and if the corresponding win / loss lottery result is a jackpot, it leads to a winning ending (see Figure 13(b-2)), and if it is a loss, it leads to a losing ending (see Figure 13(b-3)). With this configuration, the specific form of the reach animation can be anything (the so-called "battle animation" mentioned above can be given as an example). Furthermore, even if the corresponding win / loss lottery result is a jackpot, an animation in which it appears to lead to a losing ending, but then a reversal (revival) occurs showing that it was actually a jackpot (even if it transitions to a losing ending when such a reversal occurs), is included in the ending that corresponds to the win / loss lottery result.
[0102] Because of this configuration, when "Partial Auto Mode" is set, the second operation request animation that occurs as a "branching point" just before the result of the corresponding success or failure lottery is determined will result in the success or failure lottery being determined only when the animation button 25 is actually operated. In other words, "important operations" for the player (operations that the player considers important because they are the trigger for determining success or failure) will require actual operation even when "Partial Auto Mode" is set, while for other first operation request animations (animations that are less important than the second operation request animations), actual operation of the animation button 25 is not required (virtual operation occurs) if "Partial Auto Mode" is set. In short, "Partial Auto Mode" activates the automatic operation function for operation request animations with low "importance," but does not activate the automatic operation function for those with high "importance," requiring actual operation. As shown in the second operation request presentation of this embodiment, if the result of the corresponding success or failure lottery is determined as a result of the actual operation, it is possible to give the impression that the player has won the jackpot themselves (by operating the presentation button 25), even when "partial auto mode" is set.
[0103] However, some players may know that whether or not they operate the action button 25 during an action request animation does not affect the actual amount of profit (payout), and may find it troublesome to operate it regardless of the importance of the action request animation. Taking this into consideration, this embodiment provides a "fully automatic mode" in which the automatic operation function is activated regardless of whether it is the first or second action request animation. However, this does not mean that a configuration without a mode equivalent to the "fully automatic mode" is not possible.
[0104] It should be noted that the first action request effect is an effect of lower "importance" compared to the second action request effect. Examples of the second action request effect include a "dialogue effect" (see Figure 13(a)) in which the dialogue of a character in the effect is displayed (or output as audio) when the effect button 25 is operated.
[0105] 4-3) The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned automatic operation functions. Furthermore, to the extent possible, a configuration may be created by combining multiple technologies described using the following specific examples.
[0106] 〇Specific Example 2-1 In the above embodiment, the second operation request sequence is described as transitioning to a conclusion where the outcome of the target lottery is determined by an operation performed during the operation validity period. However, operation request sequences other than this configuration may also be included in the second operation request sequence. That is, not only sequences that require an operation as a "branching point" before the outcome is determined, but other sequences may also be included in the second operation request sequence if they are considered to be sequences of high "importance".
[0107] Specific Example 2-2 In the above embodiment, it was explained that the second operation request sequence transitions to a conclusion where the outcome of the target selection lottery is determined by the operation performed during the operation validity period. However, the first and second operation request sequences do not necessarily have to be distinguished in this way. In other words, the first and second operation request sequences do not necessarily have to be differentiated according to their "importance."
[0108] Alternatively, for example, the second operation request animation may be determined by lottery. When "partial auto mode" is set, a lottery is executed when it is determined that an operation request animation will occur during the reel spin animation. If the lottery is won, the automatic operation function is activated during that operation request animation (that operation request animation is treated as the second operation request animation). In this way, the operation request animation that activates the automatic operation function changes randomly.
[0109] Specific Examples 2-3 It is assumed that two or more modes are set as "partially automatic modes". For example, suppose a configuration has "partially automatic mode A" and "partially automatic mode B" set. "Partially automatic mode A" and "partially automatic mode B" differ in the number of operation request animations that are considered to be second operation request animations. For example, as shown in Figure 14, suppose there are ten types of operation request animations, operation request animations 1 to 10. When "partially automatic mode A" is set, six types of operation request animations, 1 to 6, are treated as first operation request animations, and four types of operation request animations, 7 to 10, are treated as second operation request animations. On the other hand, when "partially automatic mode B" is set, eight types of operation request animations, 1 to 8, are treated as first operation request animations, and two types of operation request animations, 9 and 10, are treated as second operation request animations. "Partially automatic mode A" has more types of operation request animations that are considered second operation request animations than "partially automatic mode B". Since the probability of various operation request animations occurring remains the same regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set, it can be said that the automatic operation function is activated more frequently when "Partial Auto Mode B" is set than when "Partial Auto Mode A" is set.
[0110] Furthermore, the difference between "Partial Auto Mode A" and "Partial Auto Mode B" will be explained to the player. For example, in the operation assistance image 32, "Partial Auto Mode A" will be indicated to show that the probability of automatic operation occurring is relatively low, while "Partial Auto Mode B" will be indicated to show that the probability of automatic operation occurring is relatively high.
[0111] While automated operation reduces the burden on players, the desired level of reduction varies from player to player. Therefore, it is desirable to have two or more "partial auto modes" with different frequencies of activation, as in this example.
[0112] Furthermore, the "type" of action request presentations shall be distinguished by whether or not they are perceived as the same by the player. Even if elements that suggest the probability of a big win (so-called chance-ups) differ, if the player perceives them as the same type of presentation, they shall be considered the same type of action request presentation.
[0113] When the above settings are used, regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set, the two operation request events 9 and 10, which are considered second operation request events, should be set so that the result of the corresponding success or failure lottery is determined by an operation performed during the operation validity period. In other words, for operation request events that occur as a branch just before the success or failure is determined, the automatic operation function will not be activated, regardless of whether "Partial Auto Mode A" or "Partial Auto Mode B" is set. Furthermore, the two operation request events 7 and 8, for which the automatic operation function is not activated when "Partial Auto Mode A" is set but is activated when "Partial Auto Mode B" is set, are not operation request events that occur as a branch just before the success or failure is determined, and are considered to be events of lower "importance".
[0114] 〇Specific Example 2-4 In a situation where "partial auto mode" is set, the player will be able to distinguish between an operation request animation (first operation request animation) that is not subject to automatic operation (the automatic operation function is not activated) and an operation request animation (second operation request animation) that is subject to automatic operation (the automatic operation function is activated) by the image displayed during the operation request animation (operation valid period). For example, in an operation request animation, an operation image 28 prompting the player to operate the operation means is displayed (this operation image 28 can also be said to be the image in which the operation request animation is occurring), and the form of this operation image 28 will differ depending on whether or not it is an operation request animation that is subject to automatic operation.
[0115] For example, the operation image 28 basically includes an image representing the performance button 25, which is an operation means that prompts the user to perform an action (hereinafter sometimes referred to as the operation target display 281), and an image representing the operation method of the performance button 25 (hereinafter sometimes referred to as the operation method display 282) (see Figure 15(a-1)(b-1)). For example, the operation method display 282 may include text such as "Press" for a single operation, text such as "Press repeatedly" for a continuous operation, and text such as "Hold down" for a sustained operation.
[0116] Based on this premise, in operation request events that are not subject to automatic operation (second operation request event), an operation image 28 including both the operation target display 281 and the operation mode display 282 is displayed (see Figure 15(a-1)). On the other hand, in operation request events that are subject to automatic operation (first operation request event), an operation image 28 including either the operation target display 281 or the operation mode display 282 but not the other is displayed (see Figure 15(a-2)). Since the first operation request event does not require the actual operation of the event button 25, an operation image 28 that does not emphasize the operation request is displayed compared to the second operation request event. Note that if the operation image 28 is not displayed at all in the first operation request event (neither the operation target display 281 nor the operation mode display 282 is displayed), there is a risk that it will become unclear that an operation request event has occurred. Therefore, it is preferable to set it so that one is displayed but the other is not, as in this example.
[0117] More preferably, in the first operation request presentation, the operation target display 281 is displayed as the operation image 28, but the operation type display 282 is not displayed (see Figure 15(a-2)). Since the operation type display 282 (display of text such as "Press") is the operation instruction to the player itself, it is good to make it clear that no actual operation is required by not displaying the operation type display 282.
[0118] As an alternative example, the operation image 28 may include a display such as a meter indicating the operation validity period (period display 283), and it is conceivable that the setting for whether or not the operation image 28 includes the period display 283 may differ depending on whether or not it is an operation request performance that is subject to automatic operation. For example, in an operation request performance that is not subject to automatic operation (second operation request performance), the operation image 28 including the period display 283 is displayed (see Figure 15(b-1)), while in an operation request performance that is subject to automatic operation (first operation request performance), the operation image 28 without the period display 283 is displayed (see Figure 15(b-2)). Since the first operation request performance does not require the performance button 25 to be actually operated, it is unnecessary to show the operation validity period, and the period display 283 is not displayed.
[0119] Furthermore, as an alternative example (not shown), the operation image 28 displayed in an operation request animation that is subject to automated operation may be made smaller than the operation image 28 displayed in an operation request animation that is not subject to automated operation. In other words, in the former case, there is no need to actually operate the animation button 25, so it is made less conspicuous (does not emphasize the operation request) than the operation image 28 displayed in the latter case. Based on a similar line of reasoning, the operation image 28 displayed in an operation request animation that is subject to automated operation may be monochrome, while the operation image 28 displayed in an operation request animation that is not subject to automated operation may be in color. Alternatively, the operation image 28 displayed in an operation request animation that is subject to automated operation may be semi-transparent (the background image is visible through it), while the operation image 28 displayed in an operation request animation that is not subject to automated operation may be opaque (the background image is not transparent).
[0120] Even when "Full Auto Mode" is set, the control may be as described above. When "Full Auto Mode" is set, all operation request animations are subject to automatic operation, so whenever an operation request animation occurs, an operation image 28 in the manner shown in Figure 15(a-2) or (b-2) will be displayed without fail. However, it can be said that the significance of controlling the manner of the operation image 28 as described above is great in "Partial Auto Mode," where a mix of things that are subject to automatic operation and things that are not occurs.
[0121] 〇Specific Example 2-5 When "Partial Auto Mode" is set, certain operation request animations (hereinafter referred to as "specific operation request animations" in this example) may or may not be subject to automatic operation. Furthermore, the probability of winning a jackpot in the corresponding success / failure lottery will differ depending on whether the specific operation request animation is subject to automatic operation or not. In addition, for specific operation request animations that are subject to automatic operation, it is desirable that the timing of the virtual operation occurring be predetermined. For example, if a specific operation request animation that requires a single operation is subject to automatic operation, the timing of the virtual operation occurring may be set to be the midpoint of the operation validity period. This allows the player to determine whether an operation request animation is subject to automatic operation by waiting until that timing.
[0122] If the probability of hitting the jackpot is higher when the game is subject to automatic operation than when it is not (see Figure 16), then the gameplay becomes one in which the player watches and hopes that automatic operation will be performed during the valid operation period of a specific operation request (hoping that the automatic operation will result in a jackpot being announced). On the other hand, if the probability of hitting the jackpot is higher when the game is not subject to automatic operation than when it is (the opposite setting to Figure 16), then the gameplay becomes one in which the player can expect a jackpot more when a situation arises where the player must actually perform an operation themselves.
[0123] 5) Hidden game specification change function 5-1) Hidden game specifications The gaming machine according to this embodiment has a hidden game specification change function. A "hidden game specification" is not a game specification that is disclosed to the player as being changeable (for example, the specifications mentioned above, such as "volume," "light intensity," "music," "premium," and "auto button," are disclosed to the player as being changeable by displaying specification image 30), but rather a game specification that is "known only to those in the know." In other words, the method for changing the said hidden game specification is not disclosed (however, it may become known through magazines, the internet, etc.), and changing the said hidden game specification is incorporated as a so-called "trick" element (a so-called hidden button effect). Hereinafter, said hidden game specification may also be referred to as a specific game specification.
[0124] Various specifications can be set as specific game specifications (the effects of changing specific game specifications can be set as appropriate). However, given that specific game specifications can be changed when a jackpot is won (before the start of the jackpot game), it is preferable to configure the system so that the specific game specifications are related to jackpots.
[0125] In this embodiment, the music played during a jackpot (jackpot music) can be selected from multiple selectable songs, and the unlocking of these selectable songs is set as a change in the specific game specifications. Specifically, it is as follows: Ten songs (candidate songs) are prepared in advance as songs that can be played as jackpot music. However, at the so-called first win (when a jackpot is won in the normal game state), only a portion of the ten songs (for example, two) are set as selectable songs (the rest are not selectable). After that, each time a jackpot is won in a special game state, the candidate songs that were not selectable during the previous jackpot are added as selectable songs. In other words, basically, selectable songs are added (unlocked) as jackpots are accumulated. Assuming this configuration, in this embodiment, the addition (unlocking) of all (ten) candidate songs as selectable songs is set as a change in the specific game specifications. In other words, even without consecutive wins, if the "operational conditions are met during a specific period" as detailed below, an event will occur in which all candidate songs become selectable songs (all songs unlocked) during subsequent big win games.
[0126] 5-2) Specific period and operating conditions To change the specific game specifications, it is necessary to operate the performance button 25, which is a type of control device, during a specific period. Specifically, the performance button 25 must be operated in a way that satisfies predetermined operating conditions during the specific period. The specific period is as follows:
[0127] When the result of the draw is a jackpot, the "bonus" of a jackpot game is granted. The jackpot game is a unit game (round) in which the jackpot area 906 is opened until a predetermined closing condition is met, and is repeated one or more times. Since this is the same as known gaming machines, a detailed explanation will be omitted. In this embodiment, after the in-game performance in which the result of the draw is announced as a jackpot has ended, the jackpot game actually begins when a game ball enters a specific area (in this embodiment, the normal starting area 905). In other words, the entry of a game ball into the specific area is the condition for granting the jackpot bonus (bonus granting condition). In this embodiment, the normal starting area 905 also serves as the specific area, but a configuration in which a "dedicated specific area" is provided is also possible.
[0128] The specific period is the time between when the player is notified of a jackpot win (when the in-game animation announcing the jackpot win ends) (see Figure 17(a)) and when the game ball enters a specific area (see Figure 17(c)) and the jackpot game begins (see Figure 17(d)). Alternatively, the specific period may begin after a predetermined amount of time has elapsed since the player was notified of the jackpot win. Thus, the specific period is a state that ends when the game ball enters a specific area, and it is confirmed that the jackpot game will be played (that the reward will be given), but the jackpot game has not yet begun (the reward has not actually been given).
[0129] During a specific period, an image prompting the player to launch the game ball towards a specific area (hereinafter sometimes referred to as the instruction image 40) is displayed in the display area 911 (see Figure 17(b)). In this embodiment, since the specific area (normal starting area 905) is located on the right side of the game area, the instruction image 40 is displayed indicating that the player should aim for the specific area and perform what is known as right-handed shooting. If the game ball is launched aiming at the specific area, it will enter that area relatively easily. Therefore, if the game ball is launched aiming at the specific area, there is a high probability that the specific period will end immediately. In order to satisfy the operating conditions which will be described in detail later, it is necessary to operate the performance button 25 before launching the game ball aiming at the specific area.
[0130] The operating conditions can be set as appropriate, but simple "single operations" are excluded. For example, one possible configuration is to set the operating condition to be met when the number of times the performance button 25 is operated reaches N times (N is 2 or more) during a specific period (hereinafter, this operating condition may be referred to as the count condition). In other words, the operating condition will not be met if the number of operations is less than N. Since N is 2 or more, the operating condition will not be met with a single operation, i.e., a single operation.
[0131] As an alternative example, it is conceivable that the operation condition is set to be met when the duration of the sustained operation (long press) of the performance button 25 reaches a predetermined time T (hereinafter, this operation condition may also be referred to as the time condition). In other words, if the duration of the sustained operation does not reach the predetermined time T, the operation condition is not met. Note that, regarding operating means such as buttons, whether or not a single operation has been performed is usually determined based on ON / OFF detection ("edge" detection), and the length of the sustained operation (the time spent in the ON state) is not usually used to detect a single operation (making a judgment based on whether or not the duration of the sustained operation exceeds the predetermined time T means that the judgment is not based on whether or not a single operation has been performed).
[0132] By setting the above-mentioned count or time conditions, it is possible to prevent the operation conditions from being met by a single press of the performance button 25 during a specific period. Since it is conceivable that a player might unintentionally press the performance button 25 during a specific period without knowing about the existence of specific game specifications, it is preferable to ensure that the operation conditions are not met by simple single presses. Alternatively, operation conditions that combine the above-mentioned count and time conditions (conditions that require both N operations and maintenance operations exceeding T time) may be set.
[0133] During a specific period, no image clearly indicating that a specific game specification will be changed by operating the performance button 25 (for example, an image prompting the operation of the performance button 25) will be displayed in the display area 911 (see Figure 17(b)). Because it is a "hidden" game specification, no image indicating the existence of the specific game specification will be displayed during the specific period.
[0134] However, it is also acceptable for effects to occur that suggest the existence of hidden gameplay specifications (operating conditions) during periods other than the specified period. For example, during a spinning effect, a display could be shown that hints at the existence of hidden gameplay specifications, such as "If you press the button ○ times before passing through the jackpot start gate..." (where "jackpot start gate" refers to a specific area). Rather than merely "hinting," the effects could also explicitly show the existence of hidden gameplay specifications.
[0135] Thus, the gaming machine according to this embodiment realizes a novel and interesting gameplay experience in which the "hidden game specifications" can be changed by utilizing a specific period of time before the bonus of a jackpot is actually awarded.
[0136] 5-3) The following describes specific examples of improvements, concretizations, and modifications to the hidden game specification change function. Furthermore, whenever possible, a configuration may be created by combining multiple technologies described using the following examples.
[0137] 〇Specific Example 3-1 During a specific period, if the operating conditions are met (a change to the specific game specifications is implemented), an event will occur that would not occur if the operating conditions were not met (a change completion event). During the specific period, no image prompting the operation of the performance button 25 will be displayed, and the operating conditions will not be met by a simple single operation; therefore, the fact that the operating conditions have been met will be indicated by the change completion event.
[0138] The event indicating the completion of the change is preferably the output of a predetermined sound effect. Since the hidden game specification change function is a so-called "secret button" effect (an effect known only to those in the know), it is best to make it so as to merely "imply" that a change to a specific game specification has been performed. In other words, the sound effect should not be a sound that indicates the completion of a change to a specific game specification (for example, one that includes phrases such as "all songs unlocked"), but merely a simple electronic sound.
[0139] However, this does not preclude the idea of clearly indicating that the change completion event has been completed (that the operating conditions have been met). For example, a change completion image that clearly shows the effect of the change in the specific game specifications (in this embodiment, an image that clearly indicates that "all songs are unlocked") may be displayed in the display area 911 (however, such a configuration has the disadvantage that it can easily spread despite being a "hidden button" effect).
[0140] Specific Example 3-2 As described in the above embodiment, during a specific period, an instruction image 40 indicating that the game ball should be launched aiming at a specific area is displayed in the display area 911. The instruction image 40 is set not to be displayed from the start of the specific period (see Figure 18). Specifically, the instruction image 40 is not displayed from the start of the specific period until a predetermined time has elapsed (first half) (see Figure 18(b)), and the instruction image 40 is displayed in the second half after the first half has ended (see Figure 18(c)). However, since the first half is still part of the specific period, even if the game ball enters the specific area in the first half, the jackpot game will start (the instruction image 40 will not be displayed).
[0141] If instruction image 40 is displayed at the start of a specific period or immediately after it begins, there is a high probability that the player will fire a game ball in accordance with the instructions. Since firing a game ball almost always causes the game ball to enter a specific area and the specific period to end, it becomes impossible to operate the performance button 25 that would satisfy the operating conditions during the specific period. Even players who are aware of the existence of specific game specifications (hidden buttons) and intend to change the specific game specifications when they win a jackpot are likely to fire a game ball involuntarily when instruction image 40 is displayed. Therefore, as in this example, it would be better to prevent instruction image 40 from being displayed from the beginning of the specific period to reduce the likelihood of the specific period ending unexpectedly.
[0142] Conversely to this example, if the instruction image 40 is displayed from the start of a specific period, it would make it more difficult for players to become aware of the existence of specific gameplay specifications (hidden buttons). In other words, since there is a high probability that players will launch the game balls according to the instruction image 40 and the specific period will end immediately, it can be said that this has the advantage of making it more difficult for specific gameplay specifications (hidden buttons) to spread.
[0143] Specific Example 3-3 In the above embodiment, it was explained that the specific game specifications are "hidden" game specifications, but the configuration may also be such that it is clearly indicated that a predetermined game specification is changed by operating the performance button 25 (operating means) that satisfies the operating conditions during a specific period. For example, during the specific period, an image (condition notification image 42) such as "Unlock all songs by operating the button ○ times!" may be displayed in the display area 911 (see Figures 18(b) and 18(c)).
[0144] In this example, the display of the condition notification image 42 should begin before the display of the instruction image 40 (see Figures 18(b) and 18(c)). In this example, the display of the condition notification image 42 informs the player that it is possible to change the game specifications, so it is necessary to prevent the specific period from ending by displaying the instruction image 40 first. In other words, it is good to inform the player that it is possible to change the game specifications using the condition notification image 42, and then inform them that they should aim the game ball at a specific area (the jackpot game will begin when the game ball enters the specific area). Furthermore, even when the game moves to the stage where the instruction image 40 is displayed, it is good to keep the condition notification image 42 displayed so that the player can understand how to change the game specifications (see Figure 18(c)).
[0145] Specific Examples 3-4 The system may be configured to suggest or notify the player that an event favorable to the player will occur if the operating conditions are met during a specific period. For example, if the game state after a big win is the first special game state (high probability, with time reduction), an announcement sound will be output if the operating conditions are met during the specific period. However, if the game does not enter the first special game state, the announcement sound will not be output even if the operating conditions are met. In other words, this is a "hidden button" feature that allows the player to know in advance whether an event favorable to the player will occur if the performance button 25 that satisfies the operating conditions is operated during the specific period.
[0146] In addition to transitions to the first special game state, various other factors can be considered that may be advantageous to the player, such as a guaranteed jackpot win after the jackpot game ends (i.e., a series of wins within the reserve), or the jackpot game having the maximum number of rounds.
[0147] Specific Examples 3-5 The system is configured with multiple operating conditions. For example, the first operating condition is that the performance button 25 is operated Na times (where Na is 2 or greater) during a specific period, and the second operating condition is that the performance button 25 is operated Nb times (where Nb > Na) during a specific period. The changes to the game specifications will differ depending on whether the first operating condition is met or the second operating condition is met.
[0148] For example, if the first operational condition is met, only eight of the ten songs (candidate songs) will be unlocked (resulting in a jackpot game with eight selectable songs), but if the second operational condition is met, all ten songs (candidate songs) will be unlocked (resulting in a jackpot game with ten selectable songs). In other words, the more difficult it is to meet one of the operational conditions, the greater the degree of change in the game specifications (the greater the benefit to the player).
[0149] Specific Examples 3-6 The conditions under which a change in specific game specifications occurs are set to conditions different from the operating conditions (conditions related to the performance button 25 (operating means)). For example, the instruction image 40 described above is displayed during a specific period, and the timing of the display of the instruction image 40 is after a predetermined time has elapsed since the start of the specific period. That is, the instruction image 40 is not displayed during the period from the start of the specific period until the predetermined time has elapsed (between T1 and T2). Based on this premise, a change in specific game specifications occurs when a game ball enters a specific area during the period from the start of the specific period until the predetermined time has elapsed (between T1 and T2) (see Figure 20). In other words, the condition for a change in specific game specifications is when a game ball enters a specific area (a jackpot game is started) while the instruction image 40 is not displayed.
[0150] Since players typically fire the game ball towards a specific area after the instruction image 40 is displayed, firing the game ball in a different direction results in a change in the game's specifications, creating an interesting and engaging gameplay experience.
[0151] 6) Special Mode 6-1) Special performance Special effects may occur as part of the effects that make up the reel spinning effects (see Figure 21(a)). Compared to when a special effect occurs in a regular reel spinning effect, when a special effect occurs, the probability (reliability) of the win / loss result corresponding to that reel spinning effect being a jackpot is higher. In other words, the special effect is a so-called "chance-up effect". The specific form of the special effect can be anything. In this embodiment, the special effect is a so-called "cut-in effect" in which a predetermined effect image 45 is displayed (see Figure 21(a-2)). Note that a configuration in which multiple types of such special effects are set is also possible.
[0152] 6-2) Types of Modes In this embodiment, multiple modes related to the special effects are set. These multiple modes can be broadly divided into "normal mode" and "special mode" (major classification) (see Figure 21(b)). The probability of a special effect occurring during reel spinning is higher when "special mode" is set than when "normal mode" (the default mode) is set. The fact that the probability of a special effect occurring during reel spinning differs means that the reliability of a jackpot when a special effect occurs differs between when "normal mode" is set and when "special mode" is set. Since the probability of a special effect occurring is higher in "special mode" than in "normal mode," the reliability of a jackpot when a special effect occurs is lower in "special mode" than in "normal mode."
[0153] Furthermore, multiple modes are provided as part of the "Special Mode" (sub-modes). In this embodiment, two types are provided: "First Special Mode" and "Second Special Mode" (see Figure 21(b)). The probability of a special effect occurring during the reel spin is higher when "Second Special Mode" is set than when "First Special Mode" is set. Similar to the relationship between "Normal Mode" and "Special Mode," the probability of a special effect occurring is higher in "Second Special Mode" than in "First Special Mode," meaning that the probability of a jackpot occurring when a special effect occurs is lower in "Second Special Mode" than in "First Special Mode."
[0154] 6-3) Mode Settings As described above, the default state is "Normal Mode". To set "Special Mode", the player must maintain (long-press) the performance button 25 (operating means) for a predetermined time while in standby mode (a state to which the player transitions when no performance is executed during a certain period of time) (see Figure 21(c-1)). In other words, the operation of the performance button 25 sets the condition for changing to Special Mode (hereinafter sometimes simply referred to as the change condition). In this embodiment, the change condition is not displayed in the display area 911 while in standby mode. A so-called demo image is displayed while in standby mode, but this demo image does not include an image that shows the change condition (showing the operation method described above) (see Figure 21(c-1)). That is, the setting of "Special Mode" is implemented as a "hidden (back button) function". Note that the above change condition is merely an example. Any condition that is met as a result of the player's actions is acceptable. However, it is preferable that a simple "single operation" is not set as a change condition, as this increases the risk of unintentionally changing to Special Mode.
[0155] When the above conditions for change are met and the change to special mode is executed, a predetermined sound effect (hereinafter sometimes referred to as the change completion sound) is output from speaker 79. The change completion sound is not meant to clearly indicate the change to special mode, but is merely an electronic sound. However, the above conditions for change are not achieved by a simple operation (single operation) of the performance button 25, and since the fulfillment of the conditions for change implies that the player, knowing about the existence of special mode, is intentionally operating the performance button 25, the player will know that the transition to special mode is complete (that the operation that satisfies the change conditions has been performed) when they hear the change completion sound.
[0156] As described above, in this embodiment, "First Special Mode" and "Second Special Mode" are set as special modes. Even if the change conditions are met and the setting (transition) of a special mode is executed, the player cannot arbitrarily decide which of "First Special Mode" and "Second Special Mode" will be set. Specifically, when the change conditions are met, a mode determination lottery is executed (see Figure 21(c-2)), and based on the mode determination lottery, one of the multiple types of special modes is set (see Figures 21(c-3-1), (c-3-2)). The specific form (probability) of the mode determination lottery can be anything. It may be set so that the probability of each of the multiple types of special modes being set is equal (equal distribution), or it may be set so that the probability of a different type of special mode being set is higher than the probability of a certain type of special mode being set (unequal distribution). In this embodiment, the probability of "First Special Mode" being set and the probability of "Second Special Mode" being set are both 50% (equal distribution).
[0157] The player is not informed which of the multiple special modes (First Special Mode, Second Special Mode) has been set (the result of the mode determination lottery). The aforementioned change completion sound indicates that a change from normal mode to a special mode has been achieved, but it does not indicate whether the First Special Mode or the Second Special Mode has been set (the type of change completion sound output is the same regardless of whether the First Special Mode or the Second Special Mode is set). As mentioned above, the probability of a special effect occurring differs depending on the type of special mode set, so while a player can predict the type of special mode set by continuing to play, they cannot definitively know which type of special mode has been set. At least at the time the change conditions are met (when the mode determination lottery is performed), it is impossible to determine, or even predict, the type of special mode set.
[0158] Thus, in the gaming machine according to this embodiment, a special mode can be set in which the probability of special effects occurring is higher than in the normal mode. However, multiple types of special modes are available, and the player cannot arbitrarily decide which type of special mode is set, nor can the player know which type of special mode is set. Therefore, when a special mode is set, the gameplay is enhanced by the ability to enjoy predicting which type of special mode is set (how high or low the probability of special effects occurring).
[0159] The conditions for returning from a special mode (first special mode, second special mode) to a normal mode (reset conditions) can be set as appropriate. There may be only one reset condition or multiple reset conditions. In this embodiment, turning the power of the gaming machine 1 OFF / ON is set as one of the reset conditions.
[0160] Furthermore, it is preferable that at least one of the reset conditions be one that the player can perform at their discretion. This is because if such a condition is not set, the player will not be able to return from special mode to normal mode at their own will. For example, one possible configuration is to set the reset condition as maintaining (long-pressing) the performance button 25 for a predetermined time while in standby mode when special mode is set. In other words, the conditions for transitioning from normal mode to special mode and the conditions for transitioning from special mode to normal mode should be the same.
[0161] 6-4) The following describes specific examples of improvements, concretizations, and modifications to the matters concerning special modes. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following specific examples.
[0162] 〇Specific Example 4-1 In the above embodiment, the setting of the special mode was described as a "hidden (back button) function," but the configuration may also disclose the method for setting the special mode. That is, the method for setting a special mode that increases the probability of special effects occurring is shown in the display area 911, etc., and the special mode is set by operating various operating means (effect buttons 25 and operation unit 20) in accordance with this method.
[0163] For example, the aforementioned "Premium Up Mode" increases the probability of premium effects occurring. In this configuration, the Premium Up Mode is treated as a "Special Mode," and premium effects are treated as "Special Effects." Let's assume that there is a "First Premium Up Mode" and a "Second Premium Up Mode" with a higher probability of premium effects occurring. When a player operates the operation unit 20 according to the procedure described above and requests a change from "Normal Mode" to "Premium Up Mode" (see Figure 22(a)), a mode determination lottery (see Figure 22(b)) is performed to set either the "First Premium Up Mode" or the "Second Premium Up Mode" (see Figures 22(c-1), (c-2)). The player is kept unaware of which of the "First Premium Up Mode" or "Second Premium Up Mode" has been set.
[0164] Furthermore, it may be possible to inform players that there are multiple special modes with different probabilities of special effects occurring. For example, the screen for setting a special mode could display text such as, "The probability of the XX effect occurring changes each time" (where XX effect represents a special effect). However, when a special mode is set, the player should not know which of the multiple special modes has been selected.
[0165] Even if the method for setting the special mode is clearly indicated to the player, as in this example, if the player does not know which of the multiple special modes with different probabilities of special effects occurring has been set, the same effect as described in the above embodiment will be achieved.
[0166] 〇Specific Example 4-2 One of the multiple special modes is a mode in which a special effect is guaranteed to occur during a spinning animation (winning spin) where the result of the win / loss lottery is a jackpot. For example, in a configuration where two types of special modes (first special mode and second special mode) are set as in the embodiment described above, the second special mode is a mode in which a special effect is guaranteed to occur during a winning spin. In the first special mode, a special effect is not guaranteed to occur even during a winning spin (a special effect may or may not occur during a winning spin. However, the probability of a special effect occurring is higher than in the normal mode) (see Figure 23(a)).
[0167] Players cannot determine which special mode has been set. Therefore, in situations where a special effect does not occur during a spinning animation that suggests a potential jackpot, the gameplay becomes such that players can expect the first special mode to be set. In other words, if no special effect occurs during a spinning animation, there is a possibility that no special effects will occur afterward. If the second special mode is set, a jackpot will not occur unless a special effect occurs during the spinning animation. Therefore, players who know about the existence of the first and second special modes (having obtained information from magazines or the internet) can expect the first special mode to be set, as there is a possibility of a jackpot even without a special effect. In short, players can enjoy the spinning animation while predicting the current type of special mode with a degree of hope (and also expecting a special effect to occur later).
[0168] Furthermore, when using a configuration like this example, it is advisable to make it clear to the player that multiple special modes exist (not as a "hidden (secret button) function"), as explained in specific example 4-1 above. Specifically, it is advisable to make it clear to the player that one of the multiple special modes is a mode in which a special effect is guaranteed to occur during a winning spin (first special mode), and the other special modes are modes in which a special effect is not guaranteed to occur during a winning spin (second special mode). In this way, players can enjoy the game in the manner described above, even if they do not obtain information about the special modes from magazines or the internet.
[0169] 〇Specific Example 4-3 (An example that further elaborates on Specific Example 4-2) The timing at which special effects can occur during reel spins (hereinafter sometimes referred to as the "specified timing") is predetermined, and they will not occur at any other time. For example, the timing after a reach is established (see Figure 23(b-1)) and before transitioning to a so-called super reach (an effect where the outcome of the lottery is determined by the result) (see Figure 23(b-3)) is set as the specified timing at which a special effect (see Figure 23(b-2)) can occur. Note that this specified timing does not occur in every reel spin. In the above example, if a reach is not established, the specified timing will not occur (there is no possibility of a special effect occurring).
[0170] In this way, if the specified timing has passed during the reel spin animation, no further special animations will occur (in the example above, no special animations will occur after transitioning to the super reach animation). In other words, if no special animation occurs when the specified timing has passed, it is confirmed that no special animation will occur during that reel spin animation. Therefore, if a special mode is set and no special animation occurs when the specified timing has passed, if the second special mode (where a special animation is guaranteed to occur during a winning spin) is set, there is no possibility of a big win (see Figure 23(a)). Thus, the player will hope that the first special mode (where a big win is possible even without a special animation) is set. In other words, by doing it this way, whether or not a special animation occurs is determined when the specified timing has passed, making the gameplay more enjoyable as the type of special mode is anticipated.
[0171] Specific Example 4-4 The system is configured to allow transitions between multiple types of special modes. Specifically, not only are transitions possible between the normal mode and a special mode (either the first or second special mode), but when certain transition conditions are met, a transition from one of the first or second special modes to the other may occur. It is preferable that the player is unaware that a transition between special modes has occurred. Since the player cannot know which of the multiple types of special modes was set when a special mode was configured, the player should also be unaware that a transition between special modes has occurred.
[0172] The transition conditions can be set from various perspectives. For example, one could set the conditions to be met when the player continues to play for a certain period of time after the special mode has been set. For instance, one could set the transition condition as X consecutive losses in the win / loss lottery. In this way, the specifications of the in-game effects (the probability of special effects occurring) will change each time the player receives X win / loss lottery results.
[0173] Alternatively, the system could be configured to determine whether the transition conditions are met based on the passage of time. For example, the transition condition could be the passage of a predetermined time, or a real-time clock (RTC) could be installed, with the transition condition being that the time obtained by the RTC (actual time) reaches a specified time.
[0174] Specific Examples 4-5 In the above embodiment, it was explained that the manner of the change completion sound output from speaker 79 is the same regardless of which of the multiple special modes (first special mode and second special mode) is set. However, the manner of the change completion sound may differ for each set special mode. If a first special mode and a second special mode are provided as in the above embodiment, then when the first special mode is set, the first change completion sound is output, and when the second special mode is set, the second change completion sound (which has a different manner from the first change completion sound) is output (see Figure 24).
[0175] Since the change completion sound is merely an electronic sound, it can be said that few players can determine whether the first or second special mode has been set based on the nature of the change completion sound. By doing as in this example, a gameplay experience is achieved in which only players who find the relationship between the nature of the change completion sound (the difference between the first and second change completion sounds) and the type of special mode set can actually determine which special mode has been set (for such players, it can be said that they are informed whether the first or second special mode has been set based on the nature of the change completion sound).
[0176] However, in the case of this example, if the relationship between the type of sound indicating the completion of the change and the type of special mode set becomes widely known through magazines, the internet, etc., there is a risk that the configuration will effectively be the same as informing the type of special mode.
[0177] Specific Examples 4-6 It is assumed that multiple types of special effects are set as special effects. The difference between the various special modes is that the probability of some of the multiple types of special effects occurring is different, but the probability of other parts occurring is the same. For example, as shown in Figure 25, if a first special effect and a second special effect are set, the probability of the first special effect occurring is the same regardless of whether the first special mode or the second special mode is set. On the other hand, the probability of the second special effect occurring is set to be higher when the second special mode is set than when the first special mode is set. Furthermore, for both the first and second special effects, the probability is higher when either special mode is set than when the normal mode is set. This makes it difficult to predict whether the first special mode or the second special mode is set.
[0178] 〇Specific Example 4-7 In the above embodiment, the various special modes (first special mode, second special mode) were described as modes in which the probability of special effects occurring is higher compared to the normal mode. However, they may also be modes in which the probability of special effects occurring is lower compared to the normal mode. In other words, the degree to which the probability of special effects occurring is lowered compared to the normal mode may differ between the first special mode and the second special mode.
[0179] Furthermore, it is also possible to configure the game so that some of the multiple special modes (the first special mode) have a lower probability of special effects occurring compared to the normal mode, while other parts (the second special mode) have a higher probability of special effects occurring compared to the normal mode. By doing so, the "difference in the probability of special effects occurring" depending on the type of special mode becomes larger, resulting in a gameplay experience that makes it easier to predict which special mode is set.
[0180] 7) Specific Prediction Effects 7-1) Background music In the gaming machine according to this embodiment, multiple types of music are provided as background music (BGM) that can be output from speaker 79 while a spinning animation is being performed. "Background music" is music that is continuously output while a spinning animation is being performed, and is different from sound effects (winning sounds, character dialogue, etc.) that are output temporarily during the animation. Except when used in specific pre-announcement animations described in detail later, background music does not indicate the probability of a jackpot. In this embodiment, when sound effects are output during the animation, they are output over the background music. In other words, even when sound effects are output during the animation, the background music is output without interruption. It should be noted that, in addition to differences in copyright, songs that a player perceives as not being the same, such as a song and an arrangement of that song, are considered different types of music.
[0181] As background music, one or more types of normal background music and one or more types of specific background music are set. During the reel spin when no specific pre-announcement effect is occurring, the normal background music is continuously output. As described above, in this embodiment, the player can select the normal background music from five types of music, A to E. In other words, music A to E correspond to the normal background music. The normal background music in this embodiment is music that is output before a reach is established. That is, it is not background music for the reach effect. Note that, regarding the execution of the specific pre-announcement effect which will be explained in detail below, it is not necessary for the player to be able to select the normal background music. It may be configured so that one type of normal background music is output, or it may be configured so that one of several types of normal background music is output and the normal background music switches automatically (not selected by the player).
[0182] 7-2) Specific Prediction Effects The gaming machine according to this embodiment is capable of executing a specific pre-reading effect, which is a type of pre-reading effect. Since the pre-reading effect itself is publicly known, a detailed explanation will be omitted. The specific pre-reading effect is an effect that is initiated when newly acquired reserve information is target reserve information (the reserve information that becomes the target reserve information is "pre-variation reserve information"). The specific pre-reading effect is a type of "chance (up) effect" that suggests that the probability of the win / loss lottery result corresponding to the target reserve information (hereinafter sometimes referred to as the target win / loss lottery result) being a jackpot has increased, so the target reserve information is what is known as a "chance reserve". In the diagrams illustrating the specific pre-reading effect, the reserve symbol 10 corresponding to the target reserve information is indicated with an "S".
[0183] As described above, the specific pre-announcement effect is initiated when the target hold information is acquired (see Figures 26(a)(b) and 28). To the player, it appears to start simultaneously with the acquisition of the target hold information (a time lag that the player does not perceive is acceptable). In the specific pre-announcement effect, the specific background music is output from speaker 79 in place of the normal background music (one of songs A to E in this embodiment). In other words, the point at which the background music changes from the normal background music to the specific background music is the start point of the specific pre-announcement effect. The timing at which the target hold information is acquired (the timing at which the game ball enters the starting area 904) is unpredictable to the player (it is a sudden event), so to the player, the output of a background music different from the normal music (the specific background music) starts suddenly.
[0184] Since the target hold information is pre-change hold information, at the time the target hold information is acquired, the in-game animation corresponding to the win / loss lottery information acquired before the target hold information (hereinafter, this in-game animation may be referred to as the "pre-read start in-game animation (pre-read start in-game)") is being executed. If the in-game animation corresponding to the target hold information is called the "target in-game animation (target in-game)", then the "pre-read start in-game animation" is an in-game animation that is executed before the "target in-game animation". The change from the normal background music to the specific background music occurs in the pre-read start in-game animation. The specific background music is output continuously without interruption, at least until the target in-game animation begins (see Figures 26(c) and 28).
[0185] In this embodiment, if a specific pre-announcement effect occurs, it is confirmed that a predetermined effect will occur during the target spinning effect. The predetermined effect may be one type or multiple types. In this embodiment, the predetermined effect is a reach effect (Figure 27 shows a battle effect as an example) whose outcome indicates the result of the win / loss lottery. That is, if the win / loss lottery result of the predetermined effect is a jackpot, it leads to an effect favorable to the player (successful outcome), and if it is a loss, it leads to an effect unfavorable to the player (unfavorable outcome) (see Figures 27(b)(c-1)(c-2)). When a specific pre-announcement effect occurs, the predetermined effect occurs during the target spinning effect. Therefore, if the target win / loss lottery result is a jackpot, the predetermined effect with a successful outcome will be executed, and if the target win / loss lottery result is a loss, the predetermined effect with an unfavorable outcome will be executed as part of the target spinning effect. The probability of a jackpot is higher when the predetermined effect occurs during the spinning effect compared to when the predetermined effect does not occur. In other words, the predetermined effect can be said to be a type of so-called chance-up effect. Furthermore, the prescribed effects in this embodiment may occur even if a specific pre-announcement effect does not occur.
[0186] In this embodiment, the specific background music is output continuously without interruption from the time the target hold information is acquired (see Figure 26(b)) until the time the prescribed performance begins (see Figure 27(b)) (see Figure 28). In other words, the specific pre-read performance is a performance that starts when the target hold information is acquired and ends when the prescribed performance begins. The start time is while the "pre-read start variation performance" is being executed, and the end time is while the "target variation performance" is being executed, so the output of the specific background music spans two or more variations. If one or more "other variation performances" (other variations) are executed between the "pre-read start variation performance" and the "target variation performance," then the output of the specific background music will span three or more variations. If the number of "other variation performances" executed between the "pre-read start variation performance" and the "target variation performance" is α, then the output of the specific background music will be continuously output over "2 + α" variations. The examples shown in Figures 26 and 27 are for cases where α=2, so the output of the specific background music will have four variations (see Figure 28). In this embodiment, when the prescribed performance starts, the output of the background music for the prescribed performance starts instead of the specific background music.
[0187] Thus, according to this embodiment of the gaming machine, it is possible to perform an interesting pre-announcement effect (specific pre-announcement effect) in which the output of a specific background song is suddenly started when target reserved information is acquired.
[0188] Since the specific background music is continuously played at least until the start of the target reel spinning animation, it is easy to understand that the occurrence of the output of the specific background music indicates an increased probability of a jackpot in the corresponding win / loss lottery result (target win / loss lottery result).
[0189] In particular, in this embodiment, the occurrence of a specific pre-announcement effect confirms that a predetermined effect will occur during the target variation effect. Since the specific background music is continuously output until the predetermined effect begins, it is possible to clearly demonstrate that the output of the specific background music (occurrence of the specific pre-announcement effect) leads to the occurrence of the predetermined effect (it is possible to clearly demonstrate the connection between the specific pre-announcement effect and the predetermined effect).
[0190] 7-3) The following describes specific examples of improvements, concretizations, and modifications to matters related to specific pre-announcement effects. Furthermore, to the extent possible, a configuration may be created that combines multiple techniques described using the following examples.
[0191] 〇Specific Example 5-1 The system includes a movable body 50 that operates when target hold information is acquired. By including such a movable body 50, when target hold information is acquired, not only is the output of a specific background song started, but the movable body 50 also operates, making it clearer (and more emphasized) that a specific pre-reading effect has occurred. Possible operating modes for the movable body 50 are as follows.
[0192] The movable body 50 is assumed to be capable of reciprocating between its original position (normal position) and a different position, which is the performance position. The movable body 50 may not be visible to the player in its original position. It is sufficient that it is visible to the player at least in the performance position. The structure (power transmission mechanism) for operating the movable body 50 may be of any kind, so its explanation will be omitted. Furthermore, the movable body 50 may be mounted on the housing (frame) of the gaming machine and operate outside the game area. Note that its form may differ when it is in its original position and when it is in the performance position (its form may change as it is displaced).
[0193] Based on this premise, when target pending information is acquired, the output of a specific background song begins, and the movable body 50 (see Figure 29(a)), which is located in its original position, begins to displace toward the performance position. As long as the output of the specific background song continues, the movable body 50 remains located in the performance position (see Figure 29(b)). When the output of the specific background song ends (in the case of the above embodiment, when the prescribed performance begins in the target fluctuation performance), the movable body 50 located in the performance position begins to displace toward its original position, that is, returns to its original position (see Figure 29(c)). In other words, the position of the movable body 50 in the performance position is linked to the output of the specific background song. In this way, it is possible to understand that a specific pre-read performance is in progress not only by the presence or absence of output of the specific background song, but also by the position of the movable body 50 in the performance position. Furthermore, it is possible to understand that the specific pre-read performance has ended when the movable body 50 displaces from the performance position to its original position.
[0194] Another example of the movable body 50 (movement) is as follows. For example, suppose the movable body 50 does not significantly change its position, but is capable of vibrating in place. Such a movable body 50 is designed to continue vibrating while a specific background music is being played. In other words, the vibration starts when a specific pre-reading effect begins (target hold information is acquired) and stops when the specific pre-reading effect ends. In this way, the occurrence and end of the specific pre-reading effect can be determined not only by the presence or absence of the specific background music being played, but also by the presence or absence of vibration of the movable body 50.
[0195] The movable body 50 may temporarily operate when the target hold information is acquired. In other words, the operation of the movable body 50 may end before the output of the specific background music ends. For example, the movable body 50 may temporarily vibrate when the target hold information is acquired, and this vibration may end before the specific background music ends. Even in this case, the start of the specific pre-reading effect is detected by the operation of the movable body 50 (however, the end of the specific pre-reading effect is not detected by the operation of the movable body 50).
[0196] 〇Specific Example 5-2 Multiple types of specific background music are provided, and the probability of winning the jackpot in the target lottery results differs depending on the type of background music. For example, if there are two specific background music tracks, Specific Background Music X and Specific Background Music Y, which is different from Specific Background Music X, the probability of winning the jackpot is higher when Specific Background Music Y is output (see Figure 30(b-2)) than when Specific Background Music X is output (see Figure 30(b-1)) triggered by the acquisition of target hold information. In this way, when a specific background music is output, players will also pay attention to its type.
[0197] 〇Specific Example 5-3 The output of a specific background song will either continue until a predetermined time (continuation mode) or not (non-continuation mode). In the former case, the reliability of the target win / loss lottery result will increase, but in the latter case, the reliability of the target win / loss lottery result will not increase (the latter case is more advantageous to the player than the former case). In other words, whether or not the output of the specific background song continues will be the branching point for whether or not a chance-up effect occurs due to a specific pre-announcement effect. For example, the output of the specific background song can be considered as continuing until the start of the target spinning effect or later (see Figure 31(a)), and as ending before the start of the target spinning effect (see Figure 31(b)). In the non-continuation mode, since the output of the specific background song does not continue until the start of the target spinning effect, the player will understand that no chance-up effect occurs. It is also possible to set it so that in the case of the non-continuation mode, the target win / loss lottery result is guaranteed to be a loss (jackpot reliability = 0%).
[0198] In this example, the settings may be configured to suggest the probability of a continuation pattern occurring depending on the type of specific background music. For example, the settings could be configured so that the probability of a continuation pattern occurring is higher when a different type of specific background music N is output than when the output of specific background music M is initiated as a result of acquiring target hold information. In this way, when a specific background music is output, the player will also pay attention to its type.
[0199] 〇Specific Example 5-4 When a specific background music is being played, all other sound effects (excluding electronic sounds that occur when game specifications are changed, etc., and other sounds unrelated to the progress of the game) will not be output. In other words, only the specific background music will be continuously output from speaker 79. This will emphasize that the specific background music is being played, making it clearer that a specific pre-announcement effect is occurring.
[0200] Specific Example 5-5 The background music played during the prescribed performance is assumed to be a specific background music (at least the specific background music is played from the start of the prescribed performance until a predetermined time has elapsed). In other words, the background music for the prescribed performance, which is confirmed to occur in the target variation performance due to the occurrence of a specific pre-announcement performance, and the background music indicating the occurrence of that specific pre-announcement performance are the same. This makes it easier to understand that the occurrence of a specific pre-announcement performance indicates the occurrence of a prescribed performance.
[0201] Furthermore, in the case shown in this example, the specific background music output as a specific pre-announcement effect can continue to be output even after the standard effect has started (see Figure 32). In other words, since the background music for the specific pre-announcement effect and the background music for the standard effect are the same, the output of the specific background music starts when the target hold information is acquired, and the output of that specific background music can continue even after the standard effect has started.
[0202] Specific Examples 5-6 In the above embodiment, it was explained that a change from the normal background music to a specific background music occurs when target hold information is acquired. However, a configuration in which the normal background music is not output is also possible. In other words, assuming a configuration in which no background music is output under normal circumstances, the setting may be configured so that the output of a specific background music starts when hold information that presents an opportunity (target hold information) is acquired.
[0203] 8) Image displacement effect 8-1) Image displacement effect The gaming machine according to this embodiment is capable of executing an image displacement effect as one of the effects that constitute the in-game effects. When an image displacement effect occurs during a certain in-game effect, the probability of winning the jackpot in the corresponding win / loss lottery result is higher compared to when the image displacement effect does not occur. In other words, the image displacement effect is a so-called chance-up effect.
[0204] Image displacement effects are also commonly referred to as "shake effects," etc. The basic form of the image displacement effect is a change from a reference state (see Figure 33(a)) in which a reference image 60 is displayed in the display area 911 of the display device 91, to a displacement state (see Figure 33(b)) in which the reference image 60 is displayed as if it has shifted relative to the display area 911. The reference image 60 is the image displayed in the display area 911 in the reference state. In this embodiment, the image displayed across the entire display area 911 in the reference state is set as the reference image 60. However, it is also possible to configure the system so that only a part of the image displayed in the display area 911 in the reference state is displaced as the reference image 60. The reference image 60 may be a still image or a moving image, but the content of the image represented by the reference image 60 is maintained in a manner that can be perceived as the same by the player from the reference state to the displacement state. In this way, the player will get the impression that the image displayed in the reference state has shifted relative to the display area 911.
[0205] Various displacement modes of the reference image 60 relative to the display area 911 are conceivable. In this embodiment, the reference image 60 is displayed as if it has been displaced in a tilting manner with respect to the planar direction (the direction along the display area 911 of the display device 91; the same applies hereinafter) (a display that makes it appear as if it has been displaced in three dimensions). More specifically, in this embodiment, the reference image 60 is displayed as if it has rotated, with its left edge moving towards the back and its right edge moving towards the front. However, this displacement mode is merely an example. The reference image 60 may also be displayed as if it has been displaced along the planar direction (in any of the up, down, left, or right directions) (a display that makes it appear as if it has been displaced in two dimensions), or as if it has been displaced towards the back. Furthermore, the amount of displacement of the reference image 60 may change over time (for example, the reference image 60 may shake). Furthermore, the contour shape of the reference image 60 may change (for example, the contour of the reference image 60 may become distorted). Alternatively, the reference image 60 may be displaced in such a way that it appears as if a part of it is located outside the display area 911 (a part of which is cut off). Alternatively, the reference image 60 may be divided into multiple parts, and each part may be displayed as if it were displaced relative to the display area 911.
[0206] Furthermore, in the displacement state of the image displacement effect, a frame image 60K is displayed along the outer edge of the reference image 60 (see Figure 33(b)). This frame image 60K indicates that it corresponds to the outer edge of the display area 911 in the reference state. In this embodiment, the frame image 60K is not displayed in the reference state. In other words, since the image displacement effect is an effect that makes the reference image 60 appear as if it has shifted relative to the display area 911, the frame image 60K is displayed in the displacement state to represent this shift. The frame image 60K can also be said to represent the outline of the reference image 60 in the displacement state. The player gets the impression that the outer edge of the display area 911 in the reference state has shifted to the area displayed as the frame image 60K in the displacement state. Since the display area 911 is roughly rectangular in shape, in an image displacement effect where the reference image 60 is displaced three-dimensionally, as in this embodiment, the frame image 60K in the displacement state will appear to be rectangular in three-dimensional representation (roughly parallelogram in plan view). In this embodiment, from the reference state to the displacement state, the frame image 60K changes shape so that it gradually moves away from the outer edge of the display area 911, finally arriving at the shape shown in the figure. It is also possible to configure the system so that the frame image 60K is not displayed at all.
[0207] In this embodiment, the reference image 60 includes the decorative pattern 80 (see Figure 33(b)). Specifically, the reference image 60 includes at least the decorative pattern 80 and the background image 85 displayed as its background (note that the background image 85 is not shown in drawings other than those explaining the image displacement effect). By setting the image layer displaying the decorative pattern 80 and the image layer displaying the background image 85 as separate layers, and configuring the former layer to be in front of the latter layer, it is possible to construct an embodiment in which the background image 85 is displayed as the background of the decorative pattern 80.
[0208] Furthermore, in this embodiment, in order to realistically represent the displacement of the reference image 60 relative to the display area 911, the continuity of the variation of the decorative pattern 80 (decorative pattern group 80g) is maintained (the variation continues) even in the displacement state. In other words, the image of the variation effect (decorative pattern 80) that was being executed throughout the entire display area 911 in the reference state is displayed in the reference image 60 (inside the frame image 60K) when the displacement state occurs.
[0209] Furthermore, the reference image 60 in this embodiment includes the reserved symbol 10 (see Figure 33(b)). In other words, as the display changes from the reference state to the displacement state, the reserved symbol 10 also deforms and displaces along with it. By including the reserved symbol 10 in this manner, the impression that the reference image 60 is shifted relative to the display area 911 can be further enhanced. If new win / fail judgment information (pre-change reserved information) is acquired in the displacement state, the new reserved symbol 10 will be displayed in the reference image 60.
[0210] In this embodiment, the reference image 60 does not include the specification image 30. The specification image 30 is an image that shows that game specifications such as volume can be changed even while the variable performance is being executed, so the appearance of the specification image 30 is maintained even when an image displacement performance occurs (when a change to a displacement state occurs) so that this can be understood. However, this does not negate the possibility that the reference image 60 may include the specification image 30. Doing so has the advantage of making the reference image 60 appear as if it has "shifted".
[0211] 8-2) Background music When the image changes from the reference state to the displacement state, the background music (BGM) output from speaker 79 changes from the normal background music (see Figure 33(a)) to a specific background music (see Figure 33(b)). The normal background music and the specific background music are as explained in "7)7-1)". However, with respect to the specific background music, a configuration in which a specific background music unique to the image displacement effect is set (a configuration different from the specific background music explained in "7)7-1)" above and the specific background music used for the image displacement effect) is also possible.
[0212] The image displacement effect involves transitioning from a baseline state to a displacement state and then returning to the baseline state (the effect ends upon returning to the baseline state). The output of the specific background music ends when the image returns from the displacement state to the baseline state (see Figure 33(c)). In other words, the specific background music is continuously output while the image is in the displacement state. After returning to the baseline state, background music appropriate to the scene is output. For example, it returns to the state where the normal background music is output.
[0213] Thus, in this embodiment, the background music switches from the normal background music to the specific background music when the image changes from the reference state to the displacement state. This makes it easy to see that the reference image 60 has been displaced. Furthermore, in this embodiment, the output of the specific background music stops when the image returns from the displacement state to the reference state, making it easy to see that the image displacement effect has ended.
[0214] 8-3) The following describes specific examples of improvements, concretizations, and modifications to the aspects of image displacement effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0215] 〇Specific Example 6-1 The image displacement effect is configured to function as a so-called pre-read effect (a detailed explanation of the pre-read effect itself is omitted as it is publicly known) (see Figures 34 and 35). In other words, the image displacement effect may start from one or more in-game animations (previous in-game animations) that precede the in-game animation for the target win / failure lottery result (target win / failure lottery result), indicating that the probability of a jackpot has increased for that result. In other words, the change from the base state to the displacement state occurs in the previous in-game animation (see Figure 34(a)). In Figure 34, the reserved symbol 10 (reserved symbol for pre-read) corresponding to the target win / failure lottery result is indicated with a "T".
[0216] The displacement state is maintained even while one or more preceding variable animations are being performed (see Figures 34(a)-(c), 35(a)(b)). Furthermore, this displacement state is maintained even after the target variable animation begins (see Figure 35(c)). In other words, the displacement state is maintained across one or more preceding variable animations and the target variable animation. To put it another way, the displacement state is maintained across two or more variable animations, namely at least one preceding variable animation and the target variable animation (spanning the end of at least one preceding variable animation and the start of the target variable animation).
[0217] Furthermore, the combination of decorative symbols 80 that indicates the win / loss result (loss) corresponding to the aforementioned in-game performance will be displayed so as to be included in the reference image 60 (which is shifted relative to the display area 911) at the end of the aforementioned in-game performance (see Figures 34(c) and 35(b)). In addition, once the notification of the win / loss result (loss) corresponding to the aforementioned in-game performance is complete, a change occurs in the reserved symbols 10 included in the reference image 60 (this is what is known as "consumption of reserved symbols"). Specifically, the reserved symbols 11 during the performance are erased, and the display position (order) of each reserved symbol 10 shifts up (see the change from Figure 34(c) to Figure 35(a) and the change from Figure 35(b) to Figure 35(c)).
[0218] Thus, since the displacement state is maintained across two or more fluctuation sequences, the output of the specific background music that is continuously played when the displacement state is active is also maintained across two or more fluctuation sequences. In this way, because the specific background music is maintained across the end of the fluctuation sequences, it becomes clear that the image displacement sequence is executed across two or more fluctuation sequences (that the "chance" state does not end with the end of the fluctuation sequence, but continues).
[0219] Alternatively, the system may return from the displacement state to the baseline state, i.e., the output of the specific background music may end, at the same time that the target fluctuation animation begins. Even in this case, the pre-announcement animation function, which suggests that the probability of winning the target lottery is increasing, will still be expressed. However, by maintaining the displacement state (output of the specific background music) even when the target fluctuation animation begins, as described above, the function as a pre-announcement animation becomes clearer.
[0220] 〇Specific Example 6-2 (An example that further elaborates on Specific Example 6-1) If the image displacement effect is configured to function as a pre-announcement effect, the image displacement effect may be made to occur as a type of specific pre-announcement effect as described above. In other words, when target hold information (chance hold) is acquired, the reference image 60 changes from the reference state to the displaced state, and the output of a specific background song begins (the change from Figure 36(a) to (b) occurs). In this way, the image displacement effect functions as a pre-announcement effect that occurs suddenly, and since the output of a specific background song begins in accordance with the change from the reference state to the displaced state, the occurrence of the image displacement effect (specific pre-announcement effect) is easy to understand.
[0221] Specific Example 6-3 Multiple types of image displacement effects may occur. For example, two types of effects may occur: a first image displacement effect (an effect that produces a change like Figure 37(a) → (b-1)) and a second image displacement effect (an effect that produces a change like Figure 37(a) → (b-2)). The difference between the first and second image displacement effects is that the shape of the reference image 60 (frame image 60K) relative to the display area 911 in the displacement state is different. Here, if at least one of the shape, size, or position (relative position to the display area 911) of the reference image 60 in the displacement state is different, then this corresponds to "the shape of the reference image 60 relative to the display area 911 is different." More specifically, the difference between the first and second image displacement effects is that, regardless of the content of the reference image 60 (the part inside the frame image 60K), at least one of the shape, size, or position of the outline (frame image 60K) relative to the display area 911 is different. The displacement state is a state in which the reference image 60 appears to be shifted relative to the display area 911, and it can be said that the first image displacement effect and the second image displacement effect have different characteristics in terms of the nature of this "shift".
[0222] If we define the displacement state of the first image displacement effect as the first displacement state (see Figure 37(b-1)) and the displacement state of the second image displacement effect as the second displacement state (see Figure 37(b-2)), then, for example, the amount of "shift" of the reference image 60 from the reference state as large in the second displacement state than in the first displacement state (the first image displacement effect is "small shake", and the second image displacement effect is "large shake"). Furthermore, the probability of a jackpot in the win / loss lottery result, which is the target of the image displacement effect, is set to be higher when the second image displacement effect occurs than when the first image displacement effect occurs. In other words, a larger "shift" of the reference image 60 is considered a more advantageous effect for the player (however, the probability of high or low reliability may be reversed; that is, a smaller "shift" may indicate higher reliability). In this way, when an image displacement effect occurs, the player will also pay attention to the magnitude of the "shift".
[0223] Assuming this configuration, when the image is in a displaced state during the first image displacement effect, the first specific background music is output (see Figure 37(b-1)), and when the image is in a displaced state during the second image displacement effect, the second specific background music (a different type of music from the first specific background music) is output (see Figure 37(b-2)). In other words, the type of background music output will differ depending on the magnitude of the "shift" of the reference image 60 in the displaced state.
[0224] The difference in the manner of "shifting" of the reference image 60 in the image displacement effect is a visual difference, so some players may not be able to distinguish between the first image displacement effect and the second image displacement effect. By doing as in this example, the specific background music output is different when the first image displacement effect occurs and when the second image displacement effect occurs, making it easier to distinguish between the first image displacement effect and the second image displacement effect.
[0225] 〇Specific Example 6-4 As shown in the specific example 6-3 above, it is assumed that different types of music are set as specific background music. That is, when in a displacement state, a first image displacement effect may occur in which the first specific background music is output (an effect that produces a change like Figure 38(a)→(b-1)), or a second image displacement effect may occur in which the second specific background music is output (an effect that produces a change like Figure 38(a)→(b-2)). However, the shape of the reference image 60 relative to the display area 911 in the displacement state (frame image 60K), that is, the shape of the "shift" of the reference image 60, is assumed to be the same when the first specific background music is output (see Figure 38(b-1)) and when the second specific background music is output (see Figure 37(b-2)). In other words, although the shape of the "shift" of the reference image 60 is the same, there are cases in which different specific background music is output. It is preferable that the probability of winning the jackpot in the winning / losing lottery result that is the target of the image displacement effect differs when the first specific background music is output and when the second specific background music is output. In other words, the probability of a favorable event (jackpot) occurring for the player differs depending on whether the first specific background music is played (first image displacement effect) or the second specific background music is played (second image displacement effect).
[0226] In this way, multiple types of image displacement effects can occur where the "shift" (appearance) of the reference image 60 in the displacement state is the same, but the background music is different, thus creating an effect that encourages players to pay attention to the background music as well. Furthermore, for example, if a player who has experienced an image displacement effect in which either the first specific background music or the second specific background music is output experiences an image displacement effect in which the other specific background music is output for the first time, it can be said that this effect will create a sense of unease (an effect that looks the same, but feels different).
[0227] Specific Example 6-5 The first image displacement effect and the second image displacement effect differ in the appearance of the image (hereinafter referred to as the non-reference image 65) displayed in the area where the reference image 60 is displayed in the displacement state (which is part of the display area 911; hereinafter referred to as the non-reference area 911a).
[0228] The non-reference region 911a is the region that arises when the reference image 60 changes from a reference state to a displaced state. That is, in the reference state, the reference image 60 is displayed across the entire display area 911 (see Figure 39(a)), but when a change occurs that makes it appear as if the reference image 60 has been displaced relative to the display area 911, a region other than the area where the reference image 60 is displayed (non-reference region 911a) is created in the displaced state (see Figures 39(b-1) and (b-2)). The appearance of the non-reference image 65 displayed in the non-reference region 911a is different for the first image displacement effect and the second image displacement effect. For example, in the first image displacement effect, the first non-reference image 651 which is blue overall (shown by parallel hatching in Figure 39(b-1)) is displayed, while in the second image displacement effect, the second non-reference image 652 which is red overall (shown by cross-hatching in Figure 39(b-2)) is displayed. If the second image displacement animation is considered to have a higher probability of resulting in a jackpot than the first image displacement animation, then it can be said that the display of the second non-standard image 652 is more advantageous for the player than the display of the first non-standard image 651.
[0229] Based on this premise, when the first image displacement effect is in a displacement state, that is, when the first non-standard image 651 is displayed, the first specific background music is output (see Figure 39(b-1)). On the other hand, when the second image displacement effect is in a displacement state, that is, when the second non-standard image 652 is displayed, the second specific background music is output (see Figure 39(b-2)). Since the non-standard image 65 looks like the background of the standard image 60 in a displacement state, there is a risk that the player may not realize that the standard image 60 is indicating reliability (that it can change). To reduce this risk, the type of background music output is made different when the first non-standard image 651 is displayed and when the second non-standard image 652 is displayed.
[0230] 9) Hold performance 9-1) Reserved symbols and accompanying images As described above, the display area 911 displays the reserved symbols 10 (reserved symbols 12 before variation, reserved symbols 11 during variation) that indicate the presence of win / fail judgment information (reserved information). In this embodiment, multiple modes are set as performance modes (stages) during normal gameplay, and in one of these specific modes, the display area 911 displays the reserved symbols 10 along with an accompanying image 70 as described below. Note that the accompanying image 70 as described below may be displayed at all times, not just when in a specific mode (reserved performance may occur at all times, with details to be described later).
[0231] As shown in Figure 40(a), the accompanying images 70 are displayed in positions adjacent to the locations where each reserved symbol 10 is displayed (display locations). In this embodiment, each accompanying image 70 is displayed below each display location. When a reserved symbol 10 is displayed, the reserved symbol 10 and the accompanying image 70 are displayed side by side, one above the other. These accompanying images 70 are also displayed when the corresponding reserved symbol 10 is not displayed.
[0232] The accompanying image 70 is divided into an accompanying image 71 during the change and an accompanying image 72 before the change. The accompanying image 71 during the change is displayed in a position adjacent to the display location of the reserved symbol 11 during the change. The accompanying image 72 before the change is displayed in a position adjacent to the display location of the reserved symbol 12 before the change. The reserved symbol 11 during the change corresponds to the currently running change animation and is displayed only once, so only one accompanying image 71 during the change is displayed. In addition, in this embodiment, a maximum of four reserved symbols 12 before the change will be displayed, so four accompanying images 72 before the change will be displayed.
[0233] In this embodiment, the accompanying image 71 during the change is displayed near the lower horizontal center edge of the display area 911, and four accompanying images 72 before the change are displayed surrounding it. Furthermore, the appearance of the accompanying image 71 during the change and the accompanying images 72 before the change are different. This makes it easy to distinguish between the reserved symbol 11 during the change (displayed in conjunction with the accompanying image 71) and the reserved symbol 12 before the change (displayed in conjunction with the accompanying image 72). In this embodiment, the accompanying image 71 during the change and the accompanying image 72 before the change are similar in shape, but the accompanying image 71 during the change is larger than the accompanying image 72 before the change. In this embodiment, in accordance with the relative sizes of the accompanying images 70, the reserved symbol 11 during the change is made larger than the accompanying image 72 before the change. Alternatively, the basic appearance of the reserved symbol 11 during the change and the reserved symbol 12 before the change could be made significantly different so that they could be clearly distinguished.
[0234] 9-2) Hold performance Each effect using the reserved symbol 10 is referred to as a reserved effect. In this embodiment, as one type of reserved effect, it is possible to execute a reserved change effect in which the appearance of the reserved symbol 10 may change. Multiple types of appearances are set for the reserved symbol 10 (see Figure 40(b)). The appearance of the reserved symbol 10 indicates the probability of a jackpot in the corresponding win / loss lottery result. The reserved change effect is an effect that indicates the possibility of the appearance of the reserved symbol 10 changing in a direction that increases the probability of a jackpot. In the following explanation, the outcome in which the appearance of the reserved symbol 10 changes is referred to as the changed outcome, and the outcome in which it does not change is referred to as the non-changed outcome. It is also possible to configure the system so that when a reserved change effect occurs, it always leads to a changed outcome. Since the change in the appearance of the reserved symbol 10 is a change in a direction that increases the probability of a jackpot, it can be said that the changed outcome is more advantageous for the player than the non-changed outcome. In this embodiment, the modes of the reserved symbol 10 are set as the basic mode (normal state), the first special mode (exhibiting blue), the second special mode (exhibiting green), and the third special mode (exhibiting red) (the probability of winning increases in this order (the third special mode is the highest)). In each figure, the mode (color) of the reserved symbol 10 is represented by text (the normal mode has no text).
[0235] The reserve symbol 10 that is the target of the reserve change effect (reserve effect) is referred to as the target reserve symbol 10T. When the reserve change effect occurs, the target reserve symbol 10T and the accompanying image 70 (target accompanying image 70T) associated with the target reserve symbol 10T are displayed enlarged (see Figure 41(b). Note that in the examples shown in Figures 41 and 42, the reserve symbol 11 during the change is the target reserve symbol 10T, and the accompanying image 71 during the change is the target accompanying image 70T). In other words, the target reserve symbol 10T and the target accompanying image 70T are larger when the reserve change effect occurs than their normal size (size when the reserve change effect does not occur) (see Figure 41(a)). In this embodiment, the magnification ratio of the target reserve symbol 10T and the target accompanying image 70T is the same. For example, if the target reserve symbol 10T is displayed enlarged to twice its normal size, then the target accompanying image 70T will also be displayed enlarged to twice its normal size.
[0236] In this embodiment, even when the target hold symbol 10T and the target associated image 70T are in an enlarged display state, the other hold symbols 10 and the associated images 70 maintain their sizes (remain in the normal state) (see FIG. 41(b)). That is, changes occur to the target hold symbol 10T and the target associated image 70T, but no changes occur to the other hold symbols 10 and the associated images 70. Therefore, when the hold change effect occurs, the target hold symbol 10T is emphasized, and the player can sense that something is about to happen to the target hold symbol 10T. That is, it becomes easier to understand that the hold change effect has occurred. In particular, in this embodiment, not only the target hold symbol 10T but also the target associated image 70T is enlarged, so the target hold symbol 10T is further emphasized.
[0237] As in the examples shown in FIGS. 41 and 42, when the target hold symbol 10T is the in - fluctuation hold symbol 11, the target associated image 70T becomes the in - fluctuation associated image 71. Since the in - fluctuation hold symbol 11 and the in - fluctuation associated image 71, which are displayed larger than the pre - fluctuation hold symbol 12 and the pre - fluctuation associated image 72 respectively even in the normal state (when no hold change occurs), become even larger when the hold change effect occurs, the difference in their sizes further expands when the hold change effect occurs.
[0238] In the hold change effect in this embodiment, after the target hold symbol 10T and the target associated image 70T are enlarged, an image (action image 75) that acts on the target hold symbol 10T is displayed, indicating to the player that the aspect of the target hold symbol 10T may change (a so - called "teasing effect" is executed) (see FIG. 41(c)), leading to a changed ending (see FIG. 42(a - 1)) or an unchanged ending (see FIG. 42(b - 1)). After reaching the ending, the target hold symbol 10T and the target associated image 70T return to their original sizes (see FIGS. 42(a - 2), (b - 2)), and the hold change effect ends.
[0239] FIG. 43 shows an example in which the target hold symbol 10T of the hold change effect is the pre-variation hold symbol 12. In this case, the target associated image 70T becomes the pre-variation associated image 72. In the normal state (when the hold change does not occur), the pre-variation hold symbol 12 and the pre-variation associated image 72 are smaller than the in-variation hold symbol 11 and the in-variation associated image 71, respectively (see FIG. 43(a)). However, when the hold change effect occurs, the pre-variation hold symbol 12, which is the target hold symbol 10T, and the pre-variation associated image 72, which is the target associated image 70T, are enlarged and displayed until they become larger than the in-variation hold symbol 11 and the in-variation associated image 71, respectively (see FIG. 43(b)). That is, the size relationship (the size of the range occupied in the display area 911) is reversed between when the hold change effect does not occur and when it occurs. By doing so, in the normal state, the pre-variation hold symbol 12 and the pre-variation associated image 72 are made smaller than the in-variation hold symbol 11 and the in-variation associated image 71, respectively, to clearly distinguish between the two. However, when the hold change effect occurs, for the target hold symbol 10T (the pre-variation hold symbol 12 that is the target hold symbol 10T) and the target associated image 70T (the pre-variation associated image 72 associated with the target hold symbol 10T), since they become larger than the in-variation hold symbol 11 and the in-variation associated image 71, it becomes easier to understand that they are the hold symbol 10 that is the target of the hold change effect.
[0240] 9-3) Hereinafter, specific examples in which matters related to the hold effect are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0241] 〇Specific Example 7-1 In the above embodiment, it was explained that when a hold change effect (hold effect) occurs, the target hold symbol 10T and the target associated image 70T are enlarged, but the size of the other hold symbols 10 and associated images 70 is maintained. However, the other hold symbols 10 and associated images 70 may also be enlarged. In other words, when a hold change effect occurs, all hold symbols 10 and associated images 70 are enlarged (displayed larger than the normal state (see Figure 44(a))) (see Figures 44(b) and (c)). Furthermore, pre-reset associated images 72 for which there is no corresponding pre-reset hold symbol 12 are also enlarged.
[0242] Even in this example, when a hold change animation (hold animation) occurs, not only the hold symbol 10 but also the accompanying image 70 are displayed in an enlarged view, thus emphasizing the change (compared to a configuration where only the hold symbol 10 is enlarged (without the accompanying image 70 being enlarged)). Furthermore, since all hold symbols 10 and accompanying images 70 are displayed in an enlarged view, it is impossible to know which hold symbol 10 is the target hold symbol 10T until the change in appearance actually occurs.
[0243] 〇Specific Example 7-2 As shown in the specific example 7-1 above, when a hold change effect (hold effect) occurs, all hold symbols 10 and associated images 70 are displayed enlarged. However, the magnification ratio (how many times larger they are than their normal size) is different for the target hold symbol 10T and target associated image 70T compared to the other hold symbols 10 and associated images 70. Specifically, the magnification ratio of the target hold symbol 10T and target associated image 70T is greater than that of the other hold symbols 10 and associated images 70 (see Figure 45). In this way, the suggestion that something is about to happen when all hold symbols 10 and associated images 70 are displayed enlarged is emphasized, and, similar to the above embodiment, the target hold symbol 10T and target associated image 70T are made to stand out (be emphasized) more than the other hold symbols 10 and associated images 70.
[0244] Specific Example 7-3 The magnification rate of the target reserve symbol 10T and the target accompanying image 70T during the reserve change effect (reserve effect) will be different. For example, the target reserve symbol 10T will be magnified to twice its normal size, while the target accompanying image 70T will only be magnified to 1.5 times its normal size (see Figure 46). While maintaining the emphasis effect of the target reserve symbol 10T due to the magnification of both the target reserve symbol 10T and the target accompanying image 70T, the target reserve symbol 10T, which is the target of the effect (what the player will pay attention to), will be magnified at a higher rate than the target accompanying image 70T to make it stand out more.
[0245] The settings can also be reversed from the example shown in Figure 46. That is, the target associated image 70T can be enlarged at a higher magnification ratio than the target held symbol 10T. In this way, the target held image 10T can be emphasized by the target associated image 70T, which is enlarged at a higher magnification ratio, while preventing it from becoming too large. This is effective in cases where the target held image 10T is normally large, and if the magnification ratio is too high, the display area for the target held image 10T will disappear (it will encroach on the display area of other images).
[0246] 〇Specific Example 7-4 The magnification ratio of the target reserved symbol 10T and the target associated image 70T may change each time a reserved symbol change animation (reserved symbol animation) occurs. For example, a first reserved symbol change animation may occur in which the magnification ratio of the target reserved symbol 10T and the target associated image 70T is 1.5 times their normal size (an animation that progresses as shown in Figure 47(a) → (b-1) → (c-1)), and a second reserved symbol change animation may occur in which the magnification ratio is 2 times (an animation that progresses as shown in Figure 47(a) → (b-2) → (c-2)). In other words, the size of the target reserved symbol 10T and the target associated image 70T when magnified will be larger in the second reserved symbol change animation than in the first reserved symbol change animation.
[0247] Assuming this configuration, the second reserve change animation is set to have a higher probability of reaching a change outcome (expected change outcome) than the first reserve change animation. In other words, the setting is such that the player has a higher probability of reaching a favorable outcome when the target reserve symbol 10 is displayed larger. In this way, the animation becomes one in which the player pays attention to the degree of enlargement of the target reserve symbol 10T and the target associated image 70T.
[0248] Specific Example 7-5 As described above, the hold change effect is an effect that indicates that the appearance of the target hold symbol 10T may change. When the target hold symbol 10T and the target associated image 70T are displayed in enlargement, the possible appearances of the target hold symbol 10T ("candidate" appearances) will be shown. Specifically, these are as follows:
[0249] The hold change animation is divided into a preliminary stage that indicates the target hold symbol 10T may change, and an ending stage that indicates that a change or non-change ending has been reached. In the preliminary stage, the current form of the target hold symbol 10T (form before the hold change animation occurs; first form 101) and a candidate form that may change (form that may occur after the hold change animation occurs; second form 102) are displayed together with the target associated image 70T (see Figure 48(b)). Subsequently, the ending stage is reached, and if a change ending occurs, the target hold symbol 10T that has changed to the second form 102 is displayed (see Figure 48(c-1)), or if a non-change ending occurs, the target hold symbol 10T that remains in the first form 101 is displayed (see Figure 48(c-2)). After the final stage, the target hold symbol 10T and the target associated image 70T, which have changed to the second form 102 or remain in the first form 101, return to their normal state (original size) (see Figures 48(d-1), (d-2)).
[0250] The preliminary stage is the stage that indicates whether the target reserved symbol 10T will remain in the first form 101 or change to the second form 102, and various types of presentation are conceivable in this preliminary stage. For example, a display could be made in which the symbol of the first form 101 and the symbol of the second form 102 collide (see Figure 48(b)), and if the symbol of the first form 101 remains (see Figure 48(c-2)), it would result in a non-change ending, and if the symbol of the second form 102 remains (see Figure 48(c-1)), it would result in a change ending. Although not shown, as an example of a different approach, the symbol of the first form 101 and the symbol of the second form 102 could be considered "characters" (reserved symbol 10 being considered a "character"), and the characters represented by both symbols could perform some action, and the result could be shown as either a non-change ending or a change ending. For example, the characters represented by both symbols could fight, and the winning character could remain as is.
[0251] In this way, by utilizing the fact that the target reserved symbol 10T and the target associated image 70T are displayed in an enlarged view, it is possible to display both the current form of the target reserved symbol 10T (first form 101) and the form that may change (second form 102), making the reserved symbol change effect easier to understand.
[0252] Specific Example 7-6 As a hold animation, a symbol suggestion animation (see Figure 49(b)) can be performed. In the symbol suggestion animation, the target hold symbol 10T is displayed enlarged. In this example, the hold symbol 11 during the variation is the target hold symbol 10T. The target hold symbol 10T is assumed to include a suggestion element 10Ta, at least in its enlarged state. The suggestion element 10Ta suggests (is associated with) one of the multiple types of decorative symbols 80.
[0253] The decorative pattern 80 is assumed to have a main element part indicating its type and a sub-element part attached to the main element part (see Figure 49(a)). The main element part is the part containing "numbers" (letters), and the sub-element part is the part containing "characters" (note that in drawings other than the one illustrating this example, the decorative pattern 80 is represented by "numbers" only). If the main element part (number) is different, the type of decorative pattern 80 is different, and if it is the same, the type of decorative pattern 80 is the same. The character represented as the sub-element part may change in appearance within a range that is perceived as identical (recognized as the same character) by the player. In this embodiment, different main element parts are associated with different characters, such as "character A" being attached to the main element part of "1", "character B" to the main element part of "2", ... "character G" being attached to the main element part of "7".
[0254] In the symbol suggestion effect, the target reserved symbol 10T, which is displayed larger than its normal state (see Figure 49(b-1)), is considered to contain one of the characters A to G as the suggestion element 10Ta (see Figure 49(b-2)). In this example, the target reserved symbol 10T (reserved symbol 11 during variation) does not normally contain a character (see Figure 49(b-1)). It can contain a character as a special form exclusive to the symbol suggestion effect (when displayed larger). However, this does not negate the possibility of it containing a character in its normal state.
[0255] The symbol suggestion effect occurs when all decorative symbol groups 80g are changing (see Figure 49(b-2)). That is, when all decorative symbol groups 80g are changing, the target reserved symbol 10T containing the suggestion element 10Ta is displayed in an enlarged view. The type of the first stopped symbol (the decorative symbol 80 that is the target of the effect; hereinafter sometimes referred to as the target decorative symbol 80T) selected from among the three decorative symbol groups 80g whose changes stop or pseudo-stop (meaning a state in which it appears to the player as stopped but is actually moving slightly) corresponds to the suggestion element 10Ta contained in the target reserved symbol 10T. For example, if the target reserved symbol 10T contains the suggestion element 10Ta of character F and is displayed in an enlarged view, the decorative symbol 80 whose main element is "6" and whose sub-element is "character F" will be displayed as the first stopped symbol (see Figure 49(b-3)).
[0256] The timing at which the target reserved symbol 10T returns to its original state (the timing at which the suggestive element 10Ta is erased) can be anything. As shown in Figure 49(b-3), the suggestive element 10Ta may remain displayed until the corresponding decorative symbol 80 is displayed as the first stop symbol, or, although not shown, the first stop symbol corresponding to the suggestive element 10Ta may be displayed after it has been erased.
[0257] In this way, the enlarged target reserved symbol 10T (the fluctuating reserved symbol 11 corresponding to the win / loss lottery result announced by the currently fluctuating decorative symbol 80) can indicate the type of target decorative symbol 80T that will stop or pseudo-stop at a predetermined position. While typical reserved symbols are small and it is difficult to indicate the type of decorative symbol 80 that will stop or pseudo-stop using them, this example utilizes the enlarged target reserved symbol 10T, which has the advantage of making the indication of the type of target decorative symbol 80T easier to understand.
[0258] In the above example, the target decoration pattern 80T is the first stop pattern. However, the decoration pattern 80 (the second stop pattern) where the variation stops or pseudo-stops second, or the decoration pattern 80 (the third stop pattern) where the variation stops or pseudo-stops third may also be the target decoration pattern 80T. Also, instead of the order of stopping, the decoration pattern 80 displayed at any display position (any of left, middle, or right) may be the target decoration pattern 80T. For example, the on-variation hold pattern 11 is the target hold pattern 10T. In view of the on-variation hold pattern 11 being displayed at the horizontal center of the display area 911, it is conceivable that the middle decoration pattern 80 selected from the middle decoration pattern group 80gL is the target decoration pattern 80T. That is, among the left decoration pattern 80, the middle decoration pattern 80, and the right decoration pattern 80, since the middle decoration pattern 80 is displayed at the position closest to the position where the target hold pattern 10T is displayed, the target suggested by the target hold pattern 10T is the middle decoration pattern 80. By doing so, the relationship between the target hold pattern 10T and the decoration pattern 80 (the target decoration pattern 80T) that is the target of suggestion becomes clearer.
[0259] 〇Specific Example 7-7 (Variant of Specific Example 7-6) The above symbol suggestion effect will have different outcomes depending on whether the target reserved symbol 10T, which includes the suggestion element 10Ta, reaches a predetermined size (whether it grows to the predetermined size or not). If the target reserved symbol 10T reaches the predetermined size (see Figure 50(b-1)), the result is a display outcome (see Figure 50(c-1)) in which the decorative symbol 80 of the type corresponding to the suggestion element 10Ta (target decorative symbol 80T) stops or pseudo-stops (is selected from the target decorative symbol group 80g). On the other hand, if the target reserved symbol 10T does not reach the predetermined size (see Figure 50(b-2)), the result is a hidden outcome (see Figure 50(c-2)) in which the decorative symbol 80 of the type corresponding to the suggestion element 10Ta does not stop or pseudo-stop (is not selected from the target decorative symbol group 80g). In other words, the configuration is such that whether or not the target reserved symbol 10T reaches a predetermined size is set as the "branching" point of the effect. Furthermore, it is preferable that the probability of a big win be higher when the outcome is displayed than when the outcome is not displayed. In other words, it is preferable that the display of the type of decorative symbol 80 suggested by the target reserved symbol 10T is set as an event that is advantageous to the player. If the outcome is not displayed, it may be set that the result of the win / loss lottery is guaranteed to be a loss.
[0260] Furthermore, in the case of this example, if the display ending is reached, it is preferable to perform an animation that indicates that the ending has been reached (an animation that is not performed if the non-display ending is not reached). If the target hold symbol 10T containing a character is displayed as the suggestive element 10Ta, then when the target hold symbol 10T reaches a predetermined size, an animation shall be performed in which the character speaks a "line". For example, when the target hold symbol 10T containing "character B" reaches a predetermined size, an animation in which "character B" speaks a "line" shall be performed, and then the decorative symbol 80 of "2" (decorative symbol 80 containing "character B") shall stop or pseudo-stop at a predetermined position (see Figure 50(b-1)). On the other hand, if the predetermined size is not reached, such an animation in which the character speaks a "line" shall not be performed (see Figure 50(b-2)). Since players may not be able to clearly determine whether the target reserved symbol 10T has reached a predetermined size, it is advisable to make this determination easier by triggering a special animation when it reaches that size. Additionally, since the target character will speak a line of dialogue before the decorative symbol 80 containing that character is selected, there is the advantage that the flow of the animation is easy to understand.
[0261] 10) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.
[0262] For example, a gaming machine may have only a part of the configuration described in 3) to 9) above. Furthermore, although the gaming machine 1 described in the above embodiment is a pachinko gaming machine, it can also be applied to other gaming machines such as reel-type gaming machines, except for matters that assume a configuration specific to pachinko gaming machines.
[0263] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0264] ·Means 1-1 A gaming machine in which a player can change multiple types of game specifications by operating an operating unit, wherein the operating unit has a selection operation unit for performing a selection operation to select a target game specification which is the game specification to be changed, and a change operation unit for performing a change operation to change the target game specification to a preferred state, and the machine is configured such that, in a changeable state in which the game specification can be changed, the change operation cannot be performed by operating the selection operation unit, and the selection operation cannot be performed by operating the change operation unit. According to the above-mentioned gaming machine, it is possible to reduce the likelihood of errors occurring when attempting to change the game specifications.
[0265] ·Means 1-2 The gaming machine according to means 1-1, characterized in that the changeable state is during the time when a variation performance is being executed, from the start of variation of the decorative symbols indicating the win / loss lottery result until the decorative symbols stop in a manner corresponding to the win / loss lottery result. While a variation animation is in progress, players will likely be paying attention to the animation and attempting to change the game's specifications, so minimizing the likelihood of accidental operation is highly significant.
[0266] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that the operation unit has a selection operation section provided along a predetermined direction and a change operation section provided along a direction intersecting the predetermined direction. This approach clarifies the difference between the target to be operated on when making a selection (selection operation section) and the target to be operated on when making a modification (modification operation section), making it less likely for errors to occur.
[0267] ·Means 1-4 The gaming machine according to any one of means 1-1 to 1-3, characterized in that when the operation unit is operated, an operation assistance image is displayed on the display device, the operation assistance image includes a target display unit that represents the target game specification among a plurality of game specifications, and the type of game specification represented by the target display unit changes when the selection operation unit is operated. This makes it easy to demonstrate that the specifications of the target game change depending on the operation of the selection control unit.
[0268] ·Means 1-5 The gaming machine according to means 1-4, characterized in that the operation assistance image includes a next item display unit that indicates the type of game specification that will be the next target game specification, assuming that the operation of the selection operation unit has been performed. This approach makes it easy to understand how the specifications of the target game change depending on the operation of the selection control unit.
[0269] ·Means 1-6 The gaming machine according to means 1-4 or means 1-5, characterized in that the operation assistance image includes a status display unit that shows the current state of the target game specifications. This makes it easier to understand the current state of the target game specifications.
[0270] ·Means 1-7 The gaming machine according to any one of means 1-4 to 1-6, characterized in that the operation assistance image includes a modified display unit that shows what the state of the target game specifications will be if the operation of the modification operation unit is assumed to have been performed. This approach makes it easy to understand how the state of the target game specifications changes when the change operation unit is operated.
[0271] ·Means 1-8 A gaming machine according to any one of means 1-1 to 1-7, characterized in that at least some of the multiple types of game specifications are made unchangeable depending on the game state, and when a transition occurs from a game state in which a certain game specification is designated as the target game specification to a subsequent game state in which the said game specification is unchangeable, a different game specification that can be changed in the subsequent game state is automatically set as the target game specification. This prevents a game specification from remaining designated as the target game specification while transitioning to a game state where that specification cannot be changed.
[0272] ·Means 1-9 The gaming machine according to means 1-8, characterized in that the aforementioned alternative game specifications are one of several types of aforementioned game specifications and can be changed regardless of the game state. By doing this, regardless of which game state the player is transitioning to, they only need to set a "different game specification" as the target game specification, making control easier.
[0273] ·Means 2-1 A gaming machine comprising: a game specification changing means that can change the game specifications by operating an operating means; a display means that displays a specification image related to the game specifications; and a variation performance execution means that uses the display means to execute a variation performance from the start of variation of decorative symbols indicating the win / fail lottery result until the decorative symbols stop in a manner corresponding to the win / fail lottery result, wherein it is possible to execute a specific performance as a performance constituting the variation performance, and the specification image is displayed when the variation performance is in a normal state in which the specific performance is not executed, while the specification image is not displayed when the specific performance is executed in a specific state in which the specific performance is executed unless predetermined display conditions are met. According to the above-mentioned gaming machine, the use of specific images prevents certain effects (videos used for effects) from being obstructed (overwhelmed).
[0274] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the operation of the operating means is set as the display condition, and the specification image is displayed when the operating means is operated, even when the specific state is in place. If the player's intention is recognized, the specifications image should be displayed even when the player is in a specific state.
[0275] ·Means 2-3 The gaming machine according to means 2-1 or means 2-2, wherein the specifications image has a basic form and an emphasized form which is more prominent than the basic form, and the specifications image changes from the basic form to the emphasized form when the operating means is operated while the machine is in the normal state. Even when no specific effects are being performed (normal state), it is preferable that the display area is not obstructed (pressured) by the specification image. Therefore, in the normal state, the specification image is set as the basic form, and if the player's intention is recognized, the basic form should change to a more prominent emphasized form.
[0276] ·Means 2-4 The gaming machine according to means 2-3, which references means 2-2, characterized in that the specification image in the enhanced form is displayed when the operating means is operated while the machine is in the specified state. If the player's preference is recognized, the specification image in the emphasized mode should be displayed from the beginning.
[0277] ·Means 2-5 The gaming machine according to means 2-3 or means 2-4, characterized in that the specification image of the basic embodiment includes a target display unit that indicates any of the multiple types of game specifications as the target game specification, and the specification image of the emphasis embodiment includes a status display unit that does not include the specification image of the basic embodiment and indicates the current state of the target game specification. By setting the basic mode and the emphasized mode as described above, it becomes possible to make the basic mode smaller (less conspicuous) compared to the emphasized mode, since it does not include the status display section. Furthermore, although the basic mode does not include the status display section, it does include the target display section that indicates the target game specifications. Therefore, even when the basic mode is displayed, the player can perceive that it is possible to change the status of at least the target game specifications.
[0278] ·Means 3-1 A gaming machine comprising: an operating means that can be operated by a player; an effect execution means that executes an effect prompting the player to operate the operating means during an effective operation period; and an automatic operation execution means that performs an automatic operation that is reflected in the effect even if the operating means is not actually operated during the effective operation period, wherein an automatic operation mode is set in which the automatic operation may be executed, wherein the first operation request effect among the operation request effects is subject to the automatic operation, while the second operation request effect among the operation request effects is not subject to the automatic operation. According to the above-mentioned gaming machine, by setting a partially automated operation mode, it becomes possible to reduce the burden of operation while still allowing for an enjoyable gaming experience where the player sometimes has to operate the machine themselves.
[0279] ·Means 3-2 The gaming machine according to means 3-1, characterized in that the second operation request presentation includes a sequence in which an operation of the operation means is performed during the operation validity period, triggering a win / loss notification outcome corresponding to the win / loss lottery result. In this way, even when a partial automatic operation mode is set, the player must perform the operations themselves (automatic operation is not performed) that are important to the player as they determine the outcome of the lottery.
[0280] ·Means 3-3 The gaming machine according to claim 1 or means 3-2, characterized in that two or more modes are set as the partially automatic operation mode, each having a different number of operation request effects that become the second operation request effects among the operation request effects. Since the degree to which players prefer reduced operational burden through automated operation varies, it is advisable to configure the system with two or more partially automated operation modes that have different frequencies of automatic operation.
[0281] ·Means 3-4 The gaming machine according to any one of means 3-1 to 3-3, characterized in that the automatic operation mode is set to a fully automatic operation mode in which all of the operation request effects are subject to the automatic operation. Since some players may find all the operations cumbersome, it would be good to have a fully automatic operation mode in addition to a partially automatic operation mode.
[0282] ·Means 3-5 The gaming machine according to any one of means 3-1 to 3-4, characterized in that the form of the operation image indicating that the operation request performance is occurring differs between the operation request performance that is not subject to the automatic operation and the operation request performance that is subject to the automatic operation. By doing this, even when a partial automatic operation mode is set, it becomes possible to determine whether or not the currently occurring operation request is subject to automatic operation.
[0283] ·Means 3-6 The gaming machine according to means 3-5, characterized in that, in the operation request presentation that is not subject to the automatic operation, an image is displayed as the operation image that includes an operation target display representing the operation means and an operation mode display representing the operation mode of the operation means, whereas in the operation request presentation that is subject to the automatic operation, an image is displayed as the operation image that includes one of the operation target display and the operation mode display but does not include the other. Since the operation request animations that are subject to automated operation do not require the player to actually perform the operation, the operation image should be displayed without either the operation target display or the operation method display, so that the operation instructions are not emphasized (compared to when both the operation target display and the operation method display are shown).
[0284] ·Means 4-1 A gaming machine characterized by comprising: an operating means that can be operated by a player; a bonus-granting means that, when it is decided by lottery to grant a bonus to a player, actually grants the bonus on the condition that a game ball enters a specific area; and a specification-changing means that changes the game specifications when the operating means is operated in a manner that satisfies predetermined operating conditions during a specific period that is after the player has been notified that a bonus will be granted and ends when a game ball enters the specific area. According to the above-mentioned gaming machine, it is possible to improve the appeal of the game by utilizing a specific period of time.
[0285] ·Means 4-2 The gaming machine according to means 4-1, characterized in that, during the specified period, no image indicating that the game specifications are changed by operating the operating means is displayed on the display device. In this way, the operation of the control device during a specific period can change the game's specifications, which then functions as a so-called "hidden effect" (or "secret button effect").
[0286] ·Means 4-3 The gaming machine according to means 4-2, characterized in that the operation condition is met when the number of times the operation means is operated reaches N during the specified period, and the operation condition is not met if the number of times the operation means is operated does not reach N during the specified period. However, N is 2 or greater. ·Means 4-4 The gaming machine according to means 4-2, characterized in that the operating condition is met when the duration of the maintenance operation, during which the operating means is maintained in operation, reaches a specified time, and the operating condition is not met if the duration of the maintenance operation does not reach the specified time during the specified period. Since it is possible that a player may unintentionally operate the control device (a single operation) during a specific period, it is preferable that the operating conditions are not met unintentionally by the player.
[0287] ·Means 4-5 A gaming machine according to any one of means 4-2 to 4-4, characterized in that a predetermined sound effect is output when the aforementioned operating conditions are met. In this way, players who are aware of the existence of the operating conditions can determine whether the operating conditions have been met based on the presence or absence of a sound effect.
[0288] ·Means 4-6 A gaming machine according to any one of means 4-1 to 4-5, wherein, after the player is notified that a special bonus will be awarded, an instruction image prompting the player to launch the game ball towards the specific area is displayed on the display device, and the instruction image is displayed after a predetermined time has elapsed since the start of the specific period. Even players who intend to change the game's specifications may launch the game balls according to the instruction images, potentially ending the specified period before fulfilling the operational conditions. Therefore, it would be beneficial to display the instruction images only after a predetermined amount of time has elapsed since the start of the specified period (making it less likely for players to launch the game balls immediately after the start of the specified period).
[0289] ·Means 5-1 A gaming machine comprising: a means for executing a variation performance from the start of variation of decorative symbols indicating the result of a win or loss lottery until the decorative symbols stop in a manner corresponding to the result of the win or loss lottery; and a mode setting means that can set a special mode in which the probability of occurrence of a special performance that may occur as a performance constituting the variation performance is different from that of the normal mode, wherein multiple types of modes with different probabilities of occurrence of the special performance are provided as the special mode, and the type of special mode to be set cannot be arbitrarily determined by the player but is determined by a mode determination lottery. According to the above-mentioned gaming machine, the inclusion of multiple special modes with different probability occurrence rates for special effects makes it possible to enhance the enjoyment of the game.
[0290] ·Means 5-2 The gaming machine according to means 5-1, characterized in that the type of special mode set after the mode determination lottery is not announced. This approach creates a novel gameplay experience where players can enjoy predicting which of the multiple special modes has been selected.
[0291] ·Means 5-3 The gaming machine according to means 5-2, characterized in that, as one of the special modes, a mode is set in which the special performance always occurs in the performance during the variation in which the result of the win / loss lottery is a win. This approach creates a gameplay experience where, when no special effects are occurring, players hope that a mode that guarantees special effects is not set.
[0292] ·Means 5-4 The gaming machine according to means 5-3, characterized in that the special effect may occur at a predetermined timing in the variation effect, and may not occur at any other timing. In this way, if a special effect does not occur when the specified timing is reached, there is no possibility of winning if a mode that guarantees a special effect is set. This creates a gameplay experience where players hope that such a mode is not set.
[0293] ·Means 6-1 A gaming machine characterized by comprising: a means for executing a variation performance from the start of variation of decorative symbols indicating the result of a win or loss lottery until the decorative symbols stop in a manner corresponding to the result of the win or loss lottery; a storage means for storing as reserved information those win or loss lottery information used in the win or loss lottery for which the corresponding variation performance has not yet been started; and a specific pre-read performance execution means for executing a specific pre-read performance, which is started when the newly acquired reserved information is target reserved information, and which continuously outputs a predetermined specific background music until the target variation performance, which is at least the variation performance for the win or loss lottery result corresponding to the target reserved information, is started. The above-mentioned gaming machine is capable of performing an interesting pre-announcement effect in which a specific background song is continuously output until the target spinning effect is played, triggered by the acquisition of target hold information.
[0294] ·Means 6-2 The gaming machine according to means 6-1, characterized in that a normal background song different from the specific background song is set as the background song to be output during the fluctuation performance, and when the target hold information is acquired while the normal background song is being output, the specific background song is output in place of the normal background song as a result. In this way, the change from the normal background music to a specific background music marks the start of a specific pre-announcement effect, making it easier to recognize when that specific pre-announcement effect has occurred.
[0295] ·Means 6-3 The gaming machine according to means 6-1 or means 6-2, characterized in that when the aforementioned specific pre-announcement effect occurs, it is confirmed that one or more of the prescribed effects will occur in the aforementioned target variation effect, and the aforementioned specific background music is continuously output until the time when the prescribed effect in the aforementioned target variation effect begins. This approach makes it easy to demonstrate that the occurrence of a specific pre-announcement effect (output of a specific background song) leads to the occurrence of a predetermined effect.
[0296] ·Means 6-4 A gaming machine according to any one of means 6-1 to 6-3, characterized by comprising a movable body that operates when the aforementioned target pending information is acquired. This makes it easier to understand when a specific pre-announcement effect has started.
[0297] ·Means 6-5 The game machine according to means 6-4, wherein the movable body is capable of being displaced between its original position and the performance position, and the movable body located at the original position is displaced toward the performance position when the target hold information is acquired, and the movable body located at the performance position is displaced toward the original position when the output of the specific background music ends. ·Means 6-6 The gaming machine according to means 6-5, characterized in that the specific background music is continuously output while the movable body is positioned at the performance position. By doing this, the output of a specific background song and the movement of a movable object become linked, making it clearer that a specific pre-announcement effect is being executed.
[0298] ·Means 7-1 A gaming machine comprising: a display device having a display area; an image displacement effect execution means that performs an image displacement effect that changes the display area from a reference state in which a reference image is displayed to a displacement state in which the reference image is displayed as if it has been displaced relative to the display area; and a background music control means that changes the output background music from a normal background music to a specific background music when the display area changes from the reference state to the displacement state. According to the above-mentioned gaming machine, it is possible to clearly demonstrate the occurrence of image displacement effects.
[0299] ·Means 7-2 The game machine according to means 7-1, characterized in that the image displacement effect returns from the displacement state back to the reference state, and the output of the specific background music is stopped when the image returns to the reference state. This makes it easier to see when the image displacement effect has ended.
[0300] ·Means 7-3 The aforementioned reference image includes images of the in-spin performance from the start of the variation of decorative symbols indicating the win / loss lottery result until the decorative symbols stop in a manner corresponding to the win / loss lottery result, and the image displacement performance is characterized in that the displacement state is maintained over two or more consecutive in-spin performances while the specific background music is continuously output, as described in means 7-1 or means 7-2 of the gaming machine. In this way, an image displacement effect can be generated as a so-called pre-announcement effect. In this case, to clearly indicate that the image displacement effect spans two changes (continuing even after the effect in progress ends), it is advisable to continuously output a specific background music track.
[0301] ·Means 7-4 The game machine according to any one of means 7-1 to 7-3, characterized in that, as the image displacement effect, a first image displacement effect and a second image displacement effect can be executed, in which the shape of the reference image relative to the display area in the displacement state is different, and when the displacement state is in the first image displacement effect, a first specific background song is output as the specific background song, while when the displacement state is in the second image displacement effect, a second specific background song different from the first specific background song is output as the specific background song. This makes it easier to distinguish between similarities and differences in image displacement effects.
[0302] ·Means 7-5 The gaming machine according to any one of means 7-1 to 7-3, characterized in that multiple types of music are set as the specified background music, and even if the shape of the reference image relative to the display area in the displacement state is the same, the probability of an event favorable to the player occurring thereafter differs depending on the type of the specified background music. In this way, even if the external characteristics of the reference image are the same (they look the same), it becomes possible to set a difference in the probability of a favorable event occurring, even if the image displacement effects are identical.
[0303] ·Means 8-1 A gaming machine comprising: a display means for displaying a reserved symbol that indicates the existence of reserved symbols among the winning / losing lottery information used in the winning / losing lottery for which the corresponding winning / losing lottery result has not yet been notified; and an effect execution means for executing a reserved effect using the reserved symbol, wherein the display means displays an accompanying image associated with the location where the reserved symbol is displayed, and when the reserved effect occurs, the target reserved symbol, which is the reserved symbol that is the target of the effect, and the target accompanying image, which is the accompanying image associated with the target reserved symbol, are displayed in an enlarged view. According to the above-mentioned gaming machine, when a hold animation occurs, not only the target hold symbol but also the associated image is displayed in an enlarged view, making it easy to see that the animation has occurred.
[0304] ·Means 8-2 The gaming machine according to means 8-1, characterized in that when the reserved animation occurs while multiple reserved symbols are displayed, the reserved symbols other than the target reserved symbol and the accompanying images other than the target accompanying image maintain their size. In this way, by setting a difference in appearance (difference in change) between the target reserved symbol (target associated image) and other reserved symbols (other associated images), the target reserved symbol is emphasized, making it easier to understand that it is the target of the reserved symbol animation.
[0305] ·Means 8-3 The gaming machine according to means 8-1, characterized in that when the reserved animation occurs while multiple reserved symbols are displayed, the reserved symbols other than the target reserved symbol and the accompanying images other than the target accompanying image are also enlarged and displayed. This approach suggests that a special effect related to the hold will occur, but it makes it difficult (ambiguous) to determine which hold symbol will be the target of the effect.
[0306] ·Means 8-4 The game machine according to any one of means 8-1 to 8-3, wherein the hold animation includes a preliminary stage that suggests the possibility of the target hold symbol changing from a first form to a second form, and a conclusion stage that indicates whether or not the change to the second form has been reached, and in the preliminary stage, the target hold symbol including parts that show both the first form and the second form is enlarged and displayed together with the target associated image. This emphasizes that the appearance of the target reserved symbol may change.
[0307] ·Means 8-5 A gaming machine according to any one of means 8-1 to 8-3, characterized in that, after a plurality of decorative patterns are displayed in a variable manner on the display means, the result of the lottery is notified by the variable decorative patterns stopping or pseudo-stopping in a manner corresponding to the result of the lottery, and the type of decorative pattern that may stop or pseudo-stop at a predetermined position is suggested by the target reserved pattern that is enlarged in the reserved performance. ·Means 8-6 The gaming machine according to means 8-5, characterized in that when the target reserved symbol, which is enlarged in the reserved symbol animation, reaches a predetermined size, the decorative symbol of the type suggested by the target reserved symbol stops or pseudo-stops, while when it does not reach the predetermined size, the decorative symbol of the type suggested by the target reserved symbol does not stop or pseudo-stop. This approach makes it possible to create an easy-to-understand visual effect where the held symbols and decorative symbols are linked. [Explanation of symbols]
[0308] 1. Gaming machine 10. Reserved symbols (11. Reserved symbols during reel spin, 12. Reserved symbols before reel spin) 10T Target Reserved Symbol 10Ta Implications 101 First aspect 102 Second aspect 20 Operating Units 21 Selection operation unit (211 First selection operation unit 212 Second selection operation unit) 22 Change Operation Unit (221 First Change Operation Unit, 222 Second Change Operation Unit) 25 Performance Buttons 28 Operational Images 281 Display of target of operation 282 Operation Mode Display 283 Period display 30 Specifications Image 31. Basic Image (Specification Image of the Basic Configuration) 32 Operation assistance images (specification images for emphasis mode) 30a Target display section 30b Status display section 30c Revised display section (301c First revised display section 302c Second revised display section) 30d Next item display area (301d Primary item display area 302d Secondary item display area) 40 Instructional images 42 Conditional notification image 45 Stage Images 50 Movable body 60 Reference Images 60K frame image 65 Non-standard images (651 First non-standard image, 652 Second non-standard image) 70. Accompanying images (71. Accompanying images during change, 72. Accompanying images before change) 70T Target accompanying image 75 Action Images 79 speakers 80 Decorative patterns 80T Target decorative pattern 85 Background Images 904 Starting Region (904a First Starting Region 904b Second Starting Region) 905 Normal starting range (specific range) 906 Grand Prize Area 91 Display device 911 Display area 911a Non-standard area
Claims
[Claim 1] A means for determining whether a winner or loser is determined when a predetermined condition is met, A display device having a display area, An image displacement effect execution means that performs an image displacement effect, which changes the display area from a reference state in which a reference image is displayed to a displacement state in which an image representing the part corresponding to the outer edge of the display area in the reference state is displayed, so as if the reference image has been displaced relative to the display area. A background music control means that, triggered by a change from the aforementioned reference state to the aforementioned displacement state, changes the output background music from a normal background music to a specific background music, Equipped with, The occurrence of the aforementioned image displacement effect suggests that the probability of the win / loss lottery result by the win / loss lottery means being a winner has increased. The aforementioned image displacement effect returns the image from the displacement state back to the reference state, and the game machine is characterized in that the background music output is changed from the specific background music to the normal background music when the image returns to the reference state.