Gaming machine
The gaming machine uses decorative symbols with alternating visibility and sound effects to create an engaging experience by clearly indicating lottery results, addressing the lack of interesting effects in existing machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-03-17
- Publication Date
- 2026-07-23
AI Technical Summary
Existing gaming machines lack engaging effects using decorative symbols to notify winning or losing lottery results.
A gaming machine that displays decorative symbols with a fanning period where the target symbol changes visibility states and is accompanied by sound effects, creating an interesting effect by alternating between covered and exposed states.
The machine provides an engaging experience by clearly indicating lottery outcomes through changing decorative symbols and sound effects, enhancing player interaction.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of executing an effect using a decorative symbol indicating a winning or losing lottery result (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 provide a gaming machine capable of executing an interesting effect using a decorative symbol.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes display means for displaying a plurality of types of decorative symbols for notifying a winning or losing lottery result, and effect execution means for executing a symbol effect provided with a fanning period in which the type of the decorative symbol to be a target symbol displayed at a predetermined position changes. The fanning period is repeated with output of a predetermined sound effect, in a covered state where the target symbol is covered by a displayed covering image and an exposed state where at least a part of the covering image becomes non-displayed and the target symbol becomes visible, and the type of the decorative symbol that becomes visible as the target symbol changes each time the exposed state is reached.
Effects of the Invention
[0006] The gaming machine according to the present invention is capable of performing interesting effects (symbol effects) using decorative symbols. [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 to explain the game state (transitions between game states). [Figure 4] This diagram shows an example of a design presentation. [Figure 5] This is a diagram (a continuation of Figure 4) showing an example of a pattern presentation. [Figure 6] This is a diagram (a continuation of Figure 5) showing an example of a pattern presentation. [Figure 7] This is a time chart used to explain the progression of the visual effects. [Figure 8] This is a diagram to explain specific examples 1-5. [Figure 9] This is a diagram to explain specific examples 1-6. [Figure 10] This is a diagram to explain specific examples 1-7. [Figure 11] This diagram shows the emphasis mode setting screen (a) and the volume adjustment screen (b). [Figure 12] This diagram shows the output levels of background music and sound effects in normal mode (a) and enhanced mode (b). [Figure 13] This is a diagram to explain specific example 2-2. [Figure 14] This is a diagram to explain specific example 2-4. [Figure 15] This is a diagram to explain specific example 2-6. [Figure 16] This is a diagram to explain specific example 2-7. [Figure 17]A diagram showing a music selection screen (a), the relationship between background music and a background image (b), a state where a basic image background is displayed (c-1), and a state where a specific image background is displayed (c-2). [Figure 18] A diagram for explaining Specific Example 3-2. [Figure 19] A diagram for explaining Specific Example 3-3. [Figure 20] A diagram for explaining Specific Example 3-4. [Figure 21] A diagram for explaining Specific Example 3-5. [Figure 22] A diagram showing various specific reach effects (a) and various effect styles (b) (there is a correspondence relationship between those arranged side by side on the left and right). [Figure 23] A diagram for explaining that there is a correspondence relationship between the types of specific reach effects for notifying a jackpot and the types of effect styles set in the subsequent second game state. [Figure 24] A diagram for explaining Specific Example 4-1. [Figure 25] A diagram for explaining Specific Example 4-2. [Figure 26] A diagram for explaining Specific Example 4-5. [Figure 27] A diagram for explaining Specific Example 4-6. [Figure 28] A diagram for explaining Specific Example 4-7.
Embodiments for Carrying Out the Invention
[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the game 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. Unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (that the player does not play any special games but plays the game normally). Furthermore, when it is said that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered.
[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 main display device 91, a starting area 904, a big prize area 906, and an out-out area. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that change the way the game balls flow 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] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.
[0013] The jackpot lottery is performed by a win / fail lottery means provided on a 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 so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, notification of the win / fail lottery result begins in the order in which the numerical values are obtained. However, if there is still win / fail lottery information for which notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, pre-change reserved information, which will be described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, the reserved symbols 70 include a reserved symbol 71 (a symbol indicating the existence of the so-called "reserved symbol") corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result (the performance from the start of the variation of the decorative symbols 80 (decorative symbol group 80g) until it completely stops with a combination indicating the winning / losing lottery result, so-called performance for one variation; hereinafter sometimes simply referred to as "variation" or "rotation") has started, but the notification of the winning / losing lottery result has not been completed, and a reserved symbol 72 before variation that corresponds to a reserved symbol 72 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result has not started (hereinafter sometimes referred to as "reserved symbol before variation") (see Figure 2). In this embodiment, the reserved symbol 71 during variation is displayed larger than the reserved symbol 72 before variation, but the basic form of both is the same. The basic forms of the reserved symbol 71 during variation and the reserved symbol 72 before variation may be completely different. Alternatively, the system may be configured so that the reserve symbol 71 is not displayed during the reel spin. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called "reserve consumption order") is faster for symbols located to the right.
[0015] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 71 and up to four pre-reserve symbols 72 may be displayed (see Figure 2). The pre-reserve symbols 72 are 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 72, 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 72. Regardless of the game state, the system may be configured to display pre-reserve symbols 72 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 72 may be displayed).
[0016] In this embodiment, similar to known gaming machines, the player is notified of the winning or losing 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 begins 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 (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) will be a predetermined combination (in this embodiment, three of the same type of decorative symbol 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.
[0017] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.
[0018] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, 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. The 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. In the normal game state, the player aims to launch 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 player aims to launch the game ball at the second starting area 904b. In this embodiment, so-called "right-handed shooting" is performed. The special game state is a state in which it is easier to win the lottery for opening the second starting area 904b, which is triggered when a game ball enters the normal starting area 905, so it is relatively easy for a game ball to enter the second starting area 904b.
[0019] In this embodiment, the game transitions to a special game state after all jackpot games have finished. The special game state ends when the winning / losing lottery result is a loss for a predetermined number of times (for example, 100 times). When the special game state ends, the game transitions to the normal game state. If a jackpot is won before the predetermined number of consecutive losses occur after transitioning to the special game state, the game transitions to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning a jackpot before the predetermined number of consecutive losses occur after transitioning to the special game state. Note that unless otherwise specifically stated in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called probability variation loop machine. It may also be a V probability variation machine. It may also be a game machine (Type 1 / Type 2 mixed machine) equipped with so-called minor wins, in which a jackpot can be won when the game ball enters a predetermined area when a minor win is achieved. Furthermore, the game may be configured to have a game state different from the normal game state or special game state described above, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, with time reduction) in which game balls are more likely to enter the starting area 904.
[0020] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots are defined as 10-round jackpots.
[0021] 2) The following describes the effects and other features (content and control of the effects) that the gaming machine 1 according to this embodiment can perform. Note that the configuration may be such that only some of the effects and other features described below can be performed. In addition, in some of the drawings describing the effects and other features, the illustration of the reserved symbols 70 and decorative symbols 80 may be omitted.
[0022] 2-1) Symbol Presentation The gaming machine 1 according to this embodiment is capable of executing symbol effects as effects that constitute the effects during reel spinning. In the following description of symbol effects, the effects during reel spinning that include symbol effects will be referred to as the target reel spinning effects (target spinning), and the win / loss lottery result corresponding to the target spinning (the win / loss lottery result announced by the target spinning) will be referred to as the target win / loss lottery result.
[0023] The symbol animation is performed as a type of reach animation that indicates the outcome of the lottery depending on the manner of its conclusion. Therefore, the decorative symbol 80 indicates that a reach has been achieved. In this embodiment, a reach is achieved when two of the three decorative symbols 80 selected from each of the three decorative symbol groups 80g (the left decorative symbol 80L and the right decorative symbol 80R) are of the same type (see Figure 4(a), etc.) (hereinafter, the decorative symbol 80 that indicates the achievement of this reach may be referred to as the reach symbol 80s). The outcome in which the third of the three decorative symbols 80, the target symbol 80t (the middle decorative symbol 80C), ultimately becomes the same type as the reach symbol 80s is considered a success (see Figure 6(b-1)), and the outcome in which it becomes a different type is considered a failure (see Figure 6(b-2)). If a success outcome is reached, the target lottery result is confirmed to be a jackpot (see Figure 6(c-1)). If a failure occurs, unless a so-called reversal sequence (a sequence that overturns the failure (not shown)) takes place, the result of the target lottery is confirmed to be a loss (see Figure 6(c-2)). It is also possible to have a configuration where no reversal sequence occurs, that is, a configuration where the result of the target lottery is confirmed to be a loss in all cases of a failure. In any case, a success ending is more advantageous for the player than a failure ending.
[0024] The pattern presentation is divided into a build-up period and a conclusion period (see Figure 7). The build-up period is the period before the conclusion of the pattern presentation is revealed (the period from Figure 4(a) to Figure 6(a)). During the build-up period, the covered state and the exposed state are repeated. The covered state is a state in which the target pattern 80t is covered by the covering image 10 displayed in the display area 911, and the target pattern 80t is not visible (the type of decorative pattern 80 which is the target pattern 80t cannot be determined) (see Figures 4(b), 4(d), 5(b), and 6(a)). More precisely, by setting the image layer representing the covering image 10 in front of the image layer representing the target pattern 80t, the target pattern 80t is made invisible when the covering image 10 is displayed. The exposed state is a state in which at least a part of the covered image 10 is temporarily hidden (temporarily erased), making the target pattern 80t visible (see Figures 4(c), 5(a), 5(c), and 5(d)). In this embodiment, a part of the central side of the covered image 10 is hidden, and the target pattern 80t is perceived through that part. In the exposed state, the entire covered image 10 may be hidden. In addition, in the exposed state, the size (shape) of the hidden part of the covered image 10 may change over time.
[0025] This covered state and exposed state are repeated, and a predetermined sound effect (hereinafter simply referred to as "sound effect") is output from speaker 65 (sound output means). The sound effect is output based on the timing (switching point) when switching from one covered state to the other. In this embodiment, the sound effect is output after a predetermined time (for example, 0.1 seconds) has elapsed from the switching point when switching from the covered state to the exposed state (the point indicated by P in Figure 7). That is, in this embodiment, the sound effect is output in the exposed state (see Figures 4(c), 5(a), 5(c), and 5(d)). Multiple switching points (four or more) are provided in one hyping period. The sound effect is output the same number of times as the switching point in one hyping period. In this embodiment, a sound effect (thump) that resembles a "heartbeat" is output. Alternatively, the sound effect may be output after a predetermined time has elapsed from the switching point when switching from the exposed state to the covered state, i.e., in the covered state.
[0026] In this embodiment, the time spent in the covered state (covered time) and the time spent in the exposed state (exposed time) gradually decrease as the hype period progresses (see Figure 7). However, in this embodiment, the covered time for the final covered state (see Figure 6(a)) is made longer. That is, during the hype period leading up to the final covered state, the covered time and exposed time decrease as the hype period progresses. Accordingly, the time for which the sound effect is output (output length) also gradually decreases. However, regardless of the output length of the sound effect, the manner in which it sounds to the player as if it were a "heartbeat" (thump) is maintained. In this way, the effect is created so that it appears as if the "heartbeat" is gradually getting faster.
[0027] Furthermore, during the build-up period, the reach symbol 80s remains continuously visible. That is, not only when it is exposed (see Figure 4(c), etc.), but also when it is covered (see Figure 4(b), etc.), the reach symbol 80s is visible without being obscured by the covering image 10. In other words, even when the covering image 10 is displayed, the reach symbol 80s is displayed in front of the covering image 10 (the image layer representing the reach symbol 80s is set in front of the image layer representing the covering image 10). In this way, it is made clear throughout the build-up period that a reach has been achieved. In addition, during the build-up period, the type of decorative symbol 80 designated as the reach symbol 80s does not change, but the type of decorative symbol 80 designated as the target symbol 80t does change, which is emphasized by the difference in how the two symbols appear (the reach symbol 80s is continuously visible / the target symbol 80t alternates between being visible and not visible). In other words, it becomes easier to distinguish between the reach symbol 80s and the target symbol 80t.
[0028] Thus, during the exposure period, the exposure and covering states are repeated, and each time the exposure state occurs, the type of decorative pattern 80 that becomes visible as the target pattern 80t changes. A predetermined order (hereinafter referred to as the prescribed order) is set for the multiple types of decorative patterns 80, and the type of decorative pattern 80 changes according to this prescribed order (hereinafter, ascending order in the prescribed order is represented by "+", and descending order (reverse order) is represented by "-"). In this embodiment, the order of the numbers contained in the decorative pattern 80 is the prescribed order. That is, each time the exposure state occurs, the type of decorative pattern 80 changes so that the number increases by +1 (see Figures 4(c), 5(a), 5(c), and 5(d)). Note that the next number after the largest number ("7" in this embodiment) is the smallest number ("1" in this embodiment) (see Figures 4(c) and 5(a)).
[0029] The final stage of the build-up period is the covered state. In the final exposed state of the build-up period (just before the final covered state), the decorative symbol 80 that becomes the target symbol 80t is set to be "-1" of the decorative symbol 80 that was designated as the reach symbol 80s. In other words, if the Nth decorative symbol 80 in the prescribed order is designated as the reach symbol 80s, then the N-1th decorative symbol 80 in the prescribed order will be the target symbol 80t and will be visible in the final exposed state. For example, if the reach symbol 80s is the decorative symbol 80 with the number "6", then the target symbol 80t in the final exposed state will be the decorative symbol 80 with the number "5" (see Figure 5(d)). In other words, from the middle of the build-up period, the target pattern 80t "3" (not shown) is exposed → covered (not shown) → target pattern 80t "4" (not shown) is exposed → covered (not shown) → target pattern 80t "5" (see Figure 5(d)) → covered (see Figure 6(a)), and the build-up period ends.
[0030] When the game transitions from the build-up period to the conclusion period, the covered image 10 is erased, and the target symbol 80t is exposed (becomes visible). This reveals whether the outcome is a success or a failure. If the outcome is a success, the exposed target symbol 80t becomes a decorative symbol 80 of the same type as the reach symbol 80s. This results in a state where three decorative symbols 80 of the same type are lined up (a winning combination is displayed) (see Figure 6(b-1)). If the outcome is a failure, the exposed target symbol 80t becomes a decorative symbol 80 of a different type from the reach symbol 80s. In this embodiment, the decorative symbol 80 of the same type as the decorative symbol 80 displayed in the final exposure state of the build-up period (the "-1" of the reach symbol 80s) is displayed as the target symbol 80t (see Figure 6(b-2)). Note that the target symbol 80t only needs to be a decorative symbol 80 of a different type from the reach symbol 80s. For example, the decorative symbol 80 with the "+1" of the reach symbol 80s may be displayed as the target symbol 80t. In this case, if the outcome is unsuccessful, a losing combination that is not three matching decorative symbols 80 will be displayed.
[0031] After the conclusion period ends, the three decorative symbols 80 come to a complete stop and the target variation animation ends (see Figures 6(c-1) and (c-2)). In other words, until the conclusion period ends, the three decorative symbols 80 are not completely stopped but are in a pseudo-stopped state (meaning they appear to be stopped to the player but are actually moving slightly). Although not shown in the illustration, if a reversal animation occurs after a failed ending, the losing combination changes into a winning combination, and the three decorative symbols 80 that make up that winning combination come to a complete stop.
[0032] Thus, the gaming machine 1 according to this embodiment is capable of performing an interesting effect (symbol effect) in which the type of decorative symbol 80, which becomes the target symbol 80t, changes while repeatedly switching between exposed and covered states in accordance with the output of sound effects.
[0033] The pattern presentation involves a change in the type of decorative pattern 80 that becomes the target pattern 80t, and can therefore be suitably used as a reach presentation as in this embodiment. In this embodiment, in the final exposed state of the build-up period, the N-1th decorative pattern 80 in a predetermined order (the "-1" of the reach pattern 80s) becomes visible as the target pattern 80t (the player will likely sense that the target pattern 80t and the reach pattern 80s are close to matching), which has the advantage of making it easy to predict when the outcome will be revealed. Even in the case of a pattern presentation where the number of repetitions between the covered and exposed states is indefinite (different for each presentation), it is still easy to predict when the outcome will be revealed.
[0034] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned aspects of graphic presentation. Furthermore, whenever possible, a combination of the techniques described using the following examples may be applied.
[0035] 〇Specific Example 1-1 Although the symbol display in the above embodiment was described as being performed as a reach display, it may also occur as something other than a reach display. For example, the symbol display can be configured to occur as a so-called "symbol sequence display" in which a certain type of decorative symbol 80 changes in a predetermined order (when a reach has not been achieved).
[0036] 〇Specific Examples 1-2 In the above embodiment, it was explained that even in the covered state, the reach symbol 80s is visible without being covered by the covering image 10. However, the configuration may be such that the reach symbol 80s is covered by the covering image 10 and becomes invisible in the covered state. That is, the configuration may be such that both the target symbol 80t and the reach symbol 80s become invisible in the covered state. In this case, all decorative symbols 80 are visible in the exposed state, and all decorative symbols 80 are invisible in the covered state, resulting in an easily understandable presentation. However, in this example, the effect of making it easy to distinguish between the reach symbol 80s and the target symbol 80t due to the difference in how they appear in the covered state will not be achieved.
[0037] Specific Examples 1-3 In the above embodiment, it was explained that in the covered state, the target pattern 80t becomes invisible and the type of decorative pattern 80 designated as the target pattern 80t cannot be determined. However, a configuration is also possible in which the type of decorative pattern 80 designated as the target pattern 80t can be determined even in the covered state. For example, a presentation format may be used in which the target pattern 80t is visible through the covering image 10. In the above embodiment, the type of the target pattern 80t changes each time it is exposed (it is not visible while it is changing), but by using the method described in this example, the change in the target pattern 80t can be seen in real time.
[0038] 〇Specific Examples 1-4 In the above embodiment, it was explained that the type of decorative symbol 80 designated as the target symbol 80t changes each time it is exposed during the build-up period. However, it is also possible to configure the system so that the type of decorative symbol 80 designated as the target symbol 80t does not change. For example, the target symbol 80t may become visible each time it is exposed, but the same type of decorative symbol 80 may be exposed as the target symbol 80t in all exposed states. If a reach effect is to be implemented as in the above embodiment, for example, the decorative symbol 80 of the reach symbol 80s "-1" may be made visible as the target symbol 80t when it is exposed.
[0039] However, the above embodiment is advantageous over the present example in that the target symbols 80t gradually approach the reach symbols 80s in a predetermined order, making it easier to predict when the outcome will be determined (it produces effects that are not achieved in the present example).
[0040] 〇Specific Examples 1-5 The difference between a successful outcome and a failed outcome is made clearer. In the case of a successful outcome, the covering image 10, which was displayed at the end of the build-up period (final covering state) (see Figure 8(a)), disappears at a predetermined timing (branching point), as in the above embodiment, and as a result, the decorative pattern 80 of the same type as the reach pattern 80s becomes visible as the target pattern 80t (see Figure 8(b-1)). On the other hand, in the case of a failed outcome, the covering image 10 does not disappear at the predetermined timing (branching point) (see Figure 8(b-2)). In other words, the difference between a successful outcome and a failed outcome is whether or not the covering image 10 disappears at the predetermined timing (branching point). This makes the difference between a successful outcome and a failed outcome clearer.
[0041] In the event of a failed outcome, various methods can be considered to indicate that the target symbol 80t did not match the reach symbol 80s. For example, one could arrange for the target symbol 80t, which does not match the reach symbol 80s, to be displayed in front of the remaining cover image 10 (see Figure 8(b-2)).
[0042] 〇Specific Examples 1-6 In the above embodiment, it was explained that the target symbol 80t that is exposed in the final exposure state during the build-up period is "-1" of the decorative symbol 80 that is designated as the reach symbol 80s (if the Nth decorative symbol 80 in the prescribed order is designated as the reach symbol 80s, then the N-1th decorative symbol 80 in the prescribed order will be the target symbol 80t that is visible in the final exposure state). However, it is also possible to use a different setting.
[0043] For example, the target symbol 80t that is exposed in the final exposure state of the build-up period will match the decorative symbol 80 that is designated as the reach symbol 80s (if the Nth decorative symbol 80 in the prescribed order is designated as the reach symbol 80s, then the Nth decorative symbol 80 in the prescribed order will be visible as the target symbol 80t in the final exposure state). For example, if the reach symbol 80s is the decorative symbol 80 of "6", then the target symbol 80t in the final exposure state will be the decorative symbol 80 of "6" (see Figure 9(a)). In other words, from the middle of the build-up period, the symbols will transition from the exposed state of target symbol 80t "4" (not shown) → covered state (not shown) → exposed state of target symbol 80t "5" (not shown) → covered state (not shown) → exposed state of target symbol 80t "6" (see Figure 9(a)) → covered state (see Figure 9(b)) and then the build-up period will end.
[0044] In the case of a successful outcome, the target symbol 80t that becomes visible as a result of the covered image 10 being erased matches the reach symbol 80s (see Figure 9(c-1)). In other words, the successful outcome is when the decorative symbol 80 displayed as the target symbol 80t in the final exposure state does not change. In the case of a failure, the decorative symbol 80 displayed as the target symbol 80t can be anything. For example, the decorative symbol 80 of the reach symbol 80s "+1" can be displayed as the target symbol 80t (see Figure 9(c-2)). In other words, the failure outcome is when the decorative symbol 80 displayed as the target symbol 80t in the final exposure state becomes "+1" (changes to the next one in a predetermined order).
[0045] Specific Examples 1-7 Each time a symbol is displayed, the "gap" between the target symbol 80t, which is exposed in the final exposure state of the build-up period, and the reach symbols 80s in a predetermined order may change. For example, if the target symbol 80t is exposed in the final exposure state, (A) When the decorative symbol 80, which is designated as the reach symbol 80s, becomes "-2" (see Figure 10(a)) (B) When the decorative symbol 80, which is designated as the reach symbol 80s, becomes "-1" (see Figure 10(b)) One of the following will occur, and the probability of reaching a successful outcome will differ between (A) and (B). For example, by setting (B) to have a higher probability of leading to a successful outcome than (A), the smaller the "gap" between the target symbol 80t and the reach symbol 80s (the closer the target symbol 80t is to the reach symbol 80s), the more likely a successful outcome can be expected.
[0046] 〇Specific Examples 1-8 The manner in which sound effects are output during the pattern animation may change. Note that the difference in manner here is not the difference in the output length of the sound effect (as described in the above embodiment). Multiple types of sound effects are provided, each differing in at least one of the pitch and volume (when a new pattern animation occurs, one of the multiple types of sound effects will be output).
[0047] For example, the system could be configured so that a second sound effect is provided that is different in nature from the first sound effect, and the probability of a successful outcome is higher when the second sound effect is produced than when the first sound effect is produced. In this way, when the symbol animation occurs, the player will pay attention not only to the change in the target symbol 80t, but also to the nature of the sound effect.
[0048] 2-2) Enhancement Mode In this embodiment, a normal mode and an enhanced mode are provided as modes of performance that the player can arbitrarily select. The method of mode selection (mode change) can be anything. In this embodiment, the player can select their preferred mode by operating the directional pad 61 and push button 62 provided as operating means. Furthermore, in this embodiment, mode changes are possible not only in the standby state when no performance is being executed during reel spinning, but also while a performance is being executed during reel spinning (during reel spinning) (Figure 11(a) shows the mode change screen in the standby state). As shown in Figure 11(a), in this embodiment, the enhanced mode is labeled as "BGM priority mode". That is, the state where BGM priority mode is ON is the setting state for enhanced mode, and the state where BGM priority mode is OFF is the setting state for normal mode.
[0049] Normal mode is the default mode. When the power is turned OFF, it defaults to normal mode. Emphasis mode makes the target performance elements more prominent (and makes non-target performance elements less prominent) than normal mode. Target and non-target performance elements are performance elements that are output during the reel spinning performance (and can be perceived by any of the player's five senses). Target and non-target performance elements may be output together. In this embodiment, the performance elements of sound (output from speaker 65) that are perceived by the player's hearing are defined as target and non-target performance elements. Target performance elements are background music (BGM) that is continuously output during the reel spinning performance. Background music can be said to have copyright protection. Non-target performance elements are sound effects that are output temporarily in accordance with the progress of the game. Examples of such sound effects include character voices, sounds output when images for performance are displayed (image emphasis sound), sounds output when movable parts move (part emphasis sound), and sounds when the reserved symbol 70 is displayed (winning sound). The configuration may consist of all of these sound effects (sounds other than BGM) as asymmetry elements, or some of them as asymmetry elements. However, it is preferable to have as many sound effects as possible as asymmetry elements (it is preferable that most sound effects (90% or more) are asymmetry elements). Unlike background music, sound effects are not necessarily copyrighted works. Various sound effects are sounds that are output in accordance with the progress of the game, so they are not necessarily output even if the game is played continuously for a certain period of time. On the other hand, background music is output continuously while the spinning animation is being executed, so it is output when the spinning animation is being executed (it is impossible for it not to be output at all during a continuous period of gameplay). In this embodiment, background music may also be output across two or more consecutive spins.
[0050] As shown in Figures 12(a) and (b), when the emphasis mode is selected, the output volume of the background music, which is the target performance element, is the same as when the normal mode is set (the volume is maintained), while the output volume of the sound effects, which are not the target performance element, is made lower than when the normal mode is set. The degree to which the sound effects are reduced can be set as appropriate, but even when the emphasis mode is set, the volume is not reduced to a point where the sound effects are inaudible (even when the volume level is at the lowest level (volume 1) by the volume adjustment means described later, the sound effects are still audible when the emphasis mode is set). In this embodiment, when the emphasis mode is set, the output volume of the sound effects is set to 1 / 2 (50% reduction) of when the normal mode is set.
[0051] In this embodiment, a volume adjustment means (means that allow the player to arbitrarily change the volume output from speaker 65) is provided. Since such volume adjustment means are well known, a detailed explanation will be omitted (Figure 11(b) shows the volume adjustment screen displayed during the variation). The volume adjustment means is provided separately from the means for selecting the above-mentioned performance mode (normal mode / enhanced mode). Even if the volume is changed using the volume adjustment means (to any volume), the relationship between the background music and sound effects in enhanced mode is maintained. For example, suppose that the volume adjustment means allows for five levels of volume adjustment (five levels from volume 1 to 5. The larger the number of volume X, the louder the volume). The background music is output at a volume corresponding to volume 1 to 5 (N1 to N5 shown in Figure 12) regardless of whether normal mode or enhanced mode is set. On the other hand, when normal mode is set, the sound effects are output at the same volume as the background music (output at a volume corresponding to volume 1 to 5) (N1 to N5 shown in Figure 12). In contrast, when the emphasis mode is set, the output is half the volume corresponding to each volume (L1 to L5 shown in Figure 12). That is, the sound effect is "half the volume of the normal mode of volume X when the emphasis mode is set to volume X". Thus, when the volume is adjusted by the volume adjustment means when the normal mode is set, the volume changes while the volume of the background music and the sound effect remain the same (see Figure 12(a)), and when the volume is adjusted by the volume adjustment means when the emphasis mode is set, the volume changes while the relationship "sound effect output = half the output of the background music" is maintained (see Figure 12(b)).
[0052] Thus, in the gaming machine 1 according to this embodiment, in emphasis mode, the non-targeted performance element, the sound effect, is made less noticeable, thus suppressing the problem of the target performance element, the background music, being difficult to hear due to the sound effect (players who want to hear the background music clearly can select emphasis mode).
[0053] In this embodiment, the background music output during the variation animation can be arbitrarily selected by the player from several candidate songs. In other words, it is equipped with a song selection function (details described later) that allows the player to continuously output their preferred song from among several candidate songs as the background music. Assuming that such a song selection function is provided, it is possible to select the emphasis mode (switching between normal mode and emphasis mode) as described above. Since selecting a preferred song as background music using the song selection function suggests that the player may want to listen to that song carefully, it is preferable to provide an emphasis mode that reduces the output of sound effects to accommodate such players.
[0054] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned emphasis mode (normal mode). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0055] 〇Specific Example 2-1 Although the gaming machine 1 according to the above embodiment is described as having a music selection function, it may also be configured to have a setting for an emphasis mode even if it does not have a music selection function. That is, it may not be possible to arbitrarily select the background music, but the emphasis mode may be set arbitrarily. Since there will be players who want to hear the background music clearly even if they cannot arbitrarily select it, it is appropriate to provide an emphasis mode that reduces the output of sound effects.
[0056] Specific Example 2-2 Assuming the configuration includes a music selection function as described in the above embodiment, the state in which the music selection function is not used is defined as the background music unselected state, and the state in which the music selection function is used (a state in which one of several candidate songs is selected) is defined as the background music selected state. If the background music output in the background music unselected state is defined as the basic song (default song), then the background music selected state can also be said to be the state in which a song other than the basic song is output as the background music. Immediately after the power is turned ON, the system is assumed to be in the background music unselected state (i.e., the background music unselected state is the default state). The basic song may be one of the candidate songs that can be selected by the music selection function. In this case, if the basic song is selected using the music selection function, the system will be in the background music unselected state. Alternatively, the system may be configured so that the basic song is not included in the candidate songs that can be selected by the music selection function. In this case, the system will be in the background music unselected state when the music selection function is turned OFF (it is assumed that the player can perform the operation to turn OFF the music selection function).
[0057] In this configuration, when background music is selected, the emphasis mode can be set (the mode can be changed), but when no background music is selected, the emphasis mode cannot be set (the mode cannot be changed, and it is automatically set to normal mode) (see Figure 13). In other words, when a player has selected their preferred background music using the music selection function, there is a higher probability that they want to listen to the background music without being disturbed by other sounds, so the emphasis mode, which makes sound effects less noticeable, can be set. On the other hand, when the basic music is being output, there is a higher probability that the player does not care about the background music, so the need for the emphasis mode is low, and the emphasis mode cannot be set.
[0058] The system may be configured so that the emphasis mode is automatically set when background music is selected. In other words, when a player selects any background music (when background music other than the basic music is output), the system may be configured so that the emphasis mode is automatically set (a system in which there is no normal mode when background music is selected). However, since some players may not want the sound effects to be difficult to hear even when background music is selected, it is preferable to have a system that allows the player to select normal mode when background music is selected, as described above, to take such players into consideration.
[0059] Specific Examples 2-3 In the above embodiment, the emphasis mode makes the sound effects, which are asymmetrical performance elements, less noticeable than in the normal mode. However, methods other than "making the volume (output) of the sound effects lower than in the normal mode" as in the above embodiment are also possible. For example, "making the pitch (sound level) of at least some of the sound effects lower than in the normal mode" or "making the length (output time) of the sound effects shorter than in the normal mode" are possible.
[0060] Specific Example 2-4 In the above embodiment, it was explained that the target and non-target performance elements are sounds (music), that is, things that can be perceived by the player's hearing are considered the target and non-target performance elements. However, it is also possible to have a configuration in which things that can be perceived by the player's other senses are considered the target and non-target performance elements. For example, as shown below, it is conceivable to have a configuration in which things that can be perceived by the player's sight are considered the target and non-target performance elements.
[0061] The target performance element is the background image 20, which is continuously displayed in the display area 911 as the background for the decorative symbols 80 that change during the variation performance. On the other hand, the non-target performance element is the performance image 25, which is output temporarily as the game progresses. The performance image 25 is displayed in front of the background image 20 (the layer of the performance image 25 is set in front of the layer of the background image 20). Examples of the performance image 25 include images of characters, images representing text such as dialogue spoken by characters, effect images displayed around characters when they move, and effect images displayed around movable parts when they move. At least some of these performance images 25 are also images that suggest the probability of a jackpot. It is preferable that the decorative symbols 80 and the reserved symbols 70 are not included in the performance image 25, as they indicate important information related to the win / loss lottery result.
[0062] The background image 20, which is the target of the performance elements, will not change in its display regardless of whether normal mode or emphasis mode is set (see Figures 14(a) and 14(b)). On the other hand, the performance image 25, which is not the target of the performance elements, will be displayed less conspicuously when emphasis mode is set than when normal mode is set. For example, the performance image 25 will be displayed smaller (reduced in size) when emphasis mode is set (see Figure 14(b)) than when normal mode is set (see Figure 14(a)) (however, the performance image 25 will not be hidden even in emphasis mode). In this way, when emphasis mode is selected, the obstruction of the visibility of the background image 20 by the performance image 25 will be suppressed more than when normal mode is selected (players who want to enjoy the background image 20 should select emphasis mode). When a video such as a music video (promotional video) (of the background music) is output as the background image 20, it is conceivable that a certain number of players will want to enjoy that video, so this example is effective.
[0063] In addition to making the visual effect image 25 less noticeable in emphasis mode, other methods that can be considered include making it smaller than in normal mode, making it lighter than in normal mode, and making it monochrome in emphasis mode when it is in color in normal mode.
[0064] 〇Specific Example 2-5 In the above embodiment, the normal mode and the enhanced mode were described as targeting the performance elements (target performance elements and non-target performance elements) that are output during fluctuations, but they may also target the performance elements that are output during non-fluctuating periods.
[0065] For example, the background music played during a jackpot game could be designated as the target sound effect element, while other sound effects could be designated as the non-target sound effect element. This would allow players to clearly hear the music during a jackpot game by selecting the emphasis mode. However, in this example, players might not be aware that they can select emphasis mode during a jackpot game, so it would be a good idea to make the mode selection screen appear automatically before the background music for the jackpot game is played, thereby informing players of the existence of emphasis mode.
[0066] 〇Specific Example 2-6 The emphasis mode makes the target visual element more prominent than the normal mode. As in the embodiment described above, if the target visual element is background music and the non-target visual element is a sound effect, the output of the background music is made louder in emphasis mode than in normal mode (see Figure 15). Even in this way, emphasis mode is effective for players who want to hear the background music clearly.
[0067] However, in the example shown, changing from normal mode to enhanced mode increases the output of the background music. In other words, there is a risk that players may become irritated by the change in the output of the background music, which is important to them. In this respect, the above embodiment, in which the output of the background music is maintained even when changing from normal mode to enhanced mode, is preferable.
[0068] 〇Specific Example 2-7 The emphasis mode makes non-targeted visual elements less noticeable than the normal mode, and makes targeted visual elements more noticeable than the normal mode. If the targeted visual element is background music and the non-targeted visual element is sound effects, as in the above embodiment, the output of the background music will be louder in the emphasis mode than in the normal mode, and the output of the sound effects will be quieter in the emphasis mode than in the normal mode (see Figure 16). In this example, the difference in output between the background music and sound effects when in emphasis mode is larger (compared to the above embodiment), so the interference effect of sound effects on the background music is further reduced.
[0069] However, in the example shown, changing from normal mode to enhanced mode increases the output of the background music. In other words, there is a risk that players may become irritated by the change in the output of the background music, which is important to them. In this respect, the above embodiment, in which the output of the background music is maintained even when changing from normal mode to enhanced mode, is preferable.
[0070] 2-3) Music selection function and specific images The gaming machine 1 according to this embodiment has a music selection function that allows the player to arbitrarily select a background song from among several candidate songs to be output from the speaker 65 during a spinning animation in the normal game state. The method of selecting the song can be anything. In this embodiment, the player can select their preferred song by operating the directional keys 61 and push buttons 62 provided as operating means. In this embodiment, the background song can be switched both during a spinning animation and in a standby state where a spinning animation is not being performed (Figure 17(a) shows the music selection screen in the standby state). The background song output when the music selection function is not used (initial state (default state), such as immediately after turning on the power) is called the basic song, and the state in which the basic song is output is called the background song not selected state. The state in which a song other than the basic song is output is called the background song selected state. The basic song may be one of the candidate songs that can be selected by the music selection function (in this embodiment, the basic song is one of the candidate songs). In this case, if the basic song is selected using the song selection function, the background music will be deselected (the state in which a candidate song other than the basic song is selected will be considered the background music selected state). Alternatively, the basic song may be configured so that it is not included in the candidate songs that can be selected using the song selection function. In this case, the background music will be deselected when the song selection function is turned OFF (it will be assumed that the player can perform the operation of turning off the song selection function). Furthermore, each song may be composed of multiple types of songs (for example, a "medley" of multiple types of songs). In addition, songs that have differences that the player can recognize, such as having the same melody but differing in the presence or absence of lyrics, may be considered different types of songs.
[0071] In this embodiment, six types of songs, A to F, are provided as candidate songs (in the drawings, they are represented as "Song A," but in reality, the name of each song is displayed) (see Figures 17(a) and 17(b)). Of these, Song A is the basic song. In addition, at least some of the candidate songs (preferably two or more of the candidate songs) are designated as specific songs. In this embodiment, three types of songs, D to F, are designated as specific songs (meaning that songs D to F are both candidate songs and specific songs). It is preferable that a display is made to indicate to the player that songs D to F are specific songs. As will be described later, when a specific song is selected, a corresponding specific image 20b (music video MV) is displayed, so for example, on the song selection screen, a display should be made indicating that when a specific song is selected, the specific image 20b will be displayed (see the display "If you select D, E, or F, the music video will play" in Figure 17(a)).
[0072] A specific image 20b is provided for each of the specified songs mentioned above. As stated above, in this embodiment, there are three types of specific songs D to F, and therefore three types of specific images are provided: specific image D for specific song D, specific image E for specific song E, and specific image F for specific song F (see Figure 17(b)). Specific images D to F are music videos (promotional videos) created for the corresponding songs. In the drawings, the various specific images 20b are shown in a simplified form (the words "MV for song ○" (where song ○ refers to one of the specific songs D to F) are represented by dotted lines, and these are the various specific images 20b).
[0073] When a specific song is selected to be output as background music using the music selection function (either specific song D to F), the background image 20 displayed in the display area 911 as the background for the decorative pattern 80 will be the specific image 20b corresponding to the output specific song (see Figure 17(c-2)). In other words, if specific song D is output, specific image D will be displayed as background image 20; if specific song E is output, specific image E will be displayed; and if specific song F is output, specific image F will be displayed as background image 20.
[0074] In this embodiment, the length of the corresponding specific song and the specific image 20b (video) are the same. Furthermore, as will be described later, when the specific song is being output, the corresponding specific image 20b is displayed, and the progression of the corresponding specific song and the progression of the specific image 20b (video) are synchronized (there is no "discrepancy" between the song and the video). That is, when a certain part of the specific song is output, a certain part of the specific image 20b (video) (a frame of the video) is always displayed. If the specific song is a song with lyrics, the image (a frame of the video) displayed when a certain part of the lyrics (a certain character) of that song is output will be the same each time. When the specific song and its corresponding specific image 20b (video) have been output to the end, the output starts again from the beginning. In other words, the specific song and the specific image 20b (video) are output in a "cycle". Since the length of the specific song and the specific image 20b (video) are the same, the timing of the "cycle" (the point at which the end of the song is reached and the point at which the end of the video is reached) also coincides.
[0075] The specific song and image 20b are continuously output unless one or more predefined effects that may occur as part of the in-game effects are executed. In other words, when a predefined effect is executed, the song and image for that effect are output, and the output of the specific image 20b is stopped. The predefined effect is not necessarily executed every time the game is played. Therefore, if the specific song is selected and no predefined effect occurs during subsequent gameplay cycles, the specific song and image 20b will be continuously output (continuously output across two or more gameplay cycles). In this embodiment, at least a portion of the so-called "reach" effect is designated as a predefined effect. Therefore, the selected specific song and image 20b are continuously output as long as a reach is not achieved. In this embodiment, if a predefined effect is executed, the output of the selected specific song and image 20b will resume after the predefined effect ends, but the specific song and image 20b will be output from the beginning.
[0076] In this embodiment, when no specific song is output as background music (when songs A to C are output), a basic image 20a, which is different from any of the specific images 20b (images D to F), is displayed in the display area 911 as background image 20 (see Figure 17(c-1)). Unlike the specific images 20b, the basic image 20a is not associated with a particular type of song (it is displayed regardless of which of the multiple types of songs A to C is output), and is therefore displayed independently of the progress of the song (the background music and background image 20 are not linked) (of course, the basic image 20a is not a music video (promotional video) like the specific image 20b). When songs A to C and the basic image 20a (video) reach the end, they are output from the beginning (they cycle), but the length of the video of the basic image 20a is different from the length of any of the songs A to C. As described above, when no background music is selected, song A is output as background music, so the basic image 20a is displayed as background image 20 along with song A. In other words, the base image 20a can be said to be the normal background image 20 that is displayed when no background music is selected (the default state).
[0077] As described above, in this embodiment, if the background music selected using the music selection function during a spin is a specific song, the specific image 20b corresponding to that specific song will be displayed as the background image 20. In this way, when a player selects their favorite song (and the selected song is a specific song), the image (video) corresponding to that song can be viewed at length even during the spin. In particular, in this embodiment, unless a predetermined effect occurs, the specific song and its corresponding specific image 20b are output across two or more spins, so the specific image 20b can be viewed continuously.
[0078] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned music selection function and the specific image 20b. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0079] 〇Specific Example 3-1 The display of specific image 20b shall be performed in a special game state. That is, when a specific song is selected as the background music in a special game state, the specific image 20b corresponding to that song shall be displayed. The special game state is a state in which the fluctuation time is shorter than in the normal game state (a state in which the average fluctuation time is shorter). In this way, even in the special game state in which the fluctuation time is shorter, the specific image 20b can be displayed over two or more fluctuations, allowing the player to carefully view the specific image 20b.
[0080] Furthermore, the special game state does not have to be the so-called ST state as in the above embodiment. It may continue until the next big win. Also, it does not have to be a high probability state (probability variation state). It may be a low probability and high base state (low probability and time reduction state).
[0081] Specific Example 3-2 The music selection function can be used even during a jackpot game (during a round of gameplay) (the background music can be changed in the middle of a jackpot game). When a specific song is selected during a jackpot game, the specific song will be played, and a specific image 20b corresponding to that song will be displayed. In other words, the specific image 20b will be displayed as the background for various information displays for the jackpot game (such as the number of rounds and the number of prize balls) (see Figure 18(a)).
[0082] When a jackpot game ends with a specific song and its corresponding specific image 20b being output using the song selection function, the output of the specific song and the display of the specific image 20b will continue from the end of the jackpot game through the subsequent spinning animation (the first spin after the jackpot game ends) (the output of the specific song and the display of the specific image 20b will not stop due to the end of the jackpot game, etc.). During the ending period of a jackpot game (the period between the end of the final round and the start of the first spin), the output of a specific song and a specific image 20b will be performed (see Figures 18(b) and 18(c)). For example, the image that displays the game state after the jackpot game ends (if the game transitions to a special game state that is more advantageous than the normal game state after the jackpot game ends, then an image indicating the transition to that special game state (for example, an image such as "Entering ○○RUSH")) will also be displayed with the specific image 20b as the background (see Figure 18(b)). In this way, the player can continuously listen to the specific song and view the specific image 20b from the jackpot game through to the subsequent spins. (Since the prescribed effects are not performed during the jackpot game) the player can continuously listen to the specific song and view the specific image 20b at least during the jackpot game, and if the specific song and image 20b continue through to the subsequent spins, the probability that the specific song and image 20b will be output without interruption until the end will be increased.
[0083] Unlike this example, it is also conceivable that the output of at least one of the specific song and specific image 20b be temporarily stopped during the jackpot game and the subsequent spinning animation. For example, during the ending period of a jackpot game, the output of at least one of the specific song and specific image 20b may be temporarily stopped. Even in this case, because the stop time is short, the player will perceive the specific song and specific image 20b as being continuously output.
[0084] Specific Example 3-3 It is assumed that a predetermined effect occurs and the output stops while a specific song and image 20b are being output (see Figure 19(a)). During the predetermined effect, the song for that effect (background music) is output (sound effects for the effect are also output) (see Figure 19(b)). Note that the song selection function cannot be used during the predetermined effect (background music cannot be changed). After the predetermined effect ends (see Figure 19(c)), the output of the specific song and image 20b will resume (see Figure 19(d)), but it will be controlled to resume from the point in time when the output was stopped (hereinafter referred to as the stop point). In other words, the point at which the output of the specific song and specific image 20b is stopped is temporarily stored in a memory means (not shown), and after the prescribed performance is completed, the output of both is restarted from that point (if the stopping point is T hours after the beginning of the specific song and specific image 20b (T hours is less than or equal to the length of the specific song and specific image 20b), then after the prescribed performance is completed, the output is restarted from that T seconds later) (see Figures 19(b) and (d)). In this way, even if the prescribed performance occurs, the specific song and specific image 20b can be enjoyed from where it left off (the point at which it stopped).
[0085] Furthermore, if the prescribed animation is configured to be a reach animation as in the above embodiment, then only when the prescribed reach animation is one that signals a loss (a losing reach animation), it may be configured to resume from the point of stop (resume from the middle) as described above. In other words, if the prescribed reach animation is a winning reach animation that signals a jackpot, the jackpot game will be executed after the end of the reach animation, so when the specific music and specific image 20b are output again, they may be output from the beginning rather than from the point of stop. Since the execution of the jackpot game means that the time between the stopping and resumption of the output of the specific music and specific image 20b is long, it can be said that there is no need to resume from the point of stop (there is no need to remember the point of stop).
[0086] Specific Examples 3-4 As described above, when a specific song is being output, the specific image 20b is output, and when a specific song is not being output, the basic image 20a is output. In addition to whether or not the specific image 20b corresponds to a specific song, the specific image 20b and the basic image 20a may differ in the following respects.
[0087] When the basic image 20a is displayed as the background image 20, a predetermined effect (hereinafter referred to as the "suggestive effect") that indicates the probability of a big win using the basic image 20a may occur, but when a specific image 20b is displayed as the background image 20, the suggestive effect will not occur. For example, multiple forms are set for the basic image 20a, and the suggestive effect may involve a change in the form of the basic image 20a (even if only a part of the form of the basic image 20a changes). For example, in a certain variation, the probability of a big win in the win / loss lottery corresponding to that variation is higher when the basic image 20a is in the second form (see Figure 20(b)) than when it is in the first form (see Figure 20(a)). If the first form is the normal state (default) of the basic image 20a, then the basic image 20a being in the second form is the so-called chance-up effect. Since the specific image 20b corresponds to the background music (specific music) (music video, etc.), it is undesirable (difficult to change the appearance) of the specific image 20b. However, since the basic image 20a does not correspond to the background music, it is acceptable to change the appearance of the basic image 20a. When the basic image 20a is displayed, the appearance of the basic image 20a will be used to indicate reliability. In this way, the player has the advantage of being able to see the specific image 20b (video) corresponding to the specific music when they select a specific music, while also having the advantage of being able to enjoy the reliability indication effect of the appearance of the background image 20 (basic image 20a) when they select a music other than the specific music. This creates a gameplay experience where the player can choose which option to take.
[0088] It should be noted that the opposite setting to this example may also be used. That is, when a specific image 20b is displayed, suggestive effects that are not executed when the basic image 20a is displayed may occur. However, this configuration is burdensome because it requires preparing two or more different forms of video (specific image 20b) corresponding to a single specific song.
[0089] Specific Examples 3-5 The system can be configured such that even if a specific song is selected as the background music, the specific image 20b is not displayed as the background image 20. For example, the system can be configured such that when a specific song is output as the background music, the basic image 20a is output as the background image 20. In other words, the combination of "background music / background image" can be "specific song / specific image" (a combination in which the background music and background image 20 are linked) (see Figure 21(c-1)), or it can be "specific song / basic image 20a" (a combination in which the background music and background image 20 are not linked) (see Figure 21(c-2)). Furthermore, when a certain type of specific song is selected, it is desirable that the specific image 20b, which is prepared for a different type of specific song, not be displayed as the background image 20 (for example, when a certain type of specific song is output, a music video or the like corresponding to a different type of specific song will not be output). In other words, the various specific images 20b can only be displayed when the corresponding specific song is being output.
[0090] In the example shown, it is preferable to allow the selection of a background image 20 when a specific song is selected using the song selection function. For example, if the selected song is a specific song (when a song for which a corresponding specific image 20b is available is selected) (see Figure 21(a)), the player is asked whether or not to use the specific image 20b as the background (for example, the player is asked, "Would you like to use the music video as the background?") (see Figure 21(b)), and the player can select whether or not to use the specific image 20b as the background by operating the control means. This configuration contributes to the convenience of the player. Furthermore, it prevents a situation where the player is unaware that it is possible to link the background image 20 to the background song.
[0091] 2-4) Specific reach animations and animation styles In this embodiment, after winning the lottery in the normal game state and executing the jackpot game, the game may transition to a special game state (which is a different game state from the normal game state). Considering that a jackpot won in the normal game state (low probability state) is generally called a "first win," the special game state after the jackpot game won in the normal game state is what is known as the "special game state after the first win." Hereinafter, this "special game state after the first win" may be referred to as the second game state to distinguish it from other special game states. Also, for comparison with the second game state, the normal game state may be referred to as the first game state. In this embodiment, the game machine 1 may transition to the second game state after the jackpot game is executed when the lottery result in the first game state is a jackpot.
[0092] In normal gameplay, multiple types of specific reach animations are performed as reach animations (animations that indicate the outcome of the draw depending on the type of ending) (other reach animations are also performed). If we define a spin that includes a specific reach animation as the target spin (animation during the target spin) and the win / loss draw result corresponding to the target spin as the target win / loss draw result, then if the target win / loss draw result is a jackpot, the specific reach animation leads to a successful ending (an ending that indicates a favorable situation for the player), and if the target win / loss draw result is a loss, it leads to a failed ending (an ending that indicates an unfavorable situation for the player). The successful ending includes so-called reversal patterns where it initially appears to lead to a failed ending but is then reversed. In this embodiment, three types of specific reach sequences can occur: Specific Reach Sequence X (see Figure 22(a-1)), Specific Reach Sequence Y (see Figure 22(a-2)), and Specific Reach Sequence Z (see Figure 22(a-3)). (Note that the difference in type here does not refer to differences such as the presence or absence of so-called chance-up elements.) Each of the specific reach sequences differs in the main character (the main character) that appears in the sequence. In this embodiment, the specific reach sequences are so-called battle sequences in which the player's character (ally character) fights against an enemy character, and the type of ally character that is the main character differs. Specifically, as ally characters, character X appears in Specific Reach Sequence X, character Y appears in Specific Reach Sequence Y, and character Z appears in Specific Reach Sequence Z. (In the drawings, the type of character is represented by the letters X to Z.) The successful ending of each specific reach sequence is an ending in which the ally character wins (victory ending), and the unsuccessful ending is an ending in which the ally character loses (defeat ending). Furthermore, it is also acceptable to have a configuration where the type of enemy character that appears differs for each specific type of reach animation (a configuration where the main characters are used as enemy characters).
[0093] In the second game state, one of several types of performance modes is set. In this embodiment, special game states other than the second game state (special game states after the end of a jackpot game that is not a "first win") do not have multiple types of performance modes set. However, this does not preclude the possibility of a configuration in which one of multiple types of performance modes is set even in special game states other than the second game state.
[0094] In this embodiment, three types of presentation styles are provided: Presentation Style A (see Figure 22(b-1)), Presentation Style B (see Figure 22(b-2)), and Presentation Style C (see Figure 22(b-3)). These three types of presentation styles are associated with one of the specific reach presentations described above. That is, Presentation Style A is associated with Specific Reach Presentation A, Presentation Style B is associated with Specific Reach Presentation B, and Presentation Style C is associated with Specific Reach Presentation C. It is preferable that the corresponding Specific Reach Presentation and Presentation Style (the presentation during the variation when the presentation style is set) include common presentation elements. In this embodiment, Presentation Style A is based on Character A, Presentation Style B is based on Character B, and Presentation Style C is based on Character C. That is, each presentation style is based on the same type of character as the main character that appears in the corresponding Specific Reach Presentation (although not shown, the background image 20 may also include the same type of character).
[0095] The presentation style governs the manner of the in-game presentation during the second game state. In other words, different presentation styles result in different manners of in-game presentation during the second game state. In this embodiment, different presentation styles result in different background images 20 being displayed. In this embodiment, a style image 40 representing the currently set presentation style is displayed (when presentation style A is set, the "Mode A" style image 40 is displayed; when presentation style B is set, the "Mode B" style image 40 is displayed; and when presentation style C is set, the "Mode C" style image 40 is displayed). Since A to C represent the characters (main characters) mentioned above, players can understand that they are related to specific reach presentations that have already been performed by looking at them. The presentation style only affects the content of the in-game presentation and does not affect the actual profit (profit related to payouts).
[0096] If a specific reach animation in the first game state results in a successful outcome and the target win / loss lottery result is indicated as a jackpot, that is, if the acquisition of a "first win" is announced by the specific reach animation, the animation style in the second game state after the jackpot game of that "first win" will be of the type corresponding to the specific reach animation that was executed (the specific reach animation that announced the "first win"). As shown in Figure 23, if a first win is announced by specific reach animation A (see Figures 23(a) and (b)), animation style A will be set in the second game state after the jackpot game of that first win has ended (see Figure 23(c)). Although not shown, if a first win is announced by specific reach animation B, animation style B will be set in the second game state after the jackpot game of that first win has ended. Similarly, if a first win is announced by specific reach animation C, animation style C will be set in the second game state after the jackpot game of that first win has ended.
[0097] In this embodiment, the player cannot arbitrarily select the presentation style in the second game state. Furthermore, the presentation style cannot be changed midway through the second game state. If a "first win" is announced in the first game state by a specific reach animation, the presentation style corresponding to the type of specific reach animation is automatically set as described above. If a "first win" is announced in the first game state by a reach animation other than a specific reach animation, one of the presentation styles A to C, selected by lottery, is automatically set. Although different from this embodiment, it is also possible that all jackpots in the first game state are announced by one of several types of specific reach animations (in such a configuration, the lottery described above would not be performed).
[0098] In this embodiment, after a jackpot (first win) obtained in the normal game state (first game state), the game automatically transitions to the special game state (second game state). However, in a different configuration, some jackpots obtained in the normal game state (first game state) may not transition to the special game state (second game state) after the jackpot. In this case, the above control will be applied when a jackpot win that will transition to the special game state (second game state) is announced by a specific reach animation. It is also possible to set it so that announcements by the specific reach animation are not made unless it is a jackpot win that will transition to the special game state (second game state) after the jackpot (jackpots that do not transition to the special game state (second game state) will be announced by reach animations other than the specific reach animation).
[0099] As described above, in this embodiment, the presentation style of the second game state, which is transitioned to after the jackpot (first win) game obtained in the first game state has ended, corresponds to the type of specific reach presentation in the first game state. Therefore, an interesting gameplay experience can be realized in which players can enjoy a related game (a game with a sense of unity) from the first game state to the second game state.
[0100] As in this embodiment, if the character that appears in a specific reach animation becomes the character for the animation style of the second game state, the gameplay becomes such that the character that announced the jackpot (led to the jackpot) continues to play an active role in the second game state after the jackpot game.
[0101] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific reach effects and effects styles. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0102] 〇Specific Example 4-1 In addition to the decorative symbols 80, a special symbol 50 is displayed in a location visible to the player (see Figure 24. Note that the special symbol 50 is not shown in drawings other than Figure 24). The special symbol 50 is displayed smaller than the decorative symbols 80 so as not to be more conspicuous. The special symbol 50 may be displayed within the display area 911 (near the outer edge of the display area 911) or outside the display area 911. The special symbol 50 is displayed in a variable manner, similar to the decorative symbols 80, and its variation stops together with the decorative symbols 80. The decorative symbols 80 are controlled by a sub-control board (sub-control circuit), which is a circuit board (circuit) for controlling the performance, while the special symbol 50 is controlled by a main control board (main control circuit), which is a circuit board (circuit) for determining wins or losses (the sub-control board (sub-control circuit) and main control board (main control circuit) themselves are well known, so their explanation is omitted). The special symbol 50 may be constructed in a combination of symbols corresponding to the win / loss result, similar to the decorative symbol 80, or it may be a lighting pattern of multiple light-emitting elements (LEDs) etc. that corresponds to the win / loss result. In any case, the special symbol 50 will ultimately take on a visible form corresponding to the win / loss result (a winning form if it is a jackpot, and a losing form if it is a loss), and the state before taking on that form is considered to be a fluctuating state.
[0103] When a specific reach animation results in a jackpot, the winning pattern of the special symbol 50 differs depending on the type of specific reach animation. If the announcement is made by specific reach animation A, the winning pattern is A (see Figure 24(a)), if the announcement is made by specific reach animation B, the winning pattern is B (see Figure 24(b)), and if the announcement is made by specific reach animation C, the winning pattern is C (see Figure 24(c)). As explained in the above embodiment, all so-called initial wins announced by specific reach animations are 10-round jackpots that transition to a special game state after the jackpot game ends, and their value (based on the expected payout) remains unchanged. In other words, since there is no difference in the value of the initial win regardless of the type of specific reach animation used to announce the initial win, the winning combinations of the special symbol 50 could be the same. However, different winning patterns (winning patterns A to C) are prepared for each case in which various specific reach animations are performed. In this way, if the result of the draw is a jackpot (a first win), the main control board will execute the setting of a specific reach animation and animation style according to the winning pattern of the special symbol 50 determined by the board.
[0104] Furthermore, the winning combinations for the decorative symbols 80 are set regardless of the type of specific reach animation. As shown in Figure 24, the same winning combination can be displayed even if the type of specific reach animation is different (Figure 24 shows the winning combination of three "7"s). In other words, regardless of the differences in the winning combinations of the decorative symbols 80, the winning patterns of the special symbols 50 differ for each type of specific reach animation.
[0105] 〇Specific Example 4-2 The technical matters described in the above embodiment can be suitably applied to the so-called "breakthrough specification." The "breakthrough specification" is provided with a first game state, a second game state, and a third game state as game states (see Figure 25). The first game state, second game state, and third game state are in order of increasing advantage for the player. The probability of winning or losing and the level of the base (presence or absence of time reduction) for each game state can be, for example, set as follows: the first game state is a "low probability, low base (no time reduction) state," the second game state is a "low probability, high base (with time reduction) state," and the third game state is a "high probability, high base (with time reduction) state." There are two types of jackpots: a second jackpot which transitions to the second game state after the jackpot game ends, and a third jackpot which transitions to the third game state. A jackpot won in the first game state has a higher probability of being a second jackpot than a third jackpot (the distribution of second jackpots is higher than the distribution of third jackpots). As shown in the example in Figure 25, it is possible that the third jackpot cannot be obtained in the first game state. Jackpots obtained in the second game state include the third jackpot. As shown in the example in Figure 25, it is also possible that all jackpots obtained in the second game state are set to be the third jackpot. The second game state ends when the win / loss lottery result is a predetermined number of times in a row, and the player transitions to the first game state. In other words, the player aims to obtain the third jackpot and transition to the third game state before the win / loss lottery result is a predetermined number of times in a row. The so-called "breakthrough type specification" is a gameplay where obtaining a jackpot in the second game state and transitioning to the more advantageous third game state is considered a "breakthrough". The termination condition of the third game state (the condition for transitioning to the first game state) can be anything. For example, it can be a so-called ST state which ends when the win / loss lottery result is a predetermined number of times in a row in a row.
[0106] In this configuration, it is possible to execute multiple types of specific reach animations in the first game state. Furthermore, the animation style for the second game state is provided, corresponding to each of the multiple types of specific reach animations. If a jackpot is announced by a specific reach animation in the first game state, and the game transitions to the second game state after the jackpot game ends, the animation style for the second game state will correspond to the type of specific reach animation that announced the jackpot.
[0107] The "breakthrough-type specifications" described above aim to transition to the third game state. By doing so as in this example, it is possible to show a connection between the first and second game states, which are stages before reaching the goal. In other words, it is possible to create a sense of unity between the different game states (first and second game states) that occur before reaching the target game state (third game state).
[0108] Specific Example 4-3 In the above embodiment, it was explained that the presentation style, once set in the second game state, cannot be changed. However, the player may be allowed to change the presentation style at will. However, immediately after the start of the second game state (the first spin of the second game state), the presentation style corresponding to a specific type of reach presentation should be set. In other words, the presentation style at the beginning of the second game state is related to that of the first game state, but thereafter the player can change it at will. The method for changing the presentation style can be anything, so the explanation is omitted. It is sufficient to allow changes using various operating means.
[0109] Since players cannot choose which type of specific reach animation is performed, if the animation style corresponding to that type of reach animation is automatically set, that animation style may not be to the player's liking. As in this example, players can change to their preferred animation style. However, preventing the change of the animation style, as in the above embodiment, has the advantage of not disrupting the connection between the first and second game states (the sense of unity in the game).
[0110] Specific Example 4-4 In the above embodiment, each performance style is based on the same character (main character) that appears in the corresponding specific reach performance. However, the correspondence may be suggested by performance elements other than characters. For example, each type of specific reach performance may represent a different season (spring, summer, autumn, winter), and the performance style may be based on the same season as the corresponding specific reach performance.
[0111] Specific Examples 4-5 In the above embodiment, it was explained that if a jackpot (first win) is announced in the first game state with a reach animation other than a specific reach animation (hereinafter referred to as a non-specific reach animation), the animation style in the second game state is automatically determined by lottery. However, if a jackpot is announced with a non-specific reach animation (see Figures 26(a) and 26(b)), the player is allowed to arbitrarily select their preferred animation style from among several types. That is, before the second game state (see Figure 26(d)) begins (for example, during a jackpot game that results in the first win), a selection animation occurs in which the player is presented with several types of animation styles and is prompted to select their preferred one (see Figure 26(c)). The specific form of the selection animation (selection method, etc.) may be anything.
[0112] The need to link the first and second game states is only necessary when a jackpot (first win) is announced through a specific reach animation. If a jackpot (first win) is announced through a non-specific reach animation, this is not necessary, and it is conceivable to allow the animation style to be arbitrarily selected, as in this example.
[0113] Specific Examples 4-6 In the first game state, the player can arbitrarily select the type of specific reach animation to be executed. Specifically, in the reel spin animation during the first game state, if predetermined execution conditions are met, a specific reach animation will be executed. When these execution conditions are met, a reach selection animation will occur, allowing the player to arbitrarily select their preferred reach animation from among several types (specific reach animations A to C in the above embodiment) (see Figure 27(a)). The specific form of the reach selection animation (selection method, etc.) may be anything, so no explanation is given. After the reach selection animation, the type of specific reach animation selected in the reach selection animation will be executed (see Figure 27(b)), and the result of the target win / failure lottery will be indicated by the outcome of the specific reach animation (successful outcome / failure outcome). It should be noted that, naturally, the selection in the reach selection animation does not affect the win / failure lottery result (whether or not a successful outcome is reached is determined internally in advance, and the outcome does not change depending on the selection). Furthermore, the conditions for execution are not met in all fluctuations (the reach selection animation does not occur in all fluctuations). From another perspective, the occurrence of the reach selection animation is a kind of chance-up animation (the reliability of the target win / loss result is higher than when the reach selection animation does not occur). However, even when the reach selection animation occurs, the target win / loss result can still be a loss (the specific reach animation may end in failure). In other words, the reliability of the reach selection animation is not 100%.
[0114] If a jackpot (first win) is announced through the selected specific reach animation (if the selected specific reach animation reaches a successful outcome) (see Figure 27(c)), the game enters a second game state with an animation style corresponding to the selected specific reach animation (see Figure 27(d)).
[0115] As demonstrated in this example, the specific type of reach animation chosen by the player will be executed, thus realizing a gameplay experience where the style of animation in the subsequent second game state is also "indirectly" chosen by the player through the specific reach animation. Since the player is highly likely to choose their preferred specific reach animation (preferred character) during the reach selection animation, there is a high probability that the style of animation in the second game state will also be to the player's liking.
[0116] 〇Specific Example 4-7 If a jackpot (first win) is announced in the first game state by one of several specific reach animations (see Figure 28(b)), the animations (jackpot animations) executed during the jackpot game (round) (see Figure 28(c)) will correspond to the type of specific reach animation that announced the jackpot. As in the above embodiment, if there are three types of specific reach animations A to C, then three types of jackpot animations A to C (jackpot animations with different characteristics from each other) corresponding to each are prepared. Jackpot animations A to C shall include animation elements common to the corresponding specific reach animation. For example, jackpot animation A may display character A, jackpot animation B may display character B, and jackpot animation C may display character C (Figure 28(c) shows jackpot animation B). Alternatively, the name of the jackpot shown in the jackpot animation may include A to C. For example, the name "A Bonus" will be displayed in jackpot animation A, "B Bonus" in jackpot animation B, and "C Bonus" in jackpot animation C.
[0117] As shown in Figure 28, when a jackpot is announced by specific reach animation B, jackpot animation B is executed. Although not shown, when a jackpot is announced by specific reach animation A, jackpot animation A is executed, and when a jackpot is announced by specific reach animation C, jackpot animation C is executed. After that, a second game state is started in which the animation style corresponding to the type of specific reach animation is set (see Figure 28(d)).
[0118] By doing so, the jackpot game played between the first game state (specific reach animation) and the second game state (animation style) will also be related to both game states, further enhancing the effect of creating a unified gameplay experience.
[0119] 3) 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.
[0120] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.
[0121] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of obtaining a big win via a small win (the gameplay of a so-called "Type 2 game machine"), a detailed explanation will be omitted. However, for example, if the setting is such that when a small win is won, (except in the case of irregular events such as a malfunction of the game machine or when the player does not play as instructed) it leads to obtaining a big win (a setting in which winning a small win and winning a big win can be considered as essentially the same), then the winning of a big win as described in the above embodiment includes winning a small win that leads to obtaining a big win ("big win" can be read as "small win").
[0122] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0123] ·Means 1-1 The gaming machine comprises a display means for displaying multiple decorative patterns that notify the result of a winning or losing lottery, and an effect execution means for executing a pattern effect that includes a period of build-up in which the type of decorative pattern designated as the target pattern displayed at a predetermined position changes, wherein the build-up period is characterized in that a covered state in which the target pattern is covered by a displayed covering image and an exposed state in which at least a part of the covering image is hidden and the target pattern becomes visible are repeated together with the output of a predetermined sound effect, and each time the exposed state occurs, the type of decorative pattern that becomes visible as the target pattern changes. The above-mentioned gaming machine is capable of performing an interesting effect (symbol effect) in which the type of decorative symbol changes as the target symbol alternates between exposed and covered states in accordance with the output of sound effects.
[0124] ·Means 1-2 The game machine according to means 1-1, characterized in that the aforementioned symbol presentation is a reach presentation in which the type of decorative symbol shown as the target symbol during the conclusion period after the end of the build-up period becomes the same type as the decorative symbol that was designated as the reach symbol, which is considered a favorable outcome for the player. In this way, the symbolic animation can be used as a winning animation.
[0125] ·Means 1-3 The gaming machine according to means 1-2, characterized in that, in the covered state, the reach pattern is visible without being covered by the covered image. This makes it easy to distinguish between the reach symbol (not covered by the covering image) and the target symbol (covered by the covering image). Also, during the build-up period, it is always indicated that a reach has been achieved.
[0126] ·Means 1-4 The gaming machine according to means 1-2 or means 1-3, characterized in that a predetermined order is set for multiple types of the aforementioned decorative patterns, and when the Nth decorative pattern in the predetermined order is the reach pattern, the N-1th decorative pattern in the predetermined order becomes visible as the target pattern in the last exposed state of the build-up period. This allows players to understand that the target symbol is close to matching the winning symbol, making it more likely that they will sense that the ending is near (making it easier to predict the timing of the ending transition).
[0127] ·Means 1-5 The gaming machine according to means 1-2 or means 1-3, characterized in that a predetermined order is set for multiple types of decorative patterns, and when the Nth decorative pattern in the predetermined order is the reach pattern, the Nth decorative pattern in the predetermined order becomes visible as the target pattern in the last exposed state of the build-up period. This allows players to recognize that the target symbol matches the winning symbol, making it highly likely that they will sense that the ending is near (making it easier to predict the timing of the ending transition).
[0128] ·Means 2-1 A gaming machine in which a target performance element and a different non-target performance element may be output together with the target performance element, characterized in that the machine is provided with a normal mode and an emphasis mode in which the non-target performance element is less prominent than in the normal mode, as performance modes that can be selected by the player. According to the above-mentioned gaming machine, selecting the emphasis mode suppresses the interference of the output of the target performance element with the output of the non-target performance element, making it possible to fully enjoy the target performance element.
[0129] ·Means 2-2 The gaming machine according to means 2-1, characterized in that the target performance element is a background music that is continuously output, the non-target performance element is a sound effect that is temporarily output in accordance with the progress of the game, and the emphasis mode reduces the output of the sound effect compared to the normal mode. By doing this, selecting emphasis mode allows you to clearly hear the background music (preventing the background music from becoming difficult to hear due to the output of sound effects).
[0130] ·Means 2-3 The gaming machine according to means 2-2, characterized in that it is equipped with a music selection function that allows the player to arbitrarily select a song to be output as background music from among several types of songs. If a music selection function is included, there will likely be players who want to fully listen to the background music, so it would be good to have an emphasis mode that reduces the output of sound effects.
[0131] ·Means 2-4 The gaming machine according to means 2-3, characterized in that the emphasis mode cannot be activated when the background music is not selected and the music selection function is not being used, and the emphasis mode can be activated when the background music is selected and the music selection function is being used. If the music selection function is being used, there is a high probability that players want to hear the background music clearly, so it would be good to have an enhanced mode that reduces the output of sound effects. Conversely, if the music selection function is not being used, there is a low probability that players want to hear the background music clearly, so it is not necessary to have an enhanced mode that reduces the output of sound effects.
[0132] ·Means 3-1 A gaming machine comprising: sound output means; display means having a display area; performance execution means that performs a variation performance from the time the decorative pattern displayed in the display area starts to vary until it stops in a manner corresponding to the result of the win / loss lottery; and a music selection function that allows the player to arbitrarily select a background music to be output from the sound output means during the variation performance from among several candidate music pieces, wherein a specific music piece that is at least a part of the multiple candidate music pieces is provided with a corresponding specific image, and when the specific music piece is selected as the background music using the music selection function, the specific image corresponding to the specific music piece being output as the background music is displayed as a background image that becomes the background of the decorative pattern. As with the gaming machine described above, it is possible to enhance the enjoyment of the game by allowing players to use their favorite song as background music (a specific song) while simultaneously viewing a corresponding background image (a specific image).
[0133] ·Means 3-2 The gaming machine according to means 3-1, characterized in that when a song other than the aforementioned specific song is output as the background song, a basic image different from the aforementioned specific image is displayed as the background image. Therefore, it is preferable that the option of playing the game with a background image (basic image) that is not linked to the background music be provided to the player.
[0134] ·Means 3-3 The aforementioned music selection function can also be used during a winning game which is executed when the result of the win / fail lottery is a win, and when the winning game ends with the specific music and the corresponding specific image output using the music selection function, the output of the specific music and the display of the specific image are continuously performed from the winning game through to the subsequent variation performance, as described in means 3-1 or means 3-2 of the gaming machine. This way, you can listen to your favorite music while viewing the corresponding images from the moment you win a round to the animation during the reel spin.
[0135] ·Means 4-1 A gaming machine that, after a winning game is executed when the result of the win / fail lottery in the first gaming state is a win, can transition to a second gaming state different from the first gaming state, wherein the second gaming state is set to one of a plurality of types of performance patterns, and is provided with a plurality of types of specific reach performances that may be executed in the first gaming state, each of the plurality of types of specific reach performances is associated with one of the plurality of types of performance patterns, and when it is announced that the result of the win / fail lottery in a certain type of specific reach performance in the first gaming state is a win, the second gaming state after the completion of the winning game executed as a result is set to a type of performance pattern that corresponds to a certain type of specific reach performance. According to the above-mentioned gaming machine, it is possible to achieve an interesting gameplay experience in which players can enjoy related games (gameplay with a sense of unity) from the first game state to the second game state.
[0136] ·Means 4-2 The gaming machine according to means 4-1, characterized in that the multiple types of the aforementioned specific reach effects are characterized by the different types of characters that appear in the effects, and the effect style corresponding to a certain type of the aforementioned specific reach effect is based on the characters that appear in a certain type of aforementioned specific reach effect. This creates a gameplay mechanic where the animation style of characters appearing in specific reach sequences is set in the second game state.
[0137] ·Means 4-3 The game machine according to means 4-1 or means 4-2, characterized in that, as an effect to be performed in the winning game, there are multiple types of winning effects associated with each of the multiple types of the specific reach effects, and when it is notified that the result of the win / fail lottery is a win in a certain type of the specific reach effect in the first game state, the winning game performed as a result is characterized in that the type of winning effect corresponding to a certain type of the specific reach effect is performed. In this way, it becomes possible to enjoy a more engaging gameplay experience where players can experience related gameplay (a unified gameplay experience) even during winning games between the first game state (specific reach animation) and the second game state (animation style). [Explanation of Symbols]
[0138] 1. Gaming machine 10 Covered images 20 background images 20a Basic image 20b Specific image 40. Template Images 65 speakers 80 decorative patterns 80s Reach Symbol 80t Target design 91 Display device 911 Display area
Claims
1. A display means that shows multiple decorative patterns to announce the results of the lottery, An effect execution means for executing a pattern effect that includes a period of time during which the type of decorative pattern, which is the target pattern displayed at a predetermined position, changes, Equipped with, The aforementioned period of provocation is The covering state in which the target pattern is covered by the displayed covering image, An exposed state in which a portion of the covering image is hidden and the target pattern becomes visible, This is repeated along with the output of a predetermined sound effect, Each time the aforementioned exposure state occurs, the type of decorative pattern that becomes visible as the target pattern changes. The aforementioned symbol presentation is a reach presentation in which the type of decorative symbol shown as the target symbol during the conclusion period after the end of the aforementioned build-up period is the same type as the decorative symbol that was designated as the reach symbol, which is considered to be a favorable outcome for the player. In the covered state and the exposed state, the reach pattern is displayed in front of the covered image and is visible. A gaming machine characterized by the following features.
2. A prescribed order is set for the multiple types of the aforementioned decorative patterns. The gaming machine according to claim 1, characterized in that, when the Nth decorative symbol in the prescribed order is the reach symbol, the N-1th decorative symbol in the prescribed order becomes visible as the target symbol in the last exposed state of the build-up period.
3. A prescribed order is set for the multiple types of the aforementioned decorative patterns. The gaming machine according to claim 1, characterized in that, if the Nth decorative symbol in the prescribed order is the reach symbol, the Nth decorative symbol in the prescribed order becomes visible as the target symbol in the last exposed state of the build-up period.