Gaming machine
Patent Information
- Application Number
- JP2025028580
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-26
- Publication Date
- 2026-09-07
AI Technical Summary
【0009】 本発明によれば、遊技者が理解しやすいカスタム画面を提供することできる。
Smart Images

Figure 2026141861000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background Art]
[0002] As a gaming machine, a pachinko gaming machine is known which includes a game area where game balls (game values) move, a launching device that launches game balls into the game area, and the like. A pachinko gaming machine includes a starting opening provided in the game area, and when the entry of a game ball into the starting opening is detected, a special symbol lottery is performed. When the result of the special symbol lottery is a jackpot, the game state shifts to a special game state, and a plurality of special games are executed in the special game state. In each special game, a large winning opening provided in the game area is operated to an open state, and game balls are paid out based on the entry of a game ball into the large winning opening.
[0003] Furthermore, among this type of gaming machine, there is a gaming machine equipped with a custom setting function (see, for example, Patent Document 1). [Prior Art Documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2018-114040 [Summary of the Invention] [Problem to be Solved by the Invention]
[0005] Incidentally, in gaming machines, there is a demand for providing a custom screen that is easy for a player to understand.
[0006] The present invention has been made in view of the foregoing circumstances, and an object of the present invention is to provide a gaming machine capable of providing a custom screen that is easy for a player to understand. [Means for Solving the Problem]
[0007] In order to achieve the above object, the gaming machine of the present invention is: Display means (e.g., liquid crystal display 32), The display means includes a control means (e.g., a performance control means 300) capable of controlling the display in the aforementioned display means, A custom screen containing multiple custom items (for example, the custom effects screen F2) may be displayed. The aforementioned custom items can be grayed out, at least partially. The aforementioned grayed-out custom items include a first grayed-out state in which the player cannot select the custom item, and a second grayed-out state in which the player can select the custom item. The first grayed-out and the second grayed-out differ in the extent of the grayed-out area.
[0008] Since the grayed-out areas of the first and second grayed-out areas are different, players can easily determine which grayed-out area is being used at a glance. Therefore, players can easily understand whether or not they can select a given custom item on the custom screen. This allows for the provision of a custom screen that is easy for players to understand (with improved usability). [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a custom screen that is easy for players to understand. [Brief explanation of the drawing]
[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to an embodiment of the present invention, illustrating its external configuration. [Figure 2] This is a front view showing the external configuration of the gaming machine and its dedicated unit. [Figure 3] This is a front view showing the external configuration of the game board. [Figure 4] This is a front view showing the external configuration of the status display unit. [Figure 5]It is a block diagram showing a schematic configuration of the same gaming machine. [Figure 6] It is a diagram showing the same jackpot lottery table. [Figure 7] It is a diagram showing the same symbol lottery table. [Figure 8] It is a state transition diagram of the same gaming state. [Figure 9] It is a diagram explaining the variable display / stop display of performance symbols and the holding performance of the same. [Figure 10] It is a diagram explaining the same menu screen. [Figure 11] It is a diagram explaining the same functional custom screen. [Figure 12] It is a diagram showing the same menu screen in a case where the setting content of at least one custom item related to functional customization is changed from the initial setting. [Figure 13] It is a diagram explaining the same performance custom screen. [Figure 14] In the same figure, (a) is a diagram explaining a custom completion display, and (b) is a diagram showing a menu screen in a case where the setting content of at least one custom item related to performance customization is changed from the initial setting. [Figure 15] It is a diagram showing the same menu screen displayed while waiting for a predetermined condition to be satisfied after the decision button is pressed while the performance custom screen is displayed. [Figure 16] In the same figure, (a) is a diagram showing an administrator menu screen, and (b) is a diagram showing a screen for selecting administrator functional customization or administrator performance customization. [Figure 17] In the same figure, (a) is a diagram showing an administrator functional custom screen, and (b) is a diagram showing an administrator performance custom screen. [Figure 18] It is a diagram showing the same functional custom screen in a case where predetermined setting is performed on the administrator functional custom screen. [Figure 19] It is a diagram showing the same performance custom screen in a case where predetermined setting is performed on the administrator performance custom screen. [Figure 20] It is a diagram showing the exclusive relationship of custom items related to effect customization, same as above. [Figure 21] Same as above, (a) is a diagram showing the effect customization screen when the setting content of custom item C22 is changed to ON, and (b) is a diagram showing the effect customization screen when the setting content of custom item C27 is changed at the time of winning a prize in (a). [Figure 22] Same as above, it is a diagram showing the effect customization screen on which two types of gray-out are applied. [Figure 23] Same as above, it is a flowchart showing the flow of update processing upon operation. [Figure 24] Same as above, it is a flowchart showing the flow of update processing upon display. MODE FOR CARRYING OUT THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the following description, basically, when a player is positioned on the front side of the gaming machine, "front-rear" means that the player side is "front" and the gaming machine body side is "rear"; "up-down" means that the upper surface side of the gaming machine is "upper" and the lower surface side is "lower"; "left-right" means that the left hand side of the player playing on the gaming machine is "left" and the right hand side is "right".
[0012] Unlike conventional pachinko gaming machines, the gaming machine 1 of the present embodiment allows a player to progress the game without touching game balls. The gaming machine 1 is of an enclosed circulation type in which a fixed number of game balls (game media) circulate inside the gaming machine. Further, the gaming machine 1 uses game value as electronic information, and is a gaming machine in which game value is consumed or game value is paid out through playing. In the gaming machine 1, payout of game value means electronically paying out (granting) game value. Note that the invention according to the present embodiment is not limited to the gaming machine 1, and can also be applied to conventional pachinko gaming machines, that is, pachinko gaming machines having specifications that allow a player to touch physical game balls and pay out game balls to a receiving tray based on entry of a game ball into a predetermined winning opening.
[0013] Figure 1 is a perspective view showing the external configuration of the gaming machine 1 according to this embodiment. The gaming machine of this embodiment comprises an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 provided inside the gaming machine that forms a game area 4 on which game balls move, an inner frame 7 that holds the game board 6, a glass unit 8 that makes the game board 6 visible to the player but inaccessible to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that blocks the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a light-transmitting translucent material, and multiple front frame lamps 12 that emit special effects lights to enhance the game are provided inside the translucent portion. In addition, speakers 14 (sound output means) that emit special effects sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10. When a player rotates the grip unit 20 clockwise toward the game machine, a launching device (not shown) located inside the game machine is activated, and game balls are launched into the game area 4. The launching device in this embodiment can launch 99 game balls per minute (1.65 per second).
[0016] The front frame 10 is provided with a pressable effect button 26 (effect operation means), and when a player operates the effect button 26, the effects performed by the game machine may change. Furthermore, the front frame 10 is provided with a lever 15 (a means for controlling the effects). The lever 15 is configured to be able to be pulled towards the player and pushed away from the player. When the player pulls (or pushes) the lever 15, the effects performed by the game machine may change. The lever 15 is movable (tilted) at least between an initial position (OFF position) and an ON position that is closer to (or further away from) the initial position.
[0017] Below the front frame 10, to the right of the performance button 26, a directional pad 27 (operating means), a volume adjustment button 28, and a light intensity adjustment button 29 are provided. The directional pad 27 (directional pad) includes at least an upper button (upper pressable part), a lower button (lower pressable part), a left button (left pressable part), a right button (right pressable part), and a middle button (middle pressable part), all of which are formed to be pressable. The volume adjustment button 28 and the light intensity adjustment button 29 each have a pressable part that is elongated in the front-to-back direction, and are formed so that the front side and rear side of the pressable part can be pressed.
[0018] The directional pad 27, volume control buttons 28, and brightness control buttons 29 are configured so that the pressable portion protrudes (stands out) from the surface surrounding the button. Because the pressable portion protrudes, it is easier for the player to touch and press.
[0019] As shown in Figure 2, a dedicated unit 400 (game value lending device, predetermined device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a banknote slot 406 into which banknotes can be inserted, a card insertion / discharge slot 402 into which cards (game value management media) can be inserted / discharged, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values using cards may be carried out by storing the number of game values on the card itself, or by storing the number of game values in a designated management device installed in the gaming hall, etc., and linking the number of game values stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).
[0020] In the dedicated unit 400, an operation (press operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the lending button 403 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 406 is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In addition, in the dedicated unit 400, an operation (press operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the replay button 404 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In other words, in this embodiment, an operation on the loan button 403 or the replay button 404, which are loan operation means, is received as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values are transferred (loaned) from the dedicated unit 400 to the game machine 1.
[0021] As shown in Figure 1, a game value display device (game ball count display device) 211 and a counting button (counting operation means) 212 are provided on the left side (dedicated unit 400 side) of the front frame 10. Based on the lending operation on the dedicated unit 400, the game machine 1 stores a value corresponding to a predetermined number of game values in the game value storage area of the frame control board 201, which will be described later. Hereinafter, the value shown in the game value storage area (stored value) will be called the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values that can be used for playing. The number of balls held is displayed on the game value display device 211. The game value display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed on the 7-segment display.
[0022] The gaming machine 1 is equipped with a frame control board 201 (see Figure 5), which controls the value (number of balls held) stored in the game value memory area. The frame control board 201 decreases the number of balls held based on the detection of a game ball being launched. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. Furthermore, when game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 increases the number of balls held by the amount of game value being transferred. Furthermore, when game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 decreases the number of balls held by the amount of game value being transferred. The frame control board 201 also controls the display of the number of balls held on the game value display device 211, and changes the display content of the game value display device 211 according to the increase or decrease in the number of balls held.
[0023] The counting button 212 is operated when sending (returning, transferring) all or part of the number of balls held (game value stored in the game value memory area) to the dedicated unit 400. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, they operate (press) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values are transferred from the game machine 1 to the dedicated unit 400. After the game values have been transferred to the dedicated unit 400, when the card return button 405 of the dedicated unit 400 is operated (pressed), a card that allows the player to know the number of game values they possess is ejected from the dedicated unit 400 (card insertion / discharge port 402).
[0024] Figure 3 is a front view showing the external configuration of the game board 6. The game board 6 is provided with a circular outer rail 28, and the area enclosed by the outer rail 28 is the game area 4 on which the game balls move. In addition, an inner rail 30 is provided in an arc shape along the outer rail 28 at the left end of the game area 4, and the outer rail 28 and inner rail 30 guide the game balls launched from a launching device (not shown) located below the game board 6 into the game area 4.
[0025] In the center of the game board 6, there is a performance unit 36 which includes a liquid crystal display 32 (performance display device, display means) that displays performance images and the like to enhance the game, and a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is a lighting device 38 (lighting means) which constitutes the performance unit 36 and outputs performance lights and the like to enhance the game.
[0026] In this embodiment, the game balls are prevented from passing in front of the liquid crystal display 32, and the game balls launched from the launcher fall into either the game area 4a on the left side of the liquid crystal display 32 or the game area 4b on the right side. In addition, numerous game pins (not shown) are driven into the game area 4 so as to intersect with the surface of the game board 6, causing the direction of movement of the game balls as they move through the game area 4 to change randomly.
[0027] Furthermore, an opening 40 is formed on the left side of the display frame 34, through which game balls falling from the game area 4a to the left of the liquid crystal display 32 can pass. Game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 located below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downwards from the stage 44. Game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downwards from near the center of the stage 44.
[0028] Below the center of the stage 44, there is a first start opening 46 (first area, predetermined area) into which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. Inside the first start opening 46, there is a first start opening switch 100 (see Figure 5) that detects game balls that have entered the first start opening 46. When the first start opening switch 100 detects a game ball (a game ball entering the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. Based on the detection signal input from the first start opening switch 100, the main control board 200 also executes the payout of prize balls (for example, 1 ball). Game balls that have entered the first start opening 46 are collected inside the game machine.
[0029] To the left of the first start opening 46 in the game area 4, there are multiple (3) general prize openings 47 (upper left general prize opening 47a, left-center general prize opening 47b, and lower left general prize opening 47c). The game board 6 is also equipped with a general prize opening switch 101 (see Figure 5) that detects game balls that enter the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c. When the general prize opening switch 101 detects a game ball (entry of a game ball into the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 3 balls) based on the detection signal input from the general prize opening switch 101. Furthermore, one general prize slot switch 101 may be provided for each of the upper left general prize slot 47a, the left middle general prize slot 47b, and the lower left general prize slot 47c, or one may be provided for multiple (for example, three) general prize slots 47. In addition, general prize slots 47 and general prize slot switches corresponding to these general prize slots may also be provided.
[0030] A passage gate 48 is provided in the game area 4b to the right of the liquid crystal display 32, through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 5) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 200. The main control board 200 then performs a regular symbol lottery to determine whether a regular win has occurred, based on the input of the detection signal from the gate switch 102.
[0031] In the game area 4b to the right of the liquid crystal display 32, a second start port 49 (second area, predetermined area) is provided below the passage gate 48. A second start port switch 103 (see Figure 5) is also installed inside the second start port 49 to detect game balls that have entered the second start port 49. When the second start port switch 103 detects a game ball (a game ball entering the second start port 49), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. The main control board 200 also executes the payout of prize balls (for example, 1 ball) based on the input of the detection signal from the second start port switch 103. Game balls that have entered the second start port 49 are collected inside the game machine.
[0032] The second starting opening 49 is provided with a standard mechanism 54 (first movable part) that can operate between a reduced state (closed state) (a state in which it is difficult for game balls to enter the second starting opening 49) and an enlarged state (open state) (a state in which it is easy for game balls to enter the second starting opening 49). The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.
[0033] Furthermore, a large prize slot 50 (third area) is provided in the game area 4b to the right of the liquid crystal display 32. A count switch 104 (see Figure 5) for detecting game balls that have entered the large prize slot 50 is also installed inside the large prize slot 50. When the count switch 104 detects a game ball (a game ball entering the large prize slot 50), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 also counts the number of game balls that have entered the large prize slot 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize slot 50 are then collected inside the game machine.
[0034] The large prize opening 50 is equipped with a special mechanism 56 (second movable part, specific movable part) that can operate between a closed state (impossible entry state) in which game balls cannot enter the large prize opening 50 and an open state (impossible entry state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state which is started when a big win is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery). The special mechanism 56 is also controlled to be in the open state under predetermined conditions in the minor win game state which is started when a minor win is achieved in the special symbol lottery (second special symbol lottery).
[0035] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see Figure 5) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of game balls passing through the specific area (passage of the specific area by game balls). The distribution means can be switched between a specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passage state, game balls that enter the large prize opening 50 are distributed to the specific area. As a result, it becomes impossible for game balls that enter the large prize opening 50 to pass through the discharge area. On the other hand, when the sorting means is displaced to a non-specific area passage state, game balls that enter the large prize opening 50 are sorted to the discharge area. This makes it impossible for game balls that enter the large prize opening 50 to pass through the specific area. The sorting means is displaced by the specific area solenoid. Game balls that enter the large prize opening 50 are first detected by the count switch 104, and then sorted by the sorting means to either the specific area or the discharge area, and after passing through that area, are discharged to the discharge path. At this time, game balls sorted to the specific area are detected by the specific area switch 107.
[0036] At the bottom of the game area 4, there is an outlet 62 for collecting game balls that fall out of the game area 4 without entering any of the prize winning holes 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning holes 46, 47, 49, or 50 or by passing through the outlet 62. Specifically, game balls that enter each prize winning hole 46, 47, 49, or 50 are detected by switches 100, 101, 103, or 104 located inside the prize winning hole, and then guided into the outlet passage. Furthermore, the game balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see Figure 5) is also installed in the discharge path. When the out switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out switch 106.
[0037] The game ball launching device is configured such that the launch output of the game balls changes by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game balls are launched so that they fall into the game area 4a (first game area 4a, left-handed area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game balls are launched so that they fall into the game area 4b (second game area 4b, right-handed area) on the right side of the liquid crystal display 32.
[0038] The player adjusts the amount of rotation of the grip unit 20 according to the game situation to launch the game ball so that it falls through the left game area 4a, or passes through the opening 40, passage 42, and stage 44 and enters the first starting opening 46 (left-handed shot), or launches the game ball so that it falls through the right game area 4b, passes through the passage gate 48, or enters the second starting opening 49, or enters the large prize opening 50 (right-handed shot). In this embodiment, left-handed shot may be called the first game method, and right-handed shot may be called the second game method.
[0039] In the gaming machine of this embodiment, when a game ball falls through the left-side game area 4a, the game ball does not pass through the passage gate 48, and therefore does not enter (win) the second starting opening 49 or the large prize opening 50. Also, when a game ball falls through the right-side game area 4b, the game ball does not enter the first starting opening 46 or the general prize opening 47.
[0040] As shown in Figure 3, a status indicator unit 70 is provided in the lower right part of the game board 6, outside the game area 4, which indicates the various states of the game machine by turning on and off lamps or the like.
[0041] Figure 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is equipped with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game status display unit 84.
[0042] The regular symbol display unit 72 is composed of two lamps. When a regular symbol lottery is held, the two lamps flash to display a changing regular symbol, and the two lamps light up or turn off to display a stopped regular symbol, thereby displaying the result of the regular symbol lottery.
[0043] The normal hold display unit 74 consists of two lamps and displays the normal hold number corresponding to the number of normal hold numbers that are held, when a normal symbol is already being displayed in a variable or stopped state when a game ball passes through the passage gate 48, or when a normal symbol lottery cannot be performed even if a random value for normal symbol lottery is acquired. The normal hold number is displayed by a combination of lighting, extinguishing, or flashing the two lamps.
[0044] The first special symbol display unit 76 is composed of a 7-segment display. When a game ball enters the first start opening 46 and a lottery for the first special symbol is held, the 7-segment display flashes to display the first special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the first special symbol in a stationary state, thereby displaying the result of the lottery for the first special symbol.
[0045] The first special reserve display unit 78 consists of two lamps and displays the number of first special reserves corresponding to the number of first special random values that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the first start opening 46, and even if a random value for special symbol lottery (lottery information) is acquired, a special symbol lottery cannot be performed. The first special reserve display unit 78 displays 0 to 4 first special reserves by combining the lighting, extinguishing, or flashing of the two lamps.
[0046] The second special symbol display unit 81 is composed of a 7-segment display. When a game ball enters the second start opening 49 and a second special symbol lottery is held, the 7-segment display flashes to display the second special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the second special symbol in a stationary state, thereby displaying the result of the second special symbol lottery.
[0047] The second special reserve display unit 82 consists of two lamps and displays the number of second special reserves corresponding to the number of second special reserves that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the second start opening 49, and even if a random value for special symbol lottery is acquired, a special symbol lottery cannot be performed. The second special reserve display unit 82 displays 0 to 4 second special reserves by combining the lighting, extinguishing, or flashing of the two lamps.
[0048] The game state display unit 84 is composed of six lamps, and the type of game state currently set is displayed by the combination of lighting, extinguishing, or flashing the six lamps. As will be described in detail later, in this embodiment, as shown in Figure 8, multiple game states can be set, including a normal state, a time-saving state, and a special game state. In the time-saving state, compared to the normal state, the variation time of the first special symbol or the second special symbol is shortened, and the trigger for executing the special symbol lottery occurs more frequently.
[0049] Figure 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board that includes a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, sub-control board 202, and frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in ROM, etc.
[0050] The main control board 200 receives input signals from input means such as the gate switch 102, the first start gate switch 100, the second start gate switch 103, the general prize gate switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the regular prize 54 and the special prize 56 based on the calculation results.
[0051] The sub-control board 202 receives signals from the main control board 200 and input signals from the performance button switch 150, performs various calculations to execute performances in accordance with the progress of the game, and controls the operation of performance devices such as the front frame lamp 12, speaker 14, liquid crystal display 32, and lighting device 38 based on the calculation results.
[0052] The frame control board 201 receives signals from the main control board 200 and input signals from the counting buttons 212, and performs control related to the number of balls held (game balls), as well as control of the game value display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0053] The main control board 200 is composed of a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal bonus item control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290, among others.
[0054] The random number generation means 210 is a means for generating random numbers for the lottery, and is implemented by a random number generator that generates hardware random numbers or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0055] The normal symbol lottery means 220, based on the input of a detection signal from the gate switch 102 which detects each game ball passing through the passage gate 48, obtains a random value for normal symbol lottery from the random number generation means 210 and stores it in the normal random number storage means 2912 of the main memory 290. The normal symbol lottery is then performed to determine whether a normal win occurs based on the random value for normal symbol lottery read from the normal random number storage means 2912.
[0056] In detail, the ordinary random number storage means 2912 is provided with four ordinary hold storage areas, ordinary hold storage area 1 to ordinary hold storage area 4, as storage areas for storing the acquired ordinary symbol lottery random values, and one ordinary hold storage area is provided as a storage area for storing the ordinary symbol lottery random values read from ordinary hold storage area 1 and used for the ordinary symbol lottery until the display of the changing and stopping of the ordinary symbols is finished. Then, when the normal symbol lottery means 220 obtains a random value for normal symbol lottery from the random number generation means 210, if the random value for normal symbol lottery is not stored in any of the normal hold memory areas 1 to 4, it first stores the obtained random value for normal symbol lottery in normal hold memory area 1. Then, when the random value for normal symbol lottery is stored in normal hold memory area 1, if the normal symbol is not in a fluctuating display or stopped display, that is, if the random value for normal symbol lottery is not stored in the normal hold memory area and control to open the normal mechanism 54 is not being executed, it immediately reads the random value for normal symbol lottery from normal hold memory area 1 and performs a normal symbol lottery, and stores the random value for normal symbol lottery obtained from the normal symbol lottery in the normal hold memory area. On the other hand, if the regular symbols are in a variable display state or stopped display state, that is, if a random value for the regular symbol lottery is stored in the regular symbol hold memory area, or if control is being executed to open the regular mechanism 54, the random value for the regular symbol lottery is held in the regular symbol hold memory area 1.
[0057] Then, if a random value for normal symbol lottery is already held in the normal hold memory area 1, and a detection signal is input from the gate switch 102 to acquire a random value for normal symbol lottery, the normal symbol lottery means 220, on the condition that the number of random values for normal symbol lottery held in normal hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of normal hold values is less than 4, stores the random value for normal symbol lottery in the normal hold memory area with the smallest ordinal number among normal hold memory areas 1 to 4 that does not currently hold a random value for normal symbol lottery.
[0058] Then, when the display of the variation and stop of the normal symbols is finished, the normal symbol lottery means 220 erases the random values for normal symbol lottery stored in the normal reserve memory area. If there are random values for normal symbol lottery stored in normal reserve memory area 1, and provided that control to open the normal mechanism 54 is not currently being executed, it reads the random values for normal symbol lottery from normal reserve memory area 1 to perform a normal symbol lottery, and stores the random values for normal symbol lottery that were used in the normal symbol lottery in the normal reserve memory area. If there are any remaining random values for normal symbol lottery in normal reserve memory area 2 or later, the remaining random values for normal symbol lottery are moved from the original normal reserve memory area to a normal reserve memory area with an ordinal number one smaller. For example, if there are any remaining random values for normal symbol lottery in normal reserve memory area 2 to normal reserve memory area 3, they are moved to normal reserve memory area 1 to normal reserve memory area 2.
[0059] Thus, in the ordinary random number storage means 2912, random numbers for ordinary symbol lottery in which an ordinary symbol lottery has been conducted are stored in the ordinary reserve storage area up to a maximum of 1, and random numbers for ordinary symbol lottery in which an ordinary symbol lottery has not been conducted are stored in ordinary reserve storage areas 1 to 4 up to a maximum of 4.
[0060] The regular symbol lottery means 220 performs a regular win determination process as part of the regular symbol lottery.
[0061] The normal win determination process is the process of determining whether a "normal win" has occurred. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which of the multiple normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each normal symbol lottery table has either a "normal win" or a "miss" associated with each of the 100 normal symbol lottery random values from 0 to 99. The normal symbol lottery means 220 then refers to the selected normal symbol lottery table and determines whether a normal win has been achieved by determining whether one of the normal symbol lottery random values read from the normal random number storage means 2912 is associated with a normal win.
[0062] The regular symbol lottery table selected when the game state is in a time-saving state has a higher probability of winning a "regular win" compared to the regular symbol lottery table selected when the game state is not in a time-saving state. In other words, the regular symbol lottery conducted when the game state is in a time-saving state has a higher probability of winning a "regular win" compared to the regular symbol lottery conducted when the game state is not in a time-saving state.
[0063] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the lottery result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0064] In the normal symbol display control process, the normal display control means 222 causes the normal symbols to change and display by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed. In the normal win determination process, depending on whether or not a "normal win" has been won, the normal symbol display unit 72 displays the result of the normal symbol lottery by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbols, thereby displaying the result of the normal symbol lottery on the normal symbol display unit 72.
[0065] In this embodiment, the time it takes for the regular symbols to change is determined according to the game state at the time the regular symbols are drawn. Specifically, if the game state is a time-saving state, the time it takes for the regular symbols to change is set to be shorter than if the game state is not a time-saving state. For example, if the game state is not a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the first hour (e.g., 20 seconds), and if the game state is a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the second hour (e.g., 1 second), which is shorter than the first hour. Therefore, the opportunity to draw regular symbols occurs more frequently when the game state is a time-saving state.
[0066] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the normal hold display unit 74, according to the number of random values for normal symbol lottery stored in the normal random number storage means 2912.
[0067] The ordinary prize control means 224 is a means for controlling the ordinary prize 54 based on the result of the ordinary symbol lottery. When the game state is not the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time A (for example, 0.1 seconds) has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win". Furthermore, when the game state is the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time B (for example, 6 seconds) that is longer than time A has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win".
[0068] Therefore, in the case of a regular symbol draw, if the game state is not a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 does not increase significantly. However, if the game state is a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 increases. In this embodiment, the regular mechanism 54 is controlled to operate in a time-saving state so that it is easier for the game ball to enter the second start opening 49 than in the normal state. Thus, the time-saving state is a game state that is more advantageous to the player than the normal state. In this embodiment, the time-saving state (second game state, right-handed game state), in which it is easier to enter the second starting port 49 than the normal state (first game state, left-handed game state), may be referred to as the high-base state (high-probability state), and the normal state may be referred to as the low-base state (low-probability state).
[0069] The special symbol lottery means 230 (special lottery means) obtains a random value for special symbol lottery from the random number generation means 210 based on a detection signal input from the first start-up switch 100, which detects each game ball entering the first start-up 46, and stores it as the first special random value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 also obtains a random value for special symbol lottery from the random number generation means 210 based on a detection signal input from the second start-up switch 103, which detects each game ball entering the second start-up 49, and stores it as the second special random value in the special random number storage means 2914. The special symbol lottery means 230 uses the first or second special random value read from the special random number storage means 2914 to perform a special symbol lottery (special lottery) to determine whether or not a jackpot has been won.
[0070] The special random number storage means 2914 is provided with four first special reserve storage areas, from the first special reserve storage area 1 to the first special reserve storage area 4, as storage areas for storing the acquired first special random number value. One first special reserve storage area is provided as a storage area for storing the first special random number value read from the first special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the first special symbol are completed.
[0071] When the special symbol lottery means 230 receives a detection signal from the first start switch 100 and acquires a random value for special symbol lottery, if the first special random value is not stored in any of the first special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the first special reserve memory area 1 as the first special random value. Then, when the first special random value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed in a fluctuating or stopped state, that is, if the first special random value is not stored in the first special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the first special random value from the first special reserve memory area 1 to perform a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. On the other hand, if the first special symbol is in a variable display state or stopped display state, that is, if the first special random value is stored in the first special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the first special random value is reserved in the first special reserve memory area 1.
[0072] Then, if a detection signal is input from the first start switch 100 while a first special random value is being held in the first special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230 stores the first special random value in the first special hold memory area with the smallest ordinal number among the first special hold memory areas 1 to 4, which is a hold memory area where no first special random value is being held and which has the smallest ordinal number, provided that the number of first special random values being held in the first special hold memory areas 1 to 4 is less than 4, that is, provided that the number of first special holds is less than 4.
[0073] The special random number storage means 2914 is provided with four second special reserve storage areas, second special reserve storage area 1 to second special reserve storage area 4, as storage areas for storing the acquired second special random number values. One second special reserve storage area is provided as a storage area for storing the second special random number values read from second special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the second special symbol are completed.
[0074] When the special symbol lottery means 230 receives a detection signal from the second start switch 103 and acquires a random value for special symbol lottery, if the second special random value is not stored in any of the second special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the second special reserve memory area 1 as the second special random value. Then, when the second special random value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed in a fluctuating or stopped state, that is, if the second special random value is not stored in the second special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the second special random value from the second special reserve memory area 1 to perform a special symbol lottery, and stores the second special random value obtained from the special symbol lottery in the second special reserve memory area. On the other hand, if the second special symbol is in a fluctuating or stopped state, that is, if the second special random value is stored in the second special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the second special random value is reserved in the second special reserve memory area 1.
[0075] Then, if a detection signal is input from the second start switch 103 while a second special random value is being held in the second special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230, on the condition that the number of second special random values being held in the second special hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of second special holds is less than 4, stores the second special random value in the second special hold memory area with the smallest ordinal number among the second special hold memory areas 1 to 4 where no second special random values are being held.
[0076] When the variation and stop display of the first special symbol is finished, the special symbol lottery means 230 erases the first special random value stored in the first special reserve memory area. If the first special random value is stored in the first special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the special symbol lottery means 230 reads the first special random value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. Furthermore, when the variation and stop display of the second special symbol is finished, the special symbol lottery means 230 erases the second special random value stored in the second special reserve memory area. Then, if a second special random value is stored in the second special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the second special random value is read from the second special reserve memory area 1 to perform a special symbol lottery, and the second special random value obtained from the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random value and the second special random value are processed in parallel, the display of the second special symbol may start while the first special symbol is being displayed, or the display of the first special symbol may start while the second special symbol is being displayed.
[0077] Furthermore, if the first special random value is stored in the first special reserve memory area 1, the first special random value may be read from the first special reserve memory area 1 and a special symbol lottery may be performed, provided that the second special random value is not stored in any of the second special reserve memory areas 1 to 4. If the second special random value is stored in any of the second special reserve memory areas 1 to 4, even if the first special random value is stored in any of the first special reserve memory areas 1 to 4, the second special random value may be read from the second special reserve memory area 1 and a special symbol lottery may be performed. In other words, the second special random value may be processed with priority over the first special random value. In addition, regardless of whether it is the first or second special random value, the first or second special random value may be read in the order in which it was stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random value or the second special random value may be processed in the order in which the game balls enter the first starting opening 46 or the second starting opening 49.
[0078] When the first special random value is read from the first special reserved memory area 1, if the first special random value remains in the first special reserved memory area 2 or later, or when the second special random value is read from the second special reserved memory area 1, if the second special random value remains in the second special reserved memory area 2 or later, the remaining first or second special random value is moved from its original special reserved memory area to a special reserved memory area with an ordinal number one less. For example, when the first special random value is read from the first special reserved memory area 1, if there are still first special random values remaining in each of the first special reserved memory areas 2 to 4, the first special random values stored in each of the first special reserved memory areas 2 to 4 are moved to each of the first special reserved memory areas 1 to 3. Similarly, when the second special random value is read from the second special reserved memory area 1, if there are still second special random values remaining in each of the second special reserved memory areas 2 to 3, the second special random values stored in each of the second special reserved memory areas 2 to 3 are moved to each of the second special reserved memory areas 1 to 2.
[0079] In the special random number storage means 2914, up to four first special random numbers for which no special symbol draw has been performed are stored in the first special reserve storage area 1 to the first special reserve storage area 4. In addition, up to four second special random numbers for which no special symbol draw has been performed are stored in the second special reserve storage area 1 to the second special reserve storage area 4.
[0080] Next, the details of the special symbol lottery will be explained. Based on the detection signal input from the first start switch 100 or the second start switch 103, the special symbol lottery means 230 acquires multiple types of random numbers as random numbers for special symbol lottery, such as a jackpot determination random number and a symbol determination random number, and stores these multiple types of random numbers in the special random number storage means 2914 as the first special random number or the second special random number. Then, the special symbol lottery means 230 performs jackpot determination processing, symbol determination processing, etc., as part of the special symbol lottery.
[0081] The jackpot determination process involves reading one jackpot determination random number from the first special random number or second special random number stored in the first special reserve storage area 1 or second special reserve storage area 1 of the special random number storage means 2914, and determining whether a jackpot has been won or not. Here, one jackpot determination random number is obtained from 65,536 jackpot determination random numbers ranging from 0 to 65,535 based on a detection signal input from the first start switch 100 or the second start switch 103, and is stored in the special random number storage means 2914 as the first special random number or second special random number.
[0082] In the jackpot determination process, the special symbol lottery means 230 selects which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing, depending on whether the read jackpot determination random number was stored as the first special random number or the second special random number.
[0083] In this embodiment, the lottery table storage means 2910 stores the jackpot lottery table A shown in Figure 6(a) and the jackpot lottery table B shown in Figure 6(b). In each jackpot lottery table, a jackpot is associated with each of the 65,536 random jackpot determination values ranging from 0 to 65,535.
[0084] The jackpot lottery table A is selected when performing a jackpot determination process for the first special random value, and a correspondence relationship is set between each determination result and the jackpot determination random value such that a "jackpot" is won with a predetermined probability (X / 65536) and a "miss" is won with a predetermined probability ((65536-X) / 65536). The special symbol lottery means 230 refers to the jackpot lottery table A and determines whether the jackpot determination random value read from the first special reserve memory area 1 is associated with either a "jackpot" or a "miss," thereby determining whether a "jackpot" or a "miss" has been won. In this embodiment, the first special symbol lottery is designed so that either a "jackpot" or a "miss" is always won. In this embodiment, the probability of winning a "jackpot" or a "miss" in the first special symbol lottery does not change depending on the game state. In the first special symbol lottery, there are two possibilities: you may win a prize (big win), or you may not win a prize (lose).
[0085] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random value, and the correspondence between each judgment result and the jackpot determination random value is set so that a "jackpot" is won with a predetermined probability (X / 65536), a "minor win" is won with a predetermined probability (Y / 65536), and a "miss" is won with a predetermined probability ((65536-(X+Y) / 65536). The special symbol lottery means 230 refers to the jackpot lottery table B and reads the jackpot from the second special reserve memory area 1. The randomly determined value is associated with either a "jackpot," a "minor win," or a "loss," and this determines whether a "jackpot," "minor win," or "loss" has been achieved. In this embodiment, the probability of winning a "jackpot," "minor win," or "loss" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a win (jackpot or minor win) is achieved, and cases where a win is not achieved (loss).
[0086] The symbol determination process is performed when a "jackpot" or "minor win" is achieved during the jackpot determination process. The symbol determination process reads one symbol determination random number from the first special random number or second special random number stored in the first special reserve storage area 1 or second special reserve storage area 1 of the special random number storage means 2914. If a "jackpot" is achieved, the process determines which of the multiple jackpot symbols will be the jackpot symbol (type of jackpot), and if a "minor win" is achieved, the process determines which of the multiple minor win symbols will be the minor win symbol (type of minor win). Here, one symbol determination random number is obtained from 200 symbol determination random numbers from 0 to 199 based on detection signals input from the first start switch 100 and the second start switch 103, and is stored in the special random number storage means 2914 as the first special random number or second special random number.
[0087] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple pattern lottery tables stored in the lottery table storage means 2910 to refer to for random number determination processing, depending on whether the random number value read out was stored as the first special random number value or the second special random number value.
[0088] In this embodiment, the lottery table storage means 2910 stores the pattern lottery table A shown in Figure 7(a), the pattern lottery table B shown in Figure 7(b), and the pattern lottery table C shown in Figure 7(c). In each pattern lottery table, a predetermined pattern is associated with each of the random numbers used to determine the pattern.
[0089] The symbol lottery table A shown in Figure 7(a) is selected when a "jackpot" is won and the read symbol determination random number is stored as the first special random number. The correspondence between each symbol and the symbol determination random number is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100 and "jackpot 2" (7R time reduction 110) is won with a probability of 99.995 / 100. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of jackpot symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of jackpot symbols has been won.
[0090] The symbol lottery table B shown in Figure 7(b) is selected when a "jackpot" is won and one of the read symbol determination random values is stored as the second special random value. The correspondence between each symbol and the symbol determination random value is set so that "jackpot 3" (10R time reduction 10000) is won with a probability of 12.8 / 100 and "jackpot 4" (7R time reduction 110) is won with a probability of 87.2 / 100. The special symbol lottery means 230 refers to the symbol lottery table B and determines which of the multiple types of jackpot symbols is associated with one of the read symbol determination random values, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol lottery table C shown in Figure 7(c) is selected when a "minor win" is achieved and the read symbol determination random number is stored as the second special random number. The correspondence between each symbol and the symbol determination random number is set so that "minor win 1" (10R time reduction 10000) is won with a probability of 50 / 100 and "minor win 2" (7R time reduction 110) is won with a probability of 50 / 100. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of minor win symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of minor win symbols has been won.
[0092] The special game execution means 260 is a means for executing a special game based on the results of the special symbol lottery, and performs the execution process of the special game. Furthermore, the special game execution means 260 is a means for executing a minor win game based on the winning of a "minor win" in the special symbol lottery, and performs the execution process of the minor win game. Note that the term "special game" may include minor win games.
[0093] The special game state is initiated when a "jackpot" is won in the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), and ends when a predetermined number of rounds (executions) of special game (jackpot game) are performed according to the type (category) of the jackpot symbol. If the special game state is initiated when "jackpot 1" or "jackpot 3" is won in the special symbol lottery, the special game state ends when 10 rounds of special game (rounds 1 to 10) have been performed. In the special symbol lottery, if "Big Win 2" or "Big Win 4" is won, the special game state will start, and the special game state will end after 7 rounds of special gameplay from round 1 to round 7 have been completed. As will be explained in more detail later, if "Big Win" is won in the special symbol lottery, a predetermined number of time-saving rounds corresponding to the big win symbol will be set and a time-saving round will start when the special game state ends.
[0094] The minor win game state is initiated based on winning a "minor win" in the special symbol lottery (second special symbol lottery), and ends when the minor win game is played a predetermined number of times (1 time in this embodiment). During the minor win game, the special mechanism 56 opens to allow game balls to enter the large prize opening 50, and the distribution means is changed from a non-specific area passing state to a specific area passing state. Specifically, during the minor win game, the distribution means is changed from a non-specific area passing state to a specific area passing state so that game balls that enter the large prize opening 50 during the execution of the minor win game can easily (make possible) pass through the specific area. As a result, if either "minor win 1" or "minor win 2" is won in the second special symbol lottery, it becomes easy (possible) for game balls to pass through the specific area during the minor win game state. Furthermore, if it is detected that a game ball has passed through a specific area during a minor win game (for example, if a game ball that has entered the big prize slot 50 during the execution of a minor win game has passed through a specific area), a special game state will be started based on the end of the minor win game state.
[0095] If you win "Minor Win 1" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 9. This will result in 10 rounds being played, with the minor win game being the first round game. The special game state will then end after 10 rounds of special games have been played. Also, if you win "Minor Win 2" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 6. This will result in 7 rounds being played, with the minor win game being the first round game. The special game state will then end after 7 rounds of special games have been played. As will be explained in more detail later, when the special game state ends, a predetermined number of time-saving rounds corresponding to the minor win symbol will be set, and the time-saving round state will begin. Furthermore, if the passage of a game ball through a specific area is not detected during a minor win game (i.e., if the passage of a game ball that entered the large prize slot 50 during the execution of a minor win game is not detected), the special game state will not start, and the normal state will begin.
[0096] In this embodiment, "special game" may refer to both big win games and small win games as a whole. Furthermore, "special game" is not limited to referring to a single round game, but may also refer to the entire round game (for example, a 10-round special game: the special game state).
[0097] Based on the start of a special game (including a minor win game) in each round (based on the fulfillment of the opening condition), the special feature 56 enters an open state. Once the special feature 56 is in an open state, it enters a closed state based on the fulfillment of one of several closing conditions. One of the closing conditions is that the opening timer in the main memory 290 counts up a predetermined time (1.8 seconds to 29 seconds) (reaches the predetermined time). Another closing condition is that when the count switch 104 detects the entry of one game ball, the value of the big win counter (not shown) in the main memory 290, which adds a value equivalent to one game ball (for example, 1), reaches a predetermined value (for example, 10). When the closing condition is fulfilled (when the special game termination condition is fulfilled), the drive control of the special feature drive device is performed so that the special feature 56 enters a closed state. Furthermore, while the game is designed to end when the opening time reaches 1.8 seconds during a minor win, it doesn't actually open continuously for 1.8 seconds. Instead, it repeatedly performs short openings of 0.15 seconds and short closings of 0.8 seconds, totaling 12 short openings to measure the total opening time of 1.8 seconds.
[0098] In the gaming machine of this embodiment, the maximum number of game balls that can enter the large prize pocket 50 in one round is 10, and the number of prize balls awarded for each ball entered is 15. Therefore, a player can win 150 prize balls in one round. Consequently, if a "Big Win 1", "Big Win 3", or "Small Win 1" is won, the player can win 1500 prize balls.
[0099] The special display control means 240 performs a first special symbol display control process, a second special symbol display control process, a first special hold display control process, and a second special hold display control process based on the results of the special symbol lottery.
[0100] The first special symbol display control process is performed when a first special random value is read from the first special reserve memory area 1 and a special symbol lottery is held. The special display control means 240 displays the first special symbol in a variable state by blinking the 7-segment display of the first special symbol display unit 76 until the variable time has elapsed, and then displays the first special symbol in a fixed state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the first special symbol in a variation by flashing the 7-segment display of the first special symbol display unit 76 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the first special symbol in a stopped state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner.
[0101] In this embodiment, the display patterns of the 7-segment display are predetermined to correspond to the jackpot symbols and the minor jackpot symbols, respectively. The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the first special symbol display unit 76 in a manner that corresponds to whether or not a "jackpot" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, thereby stopping the display of the first special symbol and displaying the result of the special symbol lottery on the first special symbol display unit 76.
[0102] The second special symbol display control process is performed when a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is conducted. The special display control means 240 displays the second special symbol in a variable state by blinking the 7-segment display of the second special symbol display unit 81 until the variable time has elapsed, and then displays the second special symbol in a fixed state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the second special symbol in a variation by flashing the 7-segment display of the second special symbol display unit 81 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the second special symbol in a stopped state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner.
[0103] The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the second special symbol display unit 81 in a manner that corresponds to whether or not a "jackpot" or "minor win" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, and if a "minor win" has been won in the jackpot determination process, in a manner that corresponds to the minor win symbol determined in the symbol determination process, thereby stopping the display of the second special symbol and displaying the result of the special symbol lottery on the second special symbol display unit 81.
[0104] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the first special hold display unit 78, according to the number of first special random values stored in the special random number storage means 2914.
[0105] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the second special hold display unit 82, according to the number of second special random values stored in the special random number storage means 2914.
[0106] In this embodiment, if a "big win" is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. Also, if a "minor win" is achieved in the second special symbol lottery, a minor win game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. When it is detected that a game ball that has entered the big prize slot 50 has passed through a specific area in the minor win game state, a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. By getting game balls into the big prize slot 50, the player can win many prize balls. In this embodiment, the probability of transitioning to the special game state based on the second special symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, there is no "minor win" option in the lottery results, and the game transitions to the special game state only if a "big win" is achieved. On the other hand, in the second special symbol lottery, both "big win" and "minor win" options are available in the lottery results. The game transitions to the special game state if a "big win" is achieved, and also if a "minor win" is achieved and the passage of a specific area by the game ball is detected during the minor win game state.
[0107] In this embodiment, obtaining the opportunity to draw the second special symbol results in a higher probability of transitioning to a special game state than obtaining the opportunity to draw the first special symbol. As mentioned above, in order to obtain the opportunity to draw the second special symbol, it is necessary to win a "regular win" in the regular symbol draw and to insert the game ball into the second start opening 49 when the regular mechanism 54 (regular electric mechanism) is in the open state. Furthermore, the ease with which the game ball enters the second start opening 49 (ease of inserting the ball) varies depending on the game state.
[0108] As shown in Figure 8, the game state transition control means 250 performs a game state transition control process that transitions the game state between each game state based on the fulfillment of predetermined conditions (transition conditions).
[0109] (Normal state) The normal state (normal game state) is the initial state among the various game states. As mentioned above, in the normal state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state. Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 hardly increases. For this reason, in the normal state, it is difficult (impossible) to get the game ball into the second start opening 49. In other words, it is difficult (impossible) to obtain an opportunity for the second special symbol lottery. In the normal state, it is more advantageous for the player to shoot left to get the game ball into the first start opening 46 in order to obtain an opportunity for the first special symbol lottery, rather than shooting right. In other words, the normal state is a game state in which left-handed shooting is recommended.
[0110] As shown in Figure 8, the game transitions to a special game state based on winning a "jackpot" in the special symbol lottery (first special symbol lottery) in the normal state. As shown in Figure 7(a), if "jackpot 1" is won in the special symbol lottery, 10,000 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving spin state based on the end of the special game state. Also, if "jackpot 2" is won in the special symbol lottery, 110 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving spin state based on the end of the special game state.
[0111] (Time-saving state) As mentioned above, in the time-saving state (specific game state), the probability of winning a "regular win" in the regular symbol lottery is higher than in the normal state. Also, when a "regular win" is won in the regular symbol lottery, the regular mechanism 54 operates in a way that increases the ease with which the game ball enters the second start opening 49. For this reason, in the time-saving state, it is easier to get the game ball into the second start opening 49 compared to the normal state. In other words, it is easier to obtain an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to shoot to the right to get the game ball through the passage gate 48 in order to obtain an opportunity to win the second special symbol lottery, rather than shooting to the left. In other words, the time-saving state is a game state in which shooting to the right is recommended.
[0112] As shown in Figure 8, if a "Big Win" or "Small Win" is achieved in the special symbol lottery (second special symbol lottery) during the time-saving state, the game transitions to a special game state (including via the small win game state). As shown in Figure 7(b), if "Big Win 3" is achieved in the special symbol lottery, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Also, if "Big Win 4" is achieved in the special symbol lottery, 110 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, as shown in Figure 7(c), if "Small Win 1" is achieved in the special symbol lottery, and the passage of a game ball through a specific area is detected during the small win game state, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if the player wins "Minor Win 2" in the special symbol lottery and the game ball is detected passing through a specific area during the minor win game state, 110 rounds of time-saving features will be set at the end of the special game state, and the game will transition to the time-saving feature state based on the end of the special game state.
[0113] The game state transition control means 250 determines that the termination condition (a predetermined condition) for the time-saving state has been met when the number of times the second special symbol has been displayed in the time-saving state reaches 110 (or 10,000) times, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the time-saving counter 2915 in the main memory 290 is stored with a value corresponding to the type of winning symbol, and each time the second special symbol is displayed in the time-saving state, "1" is deducted from the value stored in the time-saving counter 2915. Then, when the value of the time-saving counter 2915 reaches "0", the time-saving termination condition is met, the time-saving state ends, and the normal state begins. In this embodiment, the time-saving termination condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0". However, the system is not limited to this, and the time-saving termination condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000").
[0114] Let's return to Figure 5 for explanation. The payout control means 270 controls the payout (electronically) of a number of game balls corresponding to a predetermined number of prize balls for each detection signal, based on the detection signals received from the first start switch 100, the second start switch 103, the general prize slot switch 101, and the count switch 104.
[0115] The communication control means 280 controls the transmission of various commands generated according to the various calculation results of the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, only unidirectional communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and the communication connection is configured such that the sub-control board 202 cannot transmit information to the main control board 200.
[0116] Next, the sub-control board 202 will be described. The sub-control board 202 is composed of a performance control means 300 and a sub-memory 302. The sub-memory 302 is equipped with multiple types of RAM and ROM, and the various data stored in the sub-memory 302 are stored in each of the RAMs and ROMs.
[0117] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302. By controlling the performance device, it makes the performance device execute performances to enhance or assist the game, such as turning on or flashing the front frame lamp 12 and lighting device 38, displaying performance images on the liquid crystal display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance item drive device to operate the performance items (mechanical items).
[0118] The liquid crystal display 32 performs an effect by displaying an effect image on its display surface. The effect image displayed on the liquid crystal display 32 is a composite image formed by superimposing multiple layers on which drawing materials (source images) are arranged.
[0119] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32. The performance control means 300 draws an image to the frame buffer of the sub-memory 302 every frame (1 / 30 second) based on this performance image data, and displays the drawn image on the liquid crystal display 32, thereby playing and displaying a video on the liquid crystal display 32. The performance screen displayed on the liquid crystal display 32 is composed of, for example, 30 frames per second (hereinafter referred to as "frames") (a so-called 30fps frame rate). Therefore, for example, in the case of a performance pattern with a length of 1 minute, the performance screen consists of a total of 1800 frames, which is 60 seconds × 30 frames. Alternatively, for example, it may be composed of 60 frames per second. Examples of displayable objects (images) on the liquid crystal display 32 include people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, etc.
[0120] (Stage design) The performance control means 300 can perform a performance in which performance symbols (demo symbols, predetermined symbols) are displayed on the liquid crystal display 32 in accordance with (corresponding to) the fluctuation and stop display of special symbols in the first special symbol display unit 76 or the second special symbol display unit 81, in both the normal state and the time-saving state, and can notify the result of the special symbol lottery. In the normal state, the performance control means 300 displays performance symbols on the liquid crystal display 32 that correspond to the fluctuation and stop display of the first special symbol, and in the time-saving state, it displays performance symbols on the liquid crystal display 32 that correspond to the fluctuation and stop display of the second special symbol.
[0121] Here, we will explain the display of the performance symbols in the normal state. Figure 9(a) shows the state before the first special symbol begins to change in the normal state. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are displayed in the display area 32a of the liquid crystal display 32. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute a sequence of nine performance symbols representing the numbers "1" to "9". Note that each performance symbol representing the numbers "1" to "9" may include decorative elements such as characters along with the numbers.
[0122] As shown in Figure 9(b), the display of the special symbols changes (display effect) when the first special symbol starts to change. The downward arrow in the figure indicates that the special symbols are rapidly changing (scrolling) in the vertical direction.
[0123] As shown in Figure 9(c), the performance symbols are displayed in a stopped state based on the stop display of the first special symbol. The performance symbols are displayed in a manner corresponding to the result of the first special symbol lottery. For example, if a "jackpot" is won in the first special symbol lottery, the performance symbols are displayed in a manner corresponding to the jackpot symbol determined in the symbol determination process. Although not shown in the illustration, even in the time-saving state, the performance symbols are displayed in a changed or stopped state in accordance with the changing and stopped displays of the second special symbol, just as in the normal state (as shown in Figures 9(a), 9(b), and 9(c)).
[0124] In other words, each time a first special random value is read from the first special reserve memory area 1 and a special symbol lottery is performed, the performance control means 300 causes the left performance symbol 350a, the middle performance symbol 350b, and the right performance symbol 350c (in other words, a sequence of multiple symbols) to change and display, in accordance with the start of the changing display of the first special symbol in the first special symbol display unit 76, or each time a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is performed, the start of the changing display of the second special symbol in the second special symbol display unit 81, after changing and displaying the left performance symbol 350a, the middle performance symbol 350b, and the right performance symbol 350c (in other words, a sequence of multiple symbols), to execute a performance on the liquid crystal display 32 that stops displaying the left performance symbol 350a, the middle performance symbol 350b, and the right performance symbol 350c in accordance with the start of the changing display of the first special symbol in the first special symbol display unit 76, or each time a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is performed, in accordance with the start of the changing display of the second special symbol in the second special symbol display unit 81.
[0125] (Holding performance) The performance control means 300 executes a performance (reserve performance) that displays an image representing the first special reserve number or the second special reserve number on the liquid crystal display 32, based on the first special reserve number (the first special random number value stored (reserved) in the special random number storage means 2914) or the second special reserve number (the second special random number value stored (reserved) in the special random number storage means 2914) in the main control board 200. As shown in Figure 9(a) and the like, four reserve display areas (display areas), the first reserve display area 411 to the fourth reserve display area 414, are provided at the bottom of the display area of the liquid crystal display 32, corresponding to the first special reserve storage area 1 to the first special reserve storage area 4 or the second special reserve storage area 1 to the second special reserve storage area 4 of the special random number storage means 2914.
[0126] Figure 9(a) shows the hold animation performed in the normal state, where the first special random value is stored in the first special hold memory area 1 to the first special hold memory area 3, and the first hold image 420 (display of the first hold ball) (3 first hold images 420) is displayed in the first hold display area 411 to the third hold display area 413. Figure 9(d) shows the hold animation performed in the time-saving state, where the second special random value is stored in the second special hold memory area 1 to the second special hold memory area 2, and the second hold image 422 (display of the second hold ball) (2 second hold images 422) is displayed in the first hold display area 411 to the second hold display area 412.
[0127] In addition, during the hold animation, one hold display area 430 is displayed in the area to the left of the first hold display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special hold storage area of the special random number storage means 2914. In the hold display area 430, the first hold image 420 is displayed when the first special random value is read from the first special hold storage area 1 and stored in the special hold storage area (Figure 9(b)). Also, when the second special random value is read from the second special hold storage area 1 and stored in the special hold storage area, the second hold image 422 is displayed.
[0128] (Miniature design and number of reserved items displayed) In Figure 9, the mini-symbols and the number of reserved symbols are displayed in the area indicated by symbol M (lower right of the screen). Mini symbols, like the main display symbols (left display symbol 350, middle display symbol 352, and right display symbol 354), are display symbols that correspond to the movement (stopping) of special symbols, but are smaller in display size than the main display symbols. Mini symbols consist of, for example, a mini left display symbol, a mini middle display symbol, and a mini right display symbol. Mini symbols consist only of numbers and do not include decorative elements. Even if the visibility of the main display symbols is reduced (including when they are not visible), the display of mini symbols allows the player to understand whether the special symbols are moving or not. The reserved ball count display shows the first special reserved ball count and the second special reserved ball count, with two numbers displayed side by side. One number corresponds to the number of first special random values (any of 0 to 4) reserved in the first special reserved ball storage area 1 to the first special reserved ball storage area 4 of the special random number storage means 2914, and the other number corresponds to the number of second special random values (any of 0 to 4) reserved in the second special reserved ball storage area 1 to the second special reserved ball storage area 4 of the special random number storage means 2914. The reserved ball count display is smaller in size than the first reserved ball image 420 and the second reserved ball image 422. Even if the visibility of the reserved ball animation (reserved balls) is reduced (including when they are not visible), the player can still grasp the number of reserved balls because the reserved ball count display is shown.
[0129] As described above, the special symbol lottery means 230 receives a detection signal from the first start-up switch 100, which detects each game ball entering the first start-up 46, and obtains a random value for special symbol lottery from the random number generation means 210, and stores it as the first special random value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 reads the first special random value from the special random number storage means 2914 and performs a jackpot determination process, a symbol determination process, a variation pattern determination process (main variation pattern determination process), etc., as part of the special symbol lottery. Furthermore, as described above, the special symbol lottery means 230 receives a detection signal from the second start port switch 103, which detects each game ball entering the second start port 49, and obtains a random value for special symbol lottery from the random number generation means 210, and stores it as a second special random value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 reads the second special random value from the special random number storage means 2914 and performs a jackpot determination process, a symbol determination process, a variation pattern determination process (main variation pattern determination process), etc., as part of the special symbol lottery.
[0130] (Main variation pattern determination process) The special symbol lottery means 230 performs a main variation pattern determination process for the special symbol lottery. In this embodiment, multiple types of main variation patterns with different variation times are provided, and the special symbol lottery means 230 performs a main variation pattern lottery (variation time lottery) to determine which of the multiple types of main variation patterns to use. Variation times include relatively short variation times and relatively long variation times. Furthermore, if a win (big win or small win) is achieved in the special symbol lottery, the probability of a relatively long variation time being determined is higher than if a win is not achieved in the special symbol lottery. However, even if a win is not achieved in the special symbol lottery, a relatively long variation time may still be determined.
[0131] The special display control means 240 causes the first special symbol (or second special symbol) to change by flashing the 7-segment display of the first special symbol display unit 76 (or second special symbol display unit 81) until the change time determined in the main change pattern determination process has elapsed, and then causes the first special symbol (or second special symbol) to stop by lighting up the 7-segment display of the first special symbol display unit 76 (or second special symbol display unit 81) in a predetermined manner (a manner corresponding to the result of the special symbol lottery).
[0132] (Preliminary assessment) The special symbol lottery means 230 (pre-determination means) performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing when storing the first special random value in the special random number storage means 2914 (before the special symbol lottery is performed). When the special symbol lottery means 230 receives a detection signal from the first start switch 100 and obtains a random value for special symbol lottery (lottery information) from the random number generation means 210, it performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing for the first special random value, according to the game state and the number of reserved balls at that time, before storing it as the first special random value. Furthermore, when the special symbol lottery means 230 (pre-determination means) stores the second special random value in the special random number storage means 2914 (before the special symbol lottery is performed), it performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing. When the special symbol lottery means 230 receives a detection signal from the second start port switch 103 and obtains a random value for special symbol lottery (lottery information) from the random number generation means 210, it performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing for the second special random value, depending on the game state and the number of reserved balls at that time, before storing it as the second special random value.
[0133] Furthermore, the pre-determination process may be configured to execute a dedicated pre-determination process (pre-jackpot determination process, pre-symbol determination process) rather than the same process (for example, a lottery process based on the same table) that is executed when the fluctuations based on the random values for special symbol lottery that are actually stored as pending are performed.
[0134] The special symbol lottery means 230 transmits pre-determination results, including the results of pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing, as pre-determination result information to the sub-control board 202 (performance control means 300), and stores the pre-determination results in association with the first special random value or second special random value that was the subject of the pre-determination processing. Based on the received pre-determination result information, the performance control means 300 can execute performances that hint at the result of the special symbol lottery in advance.
[0135] When a game ball enters the first start port 46 (or second start port 49) and a detection signal is input from the first start port switch 100 (or second start port switch 103), a random value for special symbol lottery (lottery information) is acquired, a pre-determination is performed, and the timing when the first special random value (or second special random value) associated with the pre-determination result is stored in the special random number storage means 2914 is called the "time of prize entry" for the target reserve.
[0136] As described above, in the special random number storage means 2914, up to a maximum of 4 first special random numbers for which no special symbol lottery has been conducted are stored in the first special reserve storage area 1 to the first special reserve storage area 4. In addition, up to a maximum of 4 second special random numbers for which no special symbol lottery has been conducted are stored in the second special reserve storage area 1 to the second special reserve storage area 4. For example, if a detection signal is input from the first start switch 100 and a first special random value (target hold) is acquired while the first special random value is already held in the first special hold memory area 1 to the first special hold memory area 3, the special symbol lottery means 230 holds the said first special random value in the first special hold memory area 4. Here, the first special random value held in the first special hold memory area 1 is referred to as the "first hold," the first special random value held in the first special hold memory area 2 is referred to as the "second hold," the first special random value held in the first special hold memory area 3 is referred to as the "third hold," and the first special random value held in the first special hold memory area 4 is referred to as the "fourth hold" (target hold). The special symbol lottery (display of special symbol variations) based on the target hold is performed after the special symbol lottery based on the previous holds (first hold to third hold) has been performed. Here, the period after a target hold has been awarded, but before the special symbol lottery (special symbol variation) based on that target hold is executed (started), and during which the special symbol lottery based on the previous hold is being executed, is called the "hold variation period." Note that the "hold variation period" includes the "hold variation start time" (the start time of the variation of the special symbol based on the previous hold).
[0137] Furthermore, the start of the special symbol lottery (display of the special symbol variation) based on the target hold is called the "target variation start time" (the start time of the variation).
[0138] Figure 10(a) shows the liquid crystal display 32 in its normal state, with the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 stopped in a manner related to a loss. Three first reserved images 420 (reserved balls) are also displayed. In addition, a background corresponding to the normal state is displayed. In this embodiment, the performance control means 300 basically enables the operation of the directional keys 27 (operation means) (operation related to setting the performance) during gameplay, and can also display the menu screen F (display related to setting the performance) on the liquid crystal display 32 (lower right). As shown in Figure 10(b), the menu screen F is composed of an image that mimics the directional keys 27. When the menu screen F is displayed, the player can operate the directional keys 27 to make settings related to the performance. Note that the menu screen F may be hidden during the execution of a predetermined performance.
[0139] Furthermore, the performance control means 300 can enable the operation of the directional keys 27 (operation means) (operations related to setting the performance) while the machine is waiting for a customer (described later), and can also display the menu screen F (display related to setting the performance) on the liquid crystal display 32 (lower right). In this embodiment, the gaming machine transitions to a customer waiting state (waiting for a customer) when the state in which no player is playing continues for a predetermined time (for example, 1 minute) (assuming the demo transition condition is met). The performance control means 300 can execute a demo performance in the customer waiting state. In this embodiment, while the demo performance is being executed, a demo image (a movie such as a character introduction) is displayed on the liquid crystal display 32, and the menu screen F is also displayed.
[0140] When the menu screen F is displayed, the performance control means 300 can display the functional custom screen F1 shown in Figure 11 when the up button of the directional pad 27 is pressed. At this time, the menu screen F is hidden and the functional custom screen F1 is displayed. The performance control means 300 can display the performance customization screen F2 shown in Figure 13 when the down button of the directional key 27 is pressed while the menu screen F is displayed. At this time, the menu screen F is hidden and the performance customization screen F2 is displayed. The functionality customization screen F1 and the performance customization screen F2 can be said to be displays at a lower level than the menu screen F.
[0141] (Functionality customization screen F1) As shown in Figure 11, the functional custom screen F1 consists of a functional custom display F11, a functional custom initialization display F12, and an operation instruction display F13.
[0142] (Functionality Custom Display F11) The Functional Custom Display F11 is composed of multiple (multiple types) custom items (customizable items) arranged vertically. The Functional Custom Display F11 consists of multiple rows, with one custom item assigned to each row. In Figure 11, the custom items are Custom Item C11, Custom Item C12, and Custom Item C13. Each custom item includes a status name P1, a custom item name P2, and a setting content P3, arranged from left to right. Figure 11 also shows the state where custom item C11 is selected, and the explanatory text P4 corresponding to custom item C11 is displayed. The player can switch (change) the selected custom item (row) by operating the directional keys 27 (up or down button). In this embodiment, the selected custom item (status name P1, custom item name P2, and setting content P3) is displayed with a different background color (e.g., yellow) than the unselected custom items.
[0143] State name P1 is an indicator of the game state in which customization is enabled. State name P1 is defined for each customization item, and in this embodiment, one of the following will be displayed: "Common", "Normal", or "Shortened Time". "Common" means that customization is enabled in any game state. "Normal" means that customization is enabled (only) in the normal state. "Shortened Time" means that customization is enabled (only) in the shortened time state.
[0144] The custom field name P2 is a display indicating the name of the custom field.
[0145] Setting Content P3 is a display showing the currently selected setting (custom type). This setting may include, for example, "OFF" or "ON," and may also include settings related to execution frequency, execution timing, or execution method, as will be described later. The player can change the setting content P3 (selected setting) of a custom item by operating the directional pad 27 (left or right button) while a predetermined custom item is selected. In other words, each time the directional pad 27 (left or right button) is operated, the setting content P3 (selected setting) switches.
[0146] Description P4 displays the custom content (custom description) of the currently selected custom item. As shown in Figure 11, in this embodiment, Description P4 is displayed for selected custom items, but not for unselected custom items. Alternatively, Description P4 may be displayed for all custom items regardless of whether they are selected or not.
[0147] (Custom field C11) The status name P1 for custom field C11 is "Common". The custom field name P2 for custom field C11 is "Auto Button Settings". The setting for custom item C11, P3, has an initial setting (initial value, default) of "OFF," and there is also a setting "ON" which is different from the initial setting. The description for custom item C11 on page P4 reads, "Sets whether the auto button function is ON or OFF." In this embodiment, an effect is performed that prompts the player to operate the effect operation means (effect button 26, etc.) at a predetermined trigger. However, if the auto button setting is set to "ON", even if the player does not operate the effect operation means when the effect is performed, the effect operation means is automatically controlled (processed) as if it had been operated. The player can select custom item C11 by operating the up button (or down button) of the directional pad 27 (displaying the explanatory text P4), and then operate the left button (or right button) of the directional pad 27 to set the setting content P3 of custom item C11 to "OFF" or "ON".
[0148] (Custom field C12) The status name P1 for custom field C12 is "Common". The custom item name P2 for custom item C12 is "Sound Custom". The setting for custom item C12, P3, has a default setting of "Standard," and alternative settings include "Emphasis on BGM," "Emphasis on Voice," and "Silent SE." The description for custom item C12 on page P4 reads, "You can set the volume balance." The player can select custom item C12 by using the up (or down) button on the directional pad 27 (to display the explanation on page 4), and then use the left (or right) button on the directional pad 27 to set the custom item C12 setting on page 3 to "Standard," "BGM emphasis," "Voice emphasis," or "SE restraint."
[0149] (Custom field C13) The status name P1 for custom field C13 is "Common". Custom item name P2 for custom item C13 is "Ball reduction notification setting". The setting for custom item C13, P3, has an initial setting (default value) of "OFF," and there is also an option for setting it to "ON," which is different from the initial setting. The description for custom item C13, page 4, reads: "When your remaining tokens are low, a token reduction notification will be issued." The player can select custom item C13 by using the up (or down) button on the directional pad 27 (to display the explanation on page 4), and then use the left (or right) button on the directional pad 27 to set custom item C13's setting on page 3 to "OFF" or "ON".
[0150] (Functionality custom initialization display F12) The Functional Customization Reset Display F12 consists of the words "Functional Customization Reset". The player can select Functional Customization Reset Display F12 by operating the directional pad 27 (up or down button), and then press the performance button 26 as the confirmation button to reset the settings P3 of all custom items (custom items C11~C13) to their default settings.
[0151] (Display operation instructions F13) The operation instruction display F13 includes a display indicating that pressing the up button (or down button) of the directional pad 27 will switch the selected item (custom item, function custom initialization), a display indicating that pressing the left button (or right button) of the directional pad 27 will switch the setting content P3 of the custom item, and a display indicating that pressing the performance button 26 will confirm the selection.
[0152] In this embodiment, regarding functional customization, the settings P3 of the custom item are changed (customized) immediately when the player operates the left button (or right button) of the directional pad 27. In other words, the settings P3 related to functional customization are displayed (appeared) and their internal control (settings) are changed (immediately changed) based on the pressing of the left or right buttons of the directional pad 27.
[0153] When the performance button 26, which acts as the confirmation button, is pressed, the functionality customization screen F1 is hidden and the menu screen F is displayed. At this time, if the setting P3 for at least one custom item (related to functionality customization) has been changed from the initial setting (i.e., a setting different from the initial setting has been made), an indication that functionality customization is ON will be displayed in the upper right corner of the menu screen F, as shown in Figure 12.
[0154] (F2 - Customization Screen) As shown in Figure 13, the custom animation screen F2 consists of a custom animation display F21, a custom animation initialization display F22, and an operation instruction display F23.
[0155] (Custom display settings F21) The custom display F21 consists of multiple (multiple types of) custom items arranged vertically. The custom display F21 consists of multiple rows, with one custom item assigned to each row. In Figure 13, there are custom items C21 to C30 (10 custom items). Each custom item includes a state name P1, a custom item name P2, and a setting content P3, arranged from left to right. Figure 13 also shows the state where custom item C21 is selected, and the explanatory text P4 corresponding to custom item C21 is displayed. The player can switch (change) the selected custom item (row) by operating the directional keys 27 (up or down button). In this embodiment, the selected custom item (state name P1, custom item name P2, and setting content P3) is displayed with a different background color (e.g., yellow) than the unselected custom items.
[0156] (Custom item C21) The status name P1 for custom field C21 is "Common". The custom field name P2 for custom field C21 is "Predictive Custom". The setting for custom item C21, P3, has an initial setting (default value) of "OFF," and there are also settings that differ from the initial setting (specific values different from the default value), such as "ON" and "No look-ahead." The description for custom item C21 on page P4 reads, "It appears in advance, creating an opportunity." Pre-reading is an effect where, based on the pre-determination results mentioned above, the color of the reserved ball (first reserved image 420 or second reserved image 422) changes. The player can select custom item C21 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page 4), and then operate the left button (or right button) of the directional pad 27 to set the setting content P3 of custom item C21 to "OFF", "ON", or "No pre-reading".
[0157] (Custom item C22) The status name P1 for custom field C22 is "Common". The custom field name P2 for custom field C22 is "Vibe Custom". The setting for custom item C22, P3, has an initial setting of "OFF," and an alternative setting of "ON." The description for custom item C22 on page P4 reads, "Increases the appearance rate and expectation of vibrations." Vibe refers to a feature where the control mechanism (lever 15) vibrates. The player can select custom item C22 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page 4), and then operate the left button (or right button) of the directional pad 27 to turn custom item C22's setting P3 to "OFF" or "ON".
[0158] (Custom item C23) The status name P1 for custom field C23 is "Common". The custom item name P2 for custom item C23 is "One-Shot Notification Custom". The setting for custom item C23, P3, has an initial setting of "OFF," and there are also settings that differ from the initial setting, namely "approximately 50%" and "approximately 90%." The description for custom item C23 on page P4 reads, "Increases the rate of instant notification effects." An instant notification effect is, for example, an effect in which a designated lamp located on the front frame 10 lights up. The player can select custom item C23 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page 4), and then operate the left button (or right button) of the directional pad 27 to set the setting of custom item C23 on page 3 to "OFF", "approximately 50%", or "approximately 90%".
[0159] (Custom item C24) The status name P1 for custom field C24 is "Common". The custom item name P2 for custom item C24 is "Character Notification Custom". The setting for custom item C24, P3, has an initial setting of "OFF," and there are also settings that differ from the initial setting, namely "approximately 50%" and "approximately 90%." The description for custom item C24 on page P4 reads, "Increases the rate of character announcements." Character notification is a visual effect in which, for example, a special character appears (is displayed) on the LCD display 32. The player can select custom item C24 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page P4), and then set the setting of custom item C24 on page P3 to "OFF", "approximately 50%", or "approximately 90%" by operating the left button (or right button) of the directional pad 27.
[0160] (Custom item C25) The status name P1 for custom field C25 is "Common". The custom item name P2 for custom item C25 is "Weak Vibe Custom". The setting for custom item C25, P3, has an initial setting of "OFF," and there are also settings that differ from the initial setting, namely "approximately 50%" and "approximately 90%." The description for custom item C25 on page P4 reads, "Increases the notification rate with weak vibrations." Weak vibration is a feature where the effect control means (effect button 26) vibrates weakly. Weak vibration may be a weak vibration itself, or it may be a relatively weak (quiet) vibration achieved by alternating between vibration (short vibration) and stopping. The player can select custom item C25 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page 4), and then operate the left button (or right button) of the directional pad 27 to set the setting of custom item C25 on page 3 to "OFF", "approximately 50%", or "approximately 90%".
[0161] (Custom item C26) The status name P1 for custom field C26 is "Normal". The custom field name P2 for custom field C26 is "Timer Custom". The setting for custom item C26, P3, has an initial setting (default value) of "OFF," and there is also an option for setting it to "ON," which is different from the initial setting. The description for custom item C26 on page P4 reads: "A timer indicates the level of expectation when a prize is won and when a spin starts." The timer (effect) is an effect in which a timer is displayed on the LCD display 32. The player can select custom item C26 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page 4), and then operate the left button (or right button) of the directional pad 27 to turn custom item C26's setting P3 to "OFF" or "ON".
[0162] (Custom field C27) The status name P1 for custom field C27 is "Normal". The custom item name P2 for custom item C27 is "Impact Effect Custom". The setting for custom item C27, P3, has an initial setting (default value) of "OFF," and there is also a setting called "When winning." The description for custom item C27 on page P4 reads, "Increases the impact effect ratio." An impact effect is, for example, an effect control device (lever 15) that vibrates, an effect control device (effect button 26) that lights up (illuminates) in a predetermined color, and a predetermined sound (sound effect) that is output. The player can select custom item C27 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page 4), and then operate the left button (or right button) of the directional pad 27 to set the setting of custom item C27 on page 3 to "OFF" or "On Win".
[0163] (Custom field C28) The status name P1 for custom field C28 is "Normal". The custom field name P2 for custom field C28 is "Post-Flash Custom". The setting for custom item C28, P3, has an initial setting of "OFF," and an alternative setting of "ON." The description for custom item C28 on page P4 reads, "The frame lamp lights up during fluctuations to indicate the level of expectation." The gaming machine of this embodiment is equipped with a frame lamp provided on the front frame 10. The rear flash (rear flash effect) is an effect in which the frame lamp lights up in a predetermined color (a color that can suggest the likelihood of winning) while the special symbols are changing, and a predetermined sound is output. The player can select custom item C28 by operating the up button (or down button) of the directional pad 27 (displaying the explanation text P4), and then operate the left button (or right button) of the directional pad 27 to set the setting content P3 of custom item C28 to "OFF" or "ON".
[0164] (Custom field C29) The status name P1 for custom field C29 is "Time-saving". The custom item name P2 for custom item C29 is "Impact Performance Custom (RUSH)". The setting for custom item C29, P3, has an initial setting of "OFF," and a setting different from the initial setting is "When winning." The description for custom item C29 on page P4 reads, "Increases the impact effect ratio." An impact effect is, for example, an effect control device (lever 15) that vibrates, an effect control device (effect button 26) that lights up (illuminates) in a predetermined color, and a predetermined sound (sound effect) that is output. The player can select custom item C29 by operating the up button (or down button) of the directional pad 27 (displaying the explanation on page 4), and then operate the left button (or right button) of the directional pad 27 to set the setting of custom item C29 on page 3 to "OFF" or "On Win".
[0165] (Custom field C30) The status name P1 for custom field C30 is "Time-saving". The custom item name P2 for custom item C30 is "Button notification custom". The setting for custom item C30, P3, has an initial setting of "OFF," and an alternative setting of "ON." The description for custom item C30 on page P4 reads, "The number of buttons expected to be acquired will be displayed in the pending state." The button notification is a feature in which an image resembling the effect button 26 is displayed as a reserved ball (second reserved image 422), and at least one such image is displayed, and multiple such images may be displayed stacked on top of each other. The player can select custom item C30 by operating the up button (or down button) of the directional pad 27 (displaying the explanation text P4), and then operate the left button (or right button) of the directional pad 27 to set the setting content P3 of custom item C30 to "OFF" or "ON".
[0166] (F22 - Customization display) The "Performance Customization Reset" display F22 is composed of the words "Performance Customization Reset". The player can select the "Performance Customization Reset" display F22 by operating the directional pad 27 (up or down button), and then press the middle button on the directional pad 27 as the confirmation button to reset the settings P3 of all custom items (custom items C21~C30) to their default settings.
[0167] (Operation instructions displayed F23) The operation instruction display F23 includes a display indicating that pressing the up button (or down button) on the directional pad 27 will switch the selected item (custom item, effect custom initialization), a display indicating that pressing the left button (or right button) on the directional pad 27 will switch the setting content P3 of the custom item, and a display indicating that pressing the middle button on the directional pad 27 will confirm the selection.
[0168] In this embodiment, the display (appearance) of the custom item setting P3 related to performance customization is changed based on the pressing of the left or right buttons on the directional pad 27. When the OK button (middle button on the directional pad 27) is pressed while at least one setting P3 has been changed from the initial setting, there are cases where the change (customization) is reflected immediately (internal control is changed), and cases where the change is reflected after waiting for the timing to be such that the change (customization) can be reflected. The display (appearance) of the setting P3 related to performance customization is changed based on the pressing of the left or right buttons on the directional pad 27, but the internal control (setting) is not changed based on the pressing of the buttons, and the internal control (setting) can be changed based on the pressing of the OK button (middle button on the directional pad 27). There are cases where the internal control is changed immediately based on the pressing of the OK button, and cases where the internal control is changed after waiting for a predetermined state to be reached.
[0169] The performance control means 300 determines whether a predetermined condition is met when the setting content P3 of at least one custom item (related to performance customization) is changed from the initial setting and the confirm button (middle button of the directional pad 27) is pressed. The predetermined condition is, for example, that the special symbols are not changing (including waiting for a customer), and there are no special random values that have been associated with the execution of a performance that suggests the probability of winning in advance to the held special random values. Here, we will explain the case when the performance customization screen F2 is displayed, the setting content P3 of custom item C23 (instant notification custom) and custom item C28 (post-flash custom) is changed from the initial setting, and then the confirm button (middle button of the directional pad 27) is pressed.
[0170] When the performance control means 300 determines that a predetermined condition has been met when the confirmation button (middle button of the directional pad 27) is pressed, it changes the internal control (immediate change). Then, it hides the performance custom screen F2, displays the custom completion display F3 shown in Figure 14(a) for a predetermined time (approximately 3 seconds), and then displays the menu screen F shown in Figure 14(b).
[0171] The custom completion indicator F3 shown in Figure 14(a) indicates that changes have been made to the settings P3 of custom items C23 (One-Shot Notification Custom) and C28 (Post-Flash Custom). The custom completion indicator F3 extracts and displays a list of custom items whose settings P3 have been changed from the initial settings. The settings P3 in the custom completion indicator F3 are the settings after the change (after customization).
[0172] Since the setting P3 has been changed from the default for at least one custom item (in this case, custom items C23 and C28), a message indicating that custom effects are ON is displayed in the upper left corner of menu screen F, as shown in Figure 14(b).
[0173] When the performance control means 300 determines that a predetermined condition has not been met when the confirmation button (middle button of the directional pad 27) is pressed, it does not change the internal control (immediately), but instead displays menu screen F (preparation menu screen) as shown in Figure 15, with the word "Preparing" displayed at the top, until the predetermined condition is met. Then, when it determines that the predetermined condition has been met, it changes the internal control and displays the custom completion display F3 shown in Figure 14(a) for a predetermined time (approximately 3 seconds), and then displays menu screen F as shown in Figure 14(b).
[0174] (Grayed out based on administrator settings) Incidentally, the administrator of the gaming arcade can display the administrator menu (store menu, an administrator-only menu screen that cannot be operated by players) shown in Figure 16(a) on the LCD display 32 by performing a predetermined operation. The predetermined operation is, for example, turning on the power to the gaming machine while pressing a predetermined switch (RAM clear switch). The administrator menu includes items (icons) such as error information history, time setting, device check, and administrator customization. The administrator can operate the directional keys 27 to select the desired item. When the administrator selects (confirms) administrator customization in the administrator menu, a screen for selecting administrator functionality customization or administrator performance customization, shown in Figure 16(b), is displayed.
[0175] When the administrator selects the administrator functionality customization option, the administrator functionality customization screen F1' (corresponding to the functionality customization screen F1 shown in Figure 11) shown in Figure 17(a) is displayed. When the administrator selects the administrator performance customization option, the administrator performance customization screen F2' (corresponding to the performance customization screen F2 shown in Figure 13) shown in Figure 17(b) is displayed. The administrator functionality customization screen F1' and the administrator performance customization screen F2' are screens that can only be operated by the administrator (screens that cannot be operated by the player). The administrator functionality customization screen F1' and the administrator performance customization screen F2' can be collectively referred to as the administrator customization screen, and the functionality customization screen F1 and the performance customization screen F2 can be collectively referred to as the player customization screen.
[0176] In this embodiment, settings made via the administrator's custom functionality screen F1' (settings made by the administrator) have higher priority than settings made via the custom functionality screen F1 (settings made by the player). Also, settings made via the administrator's custom effects screen F2' (settings made by the administrator) have higher priority than settings made via the custom effects screen F2 (settings made by the player).
[0177] In the administrator's custom screen, the setting for each custom item (P3) is initially set to "Possible" (players can customize), with "Not Possible" being an alternative setting. "Possible" means that players can customize, while "Not Possible" means that players cannot customize. The following provides an explanation using specific examples.
[0178] Assume that the administrator has changed (set) the setting P3 of custom item C13 (Ball reduction notification setting) to "Disabled" via the administrator's custom functionality screen F1'. In this case, when a player displays the custom functionality screen F1, the custom functionality screen F1 shown in Figure 18 will be displayed. On this custom functionality screen F1, custom item C13 (the entire line) will be grayed out (brightened). The player will not be able to select (move the cursor to) custom item C13 even if they operate the up button (or down button) of the directional pad 27 (custom item C13 will be skipped). Therefore, the player will not be able to change the setting P3 of custom item C13. It can be said that custom item C13 is exclusive to the administrator's operation.
[0179] Assume that the administrator has changed (set) the setting P3 for custom items C23 (instant notification custom) and C28 (post-flash custom) to "disabled" via the administrator's custom effects screen F2'. In this case, when the player displays the custom effects screen F2, the custom effects screen F2 shown in Figure 19 will be displayed. On this custom effects screen F2, custom item C23 (entire line) and custom item C28 (entire line) will be grayed out. The player cannot select (move cursor over) custom items C23 and C28 even by operating the up (or down) button on the directional pad 27 (custom items C23 and C28 will be skipped). Therefore, the player cannot change the setting P3 for custom items C23 and C28. It can be said that custom items C23 and C28 are exclusive by the administrator's operation.
[0180] In this embodiment, the graying out of an entire line of a predetermined custom item on the functional custom screen F1 or the performance custom screen F2, based on the administrator's settings, is referred to as "first graying out." First graying out can be described as graying out based on settings that the player cannot operate. Furthermore, first graying out can be described as graying out in a state where the player cannot select the custom item (unselectable graying out).
[0181] Although not shown in the diagram, custom items may include a function to send air to the player (air notification), an effect where a predetermined mechanism moves, a function to make the display appear three-dimensional (3D display), etc. If the setting P3 of these custom items is set to "disabled" via the administrator's custom screen, the corresponding custom item on the player's custom screen will be grayed out, and the player will not be able to select that custom item.
[0182] (Grayed out based on player settings) In this embodiment, there are combinations of custom items related to performance customization (custom items C21 to C30) that cannot simultaneously (overlap) have their setting content P3 changed from the initial setting (i.e., the customization enabled) (incompatible combinations). In this embodiment, if the setting content P3 of a predetermined custom item is set to a different setting than the initial setting, then the setting content P3 of at least one other custom item may become the initial setting based on that. When the setting content P3 of one custom item is set to a different setting than the initial setting, it can be said that the other custom item is excluded. The exclusion relationship will be explained using Figure 20.
[0183] If you change the setting P3 of custom item C22 (Vibe Custom) to a different setting than the default, the setting P3 of custom items C27 (Impact Effect Custom) and custom item C29 (Impact Effect Custom (RUSH)), which are marked with an "×", will revert to the default setting (they are mutually exclusive).
[0184] In this embodiment, when a player displays the performance customization screen F2, selects custom item C22 by operating the up button (or down button) of the directional pad 27 (displaying the explanatory text P4), and then operates the left button (or right button) of the directional pad 27 to turn "ON" the setting content P3 of custom item C22 (setting it to something different from the initial setting), as shown in Figure 21(a), the setting content P3 (part of the row, the right side) of custom items C27 and C29 will revert to the initial setting (the initial setting will be maintained) and will be grayed out (the brightness will be reduced).
[0185] In this embodiment, a partial graying out of a predetermined custom item on the performance customization screen F2, based on the player's settings (operations), is referred to as "second graying out." The first graying out and the second graying out differ in the extent of the graying out. Furthermore, unlike the first graying out, the second graying out is a graying out state in which the player can select the custom item (selectable graying out). In addition, the second graying out is a graying out state in which the player can change the setting content P3 of the custom item.
[0186] For example, in Figure 21(a), the player can select (position the cursor over) custom item C27 by operating the up button (or down button) of the directional pad 27. They can also change the setting P3 of custom item C27 to a different setting than the default by operating the left button (or right button) of the directional pad 27.
[0187] As shown in Figure 20, if the setting P3 of custom item C27 (Impact Effect Custom) is set to a different value than the default setting, the setting P3 of custom items C22 (Vibration Custom) and C26 (Timer Custom), which are marked with an "×", will revert to the default setting (they are mutually exclusive).
[0188] In Figure 21(a), if the setting P3 of custom item C27 is set to a different setting than the default (when winning), the state shown in Figure 21(b) occurs. Specifically, (1) the second grayout of the setting P3 of custom item C27 is removed (resolved), (2) the setting P3 of custom item C22 reverts to the default and is grayed out again, (3) the setting P3 of custom item C26 reverts to the default (the default setting is maintained) and is grayed out again, and (4) the setting P3 of custom item C29 remains at the default setting, while the second grayout is removed (resolved).
[0189] In this embodiment, setting P3 is initially set based on mutual exclusion, but if a player can operate and change setting P3 to a setting different from the initial setting (enable customization), then only setting P3 will be grayed out (secondary graying, partial graying).
[0190] Return to Figure 20. If the setting P3 of custom item C21 (pre-read custom) is set to a different value than the default setting, the setting P3 of custom item C30 (button notification custom), which is marked with an "×", will revert to the default setting (they will be mutually exclusive), and the setting P3 of custom item C30 will be grayed out in the second row. Note that although it says "revert to the default setting (mutually exclusive)", if it was originally the default setting, that default setting will be maintained and it will be grayed out in the second row. The same applies below.
[0191] If the setting P3 of custom item C23 (One-Shot Notification Custom) is set to a different value than the default setting, there are no other custom items whose setting P3 will revert to the default setting (i.e., none of the custom items will be grayed out).
[0192] If the setting P3 of custom item C24 (character notification custom) is set to a different value than the default setting, there are no other custom items whose setting P3 will revert to the default setting (i.e., none of the custom items will be grayed out).
[0193] If the setting P3 of custom item C25 (weak vibration custom) is set to a different value than the default setting, there are no other custom items whose setting P3 will revert to the default setting (i.e., none of the custom items will be grayed out).
[0194] If you change the setting P3 of custom item C26 (timer custom) to a different setting than the default, the setting P3 of custom item C27 (impact effect custom), which is marked with an "×", will revert to the default setting (they will be mutually exclusive), and the setting P3 of custom item C27 will be grayed out as the second option.
[0195] If the setting P3 of custom item C28 (post-flag custom) is set to a different value than the default setting, there are no other custom items whose setting P3 will revert to the default setting (i.e., neither custom item will be grayed out).
[0196] If you set the setting P3 of custom item C29 (Impact Effect Custom (RUSH)) to a different setting than the default, the setting P3 of custom item C22 (Vibe Custom), which is marked with an "×", will revert to the default setting (they will be mutually exclusive), and the setting P3 of custom item C22 will be grayed out as the second option.
[0197] If you change the setting P3 of custom item C30 (button notification custom) to a different setting than the default, the setting P3 of custom item C21 (pre-read custom), which is marked with an "×", will revert to the default setting (they will be mutually exclusive), and the setting P3 of custom item C21 will be grayed out as the second option.
[0198] The specific state is defined as the state in which the setting content P3 of custom item C27 (Impact Effect Custom) and custom item C29 (Impact Effect Custom (RUSH)) is set to a different setting than the default, and the setting content P3 of custom item C22 (Vibe Custom) is set to the default (mutually exclusive), resulting in the second grayed-out option. In the specific state, even if the setting content P3 of custom item C27 is returned to the default setting, the second grayed-out option for the setting content P3 of custom item C22 will not be removed because the setting content P3 of custom item C29 is set to a different setting than the default. In the specific state, if the setting content P3 of custom item C27 is returned to the default setting, and the setting content P3 of custom item C29 is also returned to the default setting, the second grayed-out option for the setting content P3 of custom item C22 will be removed.
[0199] Figure 22 shows the state where the customization screen F2 shown in Figure 19 is displayed, and the player has set the setting P3 of custom item C21 (pre-read custom) to a different setting (i.e., ON). The setting P3 of custom item C30 has reverted to the default setting (the default setting is maintained), and the second option is grayed out.
[0200] In this embodiment, two types of grayout are provided, and they look different. Players can visually distinguish at a glance whether a grayout is based on the administrator's settings and cannot be selected (operated) by the player (first grayout), or whether a grayout is based on the settings of other players (including other players) (the mutual exclusion relationship shown in Figure 20) and can be selected (operated) by the player (second grayout). The second grayout can be said to be a grayout that can only be executed based on the player's operation (setting).
[0201] The second grayout indicates that the setting P3 of the custom item to which the second grayout is applied has been reset to its default setting because the setting P3 of other custom items is set to a different setting than the default. In other words, the player can understand that the setting P3 of a given custom item has been reset to its default setting (disabled) because the setting P3 of other custom items has been set to a different setting (enabled) than the default. Furthermore, custom items to which the second grayout is applied can be selected, and the setting P3 of that custom item can be changed (the second grayout is removed). When this change is made, the setting P3 of that custom item is changed (the second grayout is removed), and according to the mutual exclusion relationship (Figure 20), the setting P3 of other custom items is automatically changed (second grayout is applied) if there are mutual exclusion targets. As a result, a relatively flexible custom screen (custom screen for players) can be provided.
[0202] As described above, in certain situations, the second grayed-out state of the setting content P3 of a specific custom item (custom item C22) may not be cleared unless the setting content P3 of two (or more) custom items (custom item C27 and custom item C29) is reset to its default value. In certain situations, if the player finds that the second grayed-out state of the setting content P3 of custom item C22 is not cleared even after resetting the setting content P3 of the specific item (custom item C27) to its default value, they might then realize that resetting the setting content P3 of another item (custom item C29) to its default value might clear the second grayed-out state of the setting content P3 of custom item C22. In other words, it is possible to prevent the player from falling into a situation where they do not know how to clear the second grayed-out state of the setting content P3 of a specific custom item. This makes it possible to provide a custom screen (player-friendly custom screen) that is easy for players to understand (easy to operate).
[0203] In this embodiment, it is assumed that there are combinations (mutual exclusion) of custom items related to performance customization that cannot simultaneously (overlap) have their setting content P3 changed from the initial setting (i.e., the customization enabled). However, such combinations may also exist for custom items related to functionality customization. In other words, the setting content P3 of a custom item related to functionality customization may be configured to revert to the initial setting based on the mutual exclusion and to be grayed out in the second case.
[0204] As described above, the performance control means 300 determines whether a predetermined condition is met when the setting P3 of at least one custom item related to performance customization is changed from the initial setting and the OK button (middle button of the directional pad 27) is pressed. If the performance control means 300 determines that the predetermined condition is met when the OK button (middle button of the directional pad 27) is pressed, it changes the internal control (immediate change). On the other hand, if the performance control means 300 determines that the predetermined condition is not met when the OK button (middle button of the directional pad 27) is pressed, it does not change the internal control (immediate change), but waits until the predetermined condition is met, and changes the internal control based on the fulfillment of the predetermined condition.
[0205] The sub-memory 302 of the sub-control board 202 is provided with a setting content storage area. The setting content storage area stores information about the setting content P3 of each custom item of the performance customization. The setting content storage area includes, for example, a first area, a second area, and a third area. The first area stores information about the currently displayed setting P3. The second area stores information about the settings P3 from the time the OK button is pressed until the changes to the internal control are confirmed. The third area stores information about the internally modified (confirmed) settings P3.
[0206] The performance control means 300 can perform various controls (processes) based on information regarding the setting content P3 stored in the setting content storage area (first to third area) (by appropriately referring to said information). For example, the control of the execution of performances related to each custom item of the performance customization (execution feasibility, execution frequency, execution timing, etc.) is performed based on the information stored in the third area.
[0207] (Update process during operation) The performance control means 300 can display the performance custom screen F2 and execute an operation update process based on the operation of the left button (or right button) of the directional pad 27 while a predetermined custom item is selected (based on the change in the setting content P3 of the custom item). In this embodiment, the operation update process is executed each time the left button (or right button) of the directional pad 27 is operated while a predetermined custom item is selected (each time the setting content P3 of the custom item is changed).
[0208] Figure 23 is a flowchart showing the flow of the update process during operation. Steps S1 to S5 constitute a loop process that is repeatedly performed for each custom item related to performance customization. Even if the setting content P3 of one custom item is changed, the process is executed for all custom items (10 in total in this embodiment).
[0209] (Step S1) The performance control means 300 determines whether a custom item has an exclusive target. An exclusive target is a custom item marked with "×" in Figure 20. If it is determined that a custom item has an exclusive target (Step S1: YES), the process proceeds to Step S2. On the other hand, if it is determined that a custom item does not have an exclusive target (Step S1: NO), the loop processing for the custom item being processed is completed, and if there are any custom items for which loop processing has not yet been performed, the loop processing for the next custom item is started.
[0210] (Step S2) The performance control means 300 determines whether the custom item (itself) has a different setting than the initial setting (i.e., whether customization is enabled). If it determines that the custom item (itself) has a different setting than the initial setting (step S2: YES), it proceeds to step S3. On the other hand, if it determines that the custom item (itself) is at the initial setting (step S3: NO), it proceeds to step S5.
[0211] (Step S3) The performance control means 300 specifies that the setting content P3 of the custom item to be exclusive should be grayed out in the second step. After step S3, the process proceeds to step S4.
[0212] (Step S4) The performance control means 300 specifies that the setting content P3 of the custom item to be exclusive should be set to the default setting. Here, "specifying to set to the default setting" means instructing that the display (appearance) should be set to the default setting. After step S4, the loop processing for the custom item being processed is completed, and if there are any custom items for which loop processing has not been performed, the loop processing for the next custom item is started.
[0213] (Step S5) The performance control means 300 specifies that the second grayed-out setting P3 of the custom item to be exclusive should be cleared. After step S5, the loop processing for the custom item being processed is completed, and if there are any custom items for which loop processing has not been performed, the loop processing for the next custom item is started.
[0214] Once the loop processing for all custom fields is complete, proceed to step S6.
[0215] (Step S6) The performance control means 300 updates the performance custom screen F2 based on the result of the loop processing. Each time the setting content P3 of a custom item is changed, the display (appearance) is updated to be consistent with the mutual exclusion relationship (Figure 20).
[0216] (Update process when displaying) When the menu screen F is displayed, and the down button of the directional pad 27 is pressed, the performance control means 300 can execute a display update process based on the pressing of the down button of the directional pad 27 to display the performance customization screen F2.
[0217] Figure 24 is a flowchart showing the flow of the display update process. Steps S11 to S14 constitute a loop process that is repeatedly performed for each custom item related to the performance customization.
[0218] (Step S11) The performance control means 300 determines whether the custom item has an exclusive target. If it is determined that the custom item has an exclusive target (step S11: YES), the process proceeds to step S12. On the other hand, if it is determined that the custom item does not have an exclusive target (step S11: NO), the loop processing for the custom item being processed is completed, and if there are any custom items for which loop processing has not yet been performed, the loop processing for the next custom item is started.
[0219] (Step S12) The performance control means 300 determines whether the custom item (itself) has a different setting than the initial setting (i.e., whether customization is enabled). If it determines that the custom item (itself) has a different setting than the initial setting (step S12: YES), it proceeds to the process in step S13. On the other hand, if it determines that the custom item (itself) is at the initial setting (step S13: NO), it proceeds to the process in step S14.
[0220] (Step S13) The performance control means 300 specifies that the setting content P3 of the custom item to be exclusive should be grayed out in the second step. After step S13, the loop processing for the custom item being processed is completed, and if there are any custom items for which loop processing has not been performed, the loop processing for the next custom item is started.
[0221] (Step S14) The performance control means 300 specifies that the second grayed-out setting P3 of the custom item to be exclusive should be cleared. After step S14, the loop processing for the custom item being processed is completed, and if there are any custom items for which loop processing has not been performed, the loop processing for the next custom item is started.
[0222] Once the loop processing for all custom fields is complete, proceed to step S15.
[0223] (Step S15) The performance control means 300 updates the performance custom screen F2 based on the result of the loop processing. When the performance custom screen F2 is displayed (each time it is displayed), the display (appearance) is updated to be consistent with the mutual exclusion relationship (Figure 20) (to be in the latest state).
[0224] When the operation update process shown in Figure 23 is executed and the OK button is finally pressed, and the internal control is changed, information regarding the confirmed setting P3 and color information (second grayout information) related to setting P3 may be stored (retained). When the menu screen F is displayed and the down button of the directional key 27 is pressed to display the performance custom screen F2, the performance custom screen F2 may be constructed by referring to this information. In other words, the display update process shown in Figure 24 may be omitted.
[0225] The gaming machine of this embodiment is Display means (e.g., liquid crystal display 32), The display means includes a control means (e.g., a performance control means 300) capable of controlling the display in the aforementioned display means, A custom screen containing multiple custom items (for example, the custom effects screen F2) may be displayed. The aforementioned custom items can be grayed out, at least partially. The aforementioned grayed-out custom items include a first grayed-out state in which the player cannot select the custom item, and a second grayed-out state in which the player can select the custom item. The first grayed-out and the second grayed-out differ in the extent of the grayed-out area.
[0226] Since the grayed-out areas of the first and second grayed-out areas are different, players can easily determine which grayed-out area is being used at a glance. Therefore, players can easily understand whether or not they can select a given custom item on the custom screen. This makes it possible to provide a custom screen that is easy for players to understand (with improved usability).
[0227] Furthermore, in the gaming machine of this embodiment, The aforementioned custom item includes the item name and setting content, In the first grayout, the item name is grayed out, but in the second grayout, the item name is not grayed out.
[0228] The item name directly indicates the type of customization; in the first grayout, this part is grayed out, and in the second grayout, this part is not grayed out, making it easier for players to understand whether or not a customization item is selectable.
[0229] Furthermore, in the gaming machine of this embodiment, The aforementioned first grayout is a grayout that is performed based on settings that the player cannot change, The second grayout described above is a grayout that is performed based on settings made by the player.
[0230] The second graying out can be performed based on the setting by the player's operation, but the first graying out is never performed based on the setting by the player's operation. Therefore, the player can distinguish between the graying out that is being performed originally and the graying out based on the player's own operation. That is, the player can easily understand that the second graying out is executed based on their own operation and that the player can cancel the second graying out.
[0231] Further, the gaming machine of the present embodiment display means (e.g., liquid crystal display 32), and control means capable of controlling display on the display means (e.g., effect control means 300), a custom screen including a plurality of custom items (e.g., effect custom screen F2) can be displayed, the custom items include an item name and setting contents, the custom items include at least a specific custom item (e.g., custom item C21) and a predetermined custom item (e.g., custom item C30), when the setting content of the specific custom item is set to a setting different from the initial setting, the setting content of the predetermined custom item becomes the initial setting, when the setting content of the predetermined custom item is set to a setting different from the initial setting, the setting content of the specific custom item becomes the initial setting.
[0232] when the setting content of the specific custom item is set to a setting different from the initial setting, the setting content of the predetermined custom item becomes the initial setting, and when the setting content of the predetermined custom item is set to a setting different from the initial setting, the setting content of the specific custom item becomes the initial setting. Therefore, on the custom screen, a situation (inconsistency) in which the setting content of the specific custom item and the setting content of the predetermined custom item both become "settings different from the initial setting" does not occur. Thereby, a custom screen in which occurrence of inconsistency is avoided can be provided.
[0233] Further, in the gaming machine of the present embodiment, When the setting content of said specific custom item is set to a setting different from the initial setting, the setting content of said predetermined custom item becomes the initial setting and enters a grayed-out first state, In said first state, when the setting content of said specific custom item is set to the initial setting, said gray-out of the setting content of said predetermined custom item is canceled.
[0234] Being grayed out makes it visually easy to recognize that the setting content of said predetermined custom item has been changed to the initial setting based on the fact that the setting content of said specific custom item is set to a setting different from the initial setting. Furthermore, in said first state, when the setting content of said specific custom item is restored to the initial setting, said gray-out of the setting content of said predetermined custom item is automatically canceled, so that the occurrence of inconsistency can be avoided.
[0235] Furthermore, in the gaming machine of the present embodiment, In said first state, a player can change the setting content of said predetermined custom item, and when such a change is made, the gray-out is canceled.
[0236] In a state where the setting content of said predetermined custom item is grayed out based on the fact that the setting content of said specific custom item is set to a setting different from the initial setting, the setting content can be changed, and when such a change is made, the gray-out is canceled. Therefore, it is possible to prevent the player from falling into a situation where the player does not know how to cancel the gray-out.
[0237] Furthermore, in the gaming machine of the present embodiment, When the setting content of said specific custom item (for example, custom item C22) is set to a setting different from the initial setting, the setting content of said plurality of custom items including said predetermined custom item (for example, custom item C27) (for example, custom item C27 and custom item C29) becomes the initial setting and is grayed out.
[0238] Therefore, in a custom screen, the setting content of the specific custom item and the setting content of multiple custom items including the predetermined custom item will not simultaneously become "settings different from the default settings" (inconsistency). This makes it possible to provide a custom screen in which inconsistencies are avoided.
[0239] The present invention is not limited to the embodiments described above and can be implemented in various modified forms without departing from its essence. Furthermore, within the scope of the invention, any component can be modified or any component can be omitted. The present invention can also be applied to conventional pachinko machines, that is, pachinko machines in which the player can physically touch the game balls and the game balls are dispensed into a tray based on their entry into predetermined prize slots. [Explanation of symbols]
[0240] 32 Liquid crystal display (display means) 300 Performance control means (control means)
Claims
1. Display means and The display means comprises a control means capable of controlling the display, A custom screen containing multiple custom fields may be displayed. The aforementioned custom items can be grayed out, at least partially. The aforementioned grayed-out custom items include a first grayed-out state in which the player cannot select the custom item, and a second grayed-out state in which the player can select the custom item. A gaming machine in which the grayed-out areas of the first grayed-out area and the second grayed-out area are different.
2. The aforementioned custom item includes the item name and setting content, The gaming machine according to claim 1, wherein in the first grayout, the item name is grayed out, but in the second grayout, the item name is not grayed out.
3. The first grayout is a grayout that is performed based on settings that the player cannot change. The gaming machine according to claim 1, wherein the second grayout is a grayout that is performed based on settings made by the player.
Citation Information
Patent Citations
Game machine
JP2018114040A