Game machine
By implementing display control means that perform frequent and varied character actions, the gaming machine enhances player engagement and fun, addressing the limitations of conventional gaming machines.
Patent Information
- Application Number
- JP2023175555
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-10
- Publication Date
- 2025-04-22
AI Technical Summary
Conventional gaming machines lack features to enhance the fun and engagement of players, leading to a need for improved game experiences.
The gaming machine incorporates display control means that perform two types of character actions: a first performance involving character action and a second performance involving character action, with the second performance being more frequently executed than the first.
This approach significantly enhances the fun of the game by providing a more engaging and varied player experience through frequent and diverse character actions.
Smart Images

Figure 2025065997000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there have been gaming machines capable of executing effects related to games (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-221239 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, there is room for improving the entertainment value of the game.
[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]
[0006] In a representative embodiment of the present invention, in a gaming machine equipped with a display control means capable of executing effects as a display on a display device, the display control means is capable of executing a first effect involving character movement and a second effect not involving character movement, and the second effect is executed more frequently than the first effect. Effect of the Invention
[0007] According to one aspect of the present invention, interest in the game can be increased. [Brief description of the drawings]
[0008] [Figure 1] 1 is an oblique view of the gaming machine from the front side. [Diagram 2]FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] 2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Diagram 5] 1 is a production progression table showing an example of the progression of a production in chronological order. [Figure 6] 13 is an example of a selection rate table showing the selection rates (appearance rates, allocation rates) of characters in each scene on the display screen. [Figure 7] 13 is a table showing examples of lines when there is no character action. [Figure 8] 13 is a table showing examples of lines when character actions are present. [Figure 9] 3 is a screen transition diagram showing display screens of a display device in chronological order. FIG. [Figure 10] FIG. 11 is a diagram showing an example of character movement. [Figure 11] FIG. 13 shows a first modified example in which lyrics are used instead of dialogue. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are based on the directions seen by a player during play.
[0010] [Overall view of the gaming machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of this embodiment is an enclosed gaming machine (smart pachinko machine), and gaming balls as gaming media circulate inside the gaming machine and are not provided as gaming value on a tray such as an upper tray. Gaming value is provided as numerical data instead of gaming media (gaming balls). Note that the configuration of the following embodiment can also be applied to gaming machines that are not enclosed.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment and can be rotated open and closed via hinges 16. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft-mounted end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit.
[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that allows a game area 32 (see FIG. 2) formed on the game board 30 to be viewed. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 with the glass frame 15 not opened, the game control device (main board) 100 (see FIG. 3) and the like arranged on the back side of the game board 30 can be accessed.
[0014] Various frame-constituting members are disposed around the edge of the glass frame 15 around the cover glass 14 .
[0015] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed on the upper, right, and left sides of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs 46 (see FIG. 4) inside, and are performance devices that produce light effects according to the game status. These decorative devices 18a, 18b, and 18c collectively constitute the frame decorative device 18.
[0016] Upper speakers 19a are disposed in the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, lower speakers 19b are provided in the lower part of the gaming machine 10. The lower speaker 19b is disposed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The performance operation device is located on an operation panel extending left and right at the bottom of the glass frame 15, and is an operation device including a performance button 25 and a directional key switch 450.
[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of (e.g., four) switches arranged on the front, back, left, right, etc. The directional key switch 450, for example, adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.
[0019] By operating the performance operation device (particularly the performance button 25), the player can perform a performance in which the player's operation is involved in the special symbol variable display game displayed on the display device 41. For example, a performance pattern (performance mode) can be selected, or a preview performance that predicts the result of the variable display game can be executed. Note that the variable display game includes a special symbol variable display game (special symbol variable display game), and when it is simply referred to as a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.
[0020] In addition, the presentation content may be changed not only when the variable display game is being played, but also when the game is not being played by the player operating the presentation operation device.
[0021] The game state when the variable display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low ball payout rate (base value). The special game state is a non-normal game state, and includes a specific game state and a special game state. For example, the specific game state includes a time-saving state (normal power support state) and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability change state, probability change state). The special game state includes a jackpot state and a small jackpot game state (small jackpot state). The special game state is basically a high base state in which the ball payout rate (base value) is higher than the normal game state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.
[0022] An operating handle 24 for controlling the operation of a ball launcher (not shown) is provided below the glass frame 15 and at the bottom of the front frame 12.
[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12 and to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game ball into the game area 32 of the game board 30. The launching speed of the game ball launched from the ball launching device is set to be faster as the rotation operation amount of the operating handle 24 increases. That is, the ball launching device can change the launching force, which is the force (speed) with which the game ball is launched into the game area 32, in response to the operation of the operating handle 24 by the player, and can launch the game ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the game ball flows down on the left side of the game area 32, and a right hit in which the game ball flows down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls into the tray.
[0025] In addition, on the back side of the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine sandwich, and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is connected to the gaming machine 10 so as to be able to communicate with the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited, and the number of balls on the card (the number of game values owned), which is the number of balls owned by the player. The card balls are valid only on the day they are generated, and the balls on the card after that day may be added to the balls saved managed by the gaming establishment (the balls saved are converted into saved balls). The card may store the personal information of the player or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as paper money. The amount of money deposited into the cash insertion section 203 is added to the remaining amount stored in the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball loan operation section 211, a payout operation section 212, a return operation section 213, a game ball number display section 214, and a balance display section 215. The game ball number display section 214 and the balance display section 215 are provided in a monitor such as a liquid crystal monitor. The ball loan operation section 211 is operated when increasing the number of balls held on the gaming machine side (the number of usable game balls, the number of usable game values), which is the number of game balls that can be used by a player, based on the balance stored in the card. The number of balls held on the gaming machine side is numerical data managed by the gaming machine 10. The payout operation section 212 is operated when increasing the number of balls held on the gaming machine side based on the number of balls held on the card. The return operation section 213 is operated when receiving the return of a card inserted in the card unit 201. The number of balls held on the card is displayed on the game ball number display section 214. The remaining balance display section 215 displays the remaining balance.
[0028] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform a predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 so as to be able to communicate with it via the payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in a gaming facility (amusement arcade). The hall computer can communicate with a server installed in a data center outside the gaming facility via a network.
[0029] The CPU 220a can rewrite the memory contents of the card inserted into the insertion unit 202. The CPU 220a receives an input of an input amount signal output when cash is inserted into the cash insertion unit 203. The CPU 220a also increases the number of balls held by the gaming machine in response to an operation signal from the ball lending operation unit 211 or the payout operation unit 212, and performs control to return cards in response to an operation signal from the return operation unit 213. The CPU 220a also controls the display contents of the game ball number display unit 214 and the remaining amount display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the number of balls held on the card. The counting signal is information that can identify the number of balls held on the gaming machine side that is to be transferred as the number of balls held on the card of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of balls held by the gaming machine (the number of available gaming values), which is the number of available gaming balls that can be used by the player. As an example, the ball number display unit 217 is configured with multiple (for example, six) seven-segment LED lamps arranged in a row, and can display multiple (six-digit) numbers.
[0032] The gaming machine 10 includes a counting operation unit 218, which is operated when the player ends the game on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the above-mentioned counting signal. The gaming machine 10 includes a counting notification unit 218a, which notifies whether or not counting is possible. As an example, the ball number display unit 217, the counting operation unit 218, and the counting notification unit 218a are disposed on the front side of the glass frame 15.
[0033] The number of prize balls awarded to a player (number of awarded game balls, number of awarded game values, amount of awarded game value) is added to the number of balls held by the gaming machine (number of usable game values). The number of prize balls is awarded as game balls in non-enclosed gaming machines, but is awarded as numerical data in enclosed gaming machines. The number of balls fired into the gaming area 32 (or the number of balls discharged from the gaming area 32) becomes the number of used game balls (number of used game values) in enclosed gaming machines, and can be stored and managed as numerical data. The new number of balls held by the gaming machine is calculated by subtracting the number of used game balls from the current number of balls held by the gaming machine and adding the number of prize balls.
[0034] [Game board] Next, the game board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in FIG. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by a guide rail 31 is provided on the front side of the game board body 30a. The game machine 10 is configured to play a game by shooting game balls from a ball launcher into the game area 32 surrounded by the guide rail 31. The shooting passage 29 guides the game balls from the ball launcher to the game area 32. In the game area 32, windmills, obstacle nails, and the like are arranged as members for changing the flow direction of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these members.
[0036] A window 40 that serves as a display area for the variable display game is provided in the approximate center of the game board main body 30a. A display device 41 is disposed behind the window 40 as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is disposed so that the display contents can be viewed from the front side of the game board 30 through the window 40. The display device 41 is not limited to one that includes a liquid crystal display, and may include a display such as an organic electroluminescence display.
[0037] A plurality of variable display areas are provided on the display screen (display section) of the display device 41, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area.
[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 and perform light emission performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see FIG. 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 for detecting a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0040] A general winning port 35 (general winning area) is arranged in the game area 32 on the lower left of the window 40, and a general winning port 35 is also arranged in the game area 32 on the lower right of the window 40. The entry of game balls into these general winning ports 35 is detected by winning port switches (SW) 35a (1 to n) provided in the general winning ports 35.
[0041] In the game area 32 below the window 40, a start winning port 36 (first start winning port, start winning port 1, first start winning area) that provides the start condition of the special chart variable display game is provided. In the game area 32 on the right side of the window 40, a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) is provided below the normal chart start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward or the like to change the state to one in which the game ball can easily flow in. When the movable member 37b is in a closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the start winning port 36 or the normal variable winning device 37, the special chart variable display game is executed. In this embodiment, the game ball is more likely to enter the start winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.
[0042] When the result of the normal variable display game becomes a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state advantageous to the player) in which game balls easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it becomes a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls do not easily flow into the normal variable winning device 37. In this embodiment, the start winning port 36 does not have a movable member (opening / closing member) unlike the normal variable winning device 37, and is always in an open state (open state), but a configuration having a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of occurrence of the easy-to-win state by shortening the variation time of the normal map variation display game or by making the winning probability of the normal map variation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special play is performed, thereby generating a time-saving state (normal power support state) as a specific game state. Note that the time-saving state (normal power support state) also occurs overlappingly in the probability variation state (excluding the latent probability variation state).
[0044] In the game area 32 below the normal variable winning device 37, a special variable winning device 39 is provided having an opening / closing door 39c that opens the large winning port (large winning area) by operating a large winning port solenoid 39b (see FIG. 3). The special variable winning device 39 converts the large winning port from a closed state (a closed state disadvantageous to the player) to an open state according to the result of the special chart variable display game, and by facilitating the inflow of game balls into the large winning port, it is designed to give the player a predetermined game value (for example, the number of time-saving / probability-changing times after the end of the prize ball or the end of the big win). In addition, a large winning port switch 39a (count switch) (see FIG. 3) is arranged in the large winning port as a detection means for detecting the game ball that has entered the large winning port. In addition, the special variable winning device 39 is designed to make it easier for game balls to enter when hitting from the right.
[0045] A specific area 86 (so-called V winning port) is provided inside the special variable winning device 39. For example, if a game ball enters the specific area 86 (V winning port, V winning area) after the opening and closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be opened for a long time only during a small win so that the game ball can easily pass through. The game control device 100 can detect the passage of the game ball into the specific area 86 (V winning) via a sensor (specific area switch 72 described later) or the like, and when it detects a V winning, it determines that the game will transition to a big win state (V winning big win state) after the small win ends, and transmits information indicating that a V winning has occurred (specific area passing command, etc.) to the performance control device 300 described later. Then, the performance control device 300 can notify the V winning on the display device 41 or the like.
[0046] That is, in this embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). In this embodiment, the special variable winning device 39 is opened by a small win, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than the 1 type 2 type mixed machine.
[0047] When a game ball enters the large winning port of the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, the payout control device 200 (see FIG. 3) gives the number of winning balls according to the type of winning port as numerical data and adds it to the number of balls held by the gaming machine (the number of usable game balls, the number of usable game values). In addition, the lower game area 32 is provided with an outlet 30b for collecting game balls that did not enter the winning ports. In addition, the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with performance LEDs 46 that can emit light when a game ball enters a prize.
[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, a collective display device 50 that executes a special chart change display game (special chart 1 change display game, special chart 2 change display game) and a normal chart change display game is provided. The collective display device 50 is an information display device that is composed of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game state, and includes display units 51 to 60.
[0049] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a group of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display unit 54, special chart 2 hold display unit 55, normal chart hold display unit 56) for notifying the start memory number (hold number) of each change display game. The special chart 1 display unit 51 and the special chart 2 display unit 52 may be 7-segment type display units. The special chart 1 hold display unit 54 is composed of two LED lamps. The special chart 2 hold display unit 55 is composed of two LED lamps. The normal chart hold display unit 56 is composed of two LED lamps.
[0050] The collective display device 50 is also provided with a first game status display unit 57 (first game status indicator, one LED lamp) that indicates whether it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to indicate the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability state display unit, one LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).
[0051] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game (pattern variable game) is executed by a variable display (variable display) in which the identification information (for example, a part or all of the multiple LED lamps) is repeatedly turned on and off (blinking). Note that multiple types of identification information (patterns) may be displayed in a variable manner while being switched on and off. In addition, the variable display game may be performed by all LED lamps provided as displays for the variable display game being turned on and off (all LEDs flashing simultaneously), circulating (any one LED lamp is turned on and off in a predetermined order at predetermined times), or by turning on and off (blinking) or circulating lighting by a predetermined number of LEDs among the multiple LED lamps. In the normal chart display 53, the variable display game (pattern variable game) is also executed by a variable display (variable display, flashing) in which the three LED lamps are repeatedly turned on and off. In addition, the normal chart display 53 can also be appropriately configured in the same manner as the special chart 1 display 51 and the special chart 2 display 52. In this way, since the pattern (special pattern or ordinary pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the ordinary pattern display 53 fluctuates (changes) over time in the variable display game, the variable display game is also called a pattern variable game.
[0052] Next, the flow of the game in the gaming machine 10, the details of the regular chart variation display game and the special chart variation display game will be described.
[0053] In the gaming machine 10, a game is played by shooting a gaming ball from a ball launcher (not shown) toward the gaming area 32. The shot gaming ball flows down the gaming area 32 while changing the rolling direction due to obstacle nails, windmills, etc. arranged in various places in the gaming area 32, and wins or enters the normal start gate 34, the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, or flows into the out port 30b provided at the bottom of the gaming area 32 and is discharged from the gaming area 32. Then, when a gaming ball wins the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the number of winning balls according to the type of winning port is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball number display unit 217 displays the number of balls held by the gaming machine after the addition.
[0054] The normal map start gate 34 is provided with a gate switch 34a that detects the game ball that has passed through the normal map start gate 34. When the game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the result of the judgment of the winning judgment random number value extracted at this time.
[0055] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, when the game ball passes through the normal map start gate 34, if the normal map start memory number (normal map reserve number) is less than the upper limit number, the memory number is incremented (+1). The game control device 100 (RAM 111c) serves as a start memory means for storing a predetermined random number extracted based on the passage of the game ball through the normal map start gate 34 as a start memory that becomes the right to play the normal map variation display game, with a predetermined number as the upper limit.
[0056] The normal map start memory (normal map reserve) stores a random number value for determining whether the normal map fluctuation display game is a win or a loss, and when this random number value for determining whether the game is a win or a loss matches the judgment value, the normal map fluctuation display game is a win and a specific result pattern is derived.
[0057] The regular pattern variation display game (pattern variation game) is executed by the regular pattern display device 53 provided in the collective display device 50. The regular pattern display device 53 is composed of an LED that indicates a win when lit as regular identification information (regular pattern, regular pattern) and indicates a miss when unlit, and displays the variation of the regular identification information by flashing this LED, and displays the result by turning on or off the LED after a predetermined variation display time has elapsed.
[0058] If the normal random number value extracted when passing through the normal start gate 34 is a winning value, the normal pattern (normal pattern) displayed on the normal display 53 stops in a winning state, and the game is in a winning state. At this time, the normal power solenoid 37c is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable winning device 37. The opening time (for example, 3 seconds) of the movable member 37b of the normal variable winning device 37 may be called the normal power opening time.
[0059] The entry of the game ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). The game ball that enters the start winning hole 36 is detected as the start winning ball of the special chart 1 variable display game, and is stored up to a predetermined upper limit (here, 4). The game ball that enters the normal variable winning device 37 is detected as the start winning ball of the special chart 2 variable display game, and is stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) serves as a start memory means that stores a predetermined number of extracted random numbers as start memories that become the right to execute the special chart variable display game, based on the entry of the game ball into the start winning hole 36 or the start winning area (start hole) of the normal variable winning device 37, up to a predetermined number.
[0060] When detecting the starting winning ball of the special symbol variation display game, various random numbers such as a jackpot random number, a jackpot pattern random number, a variation pattern random number, etc. are extracted. These random numbers are stored in the special symbol reserve memory area (part of the RAM) of the game control device 100 as a special symbol start memory for a predetermined number of times (for example, up to 8 times (4 times x 2)). The number of special symbol start memories is displayed on the special symbol 1 reserve display 54 and the special symbol 2 reserve display 55 for notifying the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a winning entry to the start winning port 36 or the first start memory (special chart 1 start memory, special chart 1 reservation). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a winning entry to the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reservation).
[0062] The special chart 1 change display game (first special chart change display game, first pattern change game) and the special chart 2 change display game (second special chart change display game, second pattern change game) are played by displaying a change in identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52, and then stopping to display a predetermined result pattern.
[0063] In addition, the display device 41 executes a decorative special chart variable display game that variably displays multiple types of identification information corresponding to each special chart variable display game. The identification information in the display device 41 is composed of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.
[0064] The decorative special symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scroll display or rotation display) of the identification information (decorative special symbol, decorative special symbol) consisting of the above-mentioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the varying symbols sequentially after a predetermined time, thereby displaying the result of the special symbol variation display game. In the display device 41, multiple types of identification information are displayed in a variable manner while being replaced. In this way, the identification information (decorative special symbol) displayed on the display device 41 varies (including change and movement) over time in the decorative special symbol variation display game, so the decorative special symbol variation display game is also called a pattern variation game. In addition, in the display device 41, various performance displays such as the appearance of character images are performed to increase interest.
[0065] When the game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is the jackpot value), a specific result state (special result state) is derived from the displayed symbols as the result of the special symbol variable display game, and the jackpot state (special game state) is entered. Correspondingly, the display state of the display device 41 becomes the special result state (for example, a state in which numbers such as "777" are lined up).
[0066] At this time, the special variable prize winning device 39 converts the large prize winning port from a closed state to an open state for a predetermined time (e.g., 30 seconds) by energizing the large prize winning port solenoid 39b (see FIG. 3). In other words, the large prize winning port provided in the special variable prize winning device 39 opens wide for a predetermined time or until a predetermined number of game balls win, and during this time the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a special result state (small win result state) is derived by the displayed pattern as a result of the special chart variable display game, and a small win state is achieved. Correspondingly, the display state of the display device 41 becomes a small win result state. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value). Also, the small win random number value may be used to determine a small win.
[0068] At this time, the special variable winning device 39 converts the large prize opening from a closed state to an open state for a predetermined short time by energizing the large prize opening solenoid 39b (see FIG. 3). Note that the total opening time of the large prize opening is shorter in the small win state (small win game state) than in the big win state (special game state), so the game value (number of balls acquired) that the player can acquire is smaller in the small win state than in the big win state. Note that the large prize opening is in an open state in both the small win state and the big win state, but the big win state may be called the first special game state and the small win state may be called the second special game state.
[0069] Here, we will explain the difference between a big win and a small win.
[0070] A big win is a special result that accompanies the operation of a condition device, and a small win is a special result that does not accompany the operation of a condition device. The condition device is activated when a big win occurs in a special pattern variable display game (a big win pattern stops being displayed), and the activation of the condition device means, for example, that a big win state occurs and a specific flag is set to continuously activate the special variable winning device 39 as a special electric device. The "condition device" may be a software means such as a flag that is turned on and off by software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the big win flag is set to open the special variable winning device, whereas in the case of a small win, the small win flag is set to open the special variable winning device. However, if there is a V win during a small win state, the condition device will be activated.
[0072] In addition, the special chart 2 variable display game is executed in priority over the special chart 1 variable display game, and when there is a start memory of the special chart 1 variable display game and the special chart 2 variable display game, and it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority change). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory of the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it becomes possible to execute the special chart variable display game, the variable display game based on the oldest generated start memory may be executed.
[0073] In addition, when there is no distinction between the special chart 1 change display game and the special chart 2 change display game, they are simply referred to as the special chart change display game.
[0074] [Game Control Device] 3 is a block diagram of a game control system of the game machine 10. The game machine 10 is equipped with a game control device 100 (main board) that serves as a main control means. The game control device 100 is a main control device that controls games in an integrated manner, and is composed of a game microcomputer 111 (hereinafter referred to as a game microcomputer), an input section 120 having an input port, an output section 130 having an output port, a driver, and a data bus that connects the game microcomputer 111, the input section 120, and the output section 130. The game microcomputer 111 can receive various signals and data via the input section 120, and can transmit various signals and data via the output section 130.
[0075] The gaming microcomputer 111 may be connected to an oscillator circuit (crystal oscillator) that has an oscillator such as a crystal resonator and generates a clock that serves as a reference for the CPU's operating clock, timer interrupt, and random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.
[0076] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of DC 32 V from a 24 V AC power supply and a DC / DC converter that generates a lower level DC voltage such as DC 12 V or DC 5 V from a voltage of DC 32 V, a backup power supply 420 that supplies power supply voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power outage.
[0077] The backup power supply 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that data stored in the RAM 111c is retained even during a power outage or after the power is cut off. The control signal generating unit 430, for example, monitors the voltage of 32V generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.
[0078] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the payout control device 200. Here, initialization basically means a 0 clear that erases information and sets it to 0, but some values such as performance information (base value) may be maintained at their current values without being cleared to 0. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop process of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.
[0079] The RAM clear switch 112 is provided on the game control device 100 inside the gaming machine 10, and is therefore located in a position that cannot be operated (inaccessible position) unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be provided in a location other than the game control device 100.
[0080] The gaming microcomputer 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read Only Memory), and a random access memory (RAM) 111c (Random Access Memory) that can be read and written at any time.
[0081] The ROM 111b stores unchanging information for game control (programs, fixed data, judgment values of various random numbers, etc.) in a non-volatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information) and serves as a storage means capable of storing and retaining stored information even in the event of a power outage.
[0082] Also, the ROM 111b stores a variation pattern table for determining a variation pattern (variation mode and variation time) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111a to refer to one or more variation pattern random numbers stored as a start memory and determine a variation pattern. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a latter half variation group table or a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and a table (such as a first half variation group table or a first half variation pattern selection table) for determining a former half variation pattern that is a variation pattern before the reach state is reached.
[0083] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the performance control device 300, generates and outputs drive signals for the solenoid and the display device, and controls the entire game machine 10. Although not shown, the game microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number for determining a jackpot in the special chart variable display game, a special chart pattern random number for determining a jackpot pattern (a jackpot stop pattern), a small win pattern (a small win stop pattern), and a time-saving pattern (a support win pattern, a support win stop pattern), and a change pattern random number for determining a change pattern in the special chart variable display game (including information on the change display of various reaches and no reaches, and information on the execution time of the special chart variable display game).
[0084] In addition, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b in the process related to the special chart variation display game. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or miss) of the special chart variation display game, the probability state (normal probability state or high probability state) of the special chart variation display game as the current game state, the number of start memories, etc. Here, the CPU 111a serves as a variation distribution information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b when executing the special chart variation display game.
[0085] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and performs control to pay out prize balls (game value) as numerical data in accordance with payout instructions (commands or data) from the game control device 100.
[0086] The input section 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the winning port switch 35a of the normal winning port 35, the starting port 1 switch 36a in the first starting winning port 36, the starting port 2 switch 37a in the second starting winning port (normal variable winning device 37), and the large winning port switch 39a of the special variable winning device 39. The outputs from the gate switch 34a, the winning port switch 35a, the starting port 1 switch 36a, the starting port 2 switch 37a, and the large winning port switch 39a are also supplied from the gaming control device 100 to a test firing device (not shown) via a relay board 70. The detection signals of the starting port 1 switch 36a and the starting port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input section 120.
[0087] Furthermore, the specific area switch 72, the remaining ball outlet switch 73, and the out ball detection switch 74 are each connected to the input unit 120. The specific area switch 72 detects the passage (V entry) of a game ball to the specific area 86 (V entry). The remaining ball outlet switch 73 detects a game ball that has passed through the remaining ball outlet that discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been shot into the game area and finished playing (i.e., all game balls that have passed through the entry port or the out port 30b). In addition to the game balls that have entered the out port 30b, game balls that have entered the entry ports (first start entry port 36, second start entry port (normal variable entry device 37), large entry port, or general entry port 35) are guided to the out ball detection switch 74 via a passage or the like not shown in the figure and are detected.
[0088] In addition, various types of fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for detecting fraud provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main frame open detection switch) for detecting front frame open provided on the front frame 12 (main frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10.
[0089] In addition, the input unit 120 takes in a signal from the RAM clear switch 112 and supplies it to the gaming microcomputer 111 via the data bus. In addition, data may be input from the payout control device 200 to the gaming control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the performance control device 300, for example, by serial communication, via the output unit 130. Note that communication between the game control device 100 and the performance control device 300 is one-way communication that does not allow signals to be input from the performance control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing test signal from the output unit 130 to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on a game control device (main board) of a game machine as an actual machine (mass-produced product) installed in an amusement store (game parlor).
[0092] The output unit 130 is provided with an output port that outputs open / close data for the normal solenoid 37c that opens the normal variable prize winning device 37, the special prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is further provided with a driver that receives the open / close data signal, generates a solenoid drive signal, and outputs it.
[0093] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective display device 50, using a corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in, for example, an amusement facility, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.
[0095] Furthermore, the output unit 130 can output, as data to be displayed on the performance display device 152, LED on / off data of the performance display device 152 using a corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 is made up of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display performance information such as ball payout rate (base value). The performance information is derived based on the number of winning balls (number of game values) obtained by winning, and is, for example, the ball payout rate (base value), the ratio of roles, the number of discharged balls, etc.
[0098] The ball output rate (base value) is the ratio (proportion) of the total number of winning balls to the number of balls discharged (or the number of balls fired into the game area 32), and is calculated as (number of acquired balls ÷ number of discharged balls) × 100 (%). In other words, the ball output rate is the number of acquired balls (total number of winning balls) per 100 discharged balls. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In an enclosed game machine, the number of acquired balls (total number of winning balls) is the number of game values (amount of game value) that are granted as numerical data.
[0099] For example, the feature ratio is the percentage (= so-called continuous feature ratio) of the number of prize balls (number of balls won by feature) obtained by winning in a large winning slot during a jackpot state out of the total number of prize balls (total number of prize balls) obtained by winning in a winning slot during a specified period (for example, from when the gaming machine 10 is turned on to the present) (= the total number of prize balls).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game not possible state, game prohibited state) in which the special chart change display game, the normal chart change display game, and round play (play during a big win or a small win) cannot be executed as games by establishing an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls. In the game stop state, a new special chart change display game and a new normal chart change display game cannot be started. The safety device can take appropriate measures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to suppress a player's addiction to the game. If addiction is suppressed, the player can play with peace of mind.
[0101] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a completion function (or an ending function, a stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.
[0102] In this embodiment, the operating condition of the safety device is (1) that the number of balls difference, which indicates the difference between the number of safe balls and the number of discharged balls in a specified period, reaches a ball difference reference value (predetermined value), and (2) that the device is neither a big win nor a small win. The number of balls difference is the number of safe balls minus the number of discharged balls in a specified period (number of balls difference = number of safe balls - number of discharged balls). In this way, the operating condition of the safety device consists of two stages of conditions (1) and (2). The number of balls difference regarding condition (1) may be the number of balls difference in a specified period from the time of the minimum value of the number of balls difference to the present, that is, the number of balls difference based on the minimum value (the increase in the number of balls difference from the minimum value), and may further correspond to the maximum increase in the number of balls difference during one day's business (so-called MY). The operating condition may be other, and for example, the condition (1) may be configured to be that the number of safe balls reaches a predetermined value. The condition (2) may be configured to be that the special variable winning device is not in operation, or that the large winning port is not in an open state.
[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded in a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.
[0104] Note that the number of launched balls, which is the number of launched balls launched and introduced into the play area 32, may be used instead of the number of ejected balls, and the difference in the number of balls may be the number of safe balls - the number of launched balls. The number of launched game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the difference in the number of balls is deducted by -1 each time a game ball is launched by the ball launcher, and is added by +1 each time a foul ball is produced.
[0105] For example, the state of the safety device will be in a non-operated state (an activation notice state, an activation warning state, or a normal state where the safety device is not activated) in response to a difference in the number of balls of less than 90,000. The state of the safety device will be an activation notice state that notifies the activation of the safety device in response to a difference in the number of balls of 90,000 to 94,999. In response to reaching a difference in the number of balls of 95,000, the state will be an activation warning state that warns the activation of the safety device, or an activated state (activated state) where the safety device is activated.
[0106] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if the machine is in a big win or small win, and will be activated if the machine is neither in a big win nor a small win. Therefore, if the safety device is activated before a big win or small win occurs, a game stop state (a state where play is not possible, a state where play is prohibited) will occur immediately after the safety device is activated, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big win or small win occurs in a time-saving state or a probability-changing state.
[0107] On the other hand, when the big win or small win ends and the big win or small win is no longer occurring, the safety device transitions from the activation warning state to the activation state (activating state).
[0108] In the activation notice state, the performance control device 300 displays an activation notice display (for example, the text "Play will end soon") on the display device 41. In the activation warning state of the safety device during a small win or a big win, the performance control device 300 displays an activation warning display (for example, the text "Play will end after the win") on the display device 41.
[0109] When the safety device is in operation (not during a small win or big win), i.e., when the game is stopped, the presentation control device 300 displays an operation indication 513 (the words "Play Stopped") on the display device 41. When the safety device is in operation, the game control device 100 sets a safety device operation flag, which indicates that the safety device is in operation, to on. The safety device operation flag is cleared to 0 (safety device operation flag = 0) by the RAM initialization process (RAM clear process), and the operation of the safety device is deactivated.
[0110] In the game stop state, the special chart change display game, the normal chart change display game, and the round game (game during a big win or a small win) cannot be executed as games. In order to do this, for example, in the game stop state, the detection of the game ball at the winning port switch is disabled, the winning port (winning) is disabled, the solenoid stops so that the big winning port, the specific area 86, the normal winning device 37, etc. are closed, the launch of the game ball from the ball launching device is stopped (prohibited), and the launch is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart change display game and the normal chart change display game not be continued, but a new special chart change display game and a new normal chart change display game cannot be started.
[0111] [Transition state when power is turned on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the device transitions to various states (modes).
[0112] When the RAM clear switch 112 is turned on at the time of power-on, the state transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. When the RAM clear switch 112 is turned on, the state first becomes RAM clear preparation (initialization preparation), and when the RAM clear switch 112 is turned on again during RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). When the RAM initialization process is executed, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.
[0113] If the RAM clear switch 112 is off when the power is turned on, the state transitions to a normal power recovery state (normal power recovery mode), in which power is simply restored.
[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to Fig. 4. Fig. 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image of the display device 41, the sound of the speakers 19a and 19b, the light emission of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the game control device 100. In other words, the performance control device 300 can control the performance related to the game.
[0115] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.
[0116] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (e.g., a cache memory) therein that provides a working area.
[0117] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, and instructs the VDP 312 on the content of the output video, as well as performing processes such as instructing the sound control unit 314 on the sound to be played, turning on the performance LED 46, controlling the drive of the motor and solenoid of the performance movable body 44, and managing the performance time.
[0118] The VDP 312 is provided with a RAM that provides a working area, and a scaler for enlarging and reducing images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM in which sound data including voice is stored, and an amplifier circuit that amplifies the sound data.
[0120] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands sent from the game control device 100. The performance control device 300 receives the special symbol reservation number command, decorative special symbol command, variation command, symbol stop command, and the like sent from the game control device 100 to the performance control device 300 via the command I / F as performance control instruction signals (performance commands).
[0121] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LEDs (light emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (such as movable parts that work together with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, the glass frame 15, etc.
[0122] These control circuits 332, 334, which drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44, are connected to the control microcomputer 311 via an address / data bus.
[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting a detection signal indicating the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15 and a detection signal indicating the on / off state of the directional key switch 450 to the control microcomputer 311. The switch input circuit 336 also inputs a detection signal of a volume adjustment switch 335 that enables a person related to the game establishment (a staff member, a manager) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b to the control microcomputer 311.
[0124] Normal power supply section 410 of power supply device 400 supplies a desired level of DC voltage to performance control device 300 having the configuration described above and to the electronic components controlled thereby.
[0125] [Basic Control] Next, a basic control in the gaming machine 10 will be described. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit based on the input of a detection signal of a game ball from the gate switch 34a provided in the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a hit or a miss.
[0126] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed in a variable manner for a predetermined period of time, and then the pattern is stopped. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and the movable member 37b of the normal variation winning device 37 is controlled to open as described above for a predetermined period of time (for example, 3 seconds x 2 times). If the result of the normal map variation display game is a loss, the normal map display 53 is controlled to display a loss result state.
[0127] In addition, a first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 1 variable display game is a win or a loss.
[0128] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 2 variable display game is a win or a miss.
[0129] Then, the CPU 111a of the game control device 100 outputs a control signal (performance control command) including the judgment result of the special symbol 1 variable display game and the special symbol 2 variable display game to the performance control device 300. Then, the special symbol variable display game in which the identification symbol is displayed variably for a predetermined time and then stopped is displayed on the special symbol 1 display device 51 and the special symbol 2 display device 52. That is, the game control device 100 constitutes a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (the first start winning port 36, the normal variable winning device 37).
[0130] Also, the performance control device 300 displays a decorative special chart variable display game corresponding to the special chart variable display game on the special chart 1 display device 51 and the special chart 2 display device 52 on the display device 41 based on a command (control signal) from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the emission of various performance LEDs 46 based on a command (control signal) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).
[0131] When the result of the special chart variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays the special result state on the special chart 1 display 51 or the special chart 2 display 52 and generates a special game state. In the process of generating the special game state, the CPU 111a performs control to open the opening and closing door 39c of the special variable winning device 39 by the big winning port solenoid 39b, for example, to allow the game balls to flow into the big winning port.
[0132] Then, one round (R) is defined as opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (e.g., 10 balls) enter the large prize opening, or a predetermined time for opening (e.g., 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is controlled (repeated) for a predetermined number of rounds (e.g., 15 times, 11 times, or 2 times) (cycle play). Also, if the result of the special chart variation display game is a miss, control is performed to display the result state of the miss on the special chart 1 display 51 or the special chart 2 display 52.
[0133] Furthermore, the game control device 100 can generate a high probability state (specific game state) as a game state after the special game state ends, based on the result state of the special chart variation display game. The high probability state (probability change state) is a state in which the probability of a winning result in the special chart variation display game is higher than the normal probability state. Furthermore, regardless of whether the high probability state is reached based on the result state of either the special chart 1 variation display game or the special chart 2 variation display game, both the special chart 1 variation display game and the special chart 2 variation display game will be in the high probability state. In the high probability state (probability change state), the game control device 100 sets a special chart high probability flag indicating a high probability state.
[0134] In addition, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result state of the special chart variation display game and the number of times it is executed. In the time-saving state, the normal chart variation display game and the normal variation winning device 37 may be controlled to be in a time-saving operation state, and the normal power support state is established because the opening time of the normal variation winning device 37 per unit time is controlled to be substantially longer than in a normal game state in which no special game is performed. Note that even in a high probability state (normal probability state) other than the latent probability state, the time-saving state is overlapped and normal power support is executed.
[0135] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-saving changes in the special chart change display game can also be executed.
[0136] In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of a winning result of the normal variable display game (normal probability, normal winning probability) to a high probability that is higher than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal chart variation time, normal chart stop time, normal power opening count, normal power opening time, and normal chart probability. As a result, in the time-saving state, it becomes easier to win the normal variation winning device 37 than in the normal game state in which no special game is played, and the number of times the special chart variation display game is executed per unit time can be increased more than in the normal game state, and the execution interval of the special chart variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different things are changed. It is also possible to set the movable member 37b not to be opened in the normal operation state (normal chart probability is 0). In addition, the high probability state and the time-saving state can occur independently of each other, and both can occur simultaneously, or only one can occur.
[0138] The game control device 100 basically sets a time-saving flag indicating the time-saving state in the time-saving state. However, even if the time-saving flag is set, the low base state (a state in which left-handed play is recommended) in which the opening time of the normal variable winning device 37 is extremely short and the ball payout rate (base value) is low may be treated as a normal game state in which there is substantially no normal power support and no special play is performed (slight time-saving).
[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot due to a jackpot (a time-saving), a time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, b time-saving, play time), and a time-saving state that occurs when the time-saving pattern stops displaying (support hit) without a jackpot (sudden time-saving, c time-saving). Note that if the number of times of the special pattern variable display game (excluding the number of times in the probability variable state) executed after turning on the power or after the jackpot state ends reaches the ceiling number of times, the time-saving state (play time) will be entered even if a jackpot or time-saving pattern is not won.
[0140] After the time-saving state ends, a remaining reservation consumption state can be generated in which the second start memory (special chart 2 start memory, special chart 2 reservation) remaining at the time of the time-saving state ending is consumed. In the remaining reservation consumption state (remaining reservation consumption mode), the second start memory generated by winning the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reservation, and the special chart 2 variable display game is executed. The remaining reservation consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and thus the probability of a V-winning jackpot).
[0141] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time period (e.g., 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c in the main process, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, it transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.
[0143] In the main process, a loop process is provided to repeatedly allow interrupts. While the interrupts are allowed, the timer interrupt process is executed. During the loop process, performance information such as the ball output rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating in order to stabilize the ball output rate).
[0144] In the timer interrupt processing, it is possible to execute input processing for receiving input from various switches via the input unit 120, output processing for producing various outputs via the output unit 130, special pattern game processing for controlling the special pattern change display game and setting the display of special patterns on the collective display device 50, regular pattern game processing for controlling the regular pattern change display game and setting the display of regular patterns on the collective display device 50, and error monitoring processing for monitoring for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] In addition, in the timer interrupt process, when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is performed that can determine the game result based on the winning in advance at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine the result of the variable display game in advance before the variable display game based on the start memory is executed.
[0146] Furthermore, in the timer interrupt processing, it is possible to execute a safety device related processing for performing processing related to the safety device (complete function), a difference ball number counting processing for updating a counter for counting the difference ball number, etc. In the safety device related processing, safety device related information such as the operating state of the safety device is transmitted as a command to the performance control device 300, and a safety device operating flag indicating that the safety device is operating is set.
[0147] In the main process that starts when the power is turned on, the game control device 100 can transmit power failure recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands related to RAM initialization, to the performance control device 300. The RAM initialization related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared for clearing.
[0148] In addition, during timer interrupt processing, the game control device 100 can send commands to the performance control device 300 as follows.
[0149] The game control device 100 can transmit game status commands indicating game status such as normal game status, time-saving status (normal power support status), special chart high probability status (probability change status), error commands indicating errors such as fraud or abnormality, and safety device related commands related to safety devices. The safety device related commands include a difference ball information command indicating the difference ball number, an operation notice command corresponding to the operation notice status of the safety device, an operation warning command corresponding to the operation warning status of the safety device, and an operation command corresponding to the operation status of the safety device.
[0150] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, a variation command indicating a variation pattern of the special chart variation display game, a decorative stop pattern command (decorative special chart command) indicating a decorative stop pattern displayed on the display device 41 corresponding to a losing pattern, a big win pattern, a small win pattern, a time-saving pattern, etc., as a result of the special chart variation display game, a pattern stop command indicating the stop of the special chart variation display game, and a winning command corresponding to each stage of the big win state or the small win state. Here, the customer waiting commands include a customer waiting demo command that instructs a customer waiting demo such as a movie demo. In addition, the winning commands include an opening command (fanfare command) corresponding to the opening (fanfare) of a small win or a big win, a round command corresponding to a round of a small win or a big win, an interval command corresponding to an interval between rounds, and an ending command corresponding to an ending of a big win or a small win.
[0151] The game control device 100 can transmit a special figure 1 reservation number command and a special figure 2 reservation number command indicating the start memory number when the first start memory number (special figure 1 reservation number) which is the number of the first start memory (special figure 1 reservation) and the second start memory number (special figure 2 reservation number) which is the number of the second start memory (special figure 2 reservation) change. The game control device 100 can increase the first start memory number by 1 when the game ball enters (enters) the start winning hole 36 and the first start memory occurs, and can increase the second start memory number by 1 when the game ball enters (enters) the normal variable winning device 37 and the second start memory occurs. The game control device 100 can decrease the first start memory number by 1 at the start of the special figure 1 variable display game based on the first start memory, and can decrease the second start memory number by 1 at the start of the special figure 2 variable display game based on the second start memory.
[0152] In addition, the game control device 100 can transmit a look-ahead command when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and the first start memory or the second start memory occurs. The look-ahead command includes a look-ahead stop pattern command corresponding to the stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, miss stop pattern) based on the jackpot random number or special pattern random number saved as the first start memory or the second start memory, and a look-ahead fluctuation pattern command based on the saved fluctuation pattern random number.
[0153] In addition, the game control device 100 can transmit necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hit instruction notification command, right hit instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.
[0154] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.
[0155] When the performance control device 300 receives a power failure recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41 and issues an alert for, for example, 30 seconds by illuminating the performance LED 46 and sounding the speakers 19a, 19b (especially when RAM clearing is in progress). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may notify the error by illuminating the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command contains information indicating the content of the error, the content of the error may be displayed on the display device 41.
[0157] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, the operation warning command, or the operation command, it displays text such as "Play will end soon", "Play will end after the win", or "Play is ending" on the display device 41 in response to each command.
[0158] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory number and the second start memory number are zero and the special chart variation display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.
[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-related performance setting process to set a performance related to the decorative special chart variation display game on the display device 41 based on the content of the variation pattern, the special chart type (special chart 1 or special chart 2), the type of stop pattern (miss pattern, big win pattern, small win pattern, time-saving pattern, etc.). In addition, when a game ball enters the start winning hole 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special chart variation display game ends, the game control device 100 starts the special chart variation display game on the special chart 1 display device 51 or the special chart 2 display device 52 of the collective display device 50, and transmits the variation command, the stop pattern command, etc. to the performance control device 300.
[0160] In the variation-related performance setting process, it is possible to set a notice performance that appears during the special chart variation display game and can notice the result of the special chart variation display game, a variation performance such as a pseudo-successive performance or a reach performance on the display device 41, and a specific decorative stop pattern. The variation command may include information on the number of pseudo consecutive performances, which is the number of pseudo-successive performances (number of pseudo variations), and information on the type (type) of reach performance corresponding to the reach state. The pseudo-successive performance is a performance in which a pseudo variation that changes and temporarily stops a decorative special pattern on the display device 41 is performed a predetermined number of times in one special chart variation display game. In addition, in the variation-related performance setting process, it is possible to set the light emission mode of the performance LED 46 and the sound mode of the speakers 19a, 19b according to the notice performance or the variation performance.
[0161] Here, the term "reach" (reach state) refers to a display state in which the display result already derived and displayed in the decorative special chart variable display game has not yet been derived and displayed on the display device 41 and satisfies the conditions for a special result state. When the display result becomes a special result state on the pay line (for example, on a line in the vertical or horizontal direction) of the display device 41, the game state becomes a special game state that is advantageous to the player. In addition, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if the decorative special chart variable display game displayed on the display device 41 in response to the special chart variable display game displays multiple identification information for a predetermined period of time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, center, etc. to display the result state, a state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.
[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliabilities) for deriving a special result mode (jackpot mode) are set as systems (types) such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectations (reliabilities) for a jackpot increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. A state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state has not occurred.
[0164] The expectation (reliability) of the performance (notice) indicates the probability of a jackpot if the performance is selected, and can be calculated based on the selection rate of the performance when it is a jackpot and the selection rate of the performance when it is not a jackpot (when it is a miss). The higher the selection rate of the performance when it is a jackpot, the higher the expectation, and the higher the selection rate of the performance when it is a miss, the lower the expectation. The jackpot includes the aforementioned V-winning jackpot, and the expectation of the V-winning jackpot is approximately the same as the expectation of the small jackpot that generates the V-winning. The expectation can be set not only for the jackpot, but also for the expectation of the occurrence of advantageous states other than the jackpot (for example, small jackpot state, time-saving state) and advantageous events (for example, reach).
[0165] When the performance control device 300 receives a pattern stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. It is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.
[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a small or big win, when it receives a round command, it executes a round performance, which is the performance during a round, when it receives an interval command, it executes an interval performance in the interval between rounds, and when it receives an ending command, it executes an ending performance corresponding to the ending of a big or small win.
[0167] When the performance control device 300 receives the special chart 1 reserved number command or the special chart 2 reserved number command, it displays the reserved display corresponding to the start memory (reserved) on the display device 41 or the like in the same number as the special chart 1 reserved number or the special chart 2 reserved number. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a drawing probability corresponding to the look-ahead command. Examples of look-ahead preview performance include continuous preview performance and reserve change preview. Examples of continuous preview performance include a chance eye look-ahead performance related to a decorative stop pattern.
[0168] When the performance control device 300 receives a left hit instruction notification command and a right hit instruction notification command as the hitting instruction notification command, it can execute a left hit instruction display and a right hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance to congratulate the V winning on the display device 41.
[0169] In addition, the performance control device 300 is capable of receiving commands necessary for control other than those mentioned above from the game control device 100.
[0170] [Example of the performance progression] Fig. 5 is a performance progression table showing an example of the progression of the performance in chronological order. The performance of the performance progression table is set and executed by the performance control device 300 by lottery or the like, and the characters in Fig. 5 may be changeable. As the special chart variation display game progresses, the performance scene can progress on the display screen of the display device 41.
[0171] In the performance progression table, the performance contents are mainly shown as the performance displayed on the display screen of the display device 41, but also show the sound from the speakers 19a, 19b and the light emitted by the performance LED 46. For the performance displayed on the display screen, the type of character related to the character display, whether or not the character moves, whether or not dialogue is displayed, the performance accompanied by the character display (the performance including the character display), and the background are shown. The characters on the display screen are displayed as, for example, picture images, graphic images, and live-action images, such as people, animals, and robots. The characters are displayed as still images or moving images. In FIG. 5, the characters appearing in each scene are just an example and can be changed according to the lottery results.
[0172] Regarding the light emission of the performance LEDs 46, the amount of light emission may be the luminance or brightness of each individual performance LED 46 that emits light, or may be the average luminance or brightness of all the performance LEDs 46. Instead of the amount of light emission, the number of performance LEDs 46 that emit light out of all the performance LEDs 46 may be changed. Not only the amount of light emission of the performance LEDs 46 but also the color of the light emission may change depending on the performance or scene. The performance LEDs 46 are full-color LEDs and can emit light in various colors.
[0173] First, during the customer waiting state, the background of the display screen becomes background I. Note that during the customer waiting state, games such as the special chart change display game and round play are not being executed. For example, background I is the same as the background that can be displayed before the reach occurs during the execution of the special chart change display game.
[0174] After that, a customer waiting demo such as a movie demo is started, and the background of the display screen becomes background II as the background of the customer waiting demo. In the customer waiting demo, a character A (character A) with an action is displayed on the display screen. Character A performs an opening and closing action (mouth opening and closing action, lip syncing action) in which the mouth part opens and closes. However, in the customer waiting demo, there is no dialogue displayed or sounded, no dialogue is displayed as text on the display screen, and no dialogue is output as sound from the speakers 19a, 19b. Here, the light emission amount of the performance LED 46 is, for example, medium, but it may be changed appropriately according to the customer waiting demo, or may be low to save power. If it is medium, it is possible to attract the attention of customers in the aisle of the game arcade and to save power moderately.
[0175] Then, the special symbol variation display game starts when the ball enters the start winning hole 36 or the normal variation winning device 37, and the variation of the decorative special symbol starts on the display device 41. The background of the display screen of the display device 41 becomes background I that can be displayed before a reach occurs during the execution of the special symbol variation display game. In this embodiment, there is only one type of background I, but it may be selected from multiple types (for example, I-1, I-2, ...) according to the presentation stage or presentation mode selected by the player. In addition, the background I may be changed according to the game state such as the normal game state or the time-saving state. Note that, for the sake of simplicity, FIG. 5 is based on the special symbol variation display game in the normal game state, but the special symbol variation display game in other game states may also be used.
[0176] After that, the display screen becomes a scene α in which a conversation preview can appear as a production. The conversation preview is divided into a first half and a second half, and the scene α is also divided into a first half scene α1 and a second half scene α2. In the first half of the conversation preview, scene α1, character A (character A) is displayed on the display screen without moving, and a line aα1 is displayed as a line spoken by character A (see FIG. 9(a)). In the second half of the conversation preview, scene α2, character B (character B) is displayed on the display screen without moving, and a line bα2 is displayed as a line spoken by character B (see FIG. 9(c)). The characters appearing in scene α1 and scene α2 may be selected by lottery (see FIG. 6). In scene α1, both character A and character B may be displayed, and only the line of character A may be displayed. In scene α2, both character A and character B may be displayed, and only the line of character B may be displayed.
[0177] In scene α1, character A does not open or close his mouth, but the lines aα1 spoken by character A are displayed and a voice reading the lines aα1 is output in response to the display of the lines aα1. In this embodiment, after all the characters of the lines are displayed at once, the lines may be read out while maintaining the display of the lines. It is also possible to display the characters of the lines in order and read out the characters as they are displayed.
[0178] Similarly, in scene α2, character B does not open or close his mouth, but lines bα2 uttered by character B are displayed and, in response to the display of lines bα2, a voice reading out lines bα2 is also output.
[0179] In the scene α (α1 and α2), the amount of light emitted by the effect LED 46 is small as an example, but is not limited to this. For example, the amount of light emitted by the effect LED 46 may be increased according to the level of the jackpot expectation (expectation regarding the jackpot) suggested by the line aα1 or the line bα2 selected by lottery.
[0180] Next, the display screen enters scene β, in which a window step-up notice can appear as a performance. The window step-up notice is a step-up notice that is displayed in a predetermined area (window) surrounded by a frame on the display screen. The step-up notice is a series of performances in which single performances (sub-performances) set in multiple stages (multiple steps) are executed sequentially from a lower stage to a higher stage. Note that step-up notices other than the window step-up notice may also be executed.
[0181] In scene β where the window step-up notice can appear, the characters are displayed on the display screen in three stages in the order of Character A (Character A) → Character B (Character B) → Character C (Character C) (see Figures 9 (E) (O) (Ka)). Here, the number of stages (number of steps) in the window step-up notice is set to 3, and three characters AC appear in scene β, but the number of stages may be selected by lottery from, for example, 2, 3, or 4 (see Figure 6). The higher the number of stages, the higher the expectation of a jackpot. Furthermore, the characters that appear in scene β may be selected by lottery for each stage (each step).
[0182] In scene β, characters A and B do not move, but character C opens and closes his mouth. Note that the characters move in the final stage of the window step-up preview, and do not move in other stages, but may move in other stages as well. The lines of characters A and B are not displayed, but the lines of character C, cβ, are displayed. No sound corresponding to the display of characters A and B is output, but a sound reading the lines cβ is output from speakers 19a and 19b along with the display of character C and its lines cβ.
[0183] In scene β, as an example, the light emission amount of the effect LED 46 decreases while characters A and B are displayed and increases while character C is displayed, but is not limited to this. For example, the light emission amount of the effect LED 46 may be increased as the number of stages selected by lottery increases or as the stage progresses to a later stage.
[0184] After that, the display screen changes to scene γ in which cut-in preview 1 can appear as a production effect. In scene γ, character B does not move, but character B's lines bγ are displayed, and a voice reading the lines bγ is output in response to the display of the lines bγ (see FIG. 9(g)). In scene γ, the light emission amount of the production LED 46 is reduced as an example, but is not limited to this.
[0185] Furthermore, after that, the display screen changes to scene δ in which a provocative effect can appear as a performance. In scene δ, character C does not move, but character C's lines cδ are displayed (see FIG. 9(k)). Note that no audio is output to read out the lines cδ, but it may be output. In scene γ of the provocative effect, the light emission amount of the performance LED 46 is, as an example, larger and medium than that of scene α of the conversation preview, but is not limited to this. Also, in the provocative effect, the lines do not need to be recognized as character C's lines cδ as long as they are provocative phrases.
[0186] Next, the display screen goes to scene ε where a reach occurrence effect can appear when or immediately after the reach occurs. In scene ε, character B opens and closes his mouth, and character B's lines bε are displayed (see FIG. 9(K)). In response to the display of lines bε, a voice is output reading out the lines bε. In scene ε, the light emission of the effect LED 46 increases to notify of the reach, as an example, but is not limited to this.
[0187] In scene ε, the background of the display screen is background III corresponding to the reach generation effect. The background III is set according to the characters displayed in scene ε, and backgrounds IIIa, IIIb, IIIc, and IIId correspond to the characters AD, respectively.
[0188] After that, the display screen goes to scene θ where cut-in preview 2 can appear as a performance. In scene θ, character C does not move, but character C's lines cθ are displayed (see FIG. 9 (sa)). Note that no audio is output to read out the lines cθ, but it may be output. In scene θ, as an example, the light emission amount of performance LED 46 is medium, but this is not limited to this. After scene θ, background IV is displayed on display device 41 until the end of the variation of the decorative special pattern (end of the special pattern variation display game).
[0189] Next, the display screen goes to scene λ where a winning / losing notification effect appears. In scene λ, character D appears, and whether or not character D will move is selected by lottery. In addition, lines dλ of character D are displayed (see FIG. 9(c)). The presence or absence of audio reading out lines dλ is also selected by lottery. In scene λ, the light emission of effect LED 46 is medium as an example, but is not limited to this.
[0190] After that, the special chart variation display game ends, and the variation of the decorative special chart ends on the display device 41. In FIG. 5, the result of the special chart variation display game is a big win or a small win, resulting in a big win state (including a V winning big win state due to a small win) or a small win state. In the big win state or small win state, a round performance is executed. In the round performance, a character B with action appears and opens and closes its mouth, but there is no display of lines and no audio output of lines. Here, the light emission amount of the performance LED 46 is, for example, medium, but since this is an advantageous state for the player, the light emission amount may be even greater. The background of the display screen of the display device 41 becomes background V corresponding to the big win state or small win state.
[0191] As described above, the presentation control device 300 as a display control means can execute a character action presentation (first presentation, presentation with action) that involves character action, and a character non-action presentation (second presentation, presentation without action) that does not involve character action. Therefore, the existence of two types of presentations that differ in terms of the presence or absence of character action adds variety to the presentation, enhancing the interest of the game. The character action presentation may include the display of a character with at least a portion moving, and a character-related presentation related to the display of the character. The character non-action presentation may include the display of a character that does not move, and a character-related presentation related to the display of the character. The character-related presentation may include the display of a line or the audio output of the line, and may be executed together with or in conjunction with the display of the character.
[0192] As shown in FIG. 5, character non-movement effects without movement are executed more frequently (frequency of execution, occurrence rate) than character movement effects with movement (see also FIG. 6). Therefore, the number of character movement effects involving character movement is relatively reduced, which reduces the complexity of development work related to the effects of game machines and improves the efficiency of development work. For example, the troublesome work of matching character movements in character movement effects with the display of lines and the audio output of lines is reduced, which improves the efficiency of development work. In addition, the number of character movement effects is relatively reduced, which reduces the amount of video data stored in image ROM 325 to display character movements, which saves storage space in image ROM 325.
[0193] In particular, during the execution of the special chart change display game (from the start of change to the end of change), the character non-movement effects are executed more frequently than the character movement effects, and are executed more frequently. During the execution of the special chart change display game, the control microcomputer 311 and VDP 312 of the performance control device 300 may have a high control load due to display control of the decorative special patterns, but by executing the character non-movement effects based on still image data more frequently than the character movement effects based on video data, the control load of the performance control device 300 can be suppressed while ensuring the interest of the game.
[0194] Also, during the execution of the special chart variation display game, for the same character (any of the characters AD), the character non-movement effects are executed more frequently than the character movement effects, and the execution frequency is higher. Therefore, even when multiple characters are used in the effects, the character movement effects are relatively fewer for each character during the execution of the special chart variation display game, and the efficiency of development work related to the effects of the gaming machine can be improved. Note that, not only during the execution of the special chart variation display game, but also during the customer waiting state and the big win state (or small win state), the character non-movement effects may be executed more frequently than the character movement effects to increase the execution frequency.
[0195] As shown in Fig. 5, the display timing and audio output timing of the character and the character's lines can be made different between the character action presentation with character action and the character non-action presentation without character action. This makes the presentation more varied and increases the interest of the game.
[0196] Also, as shown in Fig. 5, effects accompanied by character action effects (e.g. reach occurrence effects) are different from effects accompanied by character non-action effects (conversation notice, cut-in notice, etc.). Therefore, character action effects and character non-action effects can be flexibly used for each effect or notice scene, improving the interest of the game.
[0197] Also, as shown in Fig. 5, even in a customer waiting state where the special chart variable display game is not being executed, a big win state (including a V winning big win state due to a small win), or a small win state, it is possible to execute a character action presentation in which the character moves. Therefore, through the customer waiting state, the state where the special chart variable display game is being executed, the big win state, or the small win state, the continuity of the character action presentation is increased, and the interest of the game can be improved.
[0198] [Character selection rate] FIG. 6 is an example of a selection rate table (appearance rate table, allocation table) showing the selection rate (appearance rate, allocation rate) of characters in each scene on the display screen.
[0199] For scenes without character movement (scenes α, γ, δ, θ), the selection rates of the character AD without movement and no character are 20.0%, 15.0%, 9.0%, 6.0%, and 50.0%, respectively, when the result of the special chart variable display game is a miss, and 10.0%, 20.0%, 25.0%, 35.0%, and 10.0%, respectively, when the result is a big hit (or a small hit that becomes a V-winning big hit). Naturally, in scenes without character movement, the selection rate of the character AD with movement is 0%. Also, no character may correspond to the absence of a scene itself since no character appears, or it may correspond to a scene itself that can be distinguished from other scenes but in which no character appears.
[0200] For scenes α, γ, δ, and θ, the appearance rate of the character non-movement effect without character movement is 50.0% when the result of the special chart variable display game is a miss, and 90.0% when it is a jackpot, and the appearance rate of the character movement effect with character movement is naturally 0.0% in both miss and jackpot. For scenes α, γ, δ, and θ, the character non-movement effect is executed more frequently than the character movement effect.
[0201] In addition, the scene α is a scene in which a conversation preview can appear, but it is convenient to select only the characters displayed in the first half of the scene α1 by lottery (allocation) with the selection rate of FIG. 6, and display a predetermined character corresponding to the character selected by lottery in the second half of the scene α2. For example, characters B, C, D, and A are displayed in the scene α2 as conversation partners corresponding to the characters A, B, C, and D in the scene α1, respectively. However, this is not limited to this, and the characters in the second half of the scene α2 may be selected by lottery from among the characters displayed in the first half of the scene α1 and displayed.
[0202] Regarding the scene with character action (scene β, ε), the selection rate of the character AD with action and the character without action is 1.2%, 0.5%, 0.2%, 0.1%, and 98.0%, respectively, when the result of the special chart variable display game is a miss, and 10.0%, 20.0%, 25.0%, 35.0%, and 10.0%, respectively, when the result is a big hit (even a small hit that becomes a V-winning big hit is also possible). Naturally, in the scene with character action, the selection rate of the character AD without action is 0%. Also, here, the character without action may correspond to the absence of the scene itself since the character does not appear, or it may correspond to the scene itself that can be distinguished from other scenes but the character does not appear. In this way, in the case of a miss, the appearance rate of each character with action (scene β, ε) is considerably smaller than the appearance rate of each character without action (scene α, γ, δ, θ), but it may also be slightly smaller in the case of a big hit.
[0203] For scenes β and ε, the appearance rate of character action effects with character action is 2.0% when the result of the special chart variation display game is a miss, and 90.0% when it is a jackpot, while the appearance rate of character non-action effects without character action is naturally 0.0% in both miss and jackpot results. For scenes β and ε, character action effects are performed more frequently than character non-action effects. Thus, the appearance rate (2.0%) of any character with action appearing in a miss is significantly smaller than the appearance rate (50.0%) of any character without action appearing, but it may also be slightly smaller in the case of a jackpot.
[0204] In addition, the scene β is a scene in which the window step-up notice can appear, and it is convenient to select the character to be displayed in the final stage of the window step-up notice or the number of stages corresponding to that character by lottery (allocation) with the selection rate of FIG. 6, and execute the window step-up notice in a predetermined change mode. For example, when characters B, C, and D are selected by lottery, the characters are sequentially displayed on the display screen in two stages, three stages, and four stages in the change mode (display order) of A→B, A→B→C, and A→B→C→D, respectively. In addition, characters B, C, and D act in the final stages of the two stages, three stages, and four stages, respectively. Here, when character A is selected, only character A may be displayed in a single shot (one stage), but the selection rate of character A may be set to zero in the case of the window step-up notice. In addition, it is not limited to the above, and after the number of stages of the window step-up notice is selected by lottery, the same number of characters as the number of stages may be selected by lottery and displayed in order.
[0205] For scenes (scene λ) with or without character action, the presence or absence of character action is selected by lottery. When the result of the special chart variation display game is a miss, the selection rates of character AD without action are 22.0%, 17.0%, 11.0%, and 8.0%, respectively, the selection rates of character AD with action are 1.6%, 0.7%, 0.4%, and 0.3%, respectively, and the selection rate of no character is 39.0%. When the result of the special chart variation display game is a hit, the selection rates of character AD without action are 7.0%, 12.0%, 15.0%, and 20.0%, respectively, the selection rates of character AD with action are 5.0%, 9.0%, 12.0%, and 17.0%, respectively, and the selection rate of no character is 3.0%. Also, here, no character may correspond to the absence of the scene itself since no character appears, or may correspond to the absence of a character, although a scene itself that can be distinguished from other scenes can be defined. In this way, in both the case of a miss and a big win, the appearance rate of each character with an action is smaller than the appearance rate of each character without an action.
[0206] In scene λ, where the presence or absence of character movement is selected by lottery, the appearance rate of character non-movement effects is 58.0% when the result of the special chart variation display game is a loss and 54.0% when it is a big win, while the appearance rate of character movement effects is 3.0% when it is a loss and 43.0% when it is a big win. Thus, in both the loss and big win cases, the appearance rate of any character with movement (3.0%, 43.0%) is smaller than the appearance rate of any character without movement (58.0%, 54.0%). Thus, for scene λ, character non-movement effects are executed more frequently than character movement effects.
[0207] In Fig. 6, in one special chart variation display game, in the four timings corresponding to the scenes α, γ, δ, and θ, the appearance rate of the scene without character action is 50.0% in the case of a miss and 90.0% in the case of a jackpot, and the appearance rate of the scene with character action is 0.0% in both the case of a miss and the case of a jackpot. Therefore, in the four timings corresponding to the scenes α, γ, δ, and θ, the character non-action performance is executed more frequently than the character action performance.
[0208] In Fig. 6, in one special chart variation display game, at two timings corresponding to scenes β and ε, the appearance rate of a scene with character action is 2.0% in the case of a miss and 90.0% in the case of a jackpot, and the appearance rate of a scene without character action is 0.0% in both the case of a miss and the case of a jackpot. Therefore, at two timings corresponding to scenes β and ε, the character action presentation is executed more frequently than the character non-action presentation.
[0209] Furthermore, in one timing corresponding to scene λ in one special chart variation display game, the appearance rate (selection rate) of a scene without character movement, i.e., the appearance rate of character non-movement effects, is 58.0% when the result of the special chart variation display game is a miss and 54.0% when it is a jackpot, while the appearance rate (selection rate) of a scene with character movement, i.e., the appearance rate of character movement effects, is 3.0% when it is a miss and 43.0% when it is a jackpot. Therefore, in one timing corresponding to scene λ, character non-movement effects are executed more frequently than character movement effects.
[0210] Therefore, based on the number of possible timings and the appearance rate, the character non-moving effect is executed more frequently per special chart variable display game or per predetermined period than the character moving effect. Therefore, the number of character moving effects involving character movement is relatively small, the complexity of the development work related to the effects of the gaming machine can be reduced, the efficiency of the development work can be improved, and the interest of the game can be ensured while suppressing the control load of the control microcomputer 311 and the VDP 312. In addition, the appearance rate of the character non-moving effect may be increased not only during the execution of the special chart variable display game, but also during the waiting state and the jackpot state, so that the character non-moving effect is executed more frequently than the character moving effect, thereby increasing the execution frequency.
[0211] As shown in FIG. 6, when the result of the special chart variation display game is a miss, the selection rate (appearance rate) of the character non-movement presentation without character movement is much higher than that of the character movement presentation with character movement, both for each character AD and for all characters (corresponding to the appearance rate column at the bottom of FIG. 6). Therefore, the expectation of a big win is low for the character non-movement presentation and high for the character movement presentation. For this reason, the presence of character movement can suggest a high expectation of a big win, which can increase the interest of the game. Note that the probability of a big win on a normal gaming machine is a small value, such as 1 / 100 or 1 / 400 (even in a special state, it is only about 1 / 10 at most), and a big win is rare, so the selection rate in the case of a big win has little effect on the expectation of a big win.
[0212] The probability of winning (reliability) can be calculated from the selection rate of the performance by a known calculation method (for example, see JP2012-205952A, etc.). For example, if the probability of winning (approximately the probability of winning a small prize in the case of a V-winning winning) is calculated as 1 / 400, the probability of winning is 0.1% (=10 / (10+(400-1)·20)×100%) for the character non-movement performance by character A (no movement) in scenes α, γ, δ, and θ, and 2.0% (=10 / (10+(400-1)·1.2)×100%) for the character movement performance by character A (movement) in scenes β and ε. Similarly, with the probability of winning = 1 / 400, the probability of winning is 0.1% for the character non-movement performance by character A (no movement) in scene λ, and 0.8% for the character movement performance by character A (movement) in scene λ.
[0213] Thus, for character A, the character movement presentation has a higher chance of winning than the character non-moving presentation. Similarly, in FIG. 6, for characters B, C, and D, the character movement presentation has a higher chance of winning than the character non-moving presentation. For each character, the presence of character movement suggests that there is a high chance of winning, which can increase the excitement of the game. In both cases, whether there is character movement or not, the selection rate for a miss decreases and the selection rate for a win increases in the order of characters A>B>C>D, so the chance of winning increases in that order.
[0214] As shown in FIG. 5, character action effects accompanied by character action can be executed even in the waiting state, big win state (including the V-winning big win state due to a small win), and small win state. However, in the waiting state, big win state, and small win state, the special chart variable display game is not being executed, so the character action effects are not related to the results of the special chart variable display game and do not suggest the expectation of a big win in which the special chart variable display game becomes a big win (there is no expectation of a big win, the expectation of a big win is zero). Similarly, even if character non-action effects not accompanied by character action can be executed in the waiting state, big win state, and small win state, the character non-action effects do not suggest the expectation of a big win (there is no expectation of a big win, the expectation of a big win is zero).
[0215] [Example of dialogue] FIG. 7 is a table showing examples of lines (lines) when there is no character movement, and FIG. 8 is a table showing examples of lines (lines) when there is character movement. FIG. 7 shows lines aγ, bγ, cγ, dγ of characters A, B, C, D in scene γ where there is no character movement. Note that other scenes where there is no character movement are similar to FIG. 7. FIG. 8 shows lines aε, bε, cε, dε of characters A, B, C, D in scene ε where there is character movement. Note that other scenes where there is character movement are similar to FIG. 8. Note that, as mentioned above, characters A, B, C, D are selected by lottery for each scene with the selection rate of FIG. 6.
[0216] In Fig. 7, for scene γ, for example, the lines of character A without motion include multiple (five) lines aγ-1 (="Gugugu"), aγ-2 (="GeGeGe"), aγ-3 (="Ganbare"), aγ-4 (="Chance"), and aγ-5 (="Super Hot"), and one of the multiple lines can be selected by lottery and displayed and output as voice. Similarly, the lines of characters B, C, and D without motion each include multiple (five) lines, and one of the multiple lines can be selected by lottery and displayed and output as voice.
[0217] The background of scene γ is only one type, background I (second background), and one of a plurality of lines can be selected by lottery for background I on display device 41 and selectively used as display and sound. This provides a wide variety of dialogue presentations, enhancing the entertainment value of the game. Scene γ in which a character does not move can be displayed based on still image data, for example, so the load of display control on presentation control device 300 is low. Therefore, there is room to perform processing for selecting one of a plurality of lines for background I by lottery.
[0218] There may be a common line (for example, "Super hot") for multiple character ADs without action, or there may not be a common line for different characters. By setting the jackpot expectation of a common line high, the appearance of the line makes the player happy, and increases the interest of the game. Also, in order to save the storage area of the image ROM 325, multiple (5) lines may be common to multiple character ADs and all be the same.
[0219] In FIG. 8(A), for scene ε, only one line of each of characters AD with action can be displayed and output as voice. The lines of characters AD are aε-1 (="Charge into battle"), bε-1 (="I can't lose this battle"), cε-1 (="You won't know until you fight"), and dε-1 (="I'll fight with all my might, whether I win or lose"). There are multiple (four) backgrounds III in scene ε, and for each character AD with action, one of backgrounds IIIa, IIIb, IIIc, and IIId (first background) is displayed on the display screen. This provides a wide variety of background effects, enhancing the interest of the game. In addition, one line aε-1 for the background IIIa on the display device 41, one line bε-1 for the background IIIb, one line cε-1 for the background IIIc, and one line dε-1 for the background IIId can be used as display and sound.
[0220] Scene ε in which a character with action appears is displayed based on video data, and so the load of display control on the performance control device 300 is high. Therefore, only one line is used for each of backgrounds IIIa, IIIb, IIIc, and IIId, and processing such as selecting one line from multiple lines is not performed, thereby reducing the load of control.
[0221] In FIG. 8(B), in scene ε, only characters B and C, which are main characters (major characters) in the overall performance, are selected by lottery, and characters A and D, which are sub-characters in the overall performance, are not selected by lottery. That is, unlike FIG. 6, here, in scene ε, the selection rate of characters A and D is set to zero (0.0%). Note that in FIG. 6, the selection rates of characters A and D in scenes β, ε, and λ, where there may be an action, may be set to zero (0.0%) so that sub-characters A and D do not act in all scenes. In this way, during the execution of the special chart variation display game, only the main character acts, and the difference between the main character and the sub-character becomes larger, adding variety to the performance and improving the interest of the game.
[0222] 7 and 8, a character non-movement presentation (second presentation) that does not involve character movement has more types of available lines than a character movement presentation (first presentation) that involves character movement. Therefore, when there are many types of available lines for one presentation or one presentation scene, it is possible to use a character non-movement presentation that does not involve character movement. This makes it possible to improve the efficiency of development work for game machines and reduce development costs, and also reduces the image processing burden on the presentation control device 300, allowing the remaining processing capacity of the presentation control device 300 to be used for a lottery process that selects one line from many types of lines, a display process that displays the selected line, and other presentation control processes, thereby efficiently improving the interest of the game.
[0223] Also, referring to Figures 7 and 8, the character action presentation (first presentation) with character action has more lines than the character non-action presentation (second presentation) without character action. Therefore, the character action presentation that includes the use of dialogue, such as dialogue display, is flashy, making a strong impression on the player and increasing the interest of the game. Note that the number of lines is 4 or less in the character non-action presentation in Figure 7, but 10 or more in the character action presentation in Figure 8.
[0224] The display period of the character or the lines of the character and the voice output period of the lines may be different between the character movement presentation and the character non-movement presentation. For example, the display period of the character or the lines of the character and the voice output period of the lines may be longer for a character movement presentation with a large number of lines than for a character non-movement presentation with a small number of lines, to eliminate a sense of incongruity.
[0225] Also, referring to FIG. 7 and FIG. 8, the character action presentation (first presentation) with character action has more types of characters in the dialogue than the character non-action presentation (second presentation) without character action. Therefore, the character action presentation has more variety of dialogue than the character non-action presentation, and the character action and dialogue are more likely to produce a synergistic effect, which increases the interest of the game. The number of types of dialogue characters is 4 or less in the character non-action presentation of FIG. 7, but 10 or more in the character action presentation of FIG. 8. For example, in FIG. 7, the number of types of dialogue characters for the dialogues aγ-1, aγ-2, aγ-3, aγ-4, and aγ-5 are 1, 1, 4, 4, and 3, respectively, and in FIG. 8, the number of types of dialogue characters for the dialogues aε-1, bε-1, cε-1, and dε-1 are 10, 12, 12, and 11, respectively.
[0226] [Screen transition] FIG. 9 is a screen transition diagram showing the display screens of the display device 41 in chronological order, and shows the screen transitions corresponding to the example of the progression of the presentation in FIG.
[0227] In (A), the special pattern 1 variable display game is executed by the variable display of three large decorative special patterns (large patterns on the left, right, and center) in the large variable display area 610 (three dotted arrows), and by the variable display of three small decorative special patterns (small patterns) in the small variable display area 615 (three solid arrows). Note that the large patterns may be displayed semi-transparently and rapidly varying so as not to interfere with other performances, making them difficult to see, or may be hidden. In (A), background I corresponding to a cityscape is displayed as the background on the display screen. Background I is displayed until (K) just before the occurrence of a reach. Also, the decorative object 701 (image object) of a figure or picture that characterizes the scene is displayed as a cloud floating in the sky, making this scene distinguishable from other scenes.
[0228] The following (i) corresponds to scene α1, which is the first half of the conversation preview. A decorative object 703 (image object) different from decorative object 701 is selected by lottery from a plurality of objects and displayed. The plurality of objects used in the lottery do not include decorative object 701. In this way, one of a plurality of objects other than dialogue can be selectively displayed. The decorative object 703, which is a graphic or picture, is displayed as a balloon floating in the sky, characterizing scene α and enabling scene α to be distinguished from other scenes.
[0229] In scene α1, a character 720 corresponding to the above-mentioned character A is selected by lottery based on the selection rate in FIG. 6 and displayed. The character 720 does not move and is stationary. As information related to the character 720 (information corresponding to the character 720), the name 730 of the character A is displayed as "Team Member A" surrounded by a name frame 731. As information related to the character 720, the organization to which the character belongs may be displayed instead of or in addition to the name.
[0230] In this way, since there is no character movement (still images are sufficient) in the character non-moving presentation against the background I, the burden of image processing is reduced. The remaining image processing capacity can then be effectively utilized to select and display decorative objects 703 other than the lines, enhancing the interest of the game.
[0231] A line aα of the character 720 (character A without action) in the scene α (α1), "How are you?", is selected by lottery and displayed as the line display 750. A voice reading the line aα corresponding to the line display 750 may be output from the speakers 19a and 19b.
[0232] The line display 750 is surrounded by a line frame 751. The line frame 751 surrounds the line display 750 but does not surround the character 720. That is, the line display 750 is displayed inside the line frame 751, and the character 720 is displayed outside the line frame 751. In addition, the line display 750 and the line frame 751 are displayed in front of the character 720 so as to be noticeable. The line frame 751 is a speech bubble extending from the mouth of the character 720, and is a line-related object (image object) that suggests the character 720 who uttered the line aα. The line frame 751 extends from a part of the character 720 (here, the mouth) as one end, and is not limited to a speech bubble. For example, the line frame 751 extends from a part of the character 720 to one side (here, the center of the screen). Furthermore, a line-related object (such as an arrow) other than the line frame 751 may also be used as long as it can suggest the character 720 who uttered the line aα.
[0233] In this way, the line frame 751 makes it easier for the player to recognize the character 720 who uttered the line aα, which increases the interest of the game. If the character 720 who uttered the line aα is not indicated, the player may feel uncomfortable or confused, which may reduce the interest of the game. In scene α, where the character is stationary and not moving, it may be difficult to recognize that the character has uttered a line from the display mode of the character itself.
[0234] The next (C) corresponds to scene α2, which is the second half of the conversation preview. As with (B), the decorative object 703 selected by lottery is used in both scenes α1 and α2, distinguishing scene α from the other scenes. In scene α2, character 722 corresponding to character B, who is the conversation partner of character A, is displayed together with character 720 corresponding to character A. Character 722 is stationary and does not move. Note that it is also possible to display character 722 from (B), and it is also possible to erase character 720 in (C).
[0235] As information related to the character 722 (information corresponding to the character 722), the name 734 of the character B is displayed as "Team Member B" surrounded by a name box 735. As information related to the character 722, the organization to which the character belongs may be displayed instead of or in addition to the name.
[0236] The line bα of the character 722 (character B without action) in the scene α (α2), "Good", is selected by lottery and displayed as the line display 754. A voice reading the line bα in response to the line display 754 may be output from the speakers 19a and 19b.
[0237] The line display 754 is surrounded by a line frame 755. The line frame 755 surrounds the line display 754 but does not surround the character 722. That is, the line display 754 is displayed inside the line frame 755, and the character 722 is displayed outside the line frame 755. In addition, the line display 754 and the line frame 755 are displayed in front of the character 722 so as to be noticeable. The line frame 755 is a speech bubble extending from the mouth of the character 722, and is a line-related object (image object) suggesting the character 722 who uttered the line bα. The line frame 755 extends from a part of the character 722 (here, the mouth part) as one end, and is not limited to a speech bubble. For example, the line frame 755 extends from a part of the character 722 to one side (here, the center side of the screen). Furthermore, a line-related object (such as an arrow) other than the line frame 755 may also be used as long as it can suggest the character 722 who uttered the line bα.
[0238] In this way, even in scene α2 in which characters 720 and 722 are displayed as multiple characters as in (c), the line frame 755 makes it easier for the player to recognize the character 722 who uttered the line bα, improving the interest of the game. Note that if the character 722 who uttered the line bα is not indicated, the player who has difficulty recognizing which character uttered the line bα may become uncomfortable or confused, which may reduce the interest of the game.
[0239] The following (E), (O), and (F) correspond to scene β in which the window step-up preview is executed in three stages. The decorative object 705, which is a graphic or picture, is displayed as a monster flying in the sky, characterizing scene β and distinguishing it from other scenes. In the window step-up preview of FIG. 9, characters are displayed in stages in a predetermined area (window) surrounded by a window frame 780, but it is also possible to have other types of images other than characters displayed in stages. Also, a step-up preview in which characters are displayed in stages may be executed without the window frame 780. In scene β, characters A, B, and C, which are displayed in sequence in three stages, are selected and displayed by a lottery based on the selection rate of FIG. 6.
[0240] Within window frame 780, in the first stage (SU1) of (E), the facial portion of character 720 corresponding to character A is displayed, in the second stage (SU2) of (E), the facial portion of character 722 corresponding to character B is displayed, and in the third stage (SU3) of (F), the facial portion of character 724 corresponding to character C is displayed.
[0241] The size of the window frame 780 may change as the stage progresses, for example, the size is small in the first and second stages and large in the third stage. Also, the display position of the decorative object 705 changes as the stage progresses, for example, the display position shifts to the left as the stage progresses. In this way, the player can easily grasp which stage he or she is currently at, which can increase the interest of the game.
[0242] In the first stage, character 720 does not move, in the second stage character 722 does not move, and in the third stage character 724 closes and opens its mouth as shown by an arrow. No lines are displayed in the first and second stages, but a line display 758 is displayed in the third stage. The line display 758 displays the line cβ "Big chance" of character 724 (character C with movement). Also, a voice reading the line cβ in response to the display of the line cβ is output from speakers 19a and 19b. The line display 758 is displayed so as to fit within the enlarged window frame 780, but may be displayed protruding outside the window frame 780.
[0243] In (F), the dialogue display 758 of the character 724 (character C with action) may be different in display mode (size, color, display position, font, etc.) from the dialogue display 750 of the character 720 (character A without action) in (B) and the dialogue display 754 of the character 722 (character B without action) in (C). As described above, when the character is moving, the expectation of a jackpot is higher than when the character is not moving (FIG. 6), so the dialogue display 758 may be displayed in a large, noticeable color (for example, red).
[0244] In (F), the mouth movement of the character 724 makes it easy to understand that the line cβ "big chance" is the line of the character 724. For this reason, a line frame (means other than mouth movement) such as the line frame 751 of (B) or the line frame 755 of (C) is not necessary. Also, unlike (B) and (C), the name is not displayed as information related to the character 724 (character C with movement), so the display of the name does not get in the way and display performance can be flexibly performed by other more important displays. Also, since there is no line frame and no name display, the line display 758 is displayed near the mouth of the character 724 compared to (B) and (C) where there is no mouth movement of the character, and the character 724 is visually recognized as saying "big chance" by the mouth movement, which can improve the interest of the game.
[0245] The next (G) corresponds to the scene γ in which the cut-in preview 1 appears. The character 722 and the line display 760 are displayed so as to fit within the cut-in frame 782. In the scene γ, the character 722 corresponding to the character B is selected by lottery based on the selection rate of FIG. 6 and displayed. The character 722 is motionless. The line display 760 displays the line bγ of the character B, "Like." A voice reading the line bγ in response to the line display 760 may be output from the speakers 19a and 19b. As in (C), the name 734 and the name frame 735 of the character B are displayed so as to fit within the cut-in frame 782. As in the scenes α and β, a decorative object such as a figure or a picture may be displayed in (G) to distinguish the scene γ from other scenes.
[0246] The next (K) corresponds to a scene δ in which a teasing effect appears. In the scene δ, a character 724 corresponding to the character C is selected by lottery based on the selection rate in FIG. 6 and displayed. The character 724 does not move and remains still. The dialogue display 762 displays the character C's dialogue cδ "Seize the reach" to provoke and get the player excited about the occurrence of a reach. The dialogue display 762 may be displayed in a large size and may be displayed swaying so as to stand out. No sound is output to read the dialogue cδ. In (K), a decorative object such as a figure or a picture may be displayed in the same way as in the scenes α and β to distinguish the scene γ from the other scenes.
[0247] As information related to the character 724 (information corresponding to the character 724), the name 738 of the character C is displayed as "Team Member C" surrounded by a name box 739. As information related to the character 724, the organization to which the character belongs may be displayed instead of or in addition to the name.
[0248] The next (Ke) corresponds to the scene ε where the reach occurrence effect appears. In (Ke), left and right large symbols including the number "7" as a component are displayed at the left and right upper ends of the display screen, and a reach occurs. As the reach occurrence effect, a character 722 corresponding to character B is selected and displayed by lottery based on the selection rate in FIG. 6, and a background IIIb (FIG. 8) corresponding to character B among multiple backgrounds III is displayed.
[0249] Background IIIb includes a plurality of ring-shaped patterns (effects) around character 722 and patterns at the four edges of the display screen. When characters A, C, and D are selected by lottery, backgrounds IIIa, IIIc, and IIId corresponding to characters A, C, and D are displayed. Background III may not be a still image but may be a moving image. If it is a moving image, background IIIb may have a rotating ring-shaped pattern. Scene ε can be distinguished from other scenes by background III that characterizes scene ε.
[0250] Furthermore, as a reach occurrence effect for scene ε, the mouth of character 722 opens and closes as shown by an arrow, and a line display 764 is displayed. The line display 764 displays the line bε of character 722 (character B with action), "I cannot lose this battle." Additionally, a voice reading line bε in response to the display of line bε is output from speakers 19a and 19b.
[0251] The display mode (size, color, display position, font, etc.) of the dialogue display 764 of the character 722 (character B with action) may be different from the dialogue display 750 of the character 720 (character A without action) in (A) and the dialogue display 754 of the character 722 (character B without action) in (C). Since the expectation of a big win is higher when the character is moving than when the character is not moving (FIG. 6), the dialogue display 764 may be displayed in a large, conspicuous color (e.g., green). Also, the display mode (size, color, display position, font, etc.) of the dialogue display 764 of the character 722 (character B with action) may be different from the dialogue display 758 of the character 724 (character C with action) in (F). This provides a variety of presentations and increases the interest of the game.
[0252] In (I), the mouth movement of the character 722 makes it easy to understand that the line bε "I can't lose this battle" is the line of the character 722. For this reason, a line frame like in (I) and (C) is not necessary. Also, unlike (I) and (C), the name of the character 724 (character B with action) is not displayed. Since there is no line frame and no name display, the line display 764 is displayed closer to the mouth of the character 722 than in (I) and (C) where there is no mouth movement of the character, and the mouth movement makes it appear as if the character 722 is saying "I can't lose this battle", which can increase the interest of the game.
[0253] The next scene (K) is a scene where a battle performance starts as an SP reach performance after the reach occurrence performance of scene ε. Here, character 722 (character B) and enemy character 725 who appeared in scene ε are displayed. Between character 722 and enemy character 725, the text display "VS" is displayed to indicate that a battle performance is about to start. Character 722 (character B) is motionless. Background IV, which corresponds to a mountainous landscape, is displayed as the background.
[0254] After (J), a moving image (movie) of a battle performance is displayed in which the robot piloted by the character 722 fights against the enemy character 725. In this embodiment, the moving image of the battle performance displays the robot piloted by the character 722, but does not display the character 722 (character B) itself.
[0255] The next (K) corresponds to scene θ in which cut-in preview 2 appears, covering the video of the battle performance. For ease of understanding, the video of the battle performance is not shown, but scene θ can be distinguished from other scenes by the scene of this timing in the battle performance. Character 724 and dialogue display 766 are displayed so as to fit within cut-in frame 782. In scene θ, character 724 corresponding to character C is selected and displayed by lottery based on the selection rate in FIG. 6. Character 724 is stationary and does not move. Dialogue display 766 displays character C's dialogue cθ, "Super hot."
[0256] In cut-in preview 2 of (K), unlike cut-in preview 1 of (G), no audio is output to read out the dialogue cθ in response to dialogue display 766. Unlike cut-in preview 1 of (G), the name and name frame of character C are not displayed. This increases the variety of cut-in previews and improves the excitement of the game.
[0257] The next (shi) corresponds to scene λ where the winning / losing notification effect appears, covering the moving image of the battle effect. Note that for ease of understanding, the moving image of the battle effect is not shown, but scene λ can be distinguished from other scenes by the scene at this timing of the battle effect. In scene λ, character 726 corresponding to character D is selected and displayed by a lottery based on the selection rate in FIG. 6. Here, character 726 opens and closes its mouth, and the presence or absence of this movement is also selected by the same lottery.
[0258] In (C), as a winning / losing notification effect, a button image 790 imitating the effect button 25 and a line display 768 encouraging the operation of the effect button 25 are displayed. The line display 768 displays the line dλ "Press the button" of the character 726 (character D with action). Note that there are four lines for the line of scene λ, such as "Press," "PUSH," "Operate," and "Press the button," and the type of character and the line may correspond one-to-one, or the line may be just "Press the button" regardless of the type of character. Also, a voice that reads out the line dλ in response to the display of the line dλ is output from the speakers 19a and 19b. Note that the presence or absence of a voice that reads out the line dλ may be selected by lottery, and there may be no voice that reads out the line dλ.
[0259] In addition, since there is no dialogue frame and the name of character D is not displayed, dialogue display 768 is displayed closer to the mouth of character 726 than in (B) and (C) where there is no mouth movement of the character, and the mouth movement makes it appear as if character 726 is saying "Press the button", which increases the interest of the game.
[0260] After (C), when the player operates the effect button 25, the result of the win or loss corresponding to the win or loss is notified on the display screen or by the operation of the effect movable body 44, and the result of the special chart change display game (miss, big win, small win, etc.) is displayed on the display screen as a stopping pattern.
[0261] The screen transition in FIG. 9 has been described above, but when the display of no characters (no characters) is selected by lottery (see FIG. 6), each scene α, β, γ, δ, ε, θ, λ can be distinguished from other scenes by displaying decorative objects, each scene of the battle video, and / or background so that the preview or performance scene itself does not disappear. Also, even when no characters are displayed, the preview or performance of (Ki), (Ku), (Ke), (Sa), and (Shi) can be executed by displaying lines. However, this is not limited to this, and a configuration is also possible in which, when the display of no characters (no characters) is selected by lottery, the preview or performance is not executed at all and the preview or performance scene itself disappears.
[0262] In FIG. 9, the above-mentioned display screen of the display device 41 can be displayed (drawn) by layers of a multi-layer configuration from the foreground layer to the background layer. Images related to the preview and performance of each scene (characters, dialogue display, character names, frames, button images, etc.), decorative objects, small patterns, large patterns, and backgrounds may be displayed in the preview performance layer, decorative object layer, small pattern layer, large pattern layer, and background layer, which are different layers from each other. This simplifies image processing related to the display of the display screen in the performance control device 300. The background layer is the background layer on which the background is displayed. The small patterns and large patterns may be displayed together in one (one) pattern layer. Also, the decorative objects may be displayed in the preview performance layer without distinction.
[0263] In order to ensure that the player can see the special chart variation display game, the foreground layer may be a small symbol layer. For example, in (c), the small symbol is behind the name 734, but may be displayed in the foreground to make it easier for the player to recognize the special chart variation display game. Also, the video of the battle performance after (j) may be displayed in a video performance layer different from the other layers, or may be displayed in a background layer. Also, although omitted in FIG. 9, an information display layer may be provided that displays various information such as a hold display corresponding to the start memory, the start memory number (hold number), the performance mode, and the number of games.
[0264] [Character movement examples] 10 shows an example of character movements, particularly for character B. (A) shows the movement of the character's mouth (mouth movement), (B) shows the movement of the character's arms (arm movement), and (C) shows the movement of the character's entire body (full body movement).
[0265] A character movement is at least a part of a character moving. A character movement may be displayed based on video data. A character movement may be a one-time movement, or a periodically repeated oscillating (vibrating) movement. A character movement is included in a change in the display mode of the character, and as another change in the display mode, the display color of the character may be changed.
[0266] In (A), the character only opens and closes the mouth, and the rest of the body remains still (fixed). In (B), the character only moves with its arms swinging up and down, and the rest of the body remains still (fixed). In (C), the character moves with its entire body, including the neck, arms, and torso, as if dancing. The mouth movements in (A) are preferable because they match well with the lines, and when combined with the display and sound of the lines, they have a stronger dramatic effect than the other movements in (B) and (C). The arm movements in (B) and the whole body movements in (C) can be used to enhance the dramatic effect by simultaneously swinging the display of the lines.
[0267] [Variation 1] Fig. 11 shows a first modification in which lyrics are used instead of the lines in Fig. 5 to Fig. 10. In the first modification, the display of the lines is replaced by the display of lyrics on the display screen of the display device 41, and the audio output of the lines read out from the speakers 19a, 19b is replaced by the audio output of a song including a song corresponding to the lyrics.
[0268] The table in the upper part of FIG. 11 corresponds to FIG. 7, and shows an example of lyrics when there is no character movement. In the scene γ where there is no character movement, the lyrics of the multiple (five) songs aγ-1, aγ-2, aγ-3, aγ-4, and aγ-5 corresponding to character A are monotonous and simple, such as "Ah-ah," "La-la-la," "Chance Chance," "Lucky Lucky," and "Bravo Bravo." One of the multiple songs can be selected by lottery, and the lyrics can be displayed, and a song including a song corresponding to the lyrics can be output as audio. In the scene γ where there is no character movement, the lines of characters B, C, and D each have multiple (five) songs, but for simplicity, they are the same as those of character A. The background is the same as that of FIG. 7.
[0269] The tables in the middle and bottom of Fig. 11 correspond to Fig. 8, and show examples of lyrics when there is character movement. In scene ε with character movement, there is one song aε-1 corresponding to character A, one song bε-1 corresponding to character B, one song cε-1 corresponding to character C, and one song dε-1 corresponding to character D, and a portion of the lyrics of each is shown. The lyrics of scene ε are more complicated than those of scene γ. The background is the same as in Fig. 8.
[0270] 11, a character non-movement presentation (second presentation) that does not involve character movement has more types of lyrics (types of music) that can be used than a character movement presentation (first presentation) that involves character movement. Therefore, as in the case of FIG. 8, it is possible to improve the efficiency of development work for game machines and reduce development costs. Also, in the character non-movement presentation, the image processing burden on the presentation control device 300 is reduced, and the spare processing capacity of the presentation control device 300 can be used for other processes (including the lottery processing of music), thereby increasing the types of lyrics that can be used.
[0271] Also, referring to Figure 11, the character movement presentation (first presentation) with character movement has more characters in the lyrics than the character non-movement presentation (second presentation) without character movement. Therefore, the character movement presentation is flashy and long, making a strong impression on the player and increasing the interest of the game. The number of characters in the lyrics is 8 or less in the character non-movement presentation in the upper part of Figure 11, but 11 or more in the character movement presentation in the middle part of Figure 11.
[0272] Also, in accordance with the number of characters in the lyrics, the length of the music piece is longer for the character action presentation (first presentation) that involves character action than for the character non-action presentation (second presentation) that does not involve character action. Therefore, the character action presentation is a long presentation, which is impressive to the player and increases the interest of the game. For example, the length of the music piece may be more than one minute for the character action presentation, whereas it may be only a few seconds for the character non-action presentation.
[0273] 11, the character action presentation (first presentation) with character action has more types of characters in the lyrics than the character non-action presentation (second presentation) without character action. Therefore, the character action presentation has more variety of lyrics than the character non-action presentation, and the character action and lyrics tend to produce synergistic effects, which increases the interest of the game.
[0274] In addition, in the first modification, instead of or together with the display of the character names (such as "Team Member A", "Team Member B") in FIG. 9, the title of the song (music name) may be displayed.
[0275] [Other Modifications] The following are some variations that have not been described above. In these variations, the difference between the character action presentation (first presentation) with character action and the character non-action presentation (second presentation) without character action is emphasized, and the presentation is more vivid, which can increase the interest of the game.
[0276] 5 and 9, in the character movement presentation and the character non-movement presentation, both scenes in which sound corresponding to the character's lines is output and scenes in which sound is not output can occur. However, as a modified example, sound corresponding to the character's lines may be output in one of the character movement presentation and the character non-movement presentation, and sound corresponding to the character's lines may not be output in the other.
[0277] 5 and 9, the number of illuminated effect LEDs 46, the light emission amount of the effect LEDs 46, and the light emission color of the effect LEDs 46 may be the same for the character moving effect and the character non-moving effect. However, as a variation, the number of illuminated effect LEDs 46, the light emission amount of the effect LEDs 46, or the light emission color of the effect LEDs 46 may be different for the character moving effect and the character non-moving effect.
[0278] In the case where at least one performance movable body 44 (movable role object) moves in the character movement performance and the character non-movement performance, the number of performance movable bodies 44 that move or the amount of movement of the performance movable bodies 44 may be made different. For example, the number of performance movable bodies 44 that move or the amount of movement of the performance movable bodies 44 (such as the amount of movement or swing) may be greater in a character movement performance with a high expectation of a jackpot than in a character non-movement performance with a low expectation of a jackpot.
[0279] The degree of expectation of a predetermined effect (such as a reach) may be different between a character action effect and a character non-action effect. For example, in a teasing effect of scene δ immediately before the timing when a reach can occur, the degree of expectation of a reach occurring may be different depending on whether or not there is a character action by differentiating the selection rate (allocation rate) of the presence or absence of a character action between when a reach occurs and when it does not occur. By increasing the selection rate of a character action effect with a character action when a reach occurs and decreasing it when a reach does not occur, the degree of expectation of a reach occurring for a character action effect can be increased.
[0280] When a character action presentation and a character non-action presentation are executed together with a predetermined presentation (such as a step-up announcement, a pseudo-continuous presentation, or a reach presentation) that is performed in stages, the number of stages of the predetermined presentation (the number of steps, the number of pseudo-repeated times, or the number of times the reach has developed) differs between the character action presentation and the character non-action presentation. The reach can develop in stages over time, such as N reach → SP1 reach → SP2 reach → SP3 reach. In addition, in the scene β of FIG. 5 and FIG. 9, the window step-up announcement is executed in three stages by mixing the character non-action presentation by characters A and B without action and the character action presentation by character C with action. However, when the number of stages is 2 or less, the character may not be made to move, and the character may be made to move and become a character action presentation only when the number of stages is 3 or more. As a result, the number of stages is 2 or less for the character non-action presentation and 3 or more for the character action presentation.
[0281] The character action effects may be customizable, but the character non-action effects may not be customizable. For example, the effects can be customized by operating the effect button 25 and the directional key switch 450 to display a menu screen on the display device 41. As an example, the appearance rate of the character action effects and the expectation of a big win can be customized to suit the player's preferences.
[0282] One of the character action presentation and the character non-action presentation may be executed as a look-ahead presentation, and the other may not be executed as a look-ahead presentation. For example, the character action presentation may be made unable to be executed as a look-ahead presentation, and the difference between the character action presentation and the character non-action presentation may be emphasized while avoiding the burden on the presentation control device 300 of performing both display control of the look-ahead presentation and display control of the character actions. For example, the game control device 100 constitutes a pre-determination means capable of determining the result of a game in advance before the game is executed based on the start memory (reserved) stored as the right to execute the game, and the presentation control device 300 constitutes a pre-determination means for executing a look-ahead presentation based on the determination result of the pre-determination means.
[0283] [Effects of the embodiment or its modified example] In this embodiment, the gaming machine 10 includes a display control means (e.g., the performance control device 300) capable of executing a performance as a display on the display device 41. The display control means is capable of executing a first performance (e.g., a character action performance) involving a character action, and a second performance (e.g., a character non-action performance) not involving a character action. The second performance is executed more frequently than the first performance.
[0284] In such a gaming machine 10, two types of effects (first and second effects) that differ in whether or not a character moves are provided, making the effects more varied and increasing the interest of the game. In addition, the number of first effects involving character movements is relatively reduced, reducing the burden of development work related to the effects of the gaming machine and making the development work more efficient. In addition, the number of character movements is relatively reduced, and the amount of video data stored to display the character movements is also reduced, making it possible to save storage space in the storage means (e.g., image ROM 325). Furthermore, the number of second effects not involving character movements can be increased and the number of character movements can be relatively reduced, suppressing the load of display control of the character movements while increasing other effects, thereby ensuring the interest of the game.
[0285] In this embodiment, the display control means can execute the first and second effects by the same character. Therefore, the number of first effects involving actions is relatively small for each character, which reduces the burden of development work related to the effects of the gaming machine and improves the efficiency of the development work. In addition, the interest of the game can be ensured while suppressing the load of display control of actions for each character.
[0286] In this embodiment, the display control means can execute a first performance involving the movement of the character's mouth and a second performance without the movement of the character's mouth. The movement of the mouth matches well with the dialogue, and when combined with the display and sound of the dialogue, the performance effect is strong, further increasing the interest of the game.
[0287] In this embodiment, the gaming machine 10 includes a presentation control means (e.g., the presentation control device 300) capable of executing presentations. The presentation control means can execute a first presentation involving character action (e.g., a character action presentation) and a second presentation not involving character action (e.g., a character non-action presentation). Lines can be used in the first and second presentations, and the second presentation has a greater variety of lines available than the first presentation.
[0288] In such a gaming machine 10, two types of presentations (first and second presentations) that differ in the presence or absence of character movement increase the variety of presentations, improving the entertainment value of the game. Also, since there are a relatively large number of types of lines that can be used in the second presentation that does not involve character movement, the efficiency of the development work for gaming machines can be improved and development costs can be reduced. Furthermore, since the second presentation that does not involve character movement places a low burden on the image processing of the presentation control means, the remaining processing capacity of the presentation control means can be used for a selection process such as selecting one line from many types of lines, a display process that displays the selected line, and other presentation control processes, thereby efficiently improving the entertainment value of the game.
[0289] In this embodiment, the first effect has more lines than the second effect, so the first effect, which involves the character's movements, is flashy and impressive to the player, increasing the player's interest in the game.
[0290] In this embodiment, the gaming machine 10 includes a display control means (e.g., the performance control device 300) capable of executing a performance as a display on the display device 41. The display control means is capable of executing a first performance (e.g., a character action performance) involving a character's action, and a second performance (e.g., a character non-action performance) not involving a character's action. When executed in relation to a game (e.g., a special chart variation display game), the first performance has a higher expectation of the game resulting in a special result (e.g., a big win or a small win) than the second performance.
[0291] In such a gaming machine 10, two types of effects (first and second effects) that differ in the presence or absence of character movement provide a variety of effects, which can increase the interest of the game. In addition, by including character movement, it is possible to notify the player that the expectation of a special result (for example, a big win or a small win) in the game is relatively high, which can increase the interest of the game.
[0292] In this embodiment, the first and second effects include the display of lines. The first effect has a greater number of different characters in the lines than the second effect. Therefore, the first effect, which involves character movements, has a greater variety of lines than the second effect, which does not involve character movements, and the character movements and lines tend to produce a synergistic effect, which increases the interest of the game.
[0293] In this embodiment, the first performance (for example, character movement performance) includes a performance that does not suggest the expectation of a special result in the game (for example, a special chart variation display game). Therefore, the first performance in which the character moves can be executed even in a customer waiting state where the game is not being played, a big win state (including a V-winning big win state due to a small win), or a small win state. Therefore, the first performance has continuity through the customer waiting state, the game being played, the big win state, or the small win state, increasing the fun and increasing the interest of the game.
[0294] In this embodiment, the gaming machine 10 includes a presentation control means (e.g., presentation control device 300) capable of executing presentations. The presentation control means can execute a first presentation involving character action (e.g., a character action presentation) and a second presentation not involving character action (e.g., a character non-action presentation). Lines can be used in the first presentation and the second presentation. In the first presentation, one line can be used for a first background (e.g., background IIIb) on the display device 41, and in the second presentation, one of a plurality of lines can be selectively used for a second background (e.g., background I) on the display device 41.
[0295] In such a gaming machine 10, two types of effects (first and second effects) that differ in the presence or absence of character movement provide a variety of effects, thereby improving the interest of the game. In addition, one line can be used for the first background (e.g., background IIIb) of the first effect involving character movement, and a lottery process for selecting lines from a plurality of lines is not performed, thereby reducing the load on the control. Furthermore, one of the plurality of lines is selected by lottery or the like and used for the second background (e.g., background I) of the second effect not involving character movement, thereby providing a wide variety of lines in the effects, thereby improving the interest of the game. Note that the load on the display control is high for the first effect involving character movement and low for the second effect not involving character movement, so there is a possibility that there is no room for lottery processing for lines in the first effect, but there is room for lottery processing for lines in the second effect. For this reason, it is preferable to selectively use one of the plurality of lines only for the second background of the second effect.
[0296] In this embodiment, the performance control means is capable of selectively displaying one of a plurality of objects other than dialogue on the second background (e.g., background I). That is, the performance control means is capable of selecting and displaying one of a plurality of objects by lottery. Since there is no character movement in the second background of the second performance (a still image is sufficient), the burden of image processing is reduced. Then, the performance control means can effectively utilize the remaining image processing capacity to select and display an object other than dialogue, thereby increasing the interest of the game.
[0297] In this embodiment, the gaming machine 10 includes a performance control means capable of executing a performance. The performance control means can execute a first performance involving a character's action and a second performance not involving a character's action. In the first and second performances, a line can be used. In the second performance, the character who uttered the line is suggested.
[0298] In such a gaming machine 10, two types of effects (first and second effects) that differ in the presence or absence of character movement provide a variety of effects, which can increase the interest of the game. Also, in the second effect, the player can easily recognize the character that spoke the lines, which can increase the interest of the game. Note that in the second effect that does not involve character movement, it may be difficult to recognize that the character has spoken a line from the character's appearance itself.
[0299] In this embodiment, multiple characters can be displayed in the second performance. Therefore, even if multiple characters that do not perform any action are displayed in the second performance, the character that spoke the lines is suggested, making it easier for the player to recognize them, which increases the interest of the game.
[0300] It is to be noted that the present invention is not limited to the above-described embodiment, and various modifications and alterations are possible within the scope of the technical concept, and it is clear that these are also included in the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can execute a part of the processing executed by the game control device, and conversely, the game control device can execute a part of the processing executed by the performance control device. For example, it is possible to combine a plurality of embodiments and a plurality of modified examples in various ways. In addition, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is indicated by the claims, and it is intended to include all modifications within the scope of the claims and the meaning and content equivalent thereto.
[0301] For example, when the above-mentioned embodiment is applied to a slot machine, the game media used in the game are medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (awarded). The control of the launch of game balls in a pachinko machine corresponds to the control of medal (game media) insertion in a slot machine. The number of game media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the ratio of the bonuses is the ratio (%) of the number of medals paid out in a specified period of time. [Explanation of symbols]
[0302] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second start port, second start winning area) 39 Special variable prize device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Winning Port) 100 Game control device (main board) 300 Performance control device (sub-board)
Claims
1. In a gaming machine having a display control means capable of executing a performance as a display on a display device, The display control means A first performance involving a character's movement; A second performance that does not involve a character movement is executable; The gaming machine is characterized in that the second performance is executed more frequently than the first performance.
2. The display control means 2. The gaming machine according to claim 1, wherein the first and second effects can be executed by a single character.
3. The display control means The first performance involving a movement of a mouth part of a character; 3. The gaming machine according to claim 1, further comprising: a second effect that does not involve movement of the character's mouth.
Citation Information
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