Game machine
The gaming machine enhances player engagement by varying the display of specific images to guide the player's line of sight and adjust information accuracy, addressing the lack of engagement in existing systems.
Patent Information
- Application Number
- JP2023214581
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-20
- Publication Date
- 2025-07-02
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest through varied and engaging display modes of specific images that suggest information related to the game, failing to effectively guide the player's line of sight and vary the importance or accuracy of the suggested information based on the number of images displayed.
A gaming machine equipped with a display control system that varies the ratio, direction, and duration of specific images displayed on the screen, guiding the player's line of sight and adjusting the importance or accuracy of suggested information based on the number of images shown, enhancing the gaming experience.
The system improves player engagement by making the suggested information more noticeable and accurate, diversifying image display modes, and intuitively guiding the player's attention, thereby increasing overall interest in the game.
Smart Images

Figure 2025098452000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a pachinko gaming machine is known as a type of gaming machine. The gaming machine displays an image (hereinafter referred to as a specific image) that suggests information related to the game. For example, Patent Document 1 discloses a gaming machine that displays a plurality of character images as specific images. In Patent Document 1, the plurality of character images suggest the possibility of a big win.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Today, it is desired to further improve the interest of players by devising the display mode of the specific image.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems is a gaming machine capable of executing a variable game in which symbols are varied, and includes display means having a display unit that displays an image, and display control means that controls the display means. The display control means can display one or more specific images on the display unit of the display means, and can suggest information related to the game according to the display mode of the specific images. When a single specific image is displayed and when a plurality of specific images are displayed, the ratio of the specific images in the entire display unit is different, and the importance or accuracy of the suggested information is different. The specific image may be displayed in a manner that guides the player's line of sight. When a single specific image is displayed, the direction in which the line of sight is guided by the single specific image is different from the direction in which the line of sight is guided by at least a part of the plurality of specific images when the plurality of specific images are displayed.
Effect of the Invention
[0006] According to the present invention, the player's interest can be improved.
Brief Description of the Drawings
[0007]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Mode for Carrying Out the Invention
[0008] Hereinafter, an example embodied in a pachinko gaming machine will be described. As shown in this specification, up, down, left, and right indicate the respective directions when viewed from the player. Also, in this specification, the front side as viewed from the player is referred to as the front (front side), and the back side is referred to as the back (back side).
[0009] As shown in FIG. 1, the gaming machine 10 is a pachinko gaming machine. The gaming machine 10 includes a frame body W. The frame body W has an outer frame W1, a middle frame W2, and a front frame W3. The middle frame W2 is supported by the outer frame W1 so as to be openable and closable. The front frame W3 is supported by the middle frame W2 so as to be openable and closable. The middle frame W2 can detachably hold the game board YB. A game area YBa is provided on the front side of the game board YB. The front frame W3 has an opening W3a and a protective glass plate (not shown) that covers the opening W3a. The game board YB is held by the middle frame W2 such that the game area YBa corresponds to the opening W3a. The protective glass plate protects the game board YB.
[0010] The gaming machine 10 includes a firing handle HD. As an example, the firing handle HD is disposed on the front side of the front frame W3. The firing handle HD includes a firing operation member that can be operated by the player to rotate around an axis extending in the front-rear direction, and a movable sensor that detects the displacement (for example, the amount of rotation) of the firing operation member. The game ball is fired toward the game area YBa with an intensity corresponding to the amount of rotation of the firing operation member detected by the movable sensor. The gaming machine 10 is configured such that the firing intensity of the game ball can be adjusted by operating the firing handle HD.
[0011] The gaming machine 10 is provided with a decorative lamp LA. As an example, the decorative lamp LA is disposed on the front side of the front frame W3. The decorative lamp LA incorporates a light emitter (not shown) such as an LED. The decorative lamp LA can execute a light emission effect. The decorative lamp LA can execute a light emission notification. The light emission effect and the light emission notification are realized by causing the light emitter to emit light, blink, and turn off. The gaming machine 10 is provided with a speaker SP. As an example, the speaker SP is disposed on the front side of the front frame W3. The speaker SP can execute a sound effect. The speaker SP can execute a voice notification. The sound effect and the voice notification are realized by outputting sounds such as voices of people and animals, sound effects, and music.
[0012] The gaming machine 10 is provided with an effect operation device BT. The effect operation device BT is provided at a position operable by a player. The effect operation device BT is a button-type operation device configured to enable a pressing operation. Without being limited to this, the effect operation device BT may be a lever-type operation device configured to enable a pushing-in operation or a pulling operation, or may be a pistol-type or joystick-type operation device. The effect operation device BT may incorporate a vibration motor. The effect operation device BT may be capable of executing a vibration effect by the vibration motor generating vibration.
[0013] The gaming machine 10 is provided with an information display unit 13. The information display unit 13 is provided at a position visible to the player on the game board YB. Various types of information indicating the control state of the gaming machine 10 are notified by the information display unit 13.
[0014] The information display unit 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a can display one type or a plurality of types of first special symbols. The first special symbol display unit 13a can execute a first special symbol variation game in which a predetermined symbol is variably displayed and finally a first special symbol is displayed. In the following description, the "first special symbol variation game" is abbreviated as the "first special game". The information display unit 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b can display one type or a plurality of types of second special symbols. The second special symbol display unit 13b can execute a second special symbol variation game in which a predetermined symbol is variably displayed and finally a second special symbol is displayed. In the following description, the "second special symbol variation game" is abbreviated as the "second special game". In the following description, the first special game and the second special game are collectively referred to as the "special game". The first special symbol and the second special symbol are symbols for notifying the result of an internal lottery.
[0015] In this specification, for a symbol, "variable display" means a state in which the type of the displayed symbol changes with the passage of time. For a symbol, "stop display" means a state in which the symbol is displayed so as to stop without changing. The stop display may include a temporary stop display and a confirmed stop display. The special symbol may include a special winning symbol which is an example of a winning display result and a special losing symbol which is an example of a losing display result. The special winning symbol is a so-called "big winning symbol". In the following description, unless otherwise specified, when simply referred to as a "winning symbol" or a "big winning symbol", it means a special winning symbol, and when simply referred to as a "losing symbol", it means a special losing symbol. As an example, the first special game and the second special game are not executed simultaneously. The second special game is executed with priority over the first special game.
[0016] The information display unit 13 includes a first special hold display unit 13c. The first special hold display unit 13c displays the first special hold count. The first special hold count is the number of times of the first special game whose execution is held because the hold condition has been satisfied but the execution condition has not been satisfied yet. The information display unit 13 includes a second special hold display unit 13d. The second special hold display unit 13d displays the second special hold count. The second special hold count is the number of times of the second special game whose execution is held because the hold condition has been satisfied but the execution condition has not been satisfied yet. As an example, the maximum values of the first special hold count and the second special hold count are each 4.
[0017] The information display unit 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e is configured to be able to display one type or a plurality of types of normal symbols. The normal symbol display unit 13e can execute a normal symbol variation game in which a predetermined symbol is variably displayed and finally a normal symbol is displayed. In the following description, the normal symbol variation game is abbreviated as "normal game". The normal symbol may include a normal winning symbol and a normal losing symbol.
[0018] The information display unit 13 includes a normal hold display unit 13f. The normal hold display unit 13f displays the normal hold count. The normal hold count is the number of times of the normal game whose execution is held because the hold condition has been satisfied but the execution condition has not been satisfied yet. As an example, the maximum value of the normal hold count is 4.
[0019] The game area YBa is formed by partitioning the front side of the game board YB into a substantially circular shape by rails or the like. The gaming machine 10 includes a center frame CW with various decorations at a substantially center of the game area YBa. The center frame CW includes an opening YBb.
[0020] The gaming machine 10 is provided with a performance display device EH. The performance display device EH is provided with an image display unit GH that can display various images. The performance display device EH is assembled to the game board YB through the opening YBb of the center frame CW so that the player can visually recognize the image display unit GH. The performance display device EH can execute a display performance. The display performance is realized by displaying an object imitating a symbol, a character, a number, a symbol, and a character (character string), etc. as an image. The performance display device EH is an example of a display means. The image display unit GH is an example of a display unit that displays an image.
[0021] Among the display performances, there is a performance symbol variation game. In the following description, the performance symbol variation game is abbreviated as the "performance game". The performance game is realized by variably displaying a plurality of columns of performance symbols and finally stopping and displaying the combination of the performance symbols. Hereinafter, the combination of the performance symbols is simply referred to as the "symbol combination". The performance symbol is a symbol decorated with decorations such as a character, a number, and a pattern. As an example, the performance game is performed by variably displaying the symbol columns of the first column, the second column, and the third column so as to scroll in a predetermined direction respectively.
[0022] The performance game starts together with the special game and ends together with the special game. The symbol combination stopped and displayed in the performance game corresponds to the special symbol stopped and displayed in the special game. As an example, when the winning symbol is stopped and displayed in the special game, in the performance game, the jackpot symbol combination is stopped and displayed. When the losing symbol is stopped and displayed in the special game, in the performance game, the losing symbol combination is stopped and displayed. The first special game, the second special game, and the performance game are examples of variation games. The gaming machine 10 is configured to be able to execute a variation game in which symbols are varied.
[0023] The performance game may include a reach performance. In the reach, the same performance symbol is temporarily stopped and displayed on a specific symbol column (for example, the first column and the third column) among a plurality of symbol columns, and the performance symbols of a symbol column different from the specific symbol column (for example, the second column) continue to be variably displayed. As an example, the reach performance may have multiple types of content such as the appearance characters, the actions of the performance symbols, and the performance time being different.
[0024] On the game board YB, a first start port 15 is formed so as to open to the game area YBa. The first start port 15 is below the center frame CW in the game area YBa. Game balls can always enter the first start port 15. The gaming machine 10 includes a first special start sensor SE1 (see FIG. 2). The first special start sensor SE1 detects a game ball that has entered the first start port 15. The reservation conditions for the first special game and the conditions for awarding bonus balls can be established when the first special start sensor SE1 detects a game ball.
[0025] On the game board YB, a second start port 16 is formed so as to open to the game area YBa. The second start port 16 is below the center frame CW in the game area YBa. The gaming machine 10 includes a second special start sensor SE2 (see FIG. 2). The second special start sensor SE2 detects a game ball that has entered the second start port 16. The reservation conditions for the second special game and the conditions for awarding bonus balls can be established when the second special start sensor SE2 detects a game ball.
[0026] The game board YB includes a normal variable member 17. The normal variable member 17 is configured to be operable between an open state (permissible state) and a closed state (restricted state). The open state is a state where a game ball can enter or is likely to enter the second start port 16. The closed state is a state where a game ball cannot enter or is unlikely to enter the second start port 16. The gaming machine 10 includes a normal solenoid SL1 that operates the normal variable member 17 (see FIG. 2). The normal variable member 17 is operated to the open state during normal winning games.
[0027] On the game board YB, a large winning opening 18 is formed so as to open into the game area YBa. The large winning opening 18 is located in the lower right of the center frame CW in the game area YBa. The gaming machine 10 is provided with a special winning sensor SE3 (see Fig. 2). The special winning sensor SE3 detects the game balls that enter the large winning opening 18. The condition for awarding prize balls can be established when the special winning sensor SE3 detects a game ball.
[0028] The game board YB is provided with a special variable member 19. The special variable member 19 is configured to be operable between an open state (permissible state) and a closed state (restricted state). The open state is a state where game balls can enter or are likely to enter the large winning opening 18. The closed state is a state where game balls cannot enter or are difficult to enter the large winning opening 18. The gaming machine 10 is provided with a special solenoid SL2 for operating the special variable member 19 (see Fig. 2). During a winning game, the special variable member 19 is operated to the open state.
[0029] The game board YB is provided with a gate 25. An entrance opening through which game balls can pass (enter) is formed in the gate 25. The gate 25 is provided with a normal start sensor SE4 (see Fig. 2). The normal start sensor SE4 detects the game balls that pass through or enter the gate 25. The holding condition for a normal game can be established when the normal start sensor SE4 detects a game ball. On the game board YB, a general winning opening (not shown) is formed so as to open into the game area YBa. The general winning opening is located on the right side of the center frame CW. The gaming machine 10 is provided with a general winning sensor (not shown). The general winning sensor detects the game balls that enter the general winning opening. The condition for awarding prize balls can be established when the general winning sensor detects a game ball. There may be a plurality of general winning openings.
[0030] The first start port 15, the second start port 16, the big winning port 18, and the general winning port are so-called "winning ports". On the game board YB, there may be formed winning ports different from these winning ports. Winning means that the game ball enters the winning port. On the game board YB, an out port 20 is formed so as to open to the game area YBa. As an example, the out port 20 opens at the lower end of the game area YBa. Game balls that have not won in any of the winning ports are discharged from the game area YBa through the out port 20. The game board YB may be provided with pins and windmills. The pins and windmills can change the behavior of the game balls flowing down in the game area YBa.
[0031] The gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function that varies the big win probability to a high probability, a ball entry assistance function that assists the entry of game balls into the second start port 16, and a time shortening function that shortens the variation time of the special game. The gaming state of the gaming machine 10 can be configured by combining the operating states (operating and non-operating) of these functions.
[0032] The probability variation function (hereinafter referred to as the probability variation function) will be described. The gaming machine 10 has a plurality of probability states as states with different big win probabilities. The plurality of probability states include a low probability state and a high probability state in which the big win probability is higher than that of the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, and the possibility of winning the big win increases. The high probability state is an advantageous state for the player. The high probability state is a so-called "probability variation state (probability variation state)".
[0033] The ball entry assistance function will be described. The ball entry assistance function is a function that supports winning in ordinary electric game devices, which is the so-called "electric support function". The gaming machine 10 has a plurality of ball entry rate states with different ball entry rates of the game balls into the second starting port 16. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state with a higher ball entry rate than the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to satisfy the start condition of the second special game. The high ball entry rate state is an advantageous state for the player.
[0034] For example, the high ball entry rate state can be realized by executing any one of the three auxiliary controls described below, or by combining and executing a plurality of controls. The first auxiliary control is a control that shortens the variable time of the ordinary game compared to the low ball entry rate state. The second auxiliary control is a control that varies the normal winning probability in the normal lottery to a higher probability than in the low ball entry rate state. Note that the normal winning probability in the low ball entry rate state may be 0 or may exceed 0. The low ball entry rate state may be a state where the normal lottery is not performed, and the high ball entry rate state may be a state where the normal lottery is performed.
[0035] The third auxiliary control is a control that makes the total opening time of the normal variable member 17 in one normal winning game longer than in the low ball entry rate state. The third auxiliary control may include at least one of a control that increases the number of opening times of the normal variable member 17 in one normal winning game compared to the low ball entry rate state and a control that makes the opening time of the normal variable member 17 in one normal winning game longer than in the low ball entry rate state.
[0036] The variable time shortening function (hereinafter referred to as the time shortening function) will be described. The gaming machine 10 has a plurality of variable time states as states where the variable time (average variable time) of the special game is different. Among the plurality of variable time states, there are a long variable time state and a short variable time state in which at least the average variable time of the second special game is shorter than that of the long variable time state. When the time shortening function is activated, the variable time state shifts from the long variable time state to the short variable time state, and the number of special games that can be substantially executed per unit time increases. That is, the digestion efficiency of the hold of the special game is improved. As an example, the time shortening function operates in association with the ball entry assistance function. That is, the time shortening function operates together with the ball entry assistance function and becomes inoperative together with the ball entry assistance function.
[0037] As an example, the gaming states include a normal state, a first advantageous state, and a second advantageous state. The normal state is a gaming state in which the probability variation function, the ball entry assistance function, and the time shortening function are all inoperative. The first advantageous state is a gaming state in which the probability variation function, the ball entry assistance function, and the time shortening function are all operative. The second advantageous state is a gaming state in which the probability variation function is inoperative while the ball entry assistance function and the time shortening function are operative. The gaming machine 10 is not limited to having three gaming states, and a part or all of them may be different gaming states in which the functions of activating the probability variation function, the ball entry assistance function, and the time shortening function are changed. The number of gaming states may be one or two, or four or more.
[0038] An example of a jackpot will be described. The gaming machine 10 has a plurality of types of jackpot symbols as winning symbols for the special symbols. The type of jackpot is defined for each jackpot symbol. The type of jackpot game is defined for each jackpot symbol (type of jackpot). The gaming machine 10 is given a jackpot game after the jackpot symbol stops being displayed in the special game. The gaming machine 10 is given a winning game after the symbol combination of the jackpot stops being displayed in the production game.
[0039] In a big win game, an opening effect for notifying the start of the big win game is performed over the opening time. In the big win game, after the passage of the opening time, a plurality of round games for opening the big winning opening 18 are performed. The round game is performed with an upper limit on the number of times. One round game ends when one of the first end condition that a maximum number (for example, 9) of game balls enter the big winning opening 18 and the second end condition that the upper limit time has elapsed is satisfied. In the round game, the big winning opening 18 is opened in a predetermined opening mode. In the round game, a round effect is performed. In the big win game, when the final round game ends, an ending effect for notifying the end of the big win game is performed over a predetermined ending time. The big win game ends as the ending time elapses.
[0040] A specific example of a big win will be described. Out of 100 types of big win symbols that can be stopped and displayed after passing through the first special game, 65 types of big win symbols can be classified into symbol ZA, and 35 types of big win symbols can be classified into symbol ZB. Out of 100 types of big win symbols that can be stopped and displayed in the second special game, 65 types of big win symbols can be classified into symbol Za, and 35 types of big win symbols can be classified into symbol Zb. The big wins based on symbols ZA, ZB, Za, and Zb are denoted as big wins ZA, ZB, Za, and Zb, respectively. The big win games based on symbols ZA, ZB, Za, and Zb are denoted as big win games ZA, ZB, Za, and Zb, respectively.
[0041] For big win games ZA and Za, 10 times is set as the upper limit on the number of round games. For big win games ZB and Zb, 4 times is set as the upper limit on the number of round games. For each of the big win games ZA, ZB, Za, and Zb, 25 s is defined as the upper limit time of the round game. For each of the plurality of round games, an interval time between rounds (for example, 2 s) is set after the end of the round game. When the interval time between rounds has elapsed, the next round game or the ending time is started. The big win games ZA, ZB, Za, and Zb are defined to have the same opening time (for example, 8 s) and the same ending time (for example, 10 s).
[0042] The symbols ZA and Za are set to a first advantageous state as the game state after a big win game. After the end of the big win games ZA and Za, the first advantageous state is given until the next big win game is awarded. The symbols ZB and Zb are set to a second advantageous state as the game state after a big win game. The second advantageous state is given after the end of the big win games ZB and Zb, until the end of a predetermined maximum number of times (for example, 100 times) of special games, or until a big win game is awarded before the end of the maximum number of times of special games.
[0043] The big wins ZA and Za are advantageous in terms of the number of prize balls that can be obtained during the big win game compared to the big wins ZB and Zb. The big wins ZA and Za are advantageous in terms of the high probability state (probability variable state) that can be given after the big win game compared to the big wins ZB and Zb. In the following description, the big wins ZA and Za may be referred to as "advantageous wins", and the big wins ZB and Zb may be referred to as "normal wins".
[0044] The big win probability is 345 / 65536 in the low probability state and 734 / 65536 in the high probability state. The normal win probability is 1 / 65536 in the low ball entry rate state and 65534 / 65535 in the high ball entry rate state. The total opening time of the normal variable member 17 in one normal win game is 396 ms in the low ball entry rate state and 5680 ms in the high ball entry rate state. The number of prize balls is 4 when detected by the first special start sensor SE1, 1 when detected by the second special start sensor SE2, 15 when detected by the special winning sensor SE3, and 5 when detected by the general winning sensor.
[0045] The electrical configuration of the gaming machine 10 will be described. As shown in FIG. 2, the gaming machine 10 includes a main control board 40 on the back side (rear) of the game board YB. The main control board 40 performs various processes and outputs a control signal (control command) according to the result of the process. The gaming machine 10 includes a sub-control board 50 on the back side (rear) of the game board YB. The sub-control board 50 and the main control board 40 are connected. The control boards 40 and 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes various processes based on the control signal input from the main control board 40.
[0046] The main control board 40 will be described. The main control board 40 includes a CPU 41, a ROM 42, and an RWM 43. The CPU 41 performs various processes by executing a main control program. The main control board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit 44, or may be software random numbers generated by the CPU 41. As an example, the CPU 41, the ROM 42, the RWM 43, and the random number circuit 44 may constitute a one-chip processor 40A.
[0047] The ROM 42 stores a main control program, a table used for a predetermined lottery, a determination value, and the like. The ROM 42 stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from when the special game starts until the special game ends. The variation pattern is information that can specify the production content (production mode) of the production game performed during the period from when the special game starts until the special game ends. Not limited to this, the variation pattern may be information that can specify the variation time and not necessarily information that can specify the production content of the production game.
[0048] There are two types of variation patterns: the jackpot variation pattern and the losing variation pattern. As the presentation content of the presentation game, it is stipulated that in the jackpot variation pattern, after a reach presentation, the winning symbol combination is finally stopped and displayed. In the losing variation pattern with a reach, as the presentation content of the presentation game, after a reach presentation, the losing symbol combination is finally stopped and displayed. For the losing variation pattern without a reach, as the presentation content of the presentation game, it is stipulated that the losing symbol combination is finally stopped and displayed without going through a reach presentation.
[0049] RWM43 stores various information that can be rewritten during the operation of the gaming machine 10. The information stored in RWM43 includes flags, counters, timers, etc. RWM43 is configured to be able to retain the stored content at the time of power failure even after a power failure (power cut). As an example, RWM43 retains various information even after a power cut by the power supplied from a backup power source (not shown). Not limited to this, RWM43 may be able to retain the stored content at the time of power failure because it is a non-volatile memory. The information to be backed up may include various information related to the game. Thus, the gaming machine 10 may be equipped with a backup function.
[0050] The main control board 40 is provided with an RWM clear switch (not shown). The RWM clear switch is configured to enable an operation to instruct the initialization of various backed-up information. As an example, when the power is turned on with the RWM clear switch in the on state, the various backed-up information is initialized. That is, game control is performed based on the initialized various information. On the other hand, when the power is turned on with the RWM clear switch in the off state, game control is performed based on the various backed-up information.
[0051] The CPU 41 is connected to the sensors SE1 to SE4. The CPU 41 is configured to be able to input detection signals output when the sensors SE1 to SE4 detect a game ball. The CPU 41 is connected to the solenoids SL1 and SL2. The CPU 41 is configured to be able to control the operations of the solenoids SL1 and SL2. That is, the CPU 41 is configured to be able to control the opening and closing operations of the variable members 17 and 19. The CPU 41 is connected to the information display unit 13. The CPU 41 is configured to be able to control the display content of the information display unit 13.
[0052] The sub-control board 50 will be described. The sub-control board 50 includes a CPU 51, a ROM 52, and an RWM 53. The CPU 51 performs various processes by executing a sub-control program. The sub-control board 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit or software random numbers generated by the CPU 51.
[0053] The ROM 52 stores a sub-control program, a table used for lottery, determination values, and the like. The ROM 52 stores display performance data related to the display performance by the effect display device EH. The ROM 52 stores light emission performance data related to the light emission performance by the decorative lamp LA. The ROM 52 stores voice performance data related to the voice performance by the speaker SP. The RWM 53 stores various information that can be rewritten as appropriate during the operation of the gaming machine 10. For example, the information stored in the RWM 53 includes flags, counters, and timers.
[0054] The CPU 51 is connected to the effect display device EH. The CPU 51 is configured to be able to control the display mode of the effect display device EH. As an example, the CPU 51 functions as display control means for controlling display means. The CPU 51 is connected to the decorative lamp LA. The CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The CPU 51 is connected to the speaker SP. The CPU 51 is configured to be able to control the output mode of the speaker SP. The CPU 51 is connected to the effect operation device BT. The CPU 51 is configured to be able to input an operation signal output when the effect operation device BT is operated.
[0055] Various processes executed by the CPU 41 of the main control board 40 will be described. The special symbol input process will be described. The special symbol input process is one of the timer interrupt processes. In the special symbol input process, the CPU 41 determines whether or not a game ball has entered the first start port 15 based on whether or not a detection signal has been input from the first special start sensor SE1. When a game ball enters the first start port 15, the CPU 41 determines whether or not the first special reservation number is less than the maximum value. The first special reservation number and the second special reservation number are stored in the RWM 43. When the first special reservation number is less than the maximum value, the CPU 41 updates it by adding 1 to the first special reservation number. The CPU 41 controls the information display unit 13 to display the updated first special reservation number.
[0056] Next, the CPU 41 acquires a random number generated within the main control board 40 and stores random number information based on the acquired random number in the RWM 43. As an example, the random number is a random number used for a special win lottery, a random number used for determining a big win symbol, and a random number used for determining a variation pattern. The CPU 41 stores the random number information so that it is random number information for the first special game and the storage order of the random number information can be specified. By storing the random number information in the RWM 43, the gaming machine 10 can hold off on executing the special game until the execution conditions for the special game are satisfied. Note that the random number information may be the acquired random number itself or information obtained by processing the random number by a predetermined method.
[0057] When the game ball has not entered the first start port 15, when the first special reserved number is not less than the maximum value, and when the random number information for the first special game is stored in the RWM43, the CPU 41 determines whether the game ball has entered the second start port 16 based on whether a detection signal is input from the second special start sensor SE2. When the game ball has not entered the second start port 16, the CPU 41 ends the special symbol input process.
[0058] When the game ball has entered the second start port 16, the CPU 41 determines whether the second special reserved number is less than the maximum value. When the second special reserved number is not less than the maximum value, the CPU 41 ends the special symbol input process. When the second special reserved number is less than the maximum value, the CPU 41 adds 1 to the second special reserved number to update it. The CPU 41 controls the information display unit 13 to display the updated second special reserved number.
[0059] Next, the CPU 41 acquires the random number generated within the main control board 40 and stores the random number information based on the acquired random number in the RWM43. The CPU 41 stores the random number information so that it is the random number information for the second special game and the storage order of the random number information can be specified. By storing the random number information in the RWM43, the gaming machine 10 can hold off on executing the second special game until the execution conditions for the second special game are satisfied. After that, the CPU 41 ends the special symbol input process.
[0060] The special symbol start process will be described. The special symbol start process is one of the timer interrupt processes. In the special symbol start process, the CPU 41 determines whether it is during a special game or a winning game. If it is during a special game or a winning game, the CPU 41 ends the special symbol start process. The CPU 41 determines that it is during a special game even during the variable interval time.
[0061] On the other hand, when it is not during a special game or a winning game, the CPU 41 determines whether the second special reserved number is 1 or more. When the second special reserved number is 1 or more, since the execution condition of the second special game is satisfied, the CPU 41 performs second game processing for starting the second special game. On the other hand, when the second special reserved number is not 1 or more, the CPU 41 determines whether the first special reserved number is 1 or more. When the first special reserved number is 1 or more, since the execution condition of the first special game is satisfied, the CPU 41 performs first game processing for starting the first special game. That is, the CPU 41 preferentially executes the second special game over the first special game. When each game process ends, the CPU 41 ends the special symbol start process.
[0062] The first game process will be described. When starting the first special game, the CPU 41 decrements and updates the first special reserved number by 1. The CPU 41 controls the information display unit 13 to display the updated first special reserved number. Next, the CPU 41 reads out the earliest stored random number information among the random number information for the first special game from the RWM 43. Note that when the CPU 41 reads out the earliest stored random number information, the CPU 41 deletes the random number information from the RWM 43.
[0063] Based on the read random number information and the jackpot determination value stored in the ROM 42, the CPU 41 performs a jackpot determination as to whether to win the jackpot. As an example, the jackpot determination is made based on whether the value of the random number specified from the random number information matches the jackpot determination value corresponding to the current probability state. Not limited to this, the jackpot determination may be made based on whether the value obtained by adding the value of the random number specified from the random number information and the jackpot determination value exceeds a predetermined value. The jackpot determination is a so-called jackpot lottery.
[0064] When winning the jackpot, the CPU 41 executes the first winning symbol process and determines the jackpot symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine the jackpot symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 41 executes the first winning variation process and determines the variation pattern of the first special game. As an example, the CPU 41 may determine the variation pattern of the first special game by lottery using the read random number information. After that, the CPU 41 ends the first game process.
[0065] On the other hand, in the case of a loss where the jackpot is not won, the CPU 41 executes the first losing symbol process and determines the losing symbol to be stopped and displayed in the first special game. As an example, the CPU 41 may determine the losing symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 41 executes the first losing variation process and determines the variation pattern of the first special game. As an example, the CPU 41 may determine the variation pattern of the first special game by lottery using the read random number information. After that, the CPU 41 ends the first game process.
[0066] The second game process will be described. The second game process is the same as the first game process described above. In the second game process, the CPU 41 performs subtraction of the second special hold number and jackpot determination (special win lottery). When winning the jackpot, the CPU 41 executes the second winning symbol process and determines the jackpot symbol to be stopped and displayed in the second special game. The CPU 41 executes the second winning variation process and determines the variation pattern of the second special game. After that, the CPU 41 ends the second game process. On the other hand, in the case of a loss where the jackpot is not won, the CPU 41 executes the second losing symbol process and determines the losing symbol to be stopped and displayed in the second special game. The CPU 41 executes the second losing variation process and determines the variation pattern of the second special game. After that, the CPU 41 ends the second game process.
[0067] When the special symbol start process ends, the CPU 41 causes a special game to be executed by a process different from the special symbol start process. The CPU 41 can identify the variation pattern determined in the special symbol start process and sets a control command (hereinafter referred to as a start command) for instructing the start of the effect game in the output buffer. Note that various commands set in the output buffer may be output to the sub-control board 50 in the control cycles after the next cycle. The CPU 41 sets a control command (hereinafter referred to as a symbol command) that can identify the winning symbol or losing symbol determined in the special symbol start process in the output buffer.
[0068] The CPU 41 controls the information display unit 13 so as to start the special game. The CPU 41 measures the variation time defined in the determined variation pattern. When the variation time defined in the variation pattern has elapsed, the CPU 41 controls the information display unit 13 to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the CPU 41 instructs the stop of the variation of the effect symbol and sets in the output buffer information (hereinafter referred to as an end command) for stopping the display of the symbol combination by the effect symbol.
[0069] The winning process will be described. In the winning process, the CPU 41 performs various processes so as to provide a winning game based on the winning symbol (type of win) determined in the special symbol start process. That is, the CPU 41 provides a winning game by executing the winning process.
[0070] When the jackpot special game ends, the CPU 41 first sets information (hereinafter referred to as the opening command) that can identify the start of the opening time in the output buffer. When the opening time has elapsed, the CPU 41 performs processing for executing a round game. As an example, the CPU 41 controls the special solenoid SL2 so that the big winning opening 18 is opened based on the opening pattern corresponding to the jackpot symbol (type of jackpot), and starts the round game. After starting the round game, when the first end condition or the second end condition is satisfied, the CPU 41 controls the special solenoid SL2 so that the big winning opening 18 is closed, and ends the round game. The CPU 41 repeatedly performs the processing for executing such a round game until a specified number of round games are completed. Each time the CPU 41 starts a round game, it sets information (hereinafter referred to as the round command) that can identify the start of the round game in the output buffer. When the last round game is completed, the CPU 41 sets information (hereinafter referred to as the ending command) that can identify the start of the ending time in the output buffer. When the ending time has elapsed, the CPU 41 ends the jackpot game.
[0071] The game state processing will be described. When the CPU 41 awards a jackpot game based on the symbols ZA, Za, when ending the jackpot game, it sets information that can identify that it controls to the high probability state in the probability flag. When the CPU 41 awards a jackpot game based on the symbols ZA, Za, when ending the jackpot game, it sets information that can identify that it controls to the high ball entry rate state in the activation flag. The probability flag and the activation flag are stored in the RWM 43. In this case, the CPU 41 controls the game state so that it becomes the high probability state and the high ball entry rate state until the next jackpot game starts.
[0072] When the CPU 41 awards a jackpot game based on the symbols ZB and Zb, when ending the jackpot game, it sets information that can identify controlling to a low probability state in the probability flag. When the CPU 41 awards a jackpot game based on the symbols ZB and Zb, when ending the jackpot game, it sets information that can identify controlling to a high ball entry rate state in the operation flag. In this case, since the CPU 41 awards a high ball entry rate state with a defined upper limit number of times, it causes the RWM 43 to store the number of times corresponding to the upper limit number of times (for example, 100 times) as the remaining number of special games with the high ball entry rate state. The CPU 41 subtracts 1 from the remaining number each time the special game is executed. When the remaining number becomes 0, the CPU 41 sets information that can identify controlling to a low ball entry rate state in the operation flag along with the end of the special game where the remaining number has become 0. That is, the CPU 41 ends the high ball entry rate state and shifts to the low ball entry rate state along with the end of the special game with the upper limit number of times. Note that when starting the jackpot game, the CPU 41 sets information that can identify controlling to a low probability state in the probability flag. When starting the jackpot game, the CPU 41 sets information that can identify controlling to a low ball entry rate state in the operation flag.
[0073] Describe various processes executed by the CPU 51 of the sub-control board 50. Describe the jackpot effect process. When the CPU 51 inputs an opening command, it controls the effect display device EH to execute an opening effect. When the CPU 51 inputs a round command, it controls the effect display device EH to execute a round effect. When the CPU 51 inputs an ending command, it controls the effect display device EH to execute an ending effect. In this way, during the jackpot game, the CPU 51 can execute the opening effect, the round effect, and the ending effect as jackpot effects. Note that in addition to or instead of the effect display device EH, the CPU 51 may control one or both of the decorative lamp LA and the speaker SP to execute various jackpot effects.
[0074] Describe the effect game process performed by the CPU 51. The CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the start command and the symbol command. As an example, when the special symbol that can be specified from the symbol command is the jackpot symbol, the CPU 51 determines the symbol combination of the jackpot by the effect symbols. When the special symbol that can be specified from the symbol command is the losing symbol, the CPU 51 determines the symbol combination of the loss by the effect symbols. When the execution condition of the reach effect is satisfied, the CPU 51 determines the symbol combination of the loss including the reach. As an example, the execution condition of the reach effect is that the jackpot variation pattern or the losing variation pattern with a reach is determined. Note that the execution condition of the reach effect may be that the CPU 51 performs a predetermined reach lottery and wins the reach lottery.
[0075] Triggered by the input of the start command, the CPU 51 controls the effect display device EH so that the effect symbols are variably displayed in each symbol column. That is, the CPU 51 starts the effect game. During the execution of the effect game, the CPU 51 causes a display effect corresponding to the effect content that can be specified from the variation pattern. For example, when the execution condition of the reach effect is satisfied, the CPU 51 controls the effect display device EH to execute the reach effect defined in the variation pattern.
[0076] For example, the CPU 51 determines whether or not to execute the preview effect according to the variation pattern and the special symbol. When the CPU 51 determines that the preview effect can be executed, it may control the effect display device EH to execute the preview effect. The preview effect is an effect that notifies the expectation level of the variation game becoming a jackpot. For example, the preview effect may be executed in a manner of displaying a predetermined character, character (character string), and effect. When the CPU 51 determines not to execute the preview effect, the preview effect is not executed.
[0077] Then, after starting the performance game, when a predetermined timing arrives, the CPU 51 temporarily pauses the display of the determined symbol combination, and upon the input of an end command, causes the display to stop and be finalized. Not limited to this, the CPU 51 may measure the variable time that can be specified from the variable pattern, and cause the symbol combination to be finalized and stopped for display upon the elapse of the variable time. In this case, the end command may be omitted.
[0078] The gaming machine 10 is configured to be able to execute a specific performance as one of the preview performances during the variable game. Hereinafter, the specific performance will be described in detail. As shown in FIGS. 3 and 4, the specific performance is a performance (hereinafter referred to as a group preview performance) in which a plurality of characters are displayed on the performance display device EH. In the following description, a character may be abbreviated as a "char". As an example, the group preview performance includes a normal group preview performance and a special group preview performance. The special group preview performance has a higher jackpot expectation than the normal group preview performance. The special group preview performance may be a performance that definitely recognizes that it is a jackpot. That is, the special group preview performance is also called a premium performance.
[0079] Each group preview performance is executed via an introduction performance that suggests that it can develop into either a normal group preview performance or a special group preview performance. The normal group preview performance includes a normal part and does not include a special part. The special group preview performance includes a normal part and a special part. Note that the specific performance may include a performance (hereinafter referred to as a fake performance) in which the same performance as the introduction performance is executed and does not develop into any group preview performance.
[0080] As shown in FIG. 3, the ROM 52 stores performance information that can specify the execution mode of the preview performance. As an example, the performance information may include performance patterns EP1 to EP3 that define the execution of the specific performance. The performance pattern EP1 is information that can specify the execution of only the fake performance, that is, the introduction performance. The performance pattern EP2 is information that can specify the execution in the order of introduction performance → normal group preview performance. The performance pattern EP3 is information that can specify the execution in the order of introduction performance → special group preview performance.
[0081] As shown in FIG. 4(a), when a specific performance is executed based on the production pattern EP1, an introductory performance is executed over a first period t1 from a time point T0 which is the start timing of the specific performance. The introductory performance is executed in a manner of displaying information (hereinafter referred to as introductory information G1) suggesting that it can develop into either a normal group preview performance or a special group preview performance on the production display device EH. In this case, at a time point T1 when the first period t1 has elapsed, the introductory information G1 becomes non-displayed. That is, the gas performance ends.
[0082] As shown in FIG. 4(b), when a specific performance is executed based on the production pattern EP2, an introductory performance is executed over a first period t1 from the time point T0. Subsequently, a normal part of the group preview performance is executed over a second period t2 from the time point T1. The normal part is executed in a manner of displaying a plurality of first numbers of normal characters G2 on the production display device EH. As an example, in the normal part, a large number of normal characters G2 are displayed as if they are grouped. At a time point T3 when the second period t2 has elapsed, all the normal characters G2 become non-displayed. That is, the normal part ends. Thereby, the normal group preview performance ends.
[0083] As shown in FIG. 4(c), when a specific performance is executed based on the production pattern EP3, an introductory performance is executed over a first period t1 from the time point T0. Subsequently, a normal part of the group preview performance is executed over a second period t2 from the time point T1. In this case, at a time point T3 when the second period t2 has elapsed, all the normal characters G2 become non-displayed. That is, the normal part ends. On the other hand, a special part of the group preview performance is executed over a third period t3 from a time point T2 during the execution of the normal part. The special part is executed in a manner of displaying a second number of special characters G3 which is less than the first number on the production display device EH. As an example, the second number is 1. At a time point T4 when the third period t3 has elapsed, all the special characters G3 become non-displayed. That is, the special part ends. Thereby, the special group preview performance ends.
[0084] Normally, character G2 is an example of a specific image. Special character G3 is an example of a specific image. Thus, the specific image is an image imitating a specific character. The length of the second period t2 during which a plurality of normal characters G2 are displayed and the length of the third period t3 during which a single special character G3 is displayed are different from each other. More preferably, the second period t2 is longer than the third period t3. However, this is not the only case, and the third period t3 may be longer than the second period t2. Also, the second period t2 partially overlaps with the third period t3. That is, in the group preview performance, the execution period of the normal part and the execution period of the special part overlap at least partially.
[0085] The process for the CPU 51 to execute a specific performance will be described. Based on the variation pattern, the CPU 51 executes a predetermined lottery to determine whether to execute a specific performance. When it is determined to execute a specific performance, the CPU 51 selects one performance pattern from the performance patterns EP1 to EP3. As an example, when the jackpot variation pattern is indicated, the CPU 51 selects any one of the performance patterns EP1 to EP3. As an example, when the losing variation pattern is indicated, the CPU 51 selects either of the performance patterns EP1 and EP2. At this time, when the losing variation pattern without a near miss is indicated, the CPU 51 may preferably select the performance pattern EP1. When the losing variation pattern with a near miss is indicated, the CPU 51 may preferably select either of the performance patterns EP1 and EP2. According to such a selection mode, in the performance game, when any group preview performance appears, it can be definitely recognized that the near miss performance will be executed. In the performance game, when a special group preview performance appears, it can be definitely recognized that it will be a jackpot.
[0086] The CPU 51 determines whether to execute a specific performance and the performance pattern so that the jackpot expectation level increases in the order of no group preview performance < normal group preview performance < special group preview performance. For a certain performance, in order to increase the jackpot expectation level, the determination of whether to execute and the selection of the performance pattern may be made so that the selection rate (appearance rate) at the time of jackpot in the sum of the selection rate (appearance rate) at the time of loss and the selection rate (appearance rate) at the time of jackpot becomes high. Then, when the CPU 51 determines that the specific performance can be executed, it controls the performance display device EH to execute the specific performance according to the selected performance pattern. That is, the CPU 51 causes the specific performance to be executed. In this way, each group preview performance can function as a performance that suggests that the current variable game can be a jackpot depending on the type of character and the number of displays. The CPU 51 is configured to be able to display one or more specific images in the display area HR of the performance display device EH and suggest information related to the game by the display mode of the specific images.
[0087] Referring to FIGS. 5 and 6, an example of a specific execution mode of the specific performance will be described. As shown in FIG. 5(a), it is assumed that a performance game is being executed on the performance display device EH by variably displaying the performance symbols in all columns. After the start of the performance game, the start timing of the specific performance arrives. As an example, the start timing is determined within the period from the start of the variable game to the timing when a reach can be formed. Not limited to this, the start timing may be determined at the timing when a reach can be formed, may be determined immediately after the timing, or may be determined at any timing within the period from the formation of the reach to the end of the reach performance.
[0088] As shown in FIG. 5(b), in the effect display device EH, an introduction effect is executed when the introduction information G1 is displayed. As an example, the introduction information G1 may be a character string of "Chance!?" and an image combined with an effect. When the introduction effect is executed in the effect display device EH, there are cases where it shifts to the normal part of the group preview effect and cases where a specific effect ends without shifting to the normal part. That is, following the introduction effect, a scene that develops into a normal group preview effect and a scene that does not develop into a normal group preview effect can occur. The introduction information G1 is a common image whether it shifts to the normal part or not. Therefore, it is difficult to specify whether it will develop into a group preview effect in the situation where the introduction information G1 is displayed.
[0089] As shown in the sequence of FIG. 5(c) → FIG. 5(d) → FIG. 6(a), in the effect display device EH, the normal part of the group preview effect is executed when a plurality of normal characters G2 are displayed. Among the plurality of normal characters G2 displayed in the normal part, the display mode of at least some of the normal characters G2 may be different from that of the other normal characters G2. Here, different display modes of an image mean that at least one of the size (area), display position, effect, and movement path is different even for the same image. Different display modes of an image may also mean that the types of the images are different.
[0090] As an example, the normal character G2 may be configured as an image imitating a cat. As an example, the normal character G2 may include a cat G2a which is an image imitating a cat with a normal expression, a cat G2b which is an image imitating a laughing cat, and a cat G2c which is an image imitating a majestic cat. As an example, the cats G2a to G2c are displayed in a size corresponding to a first area near the center of the display area HR in the image display unit GH. The cats G2a to G2c displayed near the center of the image display unit GH are displayed so as to move toward the peripheral part of the image display unit GH while expanding the display area. Thereby, in the effect display device EH, the cats G2a to G2c that appear near the center of the image display unit GH can produce a visual effect as if they are approaching the player. Then, the cats G2a to G2c reach a second area larger than the first area and are finally made non-displayed from the image display unit GH.
[0091] The movement path of the image from being displayed to being made non-displayed in the image display unit GH may be different for at least some of the plurality of normal characters G2 displayed in the normal part, compared to other normal characters G2. More preferably, the movement path of the image may be different for each normal character G2. The movement direction of the image along the movement path will coincide with the direction in which the line of sight is guided by a specific image.
[0092] As indicated by arrow Y2a, when the cat G2a is displayed in the first area near the center of the image display unit GH, it moves upward and to the left while being enlarged, and finally becomes invisible after becoming the second area (see Fig. 5). Similarly, as indicated by arrow Y2b, when the cat G2b is displayed in the first area near the center of the image display unit GH, it moves downward and to the right while being enlarged, and finally becomes invisible after becoming the second area (see Fig. 5). As indicated by arrow Y2c, when the cat G2c is displayed in the first area near the center of the image display unit GH, it moves downward and to the left while being enlarged, and finally becomes invisible after becoming the second area (see Fig. 6). The first areas of the cats G2a to G2c may be the same area, or at least partially different areas. The second areas of the cats G2a to G2c may be the same area, or at least partially different areas.
[0093] When the normal part is executed in the effect display device EH, there are cases where it shifts to the special part and where it ends a specific effect without shifting to the special part. That is, a scene where it ends with a normal group preview effect and shifts to a reach effect and a scene where it develops into a special group preview effect can occur. The display mode of the normal character G2 is the same whether it shifts to the special part or not. Therefore, it is difficult to specify whether it will develop into a special group preview effect from the situation where the normal part is being executed.
[0094] As shown in the sequence of Fig. 6(a) → Fig. 6(b) → Fig. 6(c), in the effect display device EH, when a single special character G3 is displayed, the special part of the group preview effect is executed. The special character G3 displayed in the special part has a different display mode from any of the plurality of normal characters G2 that can be displayed in the normal part. The special character G3 is different from any of the normal characters G2. As an example, the movement path of the special character G3 is different from the movement paths of any of the plurality of normal characters G2 that can be displayed in the normal part.
[0095] As an example, the special character G3 may be configured as an image imitating a cat. As an example, the special character G3 may be the cat G3a which is an image imitating a surprised-looking cat. As shown by the arrow Y3, when the cat G3a is displayed in the first area near the center of the image display unit GH, it is enlarged without greatly changing the center of the display position, and finally becomes non-displayed after becoming the third area (see Fig. 6). Note that with the start of the special part, after the special character G3 is displayed, all of the normal characters G2 become non-displayed and the normal part ends. That is, after the special character G3 is displayed, the normal character G2 is not displayed. And the movement path of the special character G3 can be considered as the direction from the back side to the front side of the screen. As an example, the third area has a size different from that of the first area and the second area. Preferably, the third area is larger than the second area.
[0096] Here, at each time of the normal part, the total display area of each normal character G2 displayed on the image display unit GH is defined as the fourth area. As an example, the third area is different from the fourth area. As an example, the third area is larger than the fourth area. Thus, the ratio of the specific image occupying the whole of the image display unit GH is different between the case where a single specific image is displayed and the case where a plurality of specific images are displayed. The CPU 51 can make the ratio of the specific image occupying the whole of the image display unit GH in the case where a single specific image is displayed larger than the ratio of the specific image occupying the whole of the image display unit GH in the case where a plurality of specific images are displayed.
[0097] In addition, the anticipation of a big win differs between the normal group preview performance that only consists of normal parts and the special group preview performance that transitions to a special part. Therefore, it can be said that the accuracy of the information suggested differs between the scene where a single specific image is displayed and the scene where a plurality of specific images are displayed. More preferably, the accuracy of the information suggested when a single specific image is displayed is higher than when a plurality of specific images are displayed. The normal characters G2 that can be displayed in the normal part may include cat G2a to G2c. That is, the CPU 51 can make it such that when a plurality of specific images are displayed, the plurality of specific images include a plurality of types of images with different parts of the images.
[0098] During the execution of a specific performance, when a plurality of normal characters G2 are displayed, the CPU 51 can control such that for some of the plurality of normal characters G2, the entire image of the character is not displayed throughout the entire period from when the some of the normal characters G2 are displayed until they become non-displayed. As an example, in the normal part, the CPU 51 can control such that the entire image is not displayed by having a part of it displayed in a state of being hidden by other normal characters G2 throughout the entire period from when at least one normal character G2 is displayed until it becomes non-displayed. Also, in the normal part, the CPU 51 can control such that the entire image is not displayed by having a part of it outside the display area HR in the image display unit GH throughout the entire period from when at least one normal character G2 is displayed until it becomes non-displayed.
[0099] Examples of specific images, characters G2 and G3, are displayed in a manner that guides the player's line of sight by at least one of the change in the display position of the image and the change in the display area (size) of the image within the display area HR of the image display unit GH. As an example, the normal character G2 is displayed while moving along any of the paths extending radially from near the center of the display area HR towards the outer edge, and while expanding the display area. Thus, the line of sight of the player can be guided to move from near the center of the display area HR towards the outer edge by the normal character G2. That is, the specific image guides the player's line of sight by being displayed in a manner of moving in a predetermined direction within the display area HR of the image display unit GH. On the other hand, the special character G3 is enlarged and displayed near the center of the display area HR. Thus, the line of sight of the player is guided to focus on the vicinity of the center of the display area HR. For this reason, when a single specific image is displayed, the direction in which the line of sight is guided by the single specific image is different from the direction in which the line of sight is guided by at least some of the plurality of specific images when the plurality of specific images are displayed.
[0100] The effects of the embodiment will be described. (1) The accuracy of the information suggested can be recognized by the ratio of the specific images (characters G2 and G3 as an example) in the entire image display unit GH. For this reason, the interest in the game can be improved.
[0101] (2) When a single specific image (special character G3 as an example) is displayed, the ratio of the specific images in the entire image display unit GH becomes larger compared to when a plurality of specific images (normal character G2 as an example) are displayed. For this reason, it is easier to notice the display of the specific image. Moreover, when a single specific image is displayed, the accuracy of the information suggested becomes higher compared to when a plurality of specific images are displayed. For this reason, it is possible to suppress the player from failing to notice that information of high importance has been suggested.
[0102] (3) When a plurality of specific images (for example, normal character G2) are displayed, a plurality of different types of specific images (for example, cat G2a to G2c) with different parts of the images may be included. Therefore, the types of the plurality of specific images can be diversified to entertain the player.
[0103] (5) There is a scene where the whole image of the character is not displayed throughout the entire period from when some specific images (for example, normal character G2) are displayed until they become non-displayed. According to this, the display modes of the plurality of specific images can be diversified to entertain the player.
[0104] (6) The length of the period during which the specific image is displayed is different between the case where a single specific image (for example, special character G3) is displayed and the case where a plurality of specific images (for example, normal character G2) are displayed. Therefore, it is easy to intuitively recognize whether a single specific image or a plurality of specific images are being displayed.
[0105] (7) The direction in which the line of sight is guided by the specific image is different between the case where a single specific image (for example, special character G3) is displayed and the case where a plurality of specific images (for example, normal character G2) are displayed. Therefore, it is easy to intuitively recognize whether a single specific image or a plurality of specific images are being displayed.
[0106] (8) The specific image (for example, normal character G2) guides the player's line of sight by being displayed in a mode of moving in a predetermined direction within the image display unit GH. Therefore, the player's line of sight can be intuitively guided by the movement of the specific image.
[0107] The above-described embodiments can be implemented with the following modifications. Note that the above-described embodiments and the following modification examples can be implemented in combination with each other as long as they do not technically conflict.
[0108] · When a single specific image (e.g., special character G3) is displayed, the ratio of the specific image in the entire image display section GH can be made smaller than the ratio of the specific image in the entire image display section GH when a plurality of specific images (e.g., normal character G2) are displayed. That is, for example, the third area may be controlled to be smaller than the fourth area. According to this modification example, when a single specific image is displayed, the ratio of the specific image in the entire image display section GH becomes smaller compared to when a plurality of specific images are displayed. For this reason, it is difficult to notice the display of the specific image. Moreover, when a single specific image is displayed, the accuracy of the suggested information becomes higher compared to when a plurality of specific images are displayed. Therefore, it is possible to make the player enjoy the game by attracting more attention to the display mode of the specific image.
[0109] · In the embodiment, the accuracy of the suggested information is different between the case where a single specific image is displayed and the case where a plurality of specific images are displayed. In this modification example, in addition to or instead of the accuracy of the suggested information, the weight of the suggested information may be different between the case where a single specific image is displayed and the case where a plurality of specific images are displayed. As an example, it is preferable to suggest one of the reach expectation degree when the reach effect is executed and the jackpot expectation degree when a single specific image is displayed, and to suggest the other when a plurality of specific images are displayed. Not limited to this, when a plurality of specific images are displayed, the jackpot expectation degree may be suggested, and when a single specific image is displayed, the expectation degree of being given the first advantageous state after the end of the jackpot game may be suggested.
[0110] ·An example of a specific image, the normal character G2, is not limited to being an image imitating a cat as a specific character. For example, the specific character may be a land creature such as a dog, a bird, or an elephant, a marine creature such as a fish or a crab, a predetermined person, or a vehicle such as a car, a bicycle, an airplane, or a truck. Also, the specific image is not limited to being an image imitating a predetermined character. For example, the specific image may be an image imitating a character, a symbol, or a number. For example, when the specific image imitates an arrow among symbols, it is preferable that the arrow points in the moving direction of the specific image. According to this modified example, the specific image imitating an arrow can intuitively guide the player's line of sight.
[0111] ·The specific effect may be an operation effect executed according to the operation of the effect operation device BT. The effect display device EH may be a naked-eye stereoscopic display using a differential effect. In this case, in the effect display device EH, the normal character G2 and the special character G3 may be displayed so as to jump out toward the player.
[0112] ·The movement path of the character images G2 and G3 in the specific effect is not limited to being radial from near the center of the image display unit GH. The movement path may be linear from right to left, curved in a predetermined direction, bent, or meandering. Note that the number of specific images displayed in the special part may be plural.
[0113] · The "information related to the game" suggested by the display mode of a specific image is not limited to the jackpot expectation level. For example, the information related to the game may be the expectation level at which the first advantageous state is given, or the expectation level of a jackpot for symbols ZA, Za. For example, the information related to the game may be the expectation level at which the second advantageous state is given, or the expectation level of a jackpot for symbols ZB, Zb. In this regard, the information related to the game may be related to achieving the first advantageous state and may be information indicating the mode of launching a game ball recommended in the first advantageous state. Also, the information related to the game may be related to achieving the second advantageous state and may be information indicating the mode of launching a game ball recommended in the second advantageous state. Note that the mode of launching may be the launching intensity of the game ball, the area through which the game ball flows down, or the operation amount of the launch handle HD.
[0114] · The gaming machine 10 may not have a backup function for the main control board 40. That is, various information stored in the RWM 43 may not be backed up. The gaming machine 10 may have a backup function for the sub-control board 50.
[0115] · The CPU 41 may be configured to give a high-probability state until a predetermined number of special games (for example, 100 times, etc.) are executed after the end of the jackpot game. · During the jackpot game, when the game ball that has entered the big winning opening 18 passes through the special passage area, the CPU 41 may control to a high-probability state after the end of the jackpot game. During the jackpot game, when the game ball that has entered the big winning opening 18 does not pass through the special passage area, the CPU 41 may control to a low-probability state after the end of the jackpot game. In this modified example, an advantageous win where the game ball that has entered the big winning opening 18 easily passes through the special passage area and a normal win where the game ball that has entered the big winning opening 18 hardly passes through the special passage area may be provided. For example, a distributing member for distributing the game balls that have entered the big winning opening 18 may be provided, and the distribution mode of the distributing member may be determined based on the type of jackpot. Then, the CPU 41 may control so that the probability of the game ball that has entered the big winning opening 18 passing through the special passage area is different according to the distribution mode of the distributing member.
[0116] The second special game may be executed with priority over the first special game. The first special game may be executed with priority over the second special game. The special games may be executed simultaneously in parallel. The special games may be executed in the order in which the game balls enter the starting holes 15, 16. Also, for example, there may be only one type of special game, and either the first special game or the second special game may be executed.
[0117] Some or all of the functions and means realized by the main control board 40 may be realized by the sub-control board 50. Some or all of the functions and means realized by the sub-control board 50 may be realized by the main control board 40. In addition, the functions and means realized by the sub-control board 50 may be realized by dividing them into an overall control board that performs overall control related to the presentation, and a display control board that performs control related to the display of images.
[0118] The gaming machine 10 may be configured so that the special variable member 19 operates to the open state by a predetermined lottery, and a jackpot game is awarded when a gaming ball that has entered the big prize winning opening 18 passes through a specific passing area. The gaming machine 10 may be a gaming machine in which a jackpot game starts when a gaming ball enters a predetermined ball entrance. The gaming machine 10 does not need to be provided with a high probability state.
[0119] · The gaming machine may be a rotary gaming machine (so-called slot machine). In this modification example, the gaming machine has a plurality of reels, a bet button, a start lever, and a stop button. A plurality of symbols are arranged on each reel. The gaming machine electronically manages the number of gaming media. In the gaming machine, operating the bet button decreases the number of gaming media and can increase the bet amount. When the bet amount is the specified bet amount, the gaming machine can execute a variable game by operating the start lever. The variable game is executed by rotating a plurality of reels. The gaming machine can stop the rotation of each reel by operating the stop button. Then, the gaming machine awards various privileges (prizes) according to the combination of symbols displayed when each reel stops. The specific effect may be executed as a freeze effect during the execution of the variable game.
[0120] The technical idea that can be grasped from the above-described embodiment and modification example will be described. (Appendix 1) In a gaming machine capable of executing a variable game in which symbols are varied, a display means having a display unit for displaying an image, and a display control means for controlling the display means are provided. The display control means can display one or a plurality of specific images on the display unit of the display means, and can suggest information related to the game by the display mode of the specific image. When one of the specific images is displayed and when a plurality of the specific images are displayed, the ratio of the specific image in the whole of the display unit is different, and the importance or accuracy of the suggested information is different. A gaming machine characterized by this.
[0121] (Appendix 2) In a gaming machine capable of executing a variable game in which symbols are varied, the gaming machine includes display means having a display unit for displaying an image, and display control means for controlling the display means. The display control means can display one or more specific images on the display unit of the display means, and can suggest information related to the game according to the display mode of the specific images. When a single specific image is displayed and when a plurality of specific images are displayed, the ratio of the specific image in the whole of the display unit is different, and the importance or accuracy of the suggested information is different. The length of the period during which a single specific image is displayed is different from the length of the period during which a plurality of specific images are displayed. A gaming machine characterized by this is provided.
[0122] (Appendix 3) In a gaming machine capable of executing a variable game in which symbols are varied, the gaming machine includes display means having a display unit for displaying an image, and display control means for controlling the display means. The display control means can display one or more specific images on the display unit of the display means, and can suggest information related to the game according to the display mode of the specific images. When a single specific image is displayed and when a plurality of specific images are displayed, the ratio of the specific image in the whole of the display unit is different, and the importance or accuracy of the suggested information is different. The specific image may be displayed in a manner that guides the player's line of sight. When a single specific image is displayed, the direction in which the line of sight is guided by the single specific image is different from the direction in which the line of sight is guided by at least a part of the plurality of specific images when a plurality of specific images are displayed. A gaming machine characterized by this is provided.
[0123] (Appendix 4) The display control means can make the ratio of the specific image in the whole of the display unit when a single specific image is displayed smaller than the ratio of the specific image in the whole of the display unit when a plurality of specific images are displayed. The importance or accuracy of the information suggested when a single specific image is displayed is higher than that when a plurality of specific images are displayed. The gaming machine according to any one of Appendices 1 to 3.
[0124] (Appendix 5) When a plurality of the specific images are displayed, the display control means can include, as the plurality of the specific images, a plurality of types of the specific images in which a part of the image is different. The gaming machine according to any one of Appendices 1 to 4.
[0125] (Appendix 6) The specific image is an image imitating a specific character, and when a plurality of the specific images are displayed, the display control means can prevent the whole image of the specific character from being displayed for the entire period from when a part of the specific images are displayed until they become non-displayed for a part of the plurality of the specific images. The gaming machine according to any one of Appendices 1 to 5.
[0126] (Appendix 7) The specific image is displayed in a manner of moving in a predetermined direction within the display unit to guide the line of sight of the player. The gaming machine according to any one of Appendices 1 to 6. (Appendix 8) The specific image is an image imitating an arrow indicating a predetermined direction. The gaming machine according to any one of Appendices 1 to 7.
[0127] (Appendix 9) The display control means can make the ratio of the specific image in the whole of the display unit when a single specific image is displayed larger than the ratio of the specific image in the whole of the display unit when a plurality of specific images are displayed, and the importance or accuracy of the information suggested when a single specific image is displayed is higher than when a plurality of specific images are displayed. The gaming machine according to any one of Appendices 1 to 8.
Explanation of Reference Numerals
[0128] 10... Gaming machine 40... Main control board 50... Sub-control board 51... CPU EH... Effect display device GH... Image display unit G2, G2a to G2c... Normal character images G3, G3a... Special character images HR... Display area
Claims
1. In a gaming machine capable of executing a variable game in which symbols are varied, display means having a display unit for displaying an image, display control means for controlling the display means, and the display control means is capable of displaying one or more specific images on the display unit of the display means and suggesting information related to the game by the display mode of the specific images, when a single specific image is displayed and when a plurality of specific images are displayed, the ratio of the specific images in the whole display unit is different, and the importance or accuracy of the suggested information is different, the specific image may be displayed in a manner that guides the player's line of sight, A gaming machine, characterized in that when a single specific image is displayed, the direction in which the line of sight is guided by the single specific image is different from the direction in which the line of sight is guided by at least a part of the plurality of specific images when the plurality of specific images are displayed.
2. The gaming machine according to claim 1, wherein the specific image guides the player's line of sight by being displayed in a manner of moving in a predetermined direction within the display unit.
Citation Information
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