Game machine

The gaming machine improves player recognition of recommended playing styles through screen notifications, gears, and light-emitting elements, enhancing gameplay effectiveness.

JP2025115764AActive Publication Date: 2025-08-07NEWGIN KK
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2024010399
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-26
Publication Date
2025-08-07
Estimated Expiration
2044-01-26

AI Technical Summary

Technical Problem

Conventional gaming machines do not effectively notify players about the recommended playing method, making it difficult for them to recognize and adjust their playing style accordingly.

Method used

A gaming machine that displays a hitting method notification section on the screen, accompanied by visual and auditory cues, with rotating gears and light-emitting elements to guide players on launching the gaming ball into specific areas, adjusting the notification based on the game state.

Benefits of technology

Enhances player recognition of the recommended hitting method, facilitating better gameplay and potential winnings by providing clear visual and auditory instructions.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025115764000001_ABST
    Figure 2025115764000001_ABST
Patent Text Reader

Abstract

To realize a shooting way notification that allows players to more easily recognize a shooting way that is recommended for players.SOLUTION: In a game machine capable of displaying a shooting way notification unit which instructs players to shoot a game ball into a predetermined game area along with accompanying performances on a display screen, the shooting way notification unit is operated within the display screen, a first gear unit rotates in a first direction in conjunction with the operation of the shooting way notification unit, a second gear unit rotates in a second direction in conjunction with the operation of the shooting way notification unit, and the shooting way notification unit can be displayed by being shifted forward or backward relative to light-emitting units that emit light in conjunction with the operation of the shooting way notification unit and a base board on which the light-emitting units are mounted.SELECTED DRAWING: Figure 10
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] BACKGROUND ART Conventionally, there has been known a gaming machine capable of executing a hitting method notification that suggests the launch of a gaming ball into a predetermined gaming area (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2023-96052 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the notification of the playing method in conventional gaming machines is not necessarily in a manner that makes it easy for the player to recognize the recommended playing method, and there is room for improvement.

[0005] Therefore, the present invention aims to realize a playing style notification that makes it easier for players to recognize the recommended playing style. [Means for solving the problem]

[0006] In one representative aspect of the present invention, there is provided a gaming machine capable of displaying on a display screen a hitting method notification section that instructs the launch of a gaming ball into a predetermined gaming area, along with accompanying effects, wherein the hitting method notification section is operated within the display screen, the first gear section is rotated in a first direction in conjunction with the operation of the hitting method notification section, and the second gear section is rotated in a second direction in conjunction with the operation of the hitting method notification section, and the hitting method notification section can be displayed shifted forward or backward relative to a predetermined light-emitting section, and the hitting method notification section can be displayed in a manner shifted forward or backward relative to a plurality of light-emitting elements that emit light in conjunction with the operation of the hitting method notification section and a board on which the light-emitting elements are mounted. [Effects of the Invention]

[0007] According to one aspect of the present invention, it is possible to realize a hitting method notification that makes it easier for the player to recognize the recommended hitting method. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] A figure showing the form of the right-hit notification display by the gaming machine of the first embodiment of the present invention. [Figure 6] This is a diagram illustrating an example of a specific manner in which the rotation of each gear part in the right-hand hit notification display is linked to the operation of the hitting style notification part. [Figure 7] This is a diagram illustrating an example of a specific manner in which the rotation of each gear section is linked to the operation of the hitting method notification section in the right-hit notification display of the gaming machine of the second embodiment. [Figure 8] A figure showing the form of the right-hit notification display by the gaming machine of the third embodiment. [Figure 9] This is a diagram that explains an example of a specific mode in which the rotation of each gear part and the light emission (illumination) of the light-emitting element in the right-hit notification display are linked with the operation of the hitting style notification part. [Figure 10] This figure explains an example of a specific manner in which the rotation of each gear section and the illumination (lighting up) of the light-emitting element provided in the light-emitting device section are linked with the operation of the hitting method notification section in the right-hit notification display of the gaming machine of the fourth embodiment. [Figure 11] A figure showing the form of the right-hit notification display by a modified gaming machine. DETAILED DESCRIPTION OF THE INVENTION

[0009] A preferred embodiment of the present invention will be described below with reference to the accompanying drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are used as reference directions from the perspective of a player playing a game.

[0010] [First embodiment] (1. Overall Configuration of Gaming Machine 10) FIG. 1 is a diagram illustrating 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 awarded as gaming value on a tray such as an upper tray. Gaming value is awarded 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 gaming machines.

[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via hinges 16 and can be rotated open and closed. 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 end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and 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 makes the game area 32 (see FIG. 2) formed on the game board 30 visible. 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, it is possible to access the game area 32 of the game board 30. Furthermore, by opening the front frame 12 without opening the glass frame 15, it is possible to access the game control device (main board) 100 (see FIG. 3) and the like disposed on the back side of the game board 30.

[0014] Various frame components are arranged 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 top, 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 used to 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 at the bottom of the gaming machine 10. The lower speaker 19b is disposed at the bottom of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.

[0017] The effect 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 the effect button 25 and the 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 switches (for example, four) arranged in the front, back, left, right, etc. For example, the directional key switch 450 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 speakers 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 effect operation device (particularly the effect button 25), the player can perform effects that involve player operation in the special symbol variable display game, etc., displayed on the main display 41. For example, it is possible to select an effect pattern (effect mode) or to execute a preview effect that predicts the outcome of the variable display game. Note that the variable display game includes a special symbol variable display game (a special symbol variable display game), and when simply referring to a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.

[0020] In addition, the content of the presentation may be changed not only while 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 multiple 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 payout rate (base value). Special game states are non-normal game states, including specific game states and special game states. For example, specific game states include a normal power support state (high base state) in which it is easier to win in the second start winning slot of the normal variable winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability variable state, probability variable state). Special game states include a jackpot state and a small jackpot game state (small jackpot state). The high base state is a state in which the payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the multiple game states to set it as the current game state.

[0022] Below the glass frame 15 and at the bottom of the front frame 12, an operating handle 24 for controlling the operation of a ball launcher (not shown) is provided.

[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12, to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a firing operation, the ball launching device launches the supplied gaming balls into the playing area 32 of the gaming board 30. The launching speed of the gaming balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) with which the gaming balls are launched into the playing area 32, in response to the operation of the operating handle 24 by the player, and can launch gaming balls in various launch modes with different launching forces. The firing modes (hitting methods) corresponding to the firing operation (operation amount) of the operating handle 24 include a left-handed hit (normal hit) that fires the game ball to the left side of the game area 32 (hereinafter referred to as the "left side game area 32L"), and a right-handed hit that fires the game ball to the right side of the game area 32 (hereinafter referred to as the "right side game area 32R").

[0024] That is, a left hit is a hit method in which the amount of operation of the operating handle 24 is relatively small, and when a left hit is performed, the game ball flows down in the left game area 32L. On the other hand, a right hit is a hit method in which the amount of operation of the operating handle 24 is relatively large, and when a right hit is performed, the game ball flows down in the right game area 32R.

[0025] Here, depending on the gaming state of the gaming machine 10, a recommended hitting method is determined between left hitting and right hitting, which enables the player to enjoy the expected game content and acquire gaming media. Typically, left hitting is determined as the recommended hitting method in the normal gaming state, and right hitting is determined as the recommended hitting method in the high base state (specific gaming state) or jackpot state (special gaming state). Therefore, in general, a player will perform left hitting in the normal gaming state and right hitting in the high base state or jackpot state. Here, when the gaming state transitions between the normal gaming state and the high base state or jackpot state, the recommended hitting method changes, and a hitting method notification is made to suggest (instruct) the recommended hitting method after the change. The notification of the playing style is carried out in a manner that allows the player to visually recognize the recommended playing style (such as displaying a predetermined image on the main display 41), a manner that allows the player to auditorily recognize the recommended playing style (such as outputting a predetermined sound from the speaker 19), or a combination of these.

[0026] More specifically, when the gaming state transitions from the normal gaming state to a high base state or a jackpot state, a hitting method notification (hereinafter referred to as a "right hit notification") is executed to suggest to the player that he should hit to the right. In the right hit notification, for example, the words "right hit" and a right-pointing arrow are displayed in a part of the screen area of the main display 41, and a sound such as "Aim to the right" is output from the speaker 19 as appropriate. On the other hand, when the gaming state transitions from a high base state or a jackpot state to the normal gaming state, a hitting method notification (hereinafter referred to as a "left hit notification") is executed to suggest to the player that he should hit to the left. In the left hit notification, for example, the words "left hit" and a right-pointing arrow are displayed in a part of the screen area of the main display 41, and a sound such as "Return to left hit" is output from the speaker 19 as appropriate.

[0027] In the following, a display (object) that is displayed in at least a portion of the screen by an image display device having a screen visible to a player while playing, such as the main display 41 or a sub-display (not shown), which is a device installed in the gaming machine 10, for the sole purpose of suggesting a recommended playing style to the player, will be referred to as a "playing style notification unit."

[0028] In particular, in this specification, "hit method notification unit" means text (standard characters, decorative characters, or a combination thereof) such as "hit right," "hit left," and "aim" that suggests shooting the game ball into a specific game area 32, figures such as arrows that suggest shooting the game ball into a specific game area 32 (left game area 32L or right game area 32R), and objects on an image realized by displaying a combination of these.

[0029] The enclosed gaming machine 10 is designed so that 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.

[0030] In addition, behind 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).

[0031] The card unit 201 is a so-called "machine-to-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 communicatively connected to 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 balls on the card are valid only on the day they are generated, and balls on the card after that day may be added to the ball reserve managed by the gaming parlor (the balls are converted into saved balls). The card may also store the player's personal information 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 banknotes. The amount of money inserted into the cash insertion section 203 is added to the balance stored on the card.

[0032] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball lending operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a balance display unit 215. The game ball count display unit 214 and the balance display unit 215 are provided within a monitor such as an LCD monitor. The ball lending operation unit 211 is operated when increasing the number of game balls held by the gaming machine (number of usable game balls, number of usable game values), which is the number of game balls that a player can use, based on the balance stored on the card. The number of game balls held by the gaming machine is numerical data managed by the gaming machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the gaming machine based on the number of balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The game ball count display unit 214 displays the number of game balls held on the card. The remaining amount display section 215 displays the remaining amount.

[0033] 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 predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during 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. Note that 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 an amusement parlor (game center). The hall computer can communicate with a server installed in a data center outside the amusement parlor via a network.

[0034] 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 inserted amount signal that is 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 the card 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.

[0035] 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 will 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.

[0036] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of game balls available to the player (number of available game values). As an example, the ball number display unit 217 is configured with a plurality of (for example, six) seven-segment LED lamps arranged side by side, and can display multiple (six-digit) numbers.

[0037] The gaming machine 10 is equipped with a counting operation unit 218, which is operated by a player when the player finishes playing on the gaming machine 10. The counting operation unit 218 outputs the above-mentioned counting signal when pressed. The gaming machine 10 is equipped with 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 arranged on the front side of the glass frame 15.

[0038] 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. Furthermore, the number of balls fired into the gaming area 32 (or the number of balls ejected 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.

[0039] (2. Game board) Next, the gaming board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the gaming board 30 provided in the gaming machine 10.

[0040] As shown in Figure 2, the gaming board 30 includes a flat gaming board body 30a that serves as a mounting base for various components. The gaming board body 30a is made of wood or synthetic resin, and a gaming area 32 surrounded by a guide rail 31 is provided on the front side of the gaming board body 30a. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launcher into the gaming area 32 surrounded by the guide rail 31. The launch passage 29 guides the gaming balls from the ball launcher into the gaming area 32. The gaming area 32 is provided with components such as windmills and obstacle spikes that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.

[0041] A window 40 is provided in the approximate center of the gaming board main body 30a, which serves as a display area for the variable display game. Behind the window 40, a main display 41 is arranged as a performance display device (variable display device) that variably displays (changeably displays) multiple pieces of identification information. The main display 41 includes, for example, a liquid crystal display, and is arranged so that the display content can be seen from the front side of the gaming board 30 through the window 40. Note that the main display 41 is not limited to one that includes a liquid crystal display, and may also include a display such as an organic electroluminescence (EL) display.

[0042] A display screen (display section) of the main display 41 is provided with a plurality of variable display areas, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area.

[0043] 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 that perform light-emitting performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see Figure 4).

[0044] 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 to detect a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.

[0045] A general winning opening 35 (general winning area) is arranged in the game area 32 on the lower left of the window section 40, and another general winning opening 35 is arranged in the game area 32 on the lower right of the window section 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches (SW) 35a (1 to n) provided in the general winning openings 35.

[0046] In the game area 32 below the window 40, there is provided a start winning port 36 (first start winning port, start winning port 1, first start winning area) that sets the conditions for starting the special symbol variable display game. In the game area 32 to the right of the window 40, there is provided 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) below the normal symbol start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward, etc., to change the state to make it easier for game balls to flow in. When the movable member 37b is in a closed state, game balls cannot win in the normal variable winning device 37. When a game ball wins in the start winning port 36 or the normal variable winning device 37, the special symbol variable display game is executed. In this embodiment, the game ball is more likely to enter the starting 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.

[0047] When the result of the normal variable display game reaches 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 that is advantageous to the player) in which game balls can 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 will be in a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls cannot easily flow into the normal variable winning device 37. In this embodiment, the starting winning port 36, unlike the normal variable winning device 37, does not have a movable member (opening / closing member) and is always in an open state (open state), but a configuration with a movable member (opening / closing member) is also possible.

[0048] 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 the easy-to-win state by shortening the fluctuation time of the normal map fluctuation display game or by making the winning probability of the normal map fluctuation 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 game is played, thereby generating a time-saving state (normal power support state) as a specific game state. The time-saving state (normal power support state) also occurs overlappingly in the probability variable state (excluding the latent probability variable state).

[0049] In the game area 32 below the normal variable prize winning device 37, a special variable prize winning device 39 is provided. The special variable prize winning device 39 has an opening / closing door 39c that opens the large prize winning port (large prize winning area) by operating a large prize winning port solenoid 39b (see Figure 3). The special variable prize winning device 39 converts the large prize winning port from a closed state (a blocked state disadvantageous to the player) to an open state based on the results of the special variable prize display game, facilitating the flow of game balls into the large prize winning port, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-change events after a jackpot). A large prize winning port switch 39a (count switch) (see Figure 3) is provided within the large prize winning port as a detection means for detecting game balls that enter the large prize winning port. The special variable prize winning device 39 is designed to facilitate the entry of game balls into the large prize winning port when the player hits the right side.

[0050] A specific area 86 (so-called V entry port) is provided inside the special variable winning device 39. For example, if a gaming ball enters the specific area 86 (V entry port, V entry area) after the opening / closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be open for a long period of time only during a small win, allowing gaming balls to pass through easily. The game control device 100 can detect the passage of a gaming ball into the specific area 86 (V entry) via a sensor (specific area switch 72 described below) or the like. Upon detecting V entry, the game control device 100 determines that a transition to a big win state (V entry big win state) will occur after the small win ends, and transmits information indicating a V entry (specific area passage command, etc.) to the performance control device 300 described below. The performance control device 300 can then notify the V entry on the main display 41 or the like.

[0051] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / 2 mixed machine (type 1+2 machine). In this embodiment, when a small win is won, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines.

[0052] When a gaming ball enters a large winning port of the general winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the payout control device 200 (see FIG. 3) provides 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 (number of usable gaming balls, number of usable gaming values). In addition, the lower gaming area 32 is provided with an outlet 30b for collecting gaming balls that did not enter the winning ports, etc. 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 LEDs 46 that can light up when a gaming ball enters a winning port.

[0053] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, there is provided a collective display device 50 that executes a special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and a normal chart variable display game. The collective display device 50 is an information display device that is made up of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game status, and is equipped with display parts 51 to 60.

[0054] 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 collection 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 54, special chart 2 hold display 55, normal chart hold display 56) for notifying the start memory number (hold number) of each change display game. Note that the special chart 1 display 51 and the special chart 2 display 52 may be 7-segment type display units. The special chart 1 hold display 54 is composed of two LED lamps. The special chart 2 hold display 55 is composed of two LED lamps. The normal chart hold display 56 is composed of two LED lamps.

[0055] The collective display device 50 also has a first game status display unit 57 (first game status indicator, one LED lamp) that notifies when 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 notify the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability status display unit, one LED lamp) that indicates when the gaming machine 10 is turned on that the probability state for a jackpot is in a high probability state, 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).

[0056] In the special symbol 1 display 51 and the special symbol 2 display 52, the variable display game (symbol variable game) is executed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a variable display, alternating between them. The variable display game may also be executed by all LED lamps provided as displays for the variable display game turning on and off (all LEDs flashing simultaneously), circulating (one LED lamp turns on and off in a predetermined sequence at predetermined intervals), or by turning on and off (flashing) or circulating (flashing) a predetermined number of LEDs among the multiple LED lamps. In the normal symbol display 53, the variable display game (symbol variable game) is also executed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The normal symbol display 53 can also be configured appropriately in the same manner as the special symbol 1 display 51 and the special symbol 2 display 52. In this way, the pattern (special pattern or normal pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the normal pattern display 53 fluctuates (changes) over time in the variable display game, so the variable display game is also called a pattern fluctuating game.

[0057] Next, the flow of the game in the gaming machine 10, the regular chart variation display game, and the special chart variation display game will be described in detail.

[0058] In the gaming machine 10, games are played by launching gaming balls from a ball launcher (not shown) toward the gaming area 32. The launched gaming balls flow down the gaming area 32, changing their rolling direction due to obstacles and windmills placed throughout the gaming area 32. They either win or enter the normal start gate 34, the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, or they flow into the outlet 30b at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, the number of prize balls corresponding to the winning slot is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball count display 217 displays the number of balls held by the gaming machine after the addition.

[0059] The normal map start gate 34 is provided with a gate switch 34a that detects a game ball that has passed through the normal map start gate 34. When a 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 determination result of the normal map winning random number value (random number value for winning determination) extracted at this time.

[0060] 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, if the game ball passes through the normal map start gate 34, the normal map start memory number (normal map reserve number) is incremented (+1) if it is less than the upper limit. The game control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, extracted predetermined random number values (normal map winning random number value, normal map random number value) as start memories that serve as the right to play the normal map variation display game, based on the passage of the game ball through the normal map start gate 34. Note that if there are multiple winning results (normal map winning symbols) in the normal map variation display game, a normal map winning symbol random number value is also extracted to allocate the winning results (for drawing lots), and both the normal map winning random number value and the normal map winning symbol random number value are stored as start memories.

[0061] In this way, the normal map start memory (normal map reserve) stores a normal map winning random number value as a random number value for determining whether the normal map fluctuation display game is a winning or losing game, and when this random number value for determining whether the game is a winning or losing game matches the judgment value, the normal map fluctuation display game is a winning game and a specific result pattern is derived.

[0062] The normal symbol variation display game (pattern variation game) is executed by the normal symbol display device 53 provided in the collective display device 50. The normal symbol display device 53 is composed of an LED that indicates a win when lit as normal identification information (normal symbol, normal symbol) and indicates a loss when unlit, and displays the variation of the normal identification information by flashing this LED, and after a predetermined variation display time has elapsed, displays the result by turning the LED on or off.

[0063] If the normal symbol random number value extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display 53 stops as a winning result and enters a winning state (normal symbol 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 of the movable member 37b of the normal variable winning device 37 once (for example, 3 seconds) may be called the normal power opening time.

[0064] The entry of a gaming 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). A gaming ball that enters the start winning hole 36 is detected as a start winning ball for the special chart 1 variable display game, and is stored up to a predetermined upper limit number (here, 4). A gaming ball that enters the normal variable winning device 37 is detected as a start winning ball for the special chart 2 variable display game, and is stored up to a predetermined upper limit number (here, 4). The gaming control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, an extracted predetermined random number value as a start memory that becomes the right to play the special chart variable display game, based on the entry of a gaming ball into the start winning area (starting hole) of the start winning hole 36 or the normal variable winning device 37.

[0065] When detecting the starting winning ball of the special symbol variation display game, various random number values such as a jackpot random number value, a jackpot symbol random number value, a variation pattern random number value, etc. are extracted. These random number values 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 up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of times stored in the special symbol start memory is displayed on the special symbol 1 reserve indicator 54 and the special symbol 2 reserve indicator 55, which are used to notify the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the main display 41.

[0066] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a win in the start winning slot 36 or the first start memory (special chart 1 start memory, special chart 1 reserve). 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 win in the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reserve).

[0067] 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 the identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52 in a changing manner, and then stopping and displaying a predetermined result pattern.

[0068] In addition, a decorative special symbol variable display game that variably displays multiple types of identification information corresponding to each special symbol variable display game is executed on the main display 41. The identification information on the main display 41 is composed of numbers, symbols, character designs, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.

[0069] The decorative special symbol variation display game (decorative symbol variation game, effect game) on the main display 41 is carried out by starting a varying display (scrolling or rotating display) of the identification information (decorative special symbol, decorative special symbol) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then sequentially stopping the varying symbols after a predetermined time to display the results of the special symbol variation display game. Multiple types of identification information are displayed in a rotating manner on the main display 41. In this way, the identification information (decorative special symbol) displayed on the main display 41 varies (including changes and movements) over time in the decorative special symbol variation display game, so the decorative special symbol variation display game is also called a symbol variation game. Furthermore, the main display 41 displays a variety of effects, such as the appearance of character images, to enhance entertainment value. In addition, instead of or together with the decorative special pattern change display game, a decorative normal pattern change display game may be implemented on the main display 41, in which the identification information (decorative normal pattern, decorative normal pattern) changes over time in response to the normal pattern change display game (pattern change game) on the normal pattern display 53, by scrolling or rotating the display in the same way as the decorative special pattern change display game.

[0070] When a game ball enters the start winning slot 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 jackpot value), a specific result state (special result state) is derived from the displayed symbols as a result of the special symbol variable display game, and a jackpot state (special game state) is entered. Correspondingly, the display state of the main display 41 becomes a special result state (for example, a state in which numbers such as "777" are lined up).

[0071] At this time, the special variable prize winning device 39 converts the special prize winning port from a closed state to an open state for a predetermined time (for example, 30 seconds) by energizing the special prize winning port solenoid 39b (see FIG. 3). In other words, the special variable prize winning device 39 opens the special prize winning port wide for a predetermined time or until a predetermined number of game balls enter the special variable prize winning device 39, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).

[0072] When a game ball enters the first start winning slot 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 mode (small win result mode) is derived from the displayed symbols as a result of the special symbol variable display game, and a small win state is achieved. Correspondingly, the display mode of the main display 41 becomes a small win result mode. 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). In addition, the small win random number value may be used to determine a small win.

[0073] 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 Figure 3). Note that the full 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 less 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.

[0074] Here, we will explain the difference between a big win and a small win.

[0075] A jackpot is a special result that accompanies the activation of a conditional device, while a minor jackpot is a special result that does not accompany the activation of the conditional device. The conditional device is activated when a jackpot occurs in a special variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set to continuously activate the special variable prize-winning device 39, which is a special electric device. The "conditional 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.

[0076] Specifically, in the case of a big win, the big win flag is set and the special variable winning device is opened, whereas in the case of a small win, the small win flag is set and the special variable winning device is opened. However, if there is a V win during the small win state, the condition device will be activated.

[0077] In addition, the special chart 2 variable display game is set to be executed with priority over the special chart 1 variable display game, and when there is a start memory for 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 for 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 started memory may be executed.

[0078] In addition, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they are simply referred to as the special chart variable display game.

[0079] (3. Game Control Device) 3 is a block diagram of the gaming control system of the gaming machine 10. The gaming machine 10 is equipped with a gaming control device 100 (main board) that serves as the main control means. The gaming control device 100 is a main control device that controls the overall game, and is composed of a gaming microcomputer 111 (hereinafter referred to as the gaming microcomputer), an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus that connects the gaming microcomputer 111, the input unit 120, and the output unit 130. The gaming microcomputer 111 can receive various signals and data via the input unit 120, and can transmit various signals and data via the output unit 130.

[0080] An oscillation circuit (crystal oscillator) having an oscillator such as a quartz crystal resonator and generating a clock that serves as a reference for the CPU operating clock, timer interrupt, and random number generation circuit may be connected to the gaming microcomputer 111. 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.

[0081] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of 32V DC from a 24V AC power supply and a DC / DC converter that generates a lower level DC voltage such as 12V DC or 5V DC from 32V DC, 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 generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies recovery (recovery, restoration) from a power outage.

[0082] The backup power supply 420 can be composed of a single 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 power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if this voltage drops to, for example, 17V or less, detects the occurrence of a power outage and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or when the power is restored.

[0083] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the payout control device 200. Here, initialization basically means clearing to zero, which erases the information, but some values, such as performance information (base values), may be maintained at their current values without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read during the main loop processing of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

[0084] 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 (inaccessible position) that cannot be operated 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.

[0085] 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) that can be read and written at any time.

[0086] The ROM 111b stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile 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 that can retain the stored information even if a power outage occurs.

[0087] The ROM 111b also stores a fluctuation pattern table for determining a fluctuation pattern (fluctuation mode and fluctuation time) that specifies, for example, the execution time of the special chart fluctuation display game, the presentation content, and whether or not a reach state occurs. The fluctuation pattern table is a table that the CPU 111a uses to determine a fluctuation pattern by referring to one or more fluctuation pattern random number values stored as start memory. The fluctuation pattern table also includes a miss fluctuation pattern table that is selected when the result is a miss, a jackpot fluctuation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a second-half fluctuation group table or a second-half fluctuation pattern selection table) for determining a second-half fluctuation pattern, which is a fluctuation pattern after a reach state has been reached, and a table (such as a first-half fluctuation group table or a first-half fluctuation pattern selection table) for determining a first-half fluctuation pattern, which is a fluctuation pattern before a reach state has been reached.

[0088] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the presentation control device 300, generates and outputs drive signals for the solenoids and display devices, and controls the entire gaming machine 10. Although not shown, the gaming microcomputer 111 is also equipped with a random number generation circuit for generating a jackpot random number value for determining a jackpot in the special symbol variable display game, a special symbol pattern random number value for determining a jackpot pattern (a symbol that stops for a jackpot), a small symbol (a symbol that stops for a small symbol), and a time-saving symbol (a symbol that stops for a support hit), and a variable pattern random number value for determining a variable pattern in the special symbol variable display game (including information on variable displays of various reaches and no reaches, information on the execution time of the special symbol variable display game, etc.). The random number generation circuit can also generate a random number value for determining whether the normal symbol variable display game is a hit, and a random number value for determining the normal symbol hit result (normal symbol hit pattern).

[0089] Furthermore, in the processing related to the special chart variation display game, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or loss) of the special chart variation display game, the probability state of the special chart variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, when the CPU 111a executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b.

[0090] 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 and data) from the game control device 100.

[0091] The input unit 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the entry port switch 35a of the normal entry port 35, the entry port 1 switch 36a in the first entry port 36, the entry port 2 switch 37a in the second entry port (normal variable entry device 37), and the large entry port switch 39a in the special variable entry device 39. The outputs from the gate switch 34a, the entry port switch 35a, the entry port 1 switch 36a, the entry port 2 switch 37a, and the large entry 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 from the entry port 1 switch 36a and the entry port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input unit 120. The switches connected to the input unit 120 may be, for example, magnetically detect game balls.

[0092] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball outlet switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage (V entry) of a game ball into the specific area 86 (V entry port). The remaining ball outlet switch 73 detects game balls that have passed through the remaining ball outlet, which discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and finished playing (i.e., all game balls that have passed through the entry port or out port 30b). Note that not only game balls that have entered the out port 30b, but also 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) and detected.

[0093] In addition, various 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 fraud detection provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch (door opening / closing sensor) 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 body frame open detection switch, door opening / closing sensor) for detecting front frame open provided on the front frame 12 (main body frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10.

[0094] 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.

[0095] Data is transmitted from the game control device 100 to the presentation control device 300 via the output unit 130, for example, by serial communication. Note that communication between the game control device 100 and the presentation control device 300 is one-way communication that prevents signals from being input from the presentation 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.

[0096] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing 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 the game control device (main board) of a gaming machine as an actual machine (mass-produced product) installed in an amusement parlor (game center).

[0097] The output unit 130 is also provided with an output port that outputs opening / closing data for the normal solenoid 37c that opens the normal variable prize winning device 37, the large 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 also provided with a driver that receives the opening / closing data signal, generates a solenoid drive signal, and outputs it.

[0098] 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 the corresponding output port and driver.

[0099] 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 the gaming facility, for example, 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.

[0100] 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 the corresponding output port and driver.

[0101] In this embodiment, the performance display device 152 is made up of a plurality (four) of seven-segment type (eight-segment type including the dots Dp) displays (LED lamps), but is not limited to this.

[0102] 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 the payout rate (base value). The performance information is derived based on the number of prize balls (game value number) obtained by winning, and may be, for example, the payout rate (base value), the ratio of bonus balls, the number of dispensed balls, etc.

[0103] The ball payout rate (base value) is the ratio (proportion) of the total number of prize balls to the number of dispensed balls (or the number of shot balls introduced into the game area 32), and is calculated as (number of acquired balls ÷ number of dispensed balls) × 100 (%). In other words, the ball payout rate is the number of acquired balls (total number of prize balls) per 100 dispensed balls. The number of dispensed balls can be obtained by counting the signal of the out ball detection switch 74, etc. In enclosed gaming machines, the number of acquired balls (total number of prize balls) is the number of game value (amount of game value) that is assigned as numerical data.

[0104] For example, the ratio of prize balls to prize balls is the percentage (%) (= so-called continuous prize ball ratio) of the number of prize balls (number of balls acquired by each prize ball) acquired by winning a prize ball in a big prize slot during a jackpot state out of the total number of prize balls (total number of prize balls) acquired by winning a prize ball in a prize slot during a specified period (for example, from when the gaming machine 10 is turned on to the present).

[0105] (4. Safety device (complete function)) Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (a game-prohibited state, a game-prohibited state) in which games such as the special game, the normal game, and round games (games played during big wins or small wins) cannot be played when an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls is met. In the game stop state, new games with special game and new normal game cannot be started. The safety device can take appropriate countermeasures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to prevent players from becoming addicted to the game. Reducing addiction allows players to play with peace of mind.

[0106] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a complete function (or ending function, stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.

[0107] In this embodiment, the activation conditions for the safety device are (1) the difference between the number of safe balls and the number of discharged balls during a specified period of time, reaching a ball difference reference value (predetermined value), and (2) neither a jackpot nor a small jackpot has occurred. The difference is calculated by subtracting the number of discharged balls from the number of safe balls during a specified period of time (difference = number of safe balls - number of discharged balls). Thus, the activation conditions for the safety device consist of two stages: (1) and (2). The difference in balls for condition (1) may be the difference in balls during a specified period from the lowest difference in balls to the present, i.e., the difference in balls based on the minimum value (the increase in the number of balls from the minimum value), or it may correspond to the maximum increase in the difference in balls during a single day of operation (the so-called MY). Other activation conditions may also be used. For example, condition (1) may be configured such that the number of safe balls reaches a predetermined value. Condition (2) may also be configured such that the special variable prize device is not activated, or the large prize opening is not open.

[0108] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of dispensed balls) that are determined to be awarded during a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 during a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.

[0109] Note that the number of fired balls, which is the number of fired balls that have been fired into the play area 32 and introduced, may be used instead of the number of ejected balls, and the difference in the number of balls may be calculated as the number of safe balls minus the number of fired balls. The number of fired 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 fired by the ball launcher but did not reach the play area 32 are excluded from the number of fired balls, and the difference in the number of balls is decremented by -1 for each game ball fired by the ball launcher, and is incremented by +1 for each foul ball.

[0110] For example, when the difference in balls is less than 90,000, the safety device goes into a non-activated state (activation notice state, activation warning state, or normal state where the safety device is not activated). When the difference in balls is between 90,000 and 94,999, the safety device goes into an activation notice state that warns of the activation of the safety device. When the difference in balls reaches 95,000, the safety device goes into an activation warning state that warns of the activation of the safety device, or into an activated state where the safety device is activated (activated state).

[0111] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if there is a big hit or a small hit, and it will be activated if there is neither a big hit nor a small hit. Therefore, if the safety device is activated before a big hit or a small hit occurs, a game stop state (a game-disabled state, a game-prohibited state) will occur immediately afterwards, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big hit or a small hit occurs in a time-saving state or a probability variable state.

[0112] On the other hand, when the big hit or small hit ends and it is no longer a big hit or a small hit, the safety device transitions from the activation warning state to the activation state (activating state).

[0113] In the activation notice state, the performance control device 300 displays an activation notice display (for example, the text "Playing will end soon") on the main display 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 "Playing will end after the win ends") on the main display 41.

[0114] When the safety device is in an activated state (not during a small win or a big win), i.e., when the game is stopped, the presentation control device 300 displays an activated display 513 (the words "play stopped") on the main display 41. When the safety device is activated, the game control device 100 sets a safety device activated flag (safety device activated flag) to on, which indicates that the safety device is activated. The safety device activated flag (safety device activated flag) is cleared to 0 (safety device activated flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.

[0115] In the game stop state, games such as the special chart variable display game, the normal chart variable display game, and round play (play during a big win or small win) cannot be executed. To achieve this, for example, in the game stop state, the detection of game balls by the prize opening switch is disabled, the prize opening (winning) is disabled, the solenoids stop so that the big prize opening, the specific area 86, the normal variable winning device 37, etc. are closed, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart variable display game and the normal chart variable display game not be continued, but new special chart variable display games and new normal chart variable display games cannot be started.

[0116] (5. Transition state at power-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).

[0117] If the RAM clear switch 112 is turned on when the power is turned on, the system transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. Note that when the RAM clear switch 112 is turned on, the system initially enters a RAM clear preparation state (initialization preparation state), and if 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). Note that when the game control device 100 executes the RAM initialization process, 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.

[0118] 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), and the state is one in which power is simply restored.

[0119] (6. Performance control device) Next, the configuration of the effect control device 300 (sub-board) will be described using Figure 4. Figure 4 is a block diagram of the effect control system of the gaming machine 10. The effect control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image on the main display 41, the sound from the speakers 19a and 19b, the light emission of the effect LED 46, and / or the operation of the effect movable body 44 in response to commands from the gaming control device 100. In other words, the effect control device 300 can control effects related to games. The effect LED 46 may be a full-color LED (light-emitting diode) that can emit light in various colors.

[0120] 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 main display 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.

[0121] 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 (for example, a cache memory) that provides a working area.

[0122] 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 performs processes such as instructing the sound control unit 314 on the sound to be played, lighting up the performance LED 46, driving and controlling the motor and solenoid of the performance movable body 44, and managing the performance time.

[0123] The VDP 312 is equipped with 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 expand and process image data such as characters read from the image ROM 325.

[0124] 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.

[0125] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives, via the command I / F, special symbol reservation number commands, decorative special symbol commands, variation commands, symbol stop commands, and the like transmitted from the game control device 100 to the performance control device 300 as performance control instruction signals (performance commands).

[0126] 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 (for example, movable parts that work together with the performance display on the main display 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.

[0127] These control circuits 332, 334 that 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.

[0128] Furthermore, the effect control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting to the control microcomputer 311 a detection signal indicating the on / off state of the effect button switch 25a built into the effect button 25 provided in the glass frame 15, and a detection signal indicating the on / off state of the direction key switch 450. The switch input circuit 336 also inputs to the control microcomputer 311 a detection signal of a volume adjustment switch 335 that enables a gaming establishment official (an attendant, a manager, an administrator) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b.

[0129] The normal power supply section 410 of the power supply device 400 supplies a DC voltage of a desired level to the performance control device 300 having the configuration described above and the electronic components controlled thereby.

[0130] (7. Basic Control) Next, we will explain the basic control in the gaming machine 10. 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 (normal game hit random number value) based on the input of a game ball detection signal 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 in the normal game variable display game.

[0131] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed variably for a predetermined time, and then stops and displays it. 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 control is performed to open the movable member 37b of the normal variation winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. Note that if the result of the normal map variation display game is a loss, control is performed to display a loss result state on the normal map display 53.

[0132] In addition, the 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 (jackpot 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 ROM111b to determine whether the special chart 1 variable display game is a hit or a miss.

[0133] 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 (jackpot 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 ROM111b to determine whether the special chart 2 variable display game is a win or a loss.

[0134] Then, the CPU 111a of the game control device 100 outputs a control signal (presentation control command) including the determination result of the special symbol 1 variable display game and the special symbol 2 variable display game to the presentation control device 300. Then, the special symbol 1 display 51 and the special symbol 2 display 52 display a special symbol variable display game in which the identification symbol is displayed variably for a predetermined time, and then displayed stationary. In other words, the game control device 100 serves as a game control means for controlling 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 (first start winning port 36, normal variable winning device 37).

[0135] Furthermore, the performance control device 300 displays, on the main display 41, a decorative special symbol variable display game corresponding to the special symbol variable display game on the special symbol 1 display device 51 or the special symbol 2 display device 52, 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 light emission of the various performance LEDs 46, based on a command (control signal) from the game control device 100. In other words, the performance control device 300 serves as a performance control means for controlling performance related to the game (variable display game, etc.).

[0136] Then, when the result of the special symbol 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 symbol 1 display 51 or the special symbol 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a, for example, controls the big prize opening solenoid 39b to open the opening / closing door 39c of the special variable prize winning device 39, allowing game balls to flow into the big prize opening.

[0137] Then, one round (R) is defined as the process of opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (for example, 10 balls) enter the large prize opening, or a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening, and this is continued (repeated) a predetermined number of rounds (for example, 15 times, 11 times, or 2 times) (cycle play). Also, if the result of the special chart variable display game is a loss, control is performed to display the result state of the loss on the special chart 1 display 51 or the special chart 2 display 52.

[0138] 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 symbol variation display game. The high probability state (probability variable state) is a state in which the probability of a winning result in the special symbol variation display game is higher than in the normal probability state. Furthermore, whether the high probability state is reached based on the result state of either the special symbol 1 variation display game or the special symbol 2 variation display game, both the special symbol 1 variation display game and the special symbol 2 variation display game will be in the high probability state. In the high probability state (probability variable state), the game control device 100 sets a special symbol high probability flag indicating the high probability state.

[0139] Furthermore, 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 game variation display game and the number of times it is executed. In the time-saving state, the normal game variation display game and the normal game variation winning device 37 may be controlled to be in a time-saving operation state, and the normal game variation winning device 37 is controlled so that the opening time per unit time is substantially longer than in a normal game state in which no special game is played, resulting in a normal power support state. Note that even in a high probability state (normal probability variable state) other than the latent probability variable state, the time-saving state is overlapped and normal power support is executed.

[0140] 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-shortened changes in the special chart change display game can also be executed.

[0141] In addition, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, four times) that is greater than the first opening number (for example, two times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability, normal map winning probability) to a higher probability than the normal probability (low probability) in the normal operating state.

[0142] In the time-saving mode, the time required for the normal variable winning device 37 to switch to the open state is extended by varying one or more of the normal symbol variation time, normal symbol stop time, normal symbol release count, normal symbol release time, and normal symbol probability. This makes it easier to win the normal variable winning device 37 in the time-saving mode than in the normal game mode where no special game is played. This increases the number of times the special symbol variation display game is executed per unit time compared to the normal game mode, and also shortens the execution interval of the special symbol variation display game. It is also possible to set multiple types of time-saving modes that vary differently. It is also possible to set the movable member 37b not to open in the normal operating mode (normal symbol probability is 0). When there are multiple types of normal symbol winning results (normal symbol winning patterns), the normal symbol release time (long release, short release) and the number of normal symbol releases may be changed depending on the type of normal symbol winning result (normal symbol win A, normal symbol win B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability change state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.

[0143] 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, a low base state (a state in which left-handed hitting is recommended) in which the ball payout rate (base value) is low because the opening time of the normal variable winning device 37 is extremely short may be treated as a normal game state in which there is essentially no normal power support and no special game is played (slight time-saving).

[0144] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (a1, a2, a3, etc.) that correspond to the normal hit result (normal hit symbol) and the number of normal power-on times and normal power-on times. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, electric support number of times) in the time-saving state. Note that the time-saving state when the time-saving end condition is stipulated by the number of times the normal chart variable display game is executed may be called the normal chart ST state.

[0145] After the time-saving state ends, a remaining reserve consumption state can be generated in which the second start memory (special chart 2 start memory, special chart 2 reserve) remaining at the time of the time-saving state end is consumed. In the remaining reserve consumption state (remaining reserve consumption mode), the second start memory generated by winning in the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reserve, and the special chart 2 variable display game is executed. The remaining reserve 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 therefore the probability of a V-winning jackpot).

[0146] 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 interval (e.g., 4 msec).

[0147] For example, the game control device 100 checks for abnormalities in the RAM 111c during main processing, 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, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.

[0148] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).

[0149] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0150] Furthermore, in the timer interrupt process, when a game ball wins (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 made that can determine in advance the game result based on the winning 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 in advance the result of the variable display game based on the start memory before the variable display game is executed.

[0151] Furthermore, the timer interrupt processing can execute a safety device-related processing that performs processing related to the safety device (complete function), a difference ball counting processing that updates a counter that counts the difference ball number, etc. In the safety device-related processing, safety device-related information such as the operating status of the safety device is sent as a command to the performance control device 300, and a safety device operating flag that indicates that the safety device is operating is set.

[0152] In the main processing that starts when the power is turned on, the game control device 100 can send power outage recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands relating 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 to be cleared.

[0153] Furthermore, the game control device 100 can transmit commands to the performance control device 300 in the timer interrupt process as follows.

[0154] The game control device 100 can transmit game status commands indicating game states such as normal game state, time-saving state (normal power support state), and special chart high probability state (probability change state), 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 state of the safety device, an operation warning command corresponding to the operation warning state of the safety device, and an operating command corresponding to the operation state of the safety device.

[0155] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the main display 41 corresponding to the results of the special symbol variation display game, such as losing symbols, big win symbols, small win symbols, and time-saving symbols, and symbol stop commands indicating the stop of the special symbol variation display game, and win-related commands corresponding to each stage of the big win or small win state. Here, customer waiting-related commands include customer waiting demo commands that instruct customer waiting demos, such as movie demos on the demo screen. Win-related commands also include opening commands (fanfare commands) corresponding to the opening (fanfare) of a small win or big win, round commands corresponding to the round of a small win or big win, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a big win or small win.

[0156] The game control device 100 can transmit a special figure 1 reserve number command and a special figure 2 reserve number command indicating the number of start memories when the first start memory number (special figure 1 reserve number), which is the number of first start memories (special figure 1 reserve), and the second start memory number (special figure 2 reserve number), which is the number of second start memories (special figure 2 reserve), change. The game control device 100 can also transmit a regular figure reserve number command indicating the number of regular figure start memories when the regular figure start memory number (regular figure reserve number), which is the number of regular figure start memories (regular figure reserves), changes. The game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning slot 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the regular variable winning device 37 and the second start memory occurs. The game control device 100 can reduce the first start memory number by 1 at the start of a special chart 1 variable display game based on the first start memory, and can reduce the second start memory number by 1 at the start of a special chart 2 variable display game based on the second start memory.

[0157] Furthermore, the game control device 100 can transmit a look-ahead command when a gaming ball enters the start winning slot 36 (first start slot) or the normal variable winning device 37 (second start slot) and the first start memory or the second start memory occurs. The look-ahead commands include look-ahead stop pattern commands corresponding to stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) based on the jackpot random number value or special pattern random number value saved as the first start memory or the second start memory, and look-ahead fluctuation pattern commands based on the saved fluctuation pattern random number value.

[0158] Furthermore, the game control device 100 can generate a play style notification command (right-hit instruction notification command or left-hit instruction notification command) that instructs (suggests) the player on the recommended play style (right-hit or left-hit) and transmit it to the presentation control device 300. In particular, the game control device 100 generates a right-hit instruction notification command and transmits it to the presentation control device 300 when, for example, the game state is to be transitioned from the normal game state to a high base state or a jackpot state. In addition, the game control device 100 generates a left-hit instruction notification command and transmits it to the presentation control device 300 when, for example, the game state is to be transitioned from the high base state or a jackpot state to the normal game state.

[0159] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as a specific area passing command indicating a V win.

[0160] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.

[0161] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the main display 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the main display 41, and also issues an alert for, for example, 30 seconds by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b (especially when RAM is being cleared). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the main display 41.

[0162] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the main display 41, and may also notify the user of the error by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b depending on the type of error command. If the error command includes information indicating the content of the error, the content of the error may be displayed on the main display 41.

[0163] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the main display 41. When the performance control device 300 receives the operation notice command, operation warning command, or operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the main display 41 in response to each command.

[0164] 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 main display 41. Note that the customer waiting state is entered when both the first start memory count and the second start memory count are zero and the special chart variable 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.

[0165] When the effect control device 300 receives a variation command indicating a variation pattern and a stop pattern command indicating a decorative stop pattern on the main display 41, it executes a variation-related effect setting process to set the effect related to the decorative special symbol variation display game on the main display 41 based on the content of the variation pattern, the special symbol type (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, big win symbol, small win symbol, time-saving symbol, etc.). Note that when a game ball enters the start winning slot 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 symbol variation display game ends, the game control device 100 starts the special symbol variation display game on the special symbol 1 display device 51 or the special symbol 2 display device 52 of the collective display device 50, and transmits the variation command, stop symbol command, etc. to the effect control device 300.

[0166] In the variation-related effect setting process, it is possible to set preview effects that appear during the special symbol variation display game and can preview the outcome of the special symbol variation display game, variation effects such as pseudo-sequential effects and reach effects on the main display 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-sequential effects, which is the number of pseudo-sequential effects (number of pseudo-variations), and information on the type (type) of reach effects corresponding to the reach state. A pseudo-sequential effect is an effect in which a predetermined number of pseudo-variations are performed in one special symbol variation display game, causing decorative special symbols to vary and temporarily stop on the main display 41. In addition, in the variation-related effect setting process, it is possible to set the light emission mode of the effect LED 46 and the sound mode of the speakers 19a, 19b according to the preview effects, variation effects, etc.

[0167] Here, reach (reach state) refers to a display state in which the display result already derived and displayed on the main display 41 satisfies the conditions for a special result state when some of the display results of the decorative special symbol variable display game have not yet been derived and displayed. When the display result on an active line (for example, on a line in the vertical or horizontal direction) on the main display 41 becomes a special result state, the game state becomes a special game state that is advantageous to the player. In addition, a state in which variable display is performed using 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.

[0168] Therefore, for example, if the decorative special chart variable display game displayed on the main display 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, the 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.

[0169] 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.

[0170] The expectation (reliability) of a presentation (preview) indicates the probability of a jackpot if that presentation is selected, and can be calculated based on the selection rate of that presentation when there is a jackpot and the selection rate of that presentation when there is no jackpot (when there is a miss). The higher the selection rate of that presentation when there is a jackpot, the higher the expectation, and the higher the selection rate of that presentation when there is a miss, the lower the expectation. A jackpot includes the aforementioned V-winning jackpot, and the expectation rate for a V-winning jackpot is approximately the same as the expectation rate for a small jackpot that generates a V-winning. Note that the expectation rate can be set not only for jackpots, but also for the occurrence of advantageous states other than jackpots (e.g., small jackpots, time-saving states) and advantageous events (e.g., reach).

[0171] When the presentation control device 300 receives a symbol 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 main display 41. Note that 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 presentation control device 300, and the presentation 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.

[0172] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the performance at the start of a small or large 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 large or small win.

[0173] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the main display 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Also, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the main display 41 or the like. 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 lottery probability corresponding to the look-ahead command. Examples of look-ahead preview performances include continuous preview performances and hold change previews. Examples of continuous preview performances include a chance eye look-ahead performance related to a decorative stop pattern.

[0174] When the performance control device 300 receives a play mode notification command (a left-hit notification command or a right-hit notification command), it executes a performance related to the play mode notification using the main display 41, the speaker 19, etc. In particular, when the performance control device 300 of this embodiment receives a right-hit instruction notification command, it displays a right-hit notification display in a predetermined manner on the screen of the main display 41 as a performance related to the play mode notification. Examples of the right-hit notification display include the display of the characters "Right Hit" or a right-pointing arrow in a part of the screen area of the main display 41. More specifically, when the performance control device 300 receives a right-hit instruction notification command, it switches the screen display of the main display 41 from a performance display without a right-hit notification display (such as a display of a performance announcing a jackpot) to a performance display with a right-hit notification display (such as a display of an opening effect), which will be described later, and continues the right-hit notification display for a predetermined notification execution time (for example, several to 10 seconds) or until the synchronized effect (such as an opening effect) ends. Details of the right-hit notification display will be described later.

[0175] As a way of informing the player of the right hit, in addition to the right hit notification displayed on the main display 41, a voice such as "Aim to the right" may be output from the speaker 19.

[0176] Furthermore, when the specific area passing command is received, the effect control device 300 may execute an effect on the main display 41 to congratulate the player on winning the V prize.

[0177] In addition, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100 in addition to those mentioned above.

[0178] (8. Details of the hitting method notification) The following describes details of the hitting style notification (particularly the right hitting notification).

[0179] (8-1. Prerequisite Issues) Playing style notifications such as left-hand hit notification and right-hand hit notification are generally implemented by a combination of displaying the characters "left-hand hit" or "right-hand hit" and an arrow graphic on a screen such as the main display 41, and audio output suggesting the recommended playing style. However, since it is expected that playing style notifications by audio output may be difficult to hear depending on the noise level in the store (hall store) where the gaming machine 10 is installed and the volume of the audio output set on the gaming machine 10, it is expected that the player will mainly recognize the recommended playing style by referring to the playing style notification by a visually recognizable screen display.

[0180] However, as described above, when only the play style notification using letters and arrow graphics is used, it is expected that the player will overlook the play style notification (the display suggesting the play style) or, even if it is within the player's field of view, will be unable to accurately recognize the information intended by the display (the recommended play style). In particular, players who are unfamiliar with the game, such as beginners, may not be able to recognize the meaning of the words "left hit" and "right hit" displayed on the screen or the intention of the direction indicated by the arrow, and will be unable to adjust the amount of operation of the operating handle 24 according to the recommended play style, and will not be able to enjoy the intended game content or the profits (number of game media) that can be obtained. In consideration of this situation, in each embodiment described below, a gaming machine 10 is provided that can execute play style notification that enables various players, including those unfamiliar with the game, to more reliably recognize the recommended play style.

[0181] (8-2. Hitting Notification Section) Fig. 5 is a diagram showing the mode of the right-hit notification display according to this embodiment. In Fig. 5, the main display 41 is depicted as a rectangle for the sake of simplicity. However, the following description can be similarly applied to the main display 41 having the shape shown in Fig. 1, etc.

[0182] In this embodiment, when the performance control device 300 receives a right-hit instruction notification command, it displays the first hitting method notification section 90 and the associated first gear section 93 and second gear section 94, the second hitting method notification section 91 and the associated first gear section 95 and second gear section 96, and the static arrow section 92 on the screen of the main display 41, as shown in Figure 5.

[0183] The first hitting way informing section 90 is a display object that suggests to the player that he should hit to the right, and is displayed in the central area of the screen of the main display 41.

[0184] More specifically, the first hitting way notification section 90 of this embodiment is composed of a right-hit character section 90a and a movable arrow section 90b. The right-hit character section 90a is configured as an object representing a three-dimensional shape in which the characters "right-hit" are decorated. The movable arrow section 90b is configured as an object representing an arrow in a three-dimensional shape. In particular, the movable arrow section 90b is displayed integrally with the right-hit character section 90a (i.e., the first hitting way notification section 90 as a whole) in a manner that moves back and forth along the X direction (shown by a dashed line in FIG. 5). The X direction is set to a direction close to the Y direction (shown by a dashed line in FIG. 5) on the main display 41 so as to give the player the impression that the movable arrow section 90b is moving roughly left and right. As shown in Figure 5, the X direction may be a direction that forms a certain angle with the left and right direction of the screen (the Y direction shown by the dashed line in Figure 5) within a range that gives the player the impression that the first hitting method notification unit 90 is moving left and right on the screen, or it may be a direction that coincides with the Y direction.

[0185] Furthermore, the first gear portion 93 and the second gear portion 94 are displayed as an effect accompanying the first playing style notification portion 90. In particular, the first gear portion 93 and the second gear portion 94 are configured as objects imitating the three-dimensional shapes of actual gears (particularly, spur gears). Furthermore, the first gear portion 93 is displayed in a manner that rotates in a clockwise direction rd1 when viewed from the front of the screen of the main display 41. On the other hand, the second gear portion 94 is displayed in a manner that rotates in a counterclockwise direction rd2 when viewed from the front of the screen of the main display 41. Therefore, a player seated in front of the main display 41 and viewing the screen can be made to recognize that the first gear portion 93 and the second gear portion 94 are opposite to each other.

[0186] Here, in this embodiment, the first gear portion 93 and the second gear portion 94 are displayed on the screen in a manner that they are shifted forward and backward relative to the first playing style notification portion 90 (the right-hand character portion 90a and the movable arrow portion 90b). More specifically, the first gear portion 93 and the second gear portion 94 are displayed in a manner that they are shifted rearward (toward the back of the screen) relative to the first playing style notification portion 90. In particular, in this embodiment, the first playing style notification portion 90 is displayed in a manner that at least a portion of the first playing style notification portion 90 overlaps a portion of the first gear portion 93 and a portion of the second gear portion 94 in the front-to-back direction (front side and back side) on the screen of the main display 41. This gives the impression to a player who is seated in front of the main display 41 and viewing the screen that the first gear portion 93 and the second gear portion 94 are components that drive the first playing style notification portion 90.

[0187] On the other hand, the second hitting way informing section 91 is a display object that suggests to the player that he should hit to the right, and is displayed in the upper right area of the screen of the main display 41.

[0188] The second typing style notification section 91 is composed of a right-type character section 91a and a movable arrow section 91b, and is displayed as an object smaller than the first typing style notification section 90 as a whole. More specifically, the right-type character section 91a is configured as an object representing a planar shape in which the character "right-type" is decorated. In particular, the right-type character section 91a in this embodiment is displayed as an object that represents the right-type character section 90a of the first typing style notification section 90 in a planar shape. Furthermore, the movable arrow section 91b is configured as an object that represents an arrow in a planar shape. The movable arrow section 91b is displayed integrally with the right-type character section 91a (i.e., the second typing style notification section 91 as a whole) in a manner that moves back and forth along the Y direction of the screen.

[0189] The stationary arrow portion 92 is displayed in the lower left region of the screen of the main display 41, and is configured as an object representing a planar arrow. That is, the stationary arrow portion 92 is displayed in a manner that continuously maintains a stationary state (without movement or change in shape) even when the movable arrow portion 90b and the movable arrow portion 91b are displayed in a manner that moves back and forth.

[0190] Furthermore, in this embodiment, the effect control device 300 displays a first gear portion 95 and a second gear portion 96 as an effect associated with the second hitting way notification portion 91. The first gear portion 95 and the second gear portion 96 are configured as objects imitating the planar shapes of actual gears (particularly, spur gears). In particular, the first gear portion 95 is displayed in a manner that rotates in the clockwise direction rd1, similar to the first gear portion 93. Meanwhile, the second gear portion 96 is displayed in a manner that rotates in the counterclockwise direction rd2, similar to the second gear portion 94. Furthermore, the first gear portion 95 and the second gear portion 96 are displayed in a manner that is shifted forward or backward relative to the second hitting way notification portion 91 (the right hitting character portion 91a and the movable arrow portion 91b) on the screen of the main display 41.

[0191] In this embodiment, the set of objects consisting of the second hitting method notification section 91, the first gear section 95, and the second gear section 96 (hereinafter referred to as the "upper right object set") is displayed roughly as a reduced, flat form of the set of objects consisting of the first hitting method notification section 90, the first gear section 93, and the second gear section 94 (hereinafter referred to as the "central object set").

[0192] In the right-hit notification display of this embodiment, the first hitting way notification section 90 (right-hit character section 90a and movable arrow section 90b) operates (moves back and forth) in conjunction with (synchronization with) the rotation of the first gear section 93 and the second gear section 94. At the same time, the second hitting way notification section 91 (right-hit character section 91a and movable arrow section 91b) operates (moves back and forth) in conjunction with (synchronization with) the rotation of the first gear section 95 and the second gear section 96. An example of a specific embodiment will be described below.

[0193] Figure 6 is a diagram illustrating an example of a specific mode in which the rotation of each gear portion (93, 94, 95, 96) in the right-hand hit notification display is linked to the reciprocating movement of each hitting style notification portion (90, 91). Note that, for the sake of simplicity, Figure 6 shows a mode in which the central object set is represented in a two-dimensional shape. However, the following explanation also applies to the mode in which the central object set shown in Figure 5 is represented in a three-dimensional shape.

[0194] 6(a) to 6(c), the central object set is displayed by rotating the first gear part 93 and the second gear part 94, while moving the first hitting way indicator part 90 back and forth in a reciprocating movement area R defined along the Y direction. More specifically, the first gear part 93 is rotated in a clockwise direction rd1, and the second gear part 94 is rotated in a counterclockwise direction rd2, while the first hitting way indicator part 90 (the lower left end of the movable arrow part 90b) moves back and forth between a left end position P1 and a right end position P2 of the reciprocating movement area R (see the arrow shown in FIG. 6(b)).

[0195] This allows a player viewing the main display 41 to perceive that the first playing style informing unit 90 is driven by the rotation of the first gear part 93 and the second gear part 94 and is moving back and forth in the Y direction. In other words, the player can be given the impression that the first playing style informing unit 90 is operating in conjunction with the rotation of the first gear part 93 and the second gear part 94, which can enhance the effect of drawing the player's attention to the operation of the first playing style informing unit 90 (suggestion of a recommended playing style).

[0196] 6(a) to 6(c), the display of the upper right object set is performed by rotating the first gear portion 95 and the second gear portion 96 while moving the second hitting style notification portion 91 back and forth along the Y direction, similar to the display of the central object set described above. In other words, the dynamic display of the upper right object set can provide the player with a visual recognition that is common to the dynamic display of the central object set. This makes it easier for the player to recognize the information (suggestion of a recommended hitting style) that is intended to be conveyed by the right hitting notification display.

[0197] When the effect control device 300 receives a right-hit instruction notification command and switches to an effect display including a right-hit notification display, it preferably first displays the play style notification section (90, 91) and then displays the first gear section (93, 95) and the second gear section (94, 96) in accordance with the timing of the display of the play style notification section (90, 91). It is also preferable to start rotating the first gear section (93, 95) and the second gear section (94, 96) when the play style notification section (90, 91) starts to be displayed, or after the play style notification section (90, 91) is displayed but before the play style notification section (90, 91) starts to move back and forth. This gives the player a stronger impression that the play style notification section (90, 91) is moving back and forth due to the rotation of the first gear section (93, 95) and the second gear section (94, 96).

[0198] Furthermore, in the right-hand hit notification display of this embodiment, in addition to the display of the center object set and the upper right object set, a static arrow portion 92 is displayed in the lower left of the screen. In particular, as shown in FIGS. 6(a) to 6(c), this static arrow portion 92 is displayed as a static image that does not move or change shape, even when the center object set and the upper right object set are dynamically displayed. That is, by displaying the static arrow portion 92 in synchronization with the rotation of the gear portions (93, 94, 95, 96) and the corresponding reciprocating movement of the hitting style notification portions (90, 91), the suggestion of a hitting style dynamically expressed by the reciprocating movement of the hitting style notification portions (90, 91) can be made more noticeable in contrast to the suggestion of a hitting style statically expressed by the static arrow portion 92. This makes it easier for the player to recognize the state (suggestion of a recommended hitting style) intended to be expressed by the reciprocating movement of the hitting style notification portions (90, 91).

[0199] [Operation and effect of the first embodiment] According to this embodiment, there is provided a gaming machine 10 capable of displaying on a display screen (screen of the main display 41) a hitting method notification section (90, 91) that instructs the launch of a gaming ball into a predetermined gaming area 32 (right gaming area 32R) together with accompanying effects (display of each gear section and static arrow section 92). In this gaming machine 10, the hitting method notification section (90, 91) is operated within the screen, and the first gear section (93, 95) is rotated in a first direction (clockwise direction rd1) together with the operation of the hitting method notification section (90, 91), and the second gear section (94, 96) is rotated in a second direction (counterclockwise direction rd2) together with the operation of the hitting method notification section (90, 91).

[0200] This gives the player the impression that the playing style informing units (90, 91) are operating in conjunction with the rotation of the first gear unit (93, 95) and the second gear unit (94, 96). In other words, the suggestion of the recommended playing style indicated by the playing style informing units (90, 91) can be emphasized by the rotation of each gear unit (93, 94, 95, 96), thereby further increasing the effect of drawing attention to the operation of the playing style informing units (90, 91) and allowing the player to more reliably recognize the recommended playing style.

[0201] In particular, in the gaming machine 10 of this embodiment, at least a portion of the playing method notification section (e.g., the first playing method notification section 90) can be displayed shifted forward or backward (toward the front or back on the screen) relative to the first gear section 93 and / or the second gear section 94.

[0202] This allows the first hitting style informing section 90 and the associated first gear sections 93 and second gear sections 94 to be expressed with different visual perspective (ease of visibility) for the player.

[0203] In particular, by displaying the first playing style informing unit 90 shifted forward relative to the first gear part 93 and the second gear part 94 as shown in Figures 5 and 6, it is possible to emphasize the impression that these are driving parts that are hidden (located in a position that is difficult to see) by the first playing style informing unit 90. This gives the player a stronger impression that the operation of the playing style informing units (90, 91) is linked to the rotation of each gear part (93, 94, 95, 96), and can further encourage attention to the operation of the playing style informing units (90, 91). In addition, the presentation effect of the playing style informing units (90, 91) appearing to operate in response to the rotation of each gear part (93, 94, 95, 96) can be improved.

[0204] In addition, in the gaming machine 10 of this embodiment, the playing style notification sections (90, 91) are switched between display and non-display depending on the game status. When the playing style notification sections (90, 91) are switched from non-display to display, the first gear sections (93, 95) and the second gear sections (94, 96) are rotated.

[0205] This gives the player a stronger impression that the play style informing units (90, 91) are operating in conjunction with the rotation of the first gear units (93, 95) and the second gear units (94, 96), thereby further improving the effect of making the player aware of the recommended play style.

[0206] [Second embodiment] The second embodiment will be described below. In the following description of each embodiment, the same elements as those described in the previous embodiment will be assigned the same reference numerals, and their description will be omitted. In the following embodiments, the description will mainly focus on the display mode of the central object set (first hitting method notification section 90, first gear section 93, and second gear section 94). However, the following description also applies to the display mode of the upper right object set (second hitting method notification section 91, first gear section 95, and second gear section 96).

[0207] 7 is a diagram illustrating an example of a specific mode in which the rotation of the first gear unit 93 and the second gear unit 94 is linked with the operation of the first hitting style notification unit 90 in the right-hit notification display of this embodiment. As shown in the figure, in this embodiment, the central object set includes the first hitting style notification unit 90, the first gear unit 93, the second gear unit 94 (94-1, 92-2), and the engagement units 97 (97-1, 97-2).

[0208] In this embodiment, the first gear portion 93 is displayed on the screen of the main display 41 behind (toward the back of) the movable arrow portion 90b and the engagement portion 97. In particular, in the example shown in Fig. 7, most of the first gear portion 93 is hidden by the movable arrow portion 90b, and only a portion of the first gear portion 93 (a portion of the circumference on which the teeth are formed) is displayed to protrude from the movable arrow portion 90b.

[0209] The second gear portion 94 of this embodiment is composed of two objects: a second gear portion 94-1 displayed above the movable arrow portion 90b, and a second gear portion 94-2 displayed below the movable arrow portion 90b on the main display 41. In particular, the second gear portions 94-1 and 94-2 are displayed in such a manner that some of the multiple teeth (teeth te_w shown in white in the figure) provided around them can be visually distinguished from the other teeth (teeth te_b shown in black in the figure).

[0210] Furthermore, an engagement portion 97 is displayed in a manner associated with the movable arrow portion 90b of the first driving style indicator 90. The engagement portion 97 is configured as an object imitating the planar shape of a rack meshing with the second gear portions 94-1 and 94-2. That is, the second gear portions 94-1 and 94-2 and the engagement portion 97 realize a display imitating a so-called rack-and-pinion mechanism. In particular, the engagement portion 97 in this embodiment is configured by engagement portions 97-1 and 97-2 provided on the upper and lower surfaces of the movable arrow portion 90b, and is displayed in a manner that moves back and forth along the Y direction together with the movable arrow portion 90b. Furthermore, the engagement portions 97-1 and 97-2 are displayed in a manner that is shifted forward and backward (toward the front and back on the screen) relative to the first driving style indicator 90. More specifically, as can be seen from FIG. 7, the engaging portions 97-1 and 97-2 are displayed in a manner such that they are partly hidden by part of the first typing style informing portion 90 (more specifically, part of the right-type character portion 90a).

[0211] In particular, in the display mode of this embodiment, the tooth te_w of the second gear portion 94-1 meshes with the engagement portion 97-1, and the tooth te_b meshes with a tooth of the first gear portion 93. Furthermore, the tooth te_w of the second gear portion 94-2 meshes with the engagement portion 97-2, and the tooth te_b meshes with a tooth of the first gear portion 93. In other words, the display is made to make the player recognize that the second gear portions 94-1 and 94-2 are missing gears that are divided around their peripheries into the tooth te_w located on the front side and meshing with the engagement portions 97-1 and 97-2, and the tooth te_b located on the back side and meshing with the first gear portion 93.

[0212] Furthermore, in this embodiment, the teeth te_w of the second gear portion 94-1 are meshed with the engaging portion 97-1, while the teeth te_b of the second gear portion 94-2 are meshed with the teeth of the first gear portion 93, and a display is made in which the engaging portion 97 and the first playing style informing portion 90 are moved integrally to the right (see FIG. 7(a)). This allows the player to recognize that the second gear portion 94-2 is rotationally driven by the rotation of the first gear portion 93, and that the movable arrow portion 90b is moving to the right via the engaging portion 97-1 by the rotation of the second gear portion 94-1 in the counterclockwise direction rd2.

[0213] On the other hand, consecutive to the display shown in Fig. 7(b), a display is made in which the tooth te_w of the second gear portion 94-2 is meshed with the engaging portion 97-2, while the tooth te_b of the second gear portion 94-1 is meshed with the tooth of the first gear portion 93, and the engaging portion 97 and the first playing style informing portion 90 are moved integrally to the left (see Fig. 7(b)). This allows the player to recognize that the second gear portion 94-1 is rotationally driven by the rotation of the first gear portion 93, and that the movable arrow portion 90b is moved leftward via the engaging portion 97-2 by the rotation of the second gear portion 94-2 in the counterclockwise direction rd2.

[0214] Therefore, according to the display mode when notifying a right hit in this embodiment, the player can be given a stronger impression that the first hitting style notification section 90 is operating (moving back and forth) in conjunction with the rotation of each of the first gear sections 93 and second gear sections 94-1, 94-2.

[0215] [Operation and effect of the second embodiment] In the gaming machine 10 of this embodiment, at least a portion of the first playing method notification section 90 can be displayed shifted forward or backward relative to the engagement sections 97-1, 97-2 that engage with the first gear section 93 and the second gear section 94 and move together with the rotation of the first gear section 93 and the second gear section 94.

[0216] This allows the player to perceive that the engagement portions 97-1 and 97-2 that engage with the first gear portion 93 and the second gear portion 94-1 and 94-2 as parts that act as components to prompt the operation of the first playing style informing unit 90. This gives the player a stronger impression that the first playing style informing unit 90 is operating in conjunction with the rotation of the first gear portion 93 and the second gear portion 94-1 and 94-2, thereby further improving the player's recognition of the recommended playing style. In addition, a dramatic effect can be expected from the expression that indicates the operation of the first playing style informing unit 90 via the rotation of the first gear portion 93 and the second gear portion 94 and the engagement portions 97-1 and 97-2 that operate in conjunction with the rotation.

[0217] Third Embodiment 8 is a diagram showing the aspect of the right-hit notification display according to this embodiment. As shown in the figure, in this embodiment, the central object set includes a first hitting style notification section 90, a first gear section 93, and a second gear section 94, as well as an illuminant 98a.

[0218] The light emitting body 98a is configured as an object that resembles the shape of an LED when viewed from the side, and is displayed in a manner that it is provided below the movable arrow portion 90b of the first hitting style informing portion 90. In particular, in this embodiment, the light emitting body 98a is displayed as a plurality of light emitting bodies 98a-1 to 98a-6 (six in FIG. 8) that are arranged along the extension direction (X direction) of the movable arrow portion 90b.

[0219] Furthermore, each of the light emitters 98a-1 to 98a-6 is displayed in a manner that is shifted forward or backward (toward the front and back on the screen) relative to the first hitting style informing section 90 (particularly the right-hitting character section 90a). More specifically, each of the light emitters 98a-1 to 98a-6 is displayed in a manner that a part of each of the light emitters 98a-1 to 98a-6 is hidden by the right-hitting character section 90a of the first hitting style informing section 90. In this embodiment, the rotation of the first gear section 93 and the second gear section 94 and the light emission (illumination) of each of the light emitters 98a-1 to 98a-6 are displayed in synchronization with the operation (reciprocating movement) of the first hitting style informing section 90.

[0220] 9 is a diagram illustrating an example of a specific mode in which the rotation of the first gear portion 93 and the second gear portion 94 and the lighting of the light emitters 98a-1 to 98a-6 are linked with the reciprocating movement of the first hitting style notification portion 90 in the right-hit notification display of this embodiment. Note that, in FIG. 9, too, the central object set of FIG. 8 is shown in a planar shape, with the same purpose as FIG. 6.

[0221] 9(a) to 9(c), the first gear part 93 and the second gear part 94 are rotated in accordance with the reciprocating movement of the first hitting style informing part 90. Furthermore, the light emitters 98a-1 to 98a-6 are individually turned on and off in accordance with the reciprocating movement of the first hitting style informing part 90.

[0222] More specifically, while rotating the first gear portion 93 and the second gear portion 94, the first hitting style indicator 90 is moved back and forth in the Y direction within the reciprocating movement region R. Then, depending on the position of the first hitting style indicator 90 within the reciprocating movement region R, some of the light emitters 98a-1 to 98a-6 are turned on and the remaining light emitters are turned off. In particular, when the first hitting style indicator 90 is displayed at the leftmost position P1, the light emitters 98a-1 and 98a-2 are turned on, and the light emitters 98a-3, 98a-4, 98a-5, and 98a-6 are turned off (FIG. 9(a)). Furthermore, when the first hitting style indicator 90 is displayed at the intermediate position P3, the light emitters 98a-3 and 98a-4 are turned on, and the light emitters 98a-1, 98a-2, 98a-5, and 98a-6 are turned off (FIG. 9(b)). Furthermore, when the first hitting style notification section 90 is displayed at the right end position P2 in the reciprocating movement area R, the light emitters 98a-5 and 98a-6 are turned on, and the light emitters 98a-1, 98a-2, 98a-3, and 98a-4 are turned off (Figure 9(c)).

[0223] This allows a player viewing the main display 41 to perceive that the first playing style notification unit 90 is being driven by the rotation of the first gear section 93 and the second gear section 94 and moving back and forth in the Y direction, while the back and forth movement of the first playing style notification unit 90 can be made more noticeable by turning on and off each of the light-emitting elements 98a-1 to 98a-6.

[0224] In particular, in this embodiment, the light emitters 98a-1 to 98a-6 are displayed in a manner that they are aligned in the direction of the reciprocating movement of the first hitting style informing section 90, and the lighting and extinguishing of the light emitters 98a-1 to 98a-6 are individually switched on and off depending on the positions (left end position P1, middle position P3, and right end position P2) at which the first hitting style informing section 90 is displayed during the reciprocating movement. Therefore, the reciprocating movement of the first hitting style informing section 90 can be made noticeable by the individual lighting and extinguishing of the light emitters 98a-1 to 98a-6.

[0225] [Operation and effect of the third embodiment] According to this embodiment, a gaming machine 10 is provided that can display on a display screen (the screen of the main display 41) a hitting method notification section (particularly, a first hitting method notification section 90) that instructs the launch of a gaming ball into a predetermined gaming area 32 (the right gaming area 32R) together with accompanying effects (display of a first gear section 93, a second gear section 94, and an illuminant 98a). In this gaming machine 10, the first hitting method notification section 90 is operated within the screen, and the first gear section 93 is rotated in a first direction (clockwise direction rd1) together with the operation of the first hitting method notification section 90, and the second gear section 94 is rotated in a second direction (counterclockwise direction rd2) together with the operation of the first hitting method notification section 90. The first hitting method notification section 90 can be displayed shifted forward or backward relative to the illuminant (illuminant 98a) that emits light together with the operation of the first hitting method notification section 90.

[0226] This gives the player the impression that the first playing style informing unit 90 is operating in conjunction with the rotation of the first gear unit 93 and the second gear unit 94, and the light emission (illumination) of the light emitting body 98a makes this operation more noticeable. In other words, the suggestion of the recommended playing style indicated by the first playing style informing unit 90 can be emphasized by the lighting of the light emitting body 98a together with the rotation of the gear units, which further enhances the effect of drawing attention to the operation of the first playing style informing unit 90 and allows the player to more reliably recognize the recommended playing style.

[0227] Furthermore, by shifting the first hitting method notification section 90 forward or backward relative to the light-emitting body 98a, the lighting by the light-emitting body 98a can be presented with an appropriate sense of perspective relative to the first hitting method notification section 90, thereby enhancing the presentation effect.

[0228] In particular, in this embodiment, the light emitting section (light emitting body 98a) includes a plurality of light emitting bodies 98a-1 to 98a-6. Then, in accordance with the operation of the first hitting style informing section 90, each of the light emitting bodies 98a1 to 98a6 can individually emit light (can be turned on).

[0229] This makes it possible to make the operation of the first playing style informing unit 90 more noticeable by individually turning on and off the light emitters 98a-1 to 98a-6, thereby encouraging the player to pay more attention to the operation of the first playing style informing unit 90 and making the player aware of the recommended playing style.

[0230] In addition, in the gaming machine 10 of this embodiment, when the first playing method notification section 90 is switched from hidden to displayed (at the time when the presentation control device 300 receives the right-hit instruction notification command and starts to display the first playing method notification section 90), it is preferable to rotate the first gear section 93 and the second gear section 94 and cause at least one of the light-emitting bodies 98a-1 to 98a-6 to emit light (light up).

[0231] This gives the player a stronger impression that the first playing style notification unit 90 is operating in conjunction with the rotation of the first gear unit 93 and the second gear unit 94, while further enhancing the effect of making this operation more noticeable by lighting up each of the light-emitting elements 98a1 to 98a6.

[0232] [Fourth embodiment] FIG. 10 illustrates an example of a specific embodiment in which the rotation of each gear unit and the illumination (lighting) of the light-emitting elements provided in the light-emitting device unit are linked with the operation of the play style notification unit according to this embodiment. As shown in the figure, in this embodiment, the central object set includes a first play style notification unit 90, a first gear unit 93, and a second gear unit 94, as well as a light-emitting device unit 98. The light-emitting device unit 98 is composed of multiple (six in FIG. 10) light-emitting elements 98a1-98a6 that resemble LEDs and an LED driver board 98b that resembles the planar shape of a driver board on which the LEDs are mounted. In particular, the light-emitting device unit 98 is displayed in such a manner that the multiple light-emitting elements 98a1-98a6 are arranged on the LED driver board 98b along the extension direction (X direction) of the movable arrow unit 90b. This gives the player the impression that each light-emitting element 98a1-98a6 is turned on and off under the control of the LED driver board 98b.

[0233] In this embodiment, the light-emitting device section 98 is displayed in a manner that is shifted forward or backward (toward the front or rear on the screen) relative to the first hitting style indicator section 90 (particularly the right-hand hitting character section 90a). More specifically, the light-emitting device section 98 (particularly the LED driver board 98b) is displayed in a manner that is partially hidden by the right-hand hitting character section 90a of the first hitting style indicator section 90. In this embodiment, the rotation of the first gear section 93 and the second gear section 94, as well as the light emission (illumination) of each of the light-emitting bodies 98a-1 to 98a-6 mounted on the LED driver board 98b, are displayed in synchronization with the operation (reciprocating movement) of the first hitting style indicator section 90.

[0234] 10(a) to 10(c), in particular, the first gear part 93 and the second gear part 94 are rotated in accordance with the reciprocating movement of the first hitting style informing part 90. Furthermore, the light emitters 98a-1 to 98a-6 on the LED driver board 98b are individually turned on and off in accordance with the reciprocating movement of the first hitting style informing part 90.

[0235] More specifically, while rotating the first gear portion 93 and the second gear portion 94, the first hitting style indicator 90 is moved back and forth in the Y direction within the reciprocating movement region R. Then, depending on the position of the first hitting style indicator 90 within the reciprocating movement region R, some of the light emitters 98a-1 to 98a-6 on the LED driver board 98b are turned on and the rest are turned off to display. In particular, when the first hitting style indicator 90 is displayed at the left end position P1, the light emitters 98a-1 and 98a-2 are turned on and the light emitters 98a-3, 98a-4, 98a-5, and 98a-6 are turned off (FIG. 10(a)). Furthermore, when the first hitting style indicator 90 is displayed at the intermediate position P3, the light emitters 98a-3 and 98a-4 are turned on, and the light emitters 98a-1, 98a-2, 98a-5, and 98a-6 are turned off (FIG. 10(b)). Furthermore, when the first hitting style indicator 90 is displayed at the right end position P2 in the reciprocating movement region R, the light emitters 98a-5 and 98a-6 are turned on, and the light emitters 98a-1, 98a-2, 98a-3, and 98a-4 are turned off (FIG. 10(c)).

[0236] This allows the player to perceive that the first hitting method notification unit 90 is being driven by the rotation of the first gear unit 93 and the second gear unit 94 and is moving back and forth in the Y direction, while the display of each light-emitting element 98a-1 to 98a-6 makes it appear as if it is being turned on and off under the control of the LED driver board 98b, making the back and forth movement of the first hitting method notification unit 90 more noticeable.

[0237] [Functions and Effects of the Fourth Embodiment] According to this embodiment, a gaming machine 10 is provided that can display on a display screen (screen of the main display 41) a hitting method notification section (particularly a first hitting method notification section 90) that instructs the launch of a gaming ball into a predetermined gaming area 32 (right gaming area 32R) together with accompanying effects (display of a first gear part 93, a second gear part 94, and an illuminant 98a). In this gaming machine 10, the first hitting method notification section 90 is operated within the screen, and the first gear part 93 is rotated in a first direction (clockwise direction rd1) together with the operation of the first hitting method notification section 90, and the second gear part 94 is rotated in a second direction (counterclockwise direction rd2) together with the operation of the first hitting method notification section 90. The first hitting style notification unit 90 can be displayed shifted forward or backward relative to the plurality of light-emitting elements 98a1 to 98a6 that emit light in conjunction with the operation of the first hitting style notification unit 90 and the board (LED driver board 98b) on which the light-emitting elements 98a1 to 98a6 are mounted.

[0238] This gives the player the impression that the first playing style informing unit 90 is operating in conjunction with the rotation of the first gear unit 93 and the second gear unit 94, and the operation of the first playing style informing unit 90 can be made more noticeable by displaying it as if each of the light emitting elements 98a1 to 98a6 is emitting light (illuminating) under the control of the LED driver board 98b. In other words, the suggestion of the recommended playing style indicated by the first playing style informing unit 90 can be emphasized by the lighting of the light emitting elements 98a under the control of the board together with the rotation of each gear unit, thereby further increasing the effect of drawing attention to the operation of the first playing style informing unit 90 and making the player more reliably recognize the recommended playing style.

[0239] In the gaming machine 10 of this embodiment, the light emitter 98a provided on the LED driver board 98b includes a plurality of light emitters 98a-1 to 98a-6. Then, in accordance with the operation of the first hitting style informing unit 90, each of the light emitters 98a1 to 98a6 can emit light (light up) individually.

[0240] This gives the player the impression that each of the light emitters 98a-1 to 98a-6 is individually turned on and off under the control of the LED driver board 98b, making the operation of the first playing style informing unit 90, which is linked to the turning on and off of the lights, more noticeable. Therefore, the player can be more likely to pay attention to the operation of the first playing style informing unit 90, and the player can be made aware of the recommended playing style.

[0241] In this embodiment, when the first hitting method notification unit 90 is switched from hidden to displayed (at the time when the performance control device 300 receives the right hitting instruction notification command and starts to display the first hitting method notification unit 90), it is preferable to rotate the first gear unit 93 and the second gear unit 94 and illuminate (light up) at least one of the light-emitting elements 98a-1 to 98a-6 provided on the LED driver board 98b.

[0242] This gives the player a stronger impression that the first playing style notification unit 90 is operating in conjunction with the rotation of the first gear unit 93 and the second gear unit 94, while further enhancing the effect of making this operation stand out by displaying the illumination of each light-emitting element 98a1 to 98a6 under the control of the LED driver board 98b.

[0243] [Modification] Modifications not mentioned in the above description are summarized below.

[0244] (I) Figure 11 is a diagram showing the screen display mode when a right hit is notified according to a modified example. In this modified example, the first gear part 93 and the second gear part 94 are displayed above and below the movable arrow part 90b of the first hitting style notifying part 90, respectively, in a manner that they are partially hidden by the movable arrow part 90b. When displaying the process of moving the first hitting style notifying part 90 from left to right on the screen in the reciprocating movement area R, the first gear part 93 is displayed rotating in the clockwise direction rd1 while the rotation of the second gear part 94 is stopped.

[0245] Therefore, the matters described in the original specification of the present application include: "A gaming machine 10 capable of displaying on a display screen (screen of the main display 41) a shot notification section (first shot notification section 90) that instructs the launch of a gaming ball into a predetermined gaming area 32 (right gaming area 32R), The first hitting style informing section 90 can be moved back and forth within a predetermined area (reciprocating movement area R) on the screen. When the first hitting style informing section 90 is moved in one direction (toward the right on the screen), the first gear section 93 can be rotated in a first direction (clockwise direction rd1) along the one direction, The gaming machine 10 includes a gaming machine 10 in which, when the first playing method notification section 90 is moved in another direction (to the left of the screen), the second gear section 94 can be rotated in a second direction (counterclockwise direction rd2) along the other direction.

[0246] This allows the player to recognize that the first playing style informing unit 90 is driven by the rotation of the first gear unit 93 and moves in one direction (toward the right on the screen). Also, the player can recognize that the first playing style informing unit 90 is driven by the rotation of the second gear unit 94 and moves in the other direction (toward the left on the screen). This gives the player a stronger impression that the first playing style informing unit 90 moves in conjunction with the rotation of the first gear unit 93 and the second gear unit 94. This further enhances the effect of drawing the player's attention to the operation of the first playing style informing unit 90 (suggestion of a recommended playing style), allowing the player to more reliably recognize the recommended playing style.

[0247] (II) Furthermore, the display of the plurality of light emitters 98a-1 to 98a-6 shown in FIG. 9 may be added to the screen display mode shown in FIG. 11. Therefore, the matters described in the original specification etc. of the present application include: "A gaming machine 10 capable of displaying on a display screen (screen of the main display 41) a shot notification section (first shot notification section 90) that instructs the launch of a gaming ball into a predetermined gaming area 32 (right gaming area 32R), The first hitting style informing section 90 can be moved back and forth within a predetermined area (reciprocating movement area R) on the screen. When the first hitting style informing section 90 is moved in one direction (toward the right on the screen), the first gear section 93 is rotated in a first direction (clockwise direction rd1) along the one direction, and each of the plurality of light emitters 98a-1 to 98a-6 can be individually illuminated (lit up). The gaming machine 10 includes a gaming machine 10 in which, when the first playing style notification section 90 is moved in another direction (towards the left of the screen), the second gear section 94 is rotated in a second direction (counterclockwise direction rd2) along the other direction, and each of the multiple light-emitting bodies 98a-1 to 98a-6 can be individually illuminated (lit up).

[0248] (III) The display of the light-emitting device unit 98 shown in Fig. 10 may be further added to the screen display mode shown in Fig. 11. Therefore, the matters described in the original specification etc. of the present application include: "A gaming machine 10 capable of displaying on a display screen (screen of the main display 41) a shot notification section (first shot notification section 90) that instructs the launch of a gaming ball into a predetermined gaming area 32 (right gaming area 32R), The first hitting style informing section 90 can be moved back and forth within a predetermined area (reciprocating movement area R) on the screen. When the first hitting style informing section 90 is moved in one direction (toward the right on the screen), the first gear section 93 is rotated in a first direction (clockwise direction rd1) along the one direction, and each of the plurality of light emitters 98a-1 to 98a-6 provided on the board (LED driver board 98b) can be individually illuminated (lit up). The gaming machine 10 includes a gaming machine in which, when the playing style notification section (90) is moved in another direction (to the left of the screen), the second gear section 94 is rotated in a second direction (counterclockwise direction rd2) along the other direction, and each of the multiple light-emitting elements 98a-1 to 98a-6 provided on the LED driver board 98b can be individually illuminated (lit up).

[0249] (IV) The specific form of the screen display executed when the hitting method is notified is not limited to that described in the above embodiments, and can be changed, for example, as follows.

[0250] (IV-1) The first hitting method notification section 90 may be displayed as consisting of only either the right hitting character section 90a or the movable arrow section 90b. Also, the first hitting method notification section 90 may be configured by adding objects such as characters and figures that indicate information that can suggest (instruct) the player to hit right to the right hitting character section 90a and the movable arrow section 90b.

[0251] (IV-2) The first gear portion 93 and / or the second gear portion 94 may be displayed as an object resembling a collection of multiple gears. For example, the first gear portion 93 associated with the first striking direction notification portion 90 shown in FIG. 5 etc. may be displayed as an object resembling a collection of multiple gears rotating in the clockwise direction rd1. Similarly, the second gear portion 94 may be displayed as an object resembling a collection of multiple gears rotating in the counterclockwise direction rd2. In this case, the elements of the first gear portion 93 or the second gear portion 94 may be displayed such that an object resembling one gear body and an object resembling another gear body are spaced apart on the screen.

[0252] (IV-3) In the above embodiments, an embodiment has been described in which at least a portion of the first playing style informing unit 90 is displayed in a position shifted forward (toward the player's front) on the screen relative to at least a portion of the first gear portion 93, the second gear portion 94, the light emitter 98a, and / or the light-emitting device portion 98 (the light emitter 98a or the LED driver board 98b). Alternatively, an embodiment may be adopted in which at least a portion of the first playing style informing unit 90 is displayed in a position shifted backward (toward the player's back) on the screen relative to at least a portion of the first gear portion 93, the second gear portion 94, the light emitter 98a, and / or the light-emitting device portion 98. This makes it easier for a player to see the rotation of the first gear portion 93, the rotation of the second gear portion 94, the lighting / extinguishing of the light emitter 98a, and / or the light emitter 98a on the LED driver board 98b than the first playing style informing unit 90. Therefore, the operation of the first playing style informing section 90 can be more emphasized, and the player's awareness of the recommended playing style can be further increased.

[0253] (IV-4) In the above embodiments, an example has been described in which at least a portion of the first playing style informing section 90 and at least a portion of the first gear part 93, the second gear part 94, the light emitter 98a, and / or the light-emitting device part 98 are shifted forward or backward on the screen of the main display 41. However, a shifting mode in which these are actually shifted forward or backward may also be adopted. For example, the gaming machine 10 may be provided with a sub-display that is shifted forward or backward from the main display 41, and the first gear part 93, the second gear part 94, the light emitter 98a, and / or the light-emitting device part 98 may be displayed on the screen of the main display 41, and the first playing style informing section 90 may be displayed on the screen of the sub-display in synchronization with this, thereby realizing a state in which these are shifted forward or backward. Conversely, the first playing style notification section 90 may be displayed on the screen of the main display 41, and the first gear section 93, the second gear section 94, the light emitter 98a, and / or the light-emitting device section 98 may be displayed on the screen of the sub-display in synchronization therewith. In other words, the term "displayed shifted forward or backward" in this specification is a concept that includes a display with a virtual (on-screen display) or actual shift in forward or backward position that can give a player or other person positioned in front of the gaming machine 10 a sense of a difference in visual perspective (ease of visibility). Furthermore, when shifting forward or backward on the screen, the objects may be displayed so as to be visually shifted forward or backward within a single display layer, or an object displayed in the front may be displayed on a front layer and an object displayed in the rear may be displayed on a rear layer.

[0254] (IV-5) In each of the above embodiments, an example was shown in which the center object set (such as the first hitting method notification section 90) and the upper right object set (such as the second hitting method notification section 91) were displayed in the same or similar form (design). However, instead of this, the center object set and the upper right object set may be displayed in different forms. In particular, by making the form of the center object set and the form of the upper right object set the same or similar to each other, as in each of the above embodiments, the design (especially the recommended hitting method it suggests) can be more strongly impressed on the player. On the other hand, by displaying the center object set and the upper right object set in different forms from each other, the variety of presentations related to the right hitting notification display can be increased.

[0255] (IV-6) The shape of the central object set and / or the shape of the upper right object set may also be changed over time. For example, a display mode may be adopted in which the shape of the central object set and the shape of the upper right object set are displayed in the same or similar manner in the first half of the right hit notification display, and only the shape of the central object set is changed while the shape of the upper right object set is maintained in the first half of the right hit notification display. Furthermore, a display mode may be adopted in which the right hit notification display is executed across timing of changes in the game state or presentation (for example, the timing of the transition from the opening presentation at the time of a jackpot to the round presentation after the start of the jackpot), and the shape of the central object set and the shape of the upper right object set are displayed in the same or similar manner in the first half (e.g., during the opening presentation), and only the shape of the central object set is changed in the second half (e.g., during the round presentation). This maintains the shape of the upper right object set as the right hit notification display progresses, making the central object set more noticeable.

[0256] (IV-7) Furthermore, as a combination pattern of the display of the hitting style informing section (90, 91) and the stationary arrow section 92, for example, any of the following modes can be adopted. The first hitting style indicator 90 and the static arrow 92 are displayed, and the second hitting style indicator 91 is not displayed. The second hitting style notification section 91 and the static arrow section 92 are displayed, and the first hitting style notification section 90 is not displayed. The first hitting method notification section 90 is displayed, and the second hitting method notification section 91 and the static arrow section 92 are not displayed. The second hitting style notification section 91 is displayed, and the first hitting style notification section 90 and the static arrow section 92 are not displayed.

[0257] (V) Specific aspects of the "operation of the hitting style notification unit" are not limited to those described in the above embodiments. In particular, in this specification, the "operation of the hitting style notification unit" includes the movement of the entire "hitting style notification unit" or part of its components on the screen, a change in the form of the "hitting style notification unit" itself (shape, pattern, color, or a combination thereof), or a combination thereof. More specifically, the following examples of modifications to those described in the above embodiments can be given.

[0258] (V-1) In each of the above embodiments, a display mode is adopted in which the right-stroke character section 90a and the movable arrow section 90b constituting the first typing style notification section 90 are operated as a single unit, i.e., a display mode in which the entire typing style notification section is moved. On the other hand, a display mode in which only some of the components of the first typing style notification section 90 are operated, such as moving only the movable arrow section 90b and stopping the right-stroke character section 91a, may also be adopted.

[0259] (V-2) In the above embodiments, an example of reciprocating movement on the screen has been described as the operation of the first hitting style notification section 90 or the second hitting style notification section 91. However, instead of this, other display modes may be adopted. For example, a display mode may be adopted in which the second hitting style notification section 91 (particularly the movable arrow section 91b) moves smoothly from left to right on the screen.

[0260] (VI) When a right-hit instruction notification command is received and switching is made to a performance display accompanied by a right-hit notification display, the respective display timings of the hit notification section (90, 91), the first gear section (93, 95), and the second gear section (94, 96), as well as the relative timings of the start of the reciprocating movement of the hit notification section (90, 91), the start of the rotation of the first gear section (93, 95), and the start of the rotation of the second gear section (94, 96), can also be changed as appropriate.

[0261] (VI-1) In the above embodiments, when a right-hit instruction notification command is received and switching is performed to an effect display including a right-hit notification display, an example has been described in which the hitting method notification section (90, 91) is first displayed, and the first gear section (93, 95) and the second gear section (94, 96) are displayed in accordance with the display timing of the hitting method notification section (90, 91). Alternatively, the first gear section (93, 95) and / or the second gear section (94, 96) may be displayed after the hitting method notification section (90, 91) is displayed, or the hitting method notification section (90, 91) may be displayed after the first gear section (93, 95) and / or the second gear section (94, 96) are displayed. Furthermore, the hitting method notification section (90, 91) may be displayed first, and the rotation of the first gear section (93, 95) and / or the second gear section (94, 96) may be started after the hitting method notification section (90, 91) is displayed. In addition, the hitting direction notification section (90, 91) may be displayed after the first gear section (93, 95) and / or the second gear section (94, 96) starts to rotate, thereby increasing the variety of effects when a right hit is notified.

[0262] (VI-2) In the above embodiments, an example (hereinafter referred to as "first timing control") has been described in which the first gear unit (93, 95) and the second gear unit (94, 96) start to rotate before the reciprocating movement of the hitting mode informing unit (90, 91) starts. On the other hand, an example (hereinafter referred to as "second timing control") in which the first gear unit (93, 95) and the second gear unit (94, 96) start to rotate after the reciprocating movement of the hitting mode informing unit (90, 91) starts may also be employed. This provides a player with a sense of incongruity, as the first gear unit (93, 95) and the second gear unit (94, 96), which are displayed to simulate the driving state of the hitting mode informing unit (90, 91), start to rotate with a delay relative to the reciprocating movement of the hitting mode informing unit (90, 91). Therefore, the effect of drawing attention to the operation of the play style notification units (90, 91) (suggestion of the recommended play style) can be enhanced, and the player can be made to recognize the recommended play style more reliably. Also, as described above, the second timing control can be used as a special effect that can give the player a sense of incongruity.

[0263] (VI-3) A mode may be adopted in which the above-mentioned first timing control and second timing control are switched depending on the state related to the magnitude of the expected ball payout rate stored inside the gaming machine 10. More specifically, in a scene in which a right-hit notification display is executed during a jackpot state, when a jackpot state with a high expected ball payout rate and / or a so-called reserve streak is confirmed internally, a mode may be adopted in which the second timing control is executed as an effect suggesting the expected rate (100%), and the first timing control is executed otherwise. In particular, a jackpot state with a high expected ball payout rate includes a state in which prize balls from multiple jackpots are added together and paid out seamlessly (in a manner that can be recognized as a single jackpot by the player) (such as a so-called 3000 bonus). This gives the player the impression that the first timing control is basically driving the hit notification unit (90, 91) by rotating the first gear unit (93, 95) and the second gear unit (94, 96), but by executing the second timing control when a state in which more balls can be won internally is in progress, the player feels a sense of incongruity and is informed of that state. Furthermore, in a scene in which the right-hit notification display is executed during a high base state, it is also possible to employ a mode in which the first timing control is basically executed, and the second timing control is executed when the fluctuation should indicate that the probability of a win or the probability of a win based on prediction is greater than a certain level. By employing these control modes, the second timing control can be used to suggest to the player a predetermined level of expectation.

[0264] (VI-4) The first hitting style notification section 90 and the second hitting style notification section 91 may be displayed at different times. Also, a display mode may be adopted in which the time difference between the display timing of the first hitting style notification section 90 and the display timing of the first gear section 93 and the second gear section 94 is different from the time difference between the display timing of the second hitting style notification section 91 and the display timing of the first gear section 95 and the second gear section 96.

[0265] (VI-5) Furthermore, it is also possible to adopt an embodiment in which the reciprocating movement of the first hitting style informing section 90 and the reciprocating movement of the second hitting style informing section 91 are started at different times. Also, it is also possible to adopt an embodiment in which the time difference between the timing at which the first hitting style informing section 90 starts to move and the timing at which the first gear section 93 and the second gear section 94 start to rotate is different from the time difference between the timing at which the second hitting style informing section 91 starts to move and the timing at which the first gear section 95 and the second gear section 96 start to rotate.

[0266] The present invention is not limited to the above-described embodiments. Various modifications and variations are possible within the scope of its technical concept, and it is clear that these also fall within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability variable state. For example, the presentation control device can execute part of the processing executed by the game control device, or conversely, the game control device can execute part of the processing executed by the presentation control device. For example, multiple embodiments and multiple modified examples can be combined in various ways. Furthermore, while the above-described embodiment describes an example in which the gaming machine 10 is configured as a sealed-in pachinko machine (smart pachinko machine), the above-described embodiment may also be applied to a regular pachinko machine that is not a sealed-in pachinko machine. Furthermore, 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 defined by the claims, and all modifications within the scope of meaning and content equivalent to the claims are intended to be included.

[0267] For example, when the above-described embodiment is applied to a slot machine, the gaming media used in the game are medals (coins) instead of gaming balls, and the number of prize balls is replaced by the number of medals paid out (number of awarded medals). The control of the launch of gaming balls in a pachinko machine corresponds to the control of the insertion of medals (gaming media) in a slot machine. The number of gaming 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 bonus ratio is the ratio (%) of the number of medals paid out through various bonuses to the number of medals paid out in a specified period. [Explanation of symbols]

[0268] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Main Display 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board)

Claims

[Claim 1] A gaming machine capable of displaying on a display screen a hitting notification unit that instructs the launch of a gaming ball into a predetermined gaming area together with accompanying effects, Activating the hitting style notification unit within the display screen, The first gear part is rotated in a first direction together with the operation of the hitting style informing part, The second gear unit is rotated in a second direction together with the operation of the hitting style informing unit, The hitting method notification unit can be displayed by shifting it forward and backward with respect to a plurality of light-emitting elements that emit light in accordance with the operation of the hitting method notification unit and a board on which the light-emitting elements are mounted. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pachinko game machine

    JP2010263992A

  • Game machine

    JP2015000172A

  • Game machine

    JP2018038748A

  • Game machine

    JP2018130276A

  • Game machine

    JP2019092949A