Gaming machine
The gaming machine enhances player notification of pattern changes by allowing customization screen display and settings during changes, maintaining visibility and operability through performance setting and display means.
Patent Information
- Application Number
- JP2024117007
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-22
- Publication Date
- 2026-02-04
AI Technical Summary
Existing gaming machines face difficulties in maintaining player visibility and operability of the customization screen during pattern changes, leading to inadequate notification of these changes.
The implementation of performance setting and display means that allow for the customization screen to be displayed and settings to be made during pattern changes, with initial setting and notification features to ensure clarity and operability.
Ensures that players are adequately notified of pattern changes without impairing the visibility and operability of the customization screen, even during changes.
Smart Images

Figure 2026016881000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (controlled gaming machines) that circulate enclosed gaming balls internally, and more specifically to gaming machines that can adequately notify players of pattern changes without impairing the visibility and operability of the customization screen even during changes. [Background technology]
[0002] Known gaming machines such as conventional pachinko machines include, for example, the gaming machine described in Patent Document 1. This gaming machine has a customization function that can change the probability (reliability) of effects occurring, and can be customized during both non-variable and variable periods. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-21335 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the above gaming machine has a problem in that it is difficult to recognize the customization screen and its operation during change compared to when it is not changing, and therefore it is not possible to provide players with sufficient visibility and operability.
[0005] In view of the above problems, the present invention aims to provide a gaming machine that can adequately notify players of pattern changes without impairing the visibility and operability of the customization screen even during changes. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate reference symbols of embodiments to be described later, but the present invention is not limited to these.
[0007] According to the gaming machine of the invention of claim 1, there is provided a performance setting means (for example, a setting button 15 shown in FIG. 1) that can execute settings related to a plurality of types of performances based on the operation of a player; and a display means (for example, the liquid crystal display device 41 shown in FIG. 2) capable of displaying a performance setting display (for example, a customization screen (see image P133) shown in FIG. 32) that displays the setting contents related to the performance, The performance setting display can be displayed during the change and can be displayed over multiple changes (for example, see the screen example shown in FIG. 29), The effect setting means can execute settings for a first effect (for example, the content of "BGM selection" shown in FIG. 30(b) (see image P151b), and the "auto button" shown in FIG. 36(b)) and a second effect (for example, the "chance notification when winning" shown in FIG. 36(a)) among a plurality of types of effects, Among the multiple variations, a first variation (for example, variation A shown in FIG. 35) and a second variation (for example, variation B shown in FIG. 35) performed after the first variation are included, During the first variation, the variation setting display is displayed on the display means by the variation setting means, and when the setting for the first variation and the setting for the second variation are executed from the first variation to the second variation, the setting for the first variation reflects the setting contents for the first variation or the second variation, and the setting for the second variation reflects the setting contents for variations after the second variation (see, for example, the timing chart shown in Figure 35). According to the gaming machine of claim 2, in the gaming machine of claim 1, there is further provided an effect initial setting means (for example, "clear all customizations" shown in FIG. 42(a)) for setting the plurality of types of effects to an initial state, The display means (for example, the liquid crystal display device 41 shown in FIG. 2) can display a performance setting preparation display (for example, a text image of "preparing customization" shown in FIG. 36(c)) indicating that the setting contents of the second performance will be reflected in the variation after the second variation, During the display of the effect setting preparation display, the effect initial setting means can set the plurality of types of effects to an initial state, and both the first effect in which the setting contents are reflected and the second effect in which the setting contents are not reflected are set to the initial state, When the multiple types of effects are set to their initial state by the effect initial setting means, the effect setting preparation display is hidden from the display means (see, for example, the example screen shown in Figure 42(d)). According to the gaming machine of the invention of claim 3, in the gaming machine of claim 1, a performance initial setting means (for example, "clear all customizations" shown in FIG. 42(a)) that sets the plurality of types of performances to an initial state; When the multiple types of effects are set to the initial state by the effect initial setting means (for example, "Clear all customizations" shown in FIG. 42(a)), an initialization setting notification (for example, "Clear all customizations" shown in FIG. 42(c) (see image P201)) that notifies that the settings have been initialized, Among the settings relating to the multiple types of effects, in a variation where it is notified that the setting contents have been initialized for a specific effect, a variation is executed according to the contents set in the effect setting means before initialization (for example, "Premium Up" ON setting), and from the variation following the variation where it is notified that the setting contents have been initialized, a variation according to the initialized setting contents is executed. [Effects of the Invention]
[0008] According to the present invention, even during a change, the visibility and operability of the customization screen are not impaired, and the player can be adequately notified of the change in the symbols. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view showing the appearance of a gaming machine according to one embodiment of the present invention; [Figure 2] FIG. 2 is a front view of the game board according to the embodiment. [Figure 3] 2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Figure 4] 1A shows the memory area of the main control RAM according to the embodiment, and FIG. 1B is an explanatory diagram illustrating a memory map showing the memory area of the main control ROM according to the embodiment. [Figure 5] (a) to (e) are diagrams showing example screens to explain what happens when the difference in balls exceeds 90,000 during fluctuation and a suppression device activation warning command is sent to the sub-control board. [Figure 6] (a) to (c) are diagrams showing example screens to explain what happens when the difference in balls exceeds 95,000 during fluctuation and a game stop command is sent to the sub-control board. [Figure 7] (a) to (d) are diagrams showing example screens to explain what happens when the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command is sent to the sub-control board. [Figure 8] 10(a) to 10(e) are diagrams showing example screens for explaining a case where two big wins are displayed together as one effect. [Figure 9] 10(a) to 10(c) are diagrams showing example screens for explaining the processing contents when the difference in balls exceeds 95,000 during one of two jackpots. [Figure 10] (a) to (d) are diagrams showing example screens to explain the processing contents when the difference in balls exceeds 95,000 during the fluctuation of the special pattern between the first jackpot and the second jackpot of two jackpots. [Figure 11] (a) to (d) are diagrams showing example screens for explaining the processing contents when the difference in balls exceeds 95,000 during a jackpot game in a game that enters a special state after a jackpot game. [Figure 12](a) to (d) are diagrams showing example screens to explain the processing contents when the difference in balls exceeds 95,000 during a jackpot in a game in which there is a start-up reserved ball (first start-up reserved ball or second start-up reserved ball) that will result in a jackpot, and after the jackpot game, a reserved consecutive effect occurs in which a jackpot will result when the start-up reserved ball is consumed. [Figure 13] (a) is an explanatory diagram explaining the layer structure of an image to be displayed on a liquid crystal display device, (b-1) is an explanatory diagram showing the state in which an error display layer is superimposed on a normal game screen layer, (b-2) is an example screen when an error display layer is superimposed on a normal game screen layer, (c-1) is an explanatory diagram showing the state in which a suppression device (saving function) operation display layer is superimposed on an error display layer, and (c-2) is a diagram showing an example screen when a suppression device (saving function) operation display layer is superimposed on an error display layer. [Figure 14] (a-1) is an explanatory diagram showing an example of drawing a specific error on the layer displaying the operation of the suppression device (saving function); (a-2) is an explanatory diagram showing the state in which the layer displaying the error is overlaid on the layer displaying the operation of the suppression device (saving function); (b) is an example screen showing a specific error displayed together with the display of the operation of the suppression device (saving function); and (c) is a diagram showing an example screen for an enclosed pachinko machine (controlled gaming machine) that circulates enclosed gaming balls inside. [Figure 15] This is a simple explanatory diagram of when a start-up pending ball number display device is installed on the front right side of the liquid crystal display device, where (a) shows the start-up pending ball number display device when it is lit, and (b) shows the start-up pending ball number display device when it is turned off. [Figure 16] This is a timing chart that explains the timing at which a game stop command that activates the suppression device (saving function) during a game is sent from the main control CPU to the sub-control board. [Figure 17]An explanatory diagram for explaining the case (10) shown in Figure 16, where (a-1) to (a-4) show example screens when the game stop command is received normally by the sub-control CPU, and (b-1) to (b-4) show example screens when the game stop command is not received normally by the sub-control CPU. [Figure 18] This is a simplified diagram illustrating the state of the game board when the sub-control CPU is unable to receive the game stop command normally in the case of (10) shown in Figure 16. [Figure 19] An explanatory diagram for explaining the case (11) shown in Figure 16, where (a-1) to (a-4) show examples of screens when the game stop command is received normally by the sub-control CPU, and (b-1) to (b-4) show examples of screens when the game stop command is not received normally by the sub-control CPU. [Figure 20] This is a simplified diagram illustrating the state of the game board when the sub-control CPU is unable to receive the game stop command normally in the case of (11) shown in Figure 16. [Figure 21] An explanatory diagram for explaining the case (12) shown in Figure 16, where (a-1) to (a-4) show example screens when the game stop command is successfully received by the sub-control CPU, and (b-1) to (b-4) show example screens when the game stop command is not successfully received by the sub-control CPU. [Figure 22] This is a simplified diagram illustrating the state of the game board when the sub-control CPU is unable to receive the game stop command normally in the case of (12) shown in Figure 16. [Figure 23] An explanatory diagram for explaining the case (13) shown in Figure 16, where (a-1) to (a-4) show example screens when the game stop command is received normally by the sub-control CPU, and (b-1) to (b-4) show example screens when the game stop command is not received normally by the sub-control CPU. [Figure 24] This is a simplified diagram illustrating the state of the game board when the sub-control CPU is unable to receive the game stop command normally in the case of (13) shown in Figure 16. [Figure 25]These figures show examples of screens that appear when the power to the pachinko game machine is cut off and then restored without pressing the RAM clear switch when the suppression device (saving function) is activated, (a-1) to (c-1) show examples of screens that appear when the game stop command is successfully received by the sub-control CPU, and (a-2) to (d-2) show examples of screens that appear when the game stop command is not successfully received by the sub-control CPU. [Figure 26] 10(a) to 10(h) are diagrams showing example screens when the suppression device operation advance notice command corresponding to the operation state status is not received normally by the sub-control CPU. [Figure 27] 10(a) to 10(d) are diagrams showing example screens when the suppression device operation warning command is not received normally by the sub-control CPU. [Figure 28] (a-1) to (b-1) show examples of screens in which a customized screen is displayed on an LCD display device during a customer waiting demo state, and (a-2) to (b-2) show examples of conventional screens in which a customized screen is displayed on an LCD display device while the pattern is changing. [Figure 29] 10A to 10E are diagrams showing examples of screens that display a customization screen while the symbols are changing. [Figure 30] 10(a) and 10(b) are diagrams showing example screens on which items to be customized can be selected. [Figure 31] FIG. 10 is a timing chart illustrating how multiple customization items set in one customization from when the customization screen is displayed on the liquid crystal display device until it is hidden are reflected in subsequent changes. [Figure 32] 32(a) to 32(f) are diagrams showing example screens corresponding to the timing chart shown in FIG. 31. [Figure 33] This is a timing chart to explain that depending on the number of reservations displayed when customization is completed, the set customization will be reflected in the changes made after the changes to the reservations are made. [Figure 34] 34(a) to 34(h) are diagrams showing example screens corresponding to the timing chart shown in FIG. 33. [Figure 35] FIG. 10 is a timing chart illustrating how multiple customization items set in one customization from when the customization screen is displayed on the liquid crystal display device until it is hidden are reflected in a change when the customization setting is completed for each item, and how they are reflected in the next change or later. [Figure 36] 36(a) to 36(h) are diagrams showing example screens corresponding to the timing chart shown in FIG. [Figure 37] 10(a) to 10(j) are diagrams showing example screens for explaining that the customization screen is hidden (difficult for the player to recognize) in the SP reach presentation. [Figure 38] 10(a) to 10(f) are diagrams showing example screens for explaining that the customization screen is not hidden in the case of a normal reach effect. [Figure 39] This is a timing chart for explaining that the customization setting is reflected even when the customization setting is made across a losing variation and a big winning variation. [Figure 40] (a) shows an example screen indicating that customization settings can be made during RUSH during normal play, (b) shows the state in which an example screen for "normal performance customization" is displayed from the state shown in (a), and (c) shows the state in which an example screen for "RUSH performance customization" is displayed from the state shown in (a). [Figure 41] (a-1) shows an example screen showing that customization settings are only possible during RUSH, (b-1) shows the state in which the example screen for "RUSH performance customization" is displayed from the state shown in (a-1), (a-2) shows an example screen showing the state during RUSH play, and (b-2) shows the state in which the example screen for "RUSH performance customization" is displayed from the state shown in (a-2). [Figure 42] 10A to 10D are diagrams showing examples of screens displayed when "Clear all customizations" is selected and confirmed. [Figure 43] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 44]FIG. 44 is a flowchart illustrating the continuation of the main processing of the main control shown in FIG. 43. [Figure 45] FIG. 44 is a flowchart illustrating the setting switching process shown in FIG. 43. [Figure 46] FIG. 10 is a flowchart illustrating a power supply abnormality check process. [Figure 47] FIG. 45 is a flowchart illustrating the process of clearing the RAM from the used area shown in FIG. 44. [Figure 48] FIG. 45 is a flowchart illustrating the setting of the game start processing outside the use area shown in FIG. 44. [Figure 49] 45 is a flowchart illustrating the prize ball winning number management process 1 shown in FIG. 44. [Figure 50] FIG. 50 is a flowchart illustrating the initial setting of the RAM area outside the used area shown in FIG. 49. [Figure 51] FIG. 10 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Figure 52] A flowchart explaining the normal pattern processing shown in Figure 51. [Figure 53] FIG. 52 is a flowchart illustrating the special symbol processing shown in FIG. 51. [Figure 54] FIG. 54 is a flowchart illustrating the start port check process 1(2) shown in FIG. 53. [Figure 55] A flowchart explaining the special pattern variation start processing shown in Figure 53. [Figure 56] A flowchart explaining the processing during the special pattern change shown in Figure 53. [Figure 57] FIG. 54 is a flowchart illustrating the processing during the special symbol confirmation time shown in FIG. 53. [Figure 58] FIG. 52 is a flowchart illustrating the out-of-use area processing shown in FIG. 51. [Figure 59] FIG. 59 is a flowchart illustrating the suppression device counting process shown in FIG. 58. [Figure 60] FIG. 59 is a flowchart illustrating the suppression device operation management process shown in FIG. 58. [Figure 61]FIG. 59 is a flowchart illustrating suppression device operation management process 2 shown in FIG. 58. [Figure 62] 10A shows an example of a program for a suppression device activation determination table according to the embodiment, and FIG. 10B shows an example of a program for a suppression device activation advance notice command table according to the embodiment. [Figure 63] FIG. 10 is a flowchart showing main processing of sub-control according to the embodiment. [Figure 64] FIG. 64 is a flowchart showing the data analysis process shown in FIG. 63. [Figure 65] FIG. 10 is a flowchart showing a command reception process of sub-control according to the embodiment. [Figure 66] FIG. 10 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Figure 67] 10A shows a flowchart illustrating an initial command list for moving images, FIG. 10B shows a flowchart illustrating a regular command list for moving images, and FIG. 10C shows a flowchart illustrating a command list for still images. DETAILED DESCRIPTION OF THE INVENTION
[0010] An embodiment of a gaming machine according to the present invention will be specifically described below with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left, and right are indicated, they refer to up, down, left, and right as viewed from the front of the illustration.
[0011] <Explanation of the external structure of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to FIGS.
[0012] <Explanation of the external appearance of the front of the pachinko machine>
[0013] As shown in Figure 1, a pachinko gaming machine 1 has a rectangular front frame 3 attached to the front of a wooden outer frame 2 so that it can be opened and closed, and a gaming board 4 mounted in a gaming board storage frame (not shown) attached to the back of the front frame 3. The gaming board 4 is mounted with a gaming area 40 shown in Figure 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this gaming area 40 as shown in Figure 1. The gaming area 40 is an area surrounded by a ball guide rail 6 (see Figure 2) arranged on the surface of the gaming board 4.
[0014] On the other hand, as shown in FIG. 1, the pachinko gaming machine 1 has a front operation panel 7 disposed below the glass door frame 5, an upper tray 8 provided on the front operation panel 7, and a lower tray 9 provided below the upper tray 8 for storing game balls that do not fit in the upper tray 8. The front operation panel 7 also has a ball lending button 11 and a prepaid card ejection button 12 (card return button 12). The upper tray surface of the upper tray 8 is provided with a push-button effect button device 13 that the player can press to change the effect when a built-in lamp (not shown) is lit. The upper tray 8 also has a ball ejection button 14 for ejecting game balls stored in the upper tray 8 downward, and a setting button 15 consisting essentially of a cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the illustration, a triangular left key 15c located to the left of the decision key 15a in the illustration, a triangular right key 15d located to the right of the decision key 15a in the illustration, and a triangular down key 15e located below the decision key 15a in the illustration.
[0015] 1, a launch handle 16 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting background music, sound effects, etc. are provided on both upper side surfaces of the front frame 3 and near the launch handle 16. In addition, decorative lamps such as full-color LED lamps that create dramatic effects with light decoration are arranged around the periphery of the front frame 3.
[0016] <Explanation of the appearance of the game board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is located approximately in the center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas, left, center, and right, and can independently display numbers, characters, letters (such as character conversations and lyrics captions), or patterns (special and normal patterns). Decorative top ornaments 42a, left ornaments 42b, and right ornaments 42c are provided around the liquid crystal display device 41, and movable gadget devices 43 are located on the backsides of the top ornaments 42a, left ornaments 42b, and right ornaments 42c. Decorative lamps such as full-color LED lamps that create dramatic effects through lighting are located in the top ornaments 42a, left ornaments 42b, and right ornaments 42c.
[0017] As shown in Fig. 2, this movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, and an upper-left movable accessory 43d, which perform predetermined performance operations as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives each of the upper, left, right, and upper-left movable accessories 43a to 43d. In addition, decorative lamps such as full-color LED lamps that create performance effects with light decoration are arranged on these upper, left, right, and upper-left movable accessories 43a to 43d.
[0018] Meanwhile, a special symbol 1 start hole 44 is located directly below the LCD display 41, and a special symbol 1 start hole switch 44a (see FIG. 3) is provided inside the special symbol 1 start hole switch 44a to detect winning balls. The number of valid winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 3), i.e., the first start reserved ball count, is displayed on the LCD display 41 as a predetermined number (e.g., four). The first reserved ball count is incremented (+1) when a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 3). It is decremented (-1) when the display of a special symbol, such as a number, character, or symbol (decorative symbol), begins. Decorative lamps, such as full-color LED lamps, are located around the special symbol 1 start hole 44 to create decorative lighting effects.
[0019] On the other hand, as shown in Fig. 2, a special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41. This special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can change between an "open state" in which the special symbol 2 start port 45a is in an open state where a gaming ball can enter, and a "closed state" in which a gaming ball cannot enter, a ball entry guide section 45c that can change between a "guiding state" in which the gaming ball is guided toward the special symbol 2 start port 45a and a "non-guiding state" in which the gaming ball is not guided, and a special symbol 2 start port switch 45a1 (see Fig. 3) that detects a gaming ball that has entered the special symbol 2 start port 45a.
[0020] The special symbol 2 start hole 45a opens almost sideways toward the right side of the front in the left-right direction in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 3) that detects winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), i.e., the number of second start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (e.g., four). Note that when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), the number of second start reserved balls is incremented by one (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decremented by one (-1).
[0021] The opening / closing section 45b is provided with an opening / closing member (not shown) that can move left and right relative to the special symbol 2 starting opening 45a, and a normal electric role solenoid 45b2 (see FIG. 3) that drives and controls the opening / closing member (not shown). When the opening / closing section 45b is in a closed state, the opening / closing member (not shown) protrudes into the special symbol 2 starting opening 45a to prevent game balls from entering the special symbol 2 starting opening 45a, and when in an open state, it retracts to allow game balls to enter the special symbol 2 starting opening 45a.
[0022] The ball entry guide section 45c is provided with a guide member (not shown) that slopes downward from the right side to the left side as shown in Fig. 2 (sloping downward toward the special symbol 2 starting hole 45a side). This guide member (not shown) is driven and controlled by the normal electric role solenoid 45b2 (see Fig. 3).
[0023] When this ball entry guide section 45c is in the guide state, a guide member (not shown) slides and protrudes toward the front of the play area 40 (toward the glass door frame 5 shown in FIG. 1) to guide a game ball placed on its top to the special symbol 2 start opening 45a. When in the non-guide state, the guide member (not shown) slides backward (toward the rear of the play area 40) to retract. As a result, even if a game ball lands on the guide member (not shown) when it is in the guide state, if the guide member (not shown) changes to the non-guide state and slides backward before the game ball enters the special symbol 2 start opening 45a, the game ball will flow downstream without entering the special symbol 2 start opening 45a. The guide member (not shown) and the opening / closing member (not shown) are designed to operate in conjunction with each other.
[0024] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric device. In addition, the special symbol 2 starting device 45 is equipped with a decorative lamp such as a full-color LED lamp that produces a dramatic effect by means of light decoration.
[0025] On the other hand, as shown in Fig. 2, a prize winning device 46 is disposed to the right of the special symbol 1 starting hole 44. When a special symbol lottery described below is won, that is, during a winning game state, this prize winning device 46 is controlled by a special electric accessory solenoid 46b (see Fig. 3) so that a large prize opening (not shown) that is closed by an opening / closing door 46a is opened, allowing a gaming ball to enter the large prize opening (not shown). Note that a gaming ball that enters the large prize opening (not shown) is detected as a winning ball by a large prize opening switch 46c (see Fig. 3) provided inside the large prize opening (not shown).
[0026] On the other hand, when the special symbol is not selected, i.e., when the game is not in a winning state, the special electric device solenoid 46b (see FIG. 3) drives and controls the opening / closing door 46a, closing the large prize opening (not shown). This prevents the game ball from entering the large prize opening (not shown). Note that, hereinafter, the device combining the opening / closing door 46a and the special electric device solenoid 46b may be referred to as the "special electric device." The winning device 46 is also equipped with decorative lamps, such as full-color LED lamps, that create decorative lighting effects.
[0027] Incidentally, a sorting device 47, which has a conventionally well-known structure, is provided within the winning device 46. As shown in Fig. 2, this sorting device 47 has a V region 47a and an outlet 47b, and when a gaming ball enters a large winning opening (not shown), the gaming ball is sorted into either the V region 47a or the outlet 47b. Note that the sorting device 47 does not sort gaming balls that enter the large winning opening (not shown) into the V region 47a, but sorts them into the outlet 47b, unless a predetermined gaming state is reached.
[0028] On the other hand, as shown in Fig. 2, a normal symbol start opening 48 consisting of a gate is disposed in the upper right portion of the liquid crystal display device 41, and a normal symbol start opening switch 48a (see Fig. 3) that detects the passage of the gaming ball is provided inside the normal symbol start opening. In addition, normal prize openings 49 are disposed on the right side of the winning device 46 and on the left side of the special symbol 1 start opening 44. The general prize openings 49 are composed of an upper right general prize opening 49a disposed on the right side of the winning device 46, an upper left general prize opening 49b disposed on the left side of the special symbol 1 start opening 44, a middle left general prize opening 49c, and a lower left general prize opening 49d. An upper right general winning opening switch 49a1 (see FIG. 3) that detects the passage of game balls is provided inside the upper right general winning opening 49a, an upper left general winning opening switch 49b1 (see FIG. 3) that detects the passage of game balls is provided inside the upper left general winning opening 49b, a middle left general winning opening switch 49c1 (see FIG. 3) that detects the passage of game balls is provided inside the middle left general winning opening 49c, and a lower left general winning opening switch 49d1 (see FIG. 3) that detects the passage of game balls is provided inside the lower left general winning opening 49d. Decorative lamps such as full-color LED lamps that create a dramatic effect with decorative light are provided in the general winning openings 49.
[0029] Meanwhile, directly below the special symbol 1 starting hole 44 is an outlet 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning are admitted. Game balls that enter this outlet 50 are detected as non-winning balls by an internal outlet switch 50a (see FIG. 3). Furthermore, the winning balls described above also flow down to the lowest part of the game area 40 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 3). Therefore, the outlet switch 50a (see FIG. 3) detects the total number of outs, i.e., the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the ball guide rail 6 enters the game area 40 to count the number of balls.
[0030] On the other hand, three 7-segment displays are arranged in the lower right periphery of the game area 40 of the game board 4, two of which are special symbol display devices 51, and the remaining 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, advantageous game status, etc.). As shown in Figure 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b, and to the left of the special symbol 1 display device 51a is provided a normal symbol display device 52 consisting of one LED, and further provided are a round lamp 53b that indicates the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies right hits.
[0031] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left ornament 43b.
[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost. The first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is changing, the first identification lamp 51Aa flashes; when special symbol 1 is a win, the first identification lamp 51Aa is lit; when special symbol 1 is a loss, the first identification lamp 51Aa is extinguished. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a win, the second identification lamp 51Ab is lit; and when special symbol 2 is a loss, the second identification lamp 51Ab is extinguished.
[0033] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.
[0034] <Control device description> Next, the control device that performs electronic control according to the progress of the game and is provided in the pachinko gaming machine 1 having the external configuration described above will be explained using Fig. 3. As shown in Fig. 3, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.
[0035] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b that stores a game program that describes a series of game control procedures, and a main control RAM 600c that functions as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information such as the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state), and also displays the setting contents of the probability that will create a game state that is advantageous to the player, a RAM clear switch 620, and a setting key switch 630.
[0036] The main control board 60 configured in this manner is connected to a payout / launch control board 70 that controls the payout motor M to pay out game balls. Furthermore, there are connected a special pattern 1 start port switch 44a which detects winnings in the special pattern 1 start port 44, a special pattern 2 start port switch 45a1 which detects winnings in the special pattern 2 start port 45a, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winnings in the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winnings in a large prize port (not shown) which is opened or closed by the opening / closing door 46a, and an outlet switch 50a which can detect the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, a normal electric accessory solenoid 45b2 that drives and controls the opening and closing member (not shown) and the guide member (not shown), a special electric accessory solenoid 46b that controls the operation of the opening and closing door 46a, a distribution device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right-hit notification lamp 53c are connected. Furthermore, a cheating detection board 55 that detects cheating by the player is connected.
[0037] When the main control board 60 configured in this manner receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 48a at the main control CPU 600a, it conducts a lottery and determines the special symbol variation pattern and the display content of the stop symbol or normal symbol based on the winning / losing information that is the lottery result, and sends the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Then, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD that includes the determined information and sends it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a1, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.
[0038] Furthermore, if the result of the lottery is that the normal pattern is won, the normal electric role solenoid 45b2 is controlled to keep the opening / closing member (not shown) in the open state and the guide member (not shown) in the guiding state for a predetermined time, and if the lottery is won for the special pattern, the special electric role solenoid 46b is controlled to open the big prize opening (not shown).
[0039] In a type 1 / type 2 mixed gaming machine, when a small win game state is reached, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.
[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, counts the number of prize balls each time it receives a signal from the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a1, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, the lower left general prize gate switch 49d1, and the large prize gate switch 46c, and counts the total number of dispensed game balls each time it receives a signal from the outlet switch 50a. Based on the counted number of prize balls and the total number of dispensed game balls, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of prize balls dispensed during low probability to the measurement / setting display device 610. This causes the measurement / setting display device 610 to display information (performance display) regarding the ratio of prize balls dispensed during low probability.
[0041] Furthermore, the measurement / setting display device 610 can display the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6." Therefore, when changing such a setting, a dedicated key is inserted into the setting key switch 630 and turned ON, and the RAM clear switch 620 can be used to change the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6" (for example, a setting of "6" has the highest probability of generating a game state advantageous to the player, and a setting of "1" has the lowest probability of generating a game state advantageous to the player). The setting change is then displayed on the measurement / setting display device 610, and when the setting change is confirmed, a dot on the lower right side of the 7-segment display lights up, indicating that the setting has been confirmed.
[0042] On the other hand, when the RAM clear switch 620 is pressed, the entire memory area of the main control RAM 600c is not cleared, but only a portion of the memory area is cleared, except when a dedicated key is inserted into the setting key switch 630 and turned on. That is, as shown in Figure 4(a), the main control RAM 600c has memory space addresses 0000H to 0200H, of which memory space addresses 0000H to 0100H are a RAM area 600ca in a used area used as a work area during game processing such as lottery processing, memory space addresses 0100H to 0110H are an unused area 600cb, memory space addresses 0110H to 0130H are a stack area 600cc in a used area used during game processing such as lottery processing, and memory space addresses 0130H to 0150H are an unused area 600cb. In the unused area 600cd, the memory space addresses 0150H to 0190H are an out-of-use RAM area 600ce that stores the total number of game balls fired into the game area 40, including the number of prize balls and non-winning balls, measured by the main control board 60, i.e., the main control CPU 600a; the memory space addresses 0190H to 01E0H are an unused area 600cf; and the memory space addresses 01E0H to 0200H are an out-of-use stack area 600cg that is used when measuring the total number of game balls fired into the game area 40, including the number of prize balls and non-winning balls, etc.
[0043] On the other hand, as shown in FIG. 4(b), the main control ROM 600b has memory space addresses 8000H to A800H, and includes a program area 600ba within the used area where programs used during game processing such as lottery processing are stored from memory space addresses 8000H to 8B90H, an unused area 600bb from memory space addresses 8B90H to 9000H, a data area 600bc within the used area where data used during game processing such as lottery processing is stored from memory space addresses 9000H to 9A00H, an unused area 600bd from memory space addresses 9A00H to 9C00H, and an unused area 600bd from memory space addresses 9C00H to A010H. The area up to A010H is an out-of-use program area 600be in which programs used to measure the total number of game balls fired into the game area 40, including the number of prize balls and the number of non-winning balls, are stored; the area from memory space addresses A010H to A200H is an unused area 600bf; the area from memory space addresses A200H to A320H is an out-of-use data area 600bg in which data used to measure the total number of game balls fired into the game area 40, including the number of prize balls and the number of non-winning balls, are stored; the area from memory space addresses A320H to A780H is an unused area 600bh; and the area from memory space addresses A780H to A800H is a vector table area 600bi.
[0044] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraud detection signal that is mounted on the fraud detection board 55, or that detects a player's fraudulent behavior using a radio wave sensor or a vibration sensor, it generates a fraud error command (presentation control command DI_CMD) and sends it to the sub-control board 80.
[0045] <Explanation about the Dispense and Firing Control Board> The payout / launch control board 70 receives a payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. The generated payout motor signal controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to a player's operation, based on a prize ball count signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.
[0046] Meanwhile, a touch sensor is provided on the periphery of the launch handle 16 shown in FIG. 1, and when a player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in FIG. 3. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a presentation control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.
[0047] The payout / launch control board 70 also performs the process of lending balls to the player. That is, when the ball lending button 11 shown in FIGS. 1 and 3 is pressed, a ball lending signal is sent to a CR unit (not shown) located adjacent to the pachinko gaming machine 1. In response to this, the CR unit sends a ball lending request signal to the payout / launch control board 70. Then, in response to this signal, the payout / launch control board 70 pays out game balls to the player, and when the payout is complete, it sends a ball lending completion signal to the CR unit. Thus, in this way, the payout / launch control board 70 performs the process of lending balls to the player.
[0048] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub-one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores control programs that describe performance control procedures, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.
[0049] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the LCD display device 41 based on instructions from the sub-single-chip microcomputer 800, a DDR2 SDRAM 804 that includes a work area for decompressing compressed video data and a frame buffer area for temporarily storing image data to be displayed on the LCD display device 41, and a game ROM 805 that pre-stores CG data for compressed still images and compressed video data, as well as sound data such as background music and sound effects. Note that a still image is a so-called sprite image, which represents a single image such as text data, a background image, or a special design. Note that a moving image is a collection of multiple (multiple frames) continuously changing still images, and smooth movement is reproduced by continuously displaying multiple still images on the LCD display device 41.
[0050] The sub-control board 80 thus configured is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and further connected to a push-button effect button device 13 that the player can press to change the effect when the built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. Furthermore, the sub-control board 80 is connected to a movable accessory device 43 that performs predetermined effect operations as the game progresses, an identification lamp device 51A that notifies the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41.
[0051] Thus, the sub-control board 80 configured in this manner receives, at the sub-control CPU 800a, an effect control command DI_CMD transmitted from the main control board 60 (main control CPU 600a) and including basic information required for the special symbol variation pattern based on the lottery result, the current game status, the number of balls on hold for starting, the decorative symbols to be stopped based on the lottery result, etc. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a large number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal that instructs the execution of the determined effect pattern.
[0052] The sub-control CPU 800a transmits a sound-related control signal, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802, and outputs it to the speaker 17. As a result, the speaker 17 produces background music and sound effects corresponding to the effect pattern that has been determined.
[0053] The sub-control CPU 800a also transmits light-related control signals, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps, such as full-color LED lamps, that produce lamp effect effects, and thus a lamp effect corresponding to the determined effect pattern is executed.
[0054] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images, among the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c. The VDP 803 then generates image data for displaying an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby displaying an image corresponding to the determined effect pattern on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, and the VDP 803 transmits a VSYNC (vertical synchronization signal) shown in FIG. 3 as an interrupt signal to the sub-control CPU 800a so that the sub one-chip microcomputer 800 (sub-control CPU 800a) can know that the display operation for one frame has ended. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33 ms.
[0055] Furthermore, the sub-control CPU 800a transmits, among the control signals that instruct the execution of the performance pattern stored in the sub-control RAM 800c, a control signal related to the movable role object to the movable role object device 43. As a result, the movable role object device 43 moves in accordance with the determined performance pattern.
[0056] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 3. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a voltage transformer (not shown) installed in the gaming establishment, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).
[0057] The voltage monitoring unit 1310 monitors the AC 24V voltage, and when it detects a voltage abnormality due to a cutoff of this voltage or the occurrence of a power outage, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.
[0058] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when power is turned on, and the generated system reset signal RST is output to each board.
[0059] <Explanation of the suppression device (saving function)> The above-described pachinko gaming machine 1 is equipped with a suppression device (saving function) that stops the game when a player acquires a certain number of prize balls. This suppression device (saving function) will be described below.
[0060] <Outline of the suppression device (saving function)> The suppression device (saving function) stops gameplay when the difference in balls exceeds 95,000. The difference in balls is calculated by subtracting the number of game balls paid out to the player from the number of game balls the player fired into the game area 40 using the firing handle 16, which equals the number of prize balls actually won by the player (the number of prize balls actually in the player's possession). The main control CPU 600a counts this difference in balls using a difference in ball counter, which is initially set to 0. If the difference in ball counter is 0 and there are game balls fired into the game area 40, the counter remains at 0 rather than being counted as a negative number. This allows the game to be stopped even if the player continues to have a negative difference in balls, as long as the player's winnings increase dramatically.
[0061] Thus, when the result of counting using such a difference ball counter shows that the difference balls exceed 95,000, the game is stopped. This game-stopped state can be released by pressing the RAM clear switch 620 (see FIG. 3) and clearing the main control RAM 600c. Note that if the pachinko gaming machine 1 is powered back on without pressing the RAM clear switch 620 and clearing the main control RAM 600c, the game-stopped state will remain.
[0062] By the way, when the difference in balls exceeds 95,000, the process of stopping the game is different depending on whether it is in normal game mode or in jackpot game mode. That is, during normal game mode (a state in which symbol changes are possible without a jackpot, including probability change states and symbol changes during time-saving modes), the game is stopped immediately when the difference in balls exceeds 95,000.
[0063] On the other hand, if a big win game is in progress, the game is stopped when the big win game ends.
[0064] The above is an overview of the suppression device (saving function).
[0065] <Explanation of the control of the suppression device (saving function)> Next, the control of the suppression device (saving function) will be described.
[0066] The control of this suppression device (saving function) is set up in stages according to the state of the difference ball before the suppression device (saving function) is activated, and when a change occurs to each state, the main control board 60 (main control CPU 600a) sends a performance control command DI_CMD to the sub-control board 80 to notify the sub-control board 80 of the state. Specifically, the following four basic states will be notified.
[0067] (1) When the suppression device (saving function) is not activated This state indicates that there is still time until the game is stopped, and the player cannot know how much time is left until the game is stopped.
[0068] (2) When the suppression device (saving function) is in an operation warning state In this state, the difference in balls exceeds 90,000 and there are less than 5,000 balls remaining until the game is stopped. At this time, the main control board 60 (main control CPU 600a) will send a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80.
[0069] In this case, as the difference balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits a corresponding performance control command DI_CMD to the sub-control board 80. Therefore, a judgment value (threshold) for transmitting the performance control command DI_CMD is set for each increase of 1,000 balls from 90,000. Note that 90,000 is expressed in hexadecimal as 015F90H, 91,000 is expressed in hexadecimal as 016378H, 92,000 is expressed in hexadecimal as 016760H, 93,000 is expressed in hexadecimal as 016B48H, and 94,000 is expressed in hexadecimal as 016F30H.
[0070] Here, when the difference ball counter is compared with the judgment value (threshold), three-byte values are compared. That is, the difference ball counter needs to count up to 95000, and since 95000 is expressed as 017318H in hexadecimal, the size of the difference ball counter needs to be three bytes. Therefore, three-byte values are compared. However, because the main control CPU 600a only has instructions for comparing one-byte or two-byte values, the processing content for comparing three-byte values becomes complicated.
[0071] Therefore, in this embodiment, instead of comparing the three-byte values, it is determined whether the third byte of the ball difference counter is 00H or 01H. In other words, if the third byte of the ball difference counter is 00H, the maximum value of the ball difference counter is 65535 (00FFFFH), which is far less than 90,000 balls. Therefore, there is no need to do anything to prepare for the suppression device (saving function) to activate. On the other hand, if the third byte is 01H and the value is 65536 (010000H) or greater, the value of the lowest two bytes can determine whether the number of balls is 90,000 or greater, so it is sufficient to compare only the lowest two bytes.
[0072] To explain this point using a specific example, when the difference ball counter exceeds 90,000, a suppression device activation warning command (presentation control command DI_CMD) will be sent to the sub-control board 80, and at this time, the above-mentioned judgment value (threshold value) 90,000 will be compared with the difference ball counter.
[0073] By the way, if this difference ball counter has a value exceeding 90000 (015F90H), the third byte is already 01H. In other words, if the third byte is not 01H, it is 65535 (00FFFFH) or less, so without comparing it with the judgment value (threshold) of 90000, if the third byte of the difference ball counter is 00H, it can be determined that the difference balls has not exceeded 90000.
[0074] Incidentally, when such a comparison process is performed in a program, it is determined whether the "difference ball counter - judgment value (threshold)" exceeds 0. Therefore, in the above specific example, since the third byte of both the difference ball counter and the judgment value (threshold) is 01H, subtraction results in 00H, which does not affect the judgment. Therefore, it is sufficient to subtract the lower two bytes and determine whether the result exceeds 0. To explain this point using a specific example, if the difference ball counter is 65535 (00FFFFH), a simple comparison would result in the calculation of 65535 (00FFFFH) - 90000 (015F90H). However, since the judgment value (threshold) has 01H in the third byte, unless the third byte of the difference ball counter is 01H, the "difference ball counter - judgment value (threshold)" will not exceed 0. Therefore, if the third byte of the difference ball counter is not 01H, there is no need to perform the comparison process in the first place. Also, if the ball difference counter is 70000 (011170H), a simple comparison would result in the calculation of 70000 (011170H) - 90000 (015F90H), but because the third byte of both the ball difference counter and the judgment value (threshold) is 01H, it is sufficient to subtract only the lower two bytes.In addition, to determine whether 1170H - 5F90H exceeds 0, the comparison can be performed using a two-byte register (BC register, DE register, HL register) in the main control CPU 600a.
[0075] Therefore, by using the above processing, it is possible to reduce the control load. Furthermore, even if the number of game values acquired by the player exceeds a certain amount and the game is forced to end, the above processing can appropriately process the control up to the forced end and the control after the forced end without affecting the control related to other games. The processing content of the suppression device (saving function) using this processing will be described later.
[0076] The above states (1) and (2) alternate back and forth. Therefore, each time the state transitions from (1) to (2), the main control board 60 (main control CPU 600a) sends a suppression device activation notice command (performance control command DI_CMD) to the sub-control board 80.
[0077] On the other hand, when the difference in balls decreases and the state transitions from the state (2) above to the state (1) above, the main control board 60 (main control CPU 600a) will send a suppression device inactive state command (presentation control command DI_CMD) to the sub-control board 80.
[0078] Incidentally, even if the difference ball changes by even one ball and the state fluctuates back and forth between the above states (1) and (2), the main control board 60 (main control CPU 600a) will send a suppression device activation notice command (presentation control command DI_CMD) or a suppression device inactive state command (presentation control command DI_CMD) to the sub-control board 80 according to that state. Therefore, even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device inactive state command (presentation control command DI_CMD) or a suppression device activation notice command (presentation control command DI_CMD) within a predetermined period after receiving the suppression device activation notice command (presentation control command DI_CMD), it will not issue an alert (or erase the alert) according to the command.
[0079] (3) When the suppression device (saving function) is in an operating warning state This state is the state before the game is stopped, when the difference in balls exceeds 95,000. If the player is in a state where he or she can gain profits, such as during a jackpot, the game is not stopped immediately, but is stopped after the state where the player can gain profits, such as during a jackpot, ends. Therefore, when the game transitions to this state, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80.
[0080] The transition from (2) to (3) above is one-way; there is no transition from the (3) state to the (2) or (1) state above.
[0081] (4) When the suppression device (saving function) is activated This state indicates that the difference in balls has exceeded 95,000 and gameplay has stopped. This state indicates a state in which gameplay has stopped due to the difference in balls exceeding 95,000, generated by winning balls generated when game balls launched during a fluctuation or fluctuation stoppage other than a jackpot enter the winning slots (special symbol 1 starting slot 44, special symbol 2 starting slot 45a, upper right general winning slot 49a, upper left general winning slot 49b, center left general winning slot 49c, lower left general winning slot 49d, and large winning slot (not shown) shown in FIG. 2). This state also indicates a state in which gameplay has stopped due to the difference in balls exceeding 95,000, or a state in which a player's profitable status, such as a jackpot, has ended and gameplay has stopped after transitioning from state (3) above. Therefore, when this state is entered, the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80.
[0082] Furthermore, if the difference in balls exceeds 95,000 during the fluctuation, the state will transition from state (2) above to state (4) without passing through state (3) above.
[0083] <Explanation of the process leading up to the activation of the suppression device (saving function)> Next, we will explain the operation of the suppression device (saving function). Figure 5 shows the case where the difference in balls exceeds 90,000 during fluctuation and a suppression device operation notice command (performance control command DI_CMD) is sent to the sub-control board 80.
[0084] First, as shown in Figure 5(a), the liquid crystal display device 41 displays a stopped decorative pattern (see image P1, shown as "767"), and then a stopped resident pattern (see image P2, shown as "767").
[0085] Next, the liquid crystal display device 41 shown in FIG. 5(b) displays a decorative symbol that fluctuates rapidly (see image P1), and further displays a resident symbol that fluctuates rapidly (see image P2). At this time, if the player wins a prize ball and the difference in balls exceeds 90,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that will display the suppression device activation notice on the liquid crystal display device 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the liquid crystal display device 41, whereupon the liquid crystal display device 41 displays, as shown in FIG. 5(c), a message saying, "5,000 to 4,001 balls remaining until the saving function is activated" (see image P3).
[0086] Next, when the decorative symbol fluctuation stops and the resident symbol fluctuation stops, as shown in FIG. 5(d), the LCD display 41 displays the stopped decorative symbol (see image P1, "567" in the figure) and the stopped resident symbol (see image P2, "567" in the figure). At this time, even if the decorative symbol fluctuation stops and the resident symbol fluctuation stops, if the LCD display 41 is in the (2) suppression device (saving function) activation notice state, it will continue to display "5000 to 4001 balls remaining until the saving function is activated" (see image P3). At this time, a voice announcement may be given in parallel, or may be announced simultaneously with the sound effects of the fluctuation effect and the notice effect. The notice effect is an effect that indicates the likelihood of a jackpot, and is determined by the result of a notice lottery performed by the sub-control CPU 800a in response to the received effect control command DI_CMD.
[0087] Next, when the decorative symbols start to vary and then the resident symbols start to vary, as shown in Fig. 5(e), the liquid crystal display device 41 displays the decorative symbols varying at high speed (see image P1) and the resident symbols varying at high speed (see image P2). At this time, if the liquid crystal display device 41 is in the (2) suppression device (saving function) activation notice state, it will continue to display "5000 to 4001 balls remaining until the saving function is activated" (see image P3). As mentioned above, in order to deal with cases where the state changes back and forth between (1) and (2), even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device inactive state command (performance control command DI_CMD) or a suppression device activation notice command (performance control command DI_CMD) within a predetermined period after receiving a suppression device activation notice command (performance control command DI_CMD), the display "5000 to 4001 remaining until the saving function is activated" (see image P3) will be erased or will not be displayed. Note that rather than erasing or not displaying the display "5000 to 4001 remaining until the saving function is activated" (see image P3), the size of the display "5000 to 4001 remaining until the saving function is activated" (see image P3) may be reduced or its display position changed. Specifically, since a player is sufficiently informed of the possibility of the saving function being activated if the predetermined period of time has passed, the display may be reduced in size so as not to interfere with play, or the display position may be moved to a corner of the LCD display device 41, etc. Furthermore, after the display is reduced in size or the display position is changed, when the player finishes playing and enters the waiting state via the fluctuation stop state and customer waiting state, the display "5000 to 4001 balls remaining until the saving function is activated" (see image P3) may be restored to its original size or displayed as a demo for customer waiting. This is to ensure that the next player does not miss the fact that there are 5000 to 4001 balls remaining until the saving function is activated.
[0088] 6 shows a case where, during fluctuation, the difference in balls exceeds 95,000 and a game stop command (presentation control command DI_CMD) is sent to the sub-control board 80. Note that FIG. 6 assumes a case where the display content displayed on the liquid crystal display device 41 changes as the difference in balls approaches 95,000. In other words, it is assumed that each time the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command (presentation control command DI_CMD) to the sub-control board 80 in accordance with the operation status status described below.
[0089] As shown in FIG. 6(a), the LCD display device 41 displays a stopped decorative symbol (see image P1, "567" in the figure) and a stopped resident symbol (see image P2, "567" in the figure). At this time, the difference balls exceed 94,000, and the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (performance control command DI_CMD) to the sub-control board 80 according to its operation status. In response, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the suppression device activation notice to be displayed on the LCD display device 41. The VDP 803 then generates image (video) data to display an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, resulting in the LCD display device 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P4), as shown in FIG. 6(a).
[0090] Next, the decorative symbols begin to change, and then the resident symbols begin to change. As shown in FIG. 6(b), the LCD display 41 displays the decorative symbols changing at high speed (see image P1) and the resident symbols changing at high speed (see image P2). Furthermore, the message "1000-1 balls remaining until the saving function is activated" (see image P4) continues to be displayed. At this time, if the player wins a prize ball and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for displaying an image (video) indicating that the game is stopped on the LCD display 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, causing the liquid crystal display device 41 to display the message "The saving function has been activated. Today's play will end" (see image P5), as shown in Figure 6(c).
[0091] However, if the game is stopped during such a change, the game is stopped without informing the player of the lottery result. Furthermore, no pattern change effects are performed to stop the decorative pattern change, and the output port of the main control CPU 600a that outputs signals to the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a is also cleared, so the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a turn off, and the display of the number of balls reserved for starting is also hidden. This is because if the pattern change in progress is a jackpot, announcing this fact would cause the player to feel disadvantaged and could even cause trouble with the hall (game parlor).
[0092] FIG. 7 shows a case where the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command (performance control command DI_CMD) is transmitted to the sub-control board 80.
[0093] As shown in Figure 7(a), the words "Jackpot!" (see image P6) are displayed in the center of the screen of the liquid crystal display device 41, indicating that the game is in a jackpot state, and the words "Right Hit" (see image P7) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the game ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4).
[0094] Next, a jackpot game is initiated, and as the jackpot game progresses, when the difference balls exceed 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (presentation control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that causes the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby, as shown in FIG. 7(b), a message appears on the liquid crystal display device 41 saying, "1,000 to 1 balls remaining until the saving function is activated" (see image P8). At this time, as shown in Fig. 7(b), a character saying "Good job!" (see image P9) is displayed on the liquid crystal display device 41, and "Round 2" (see image P10), which indicates the round of the jackpot game, is displayed in the upper left corner of the screen of the liquid crystal display device 41. Furthermore, as shown in Fig. 7(b), the liquid crystal display device 41 displays "Total 20150" (see image P11), which is the series of balls that the player has won in the RUSH state since the jackpot that entered the RUSH state, on the lower right side of the screen.
[0095] As shown in Figure 7(c), when the round of the jackpot game progresses (shown as "Round 4" (see image P10) in the figure), the player wins a prize ball, and the total number of balls won by the player becomes "Total 21,500" (see image P11) as shown in Figure 7(c), exceeding 95,000 balls in difference, the main control board 60 (main control CPU 600a) determines that the game is in a jackpot game and sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message, as shown in Fig. 7(c), saying, "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends." (See image P12) Note that at this time, in order to let the player know that the saving function is being activated, the message "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends." (See image P12) is displayed with a higher display priority than the display during the round.
[0096] Therefore, the jackpot game continues with the message "You have won the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P12) displayed. When the jackpot game ends, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop message. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P13), as shown in FIG. 7(d) .
[0097] <Explanation of the suppression device (saving function) in games where two jackpots are confirmed> Incidentally, in the case of a jackpot game, if two jackpot games, the current one and the next one, are confirmed and furthermore, if the RUSH state (right-hit state), which is an advantageous state for the player compared to the normal game state, continues, the two jackpots may be displayed together as one effect. This point will be explained below.
[0098] FIG. 8 shows an example in which two jackpots are displayed together as a single effect, with FIGS. 8(a)-(b) showing the first jackpot, FIG. 8(c) showing the variable display of special symbols, and FIG. 8(d) showing the second jackpot. Specifically, as shown in FIG. 8(a), the liquid crystal display device 41 displays a character saying "You did it!" (see image P14), and the words "Right Hit" (see image P15) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 8(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17) is displayed. In this "150 / 3000," the denominator "3000" indicates the number of balls expected to be acquired in two jackpots (display of expected game value acquisition), and the numerator "150" indicates the number of prize balls actually acquired out of "3000." Furthermore, as shown in Figure 8(a), the LCD display device 41 does not display the number of jackpot game rounds, and instead displays "HYPER BONUS!" (see image P18) in the upper left corner of the screen.
[0099] Thus, as the jackpot game progresses, as shown in FIG. 8(b), the liquid crystal display device 41 displays the balls won by the player as "Total 21,500" (see image P16), and the number of prize balls won out of "3,000" as "1,500" (see image P17). Here, the number of balls expected to be won in the first jackpot is "1,500," which is half of the denominator "3,000." Therefore, the first jackpot ends at this point. In this type of jackpot game, the number of balls expected to be won in the first jackpot is "1,500," which is half of the denominator "3,000." This is because the maximum number of prize balls that can be won in the jackpot slot (not shown) is 10, and 15 prize balls are awarded for each prize. Therefore, the total number of prize balls that can be won in one round is 150, and a maximum of 10 rounds can be played in one jackpot game. This is a well-known fact to players.
[0100] Next, as shown in Figure 8(c), the first jackpot game ends with the LCD display device 41 still displaying the jackpot game screen, that is, the character (see image P14), "right hit" (see image P15), the balls won by the player (see image P16), and "1500 / 3000" (see image P17), and the pattern starts to change, resulting in a jackpot, and a decorative pattern of the same number (see image P19, "777" in the illustration) and further a permanent pattern of the same number (see image P20, "777" in the illustration) are displayed.
[0101] Thus, after the display shown in Fig. 8(c) is made, the second jackpot game starts, and as shown in Fig. 8(d), instead of the decorative pattern of the same number and the permanent pattern of the same number, a character saying "You did it!" (see image P14) is displayed on the liquid crystal display device 41. Then, as shown in Fig. 8(d), the number of balls won by the player changes to "Total 21650" (see image P16), and the number of winning balls won out of "3000" is counted up from "1500" to "1650" (see image P17).
[0102] In this way, two big wins may be displayed together as one effect.
[0103] In such a case, if the difference in balls exceeds 95,000 during the first jackpot game, the following processing will be performed.
[0104] That is, as shown in FIG. 9(a), the liquid crystal display device 41 displays a character saying "Good job!" (see image P14), and the words "Right Hit" (see image P15) are displayed in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the ball to the right side of the play area 40 of the play board 4). Furthermore, as shown in FIG. 9(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17). In this case, if the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80 according to its operation status. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list relating to an image (video) that will cause the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data that will cause an image based on the command list to be displayed, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 9(a), "1000-1 remaining until the saving function is activated" (see image P21).
[0105] Next, when the player wins a prize ball, and the total number of balls won by the player is "21,500 in total" (see image P16) as shown in Figure 9(b), and the number of balls that can be won in the first jackpot game is "1,500" (see image P17), and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 9(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P22). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P22) is displayed so that it has a higher display priority than the display during the jackpot game.
[0106] Next, when the first jackpot game ends, the main control board 60 (main control CPU 600a) will transmit a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a will transmit to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a game stop. As a result, the VDP 803 will generate image (video) data to display an image based on the command list, and will transmit the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 will display, as shown in Figure 9(c), "The saving function has been activated. Today's game will end" (see image P23).
[0107] That is, the second big win game as shown in FIG. 8(d) will not be executed.
[0108] Therefore, even in this way, the player can know that the suppression device (saving function) will be activated during a jackpot. That is, as shown in FIG. 9(a), the message "1000-1 remaining until the saving function is activated" (see image P21) is displayed, so the player knows that the maximum number of balls remaining until the suppression device (saving function) will be activated is 1000. Furthermore, as shown in FIG. 9(a), the message "150 / 3000" (see image P17) is displayed, so the player knows that he can win 1500 balls in the first jackpot. Therefore, as shown in FIG. 9(a), since "150" of "3000" balls have been won, the player knows that he can win 1350 balls in this first jackpot. Furthermore, since this value exceeds the maximum of 1000 balls, the player knows that the suppression device (saving function) will be activated once the first jackpot ends. Therefore, the player knows that the suppression device (saving function) is activated during the big win, that is, the player knows that the second big win game will not be executed.
[0109] 9(a) and (b), even if the number of balls to be acquired in two jackpots is displayed as "3000," the number of balls remaining until the suppression device (saving function) is activated is displayed, and from the various numerical information, the player can determine that the number of balls that can actually be acquired is only the number for the first jackpot. Therefore, it is possible to make the player easily understand that the game will end without acquiring all of the "3000" number of balls to be acquired in two jackpots.
[0110] Furthermore, when the suppression device (saving function) is activated, as shown in Figures 9(a) and (b), the display of "3000" (see image P17), which is the number of balls expected to be won in two jackpots, remains unchanged, and only the number of prize balls won by the player is changed. In this way, the same processing as when the suppression device (saving function) is not activated can be performed, thereby reducing the control burden.
[0111] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.
[0112] Next, in the case where two jackpots are displayed together as one presentation, we will explain what happens when the difference in balls exceeds 95,000 during the display of the changing patterns after the first jackpot game shown in Figure 8(c) has ended and before the second jackpot starts.
[0113] As shown in FIG. 10(a), the liquid crystal display device 41 displays a character saying "Good job!" (see image P14), and also displays the words "Right Hit" (see image P15) in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 10(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17) is displayed. Furthermore, as shown in FIG. 10(a), the liquid crystal display device 41 does not display the number of rounds of the jackpot game, and instead displays "HYPER BONUS!" (see image P18) at the top left of the screen.
[0114] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P16) as shown in Figure 10(b), the number of balls that can be won in the first jackpot game is "1500" (see image P17), and the difference in balls exceeds 94000, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (presentation control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response to this, the sub-control CPU 800a will send to the VDP 803 a command list related to an image (video) that will cause the suppression device operation notice to be displayed on the liquid crystal display device 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to LCD display device 41, causing LCD display device 41 to display the message "1000-1 remaining until saving function activation" (see image P21), as shown in Figure 10(b).
[0115] Next, when the first jackpot game ends with the message "1000-1 balls remaining until the saving function is activated" (see image P21) still displayed, as shown in Figure 10(c), the liquid crystal display device 41 remains in the jackpot game screen state, that is, the character (see image P14), "right hit" (see image P15), the balls won by the player (see image P16), and "1500 / 3000" (see image P17) are still displayed, the first jackpot game ends, the pattern starts to change, a jackpot occurs, and a decorative pattern with the same number (see image P19, "777" in the illustration) and further a permanent pattern with the same number (see image P20, "777" in the illustration) are displayed. Then, during the display of the varying symbols before the start of the second jackpot, if a ball enters the upper right general winning slot 49a, the upper left general winning slot 49b, the center left general winning slot 49c, or the lower left general winning slot 49d (shown in FIG. 2) and wins a prize ball, the difference in balls exceeds 95,000. As a result, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, whereupon the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P23), as shown in FIG. 10(d) .
[0116] In other words, except during a jackpot game, the moment the difference in balls reaches 95,000, the suppression device (saving function) is activated and the game is stopped. Needless to say, a second jackpot game as shown in Figure 8(d) will not be executed.
[0117] Therefore, in this embodiment, as shown in Fig. 10(c), the number of balls won (see image P16) and "1500 / 3000" (see image P17) are displayed, and further, a decorative symbol of the same number (see image P19, "777" in the figure) indicating that the first jackpot game has ended, and further, a permanent symbol of the same number (see image P20, "777" in the figure) are displayed. This makes it easier for the player to recognize that the suppression device (saving function) will be activated when the difference in balls reaches 95,000 after the jackpot game.
[0118] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.
[0119] <Explanation of the suppression device (saving function) in games that enter a probability variable state after a jackpot game> Next, we will explain what happens when the suppression device (saving function) is activated in a game that enters a probability variable state after a jackpot game.
[0120] As shown in FIG. 11(a), the LCD display device 41 displays a character (see image P30) saying the phrase "GET! (probably a bonus!)" (indicating the expected game value acquisition), and the words "Right Hit" (see image P31) are displayed in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 11(a), the LCD display device 41 displays the number of balls won by the player (see image P32) in the lower right corner of the screen, with "150 / 1500" (see image P33) displayed above it. Furthermore, as shown in FIG. 11(a), the LCD display device 41 displays "Round 1" (see image P34) in the top left corner of the screen, indicating the round of the jackpot game. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P35), as shown in FIG. 11(a). Note that the denominator "1,500" in "150 / 1,500" represents the expected number of balls to be won in the current jackpot, and the numerator "150" represents the number of balls actually won out of the "1,500."
[0121] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P32) as shown in Figure 11(b), the number of balls that can be won in this jackpot game is "1500" (see image P33), and if the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 11(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P36). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P36) is displayed so that it has a higher display priority than the display during the jackpot game.
[0122] Next, when the jackpot game ends with the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P36) still displayed, the jackpot game shown in FIG. 11 enters a probability variable state after the jackpot game, so as shown in FIG. 11(c), the LCD display device 41 displays "Probability variable mode continues!" (display of expected game value acquisition) (see image P37) in the center of the screen instead of the display indicating the round of the jackpot game (see image P34). However, since the suppression device (saving function) is activated when the jackpot game ends, the message "Probability variable mode continues!" (see image P36) is displayed with a higher priority than the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P37) to make it easier for the player to recognize that they will no longer be able to play in the probability variable state after the jackpot game. In other words, in order to make it easier for players to recognize that they will not be able to play in the special mode after hitting the jackpot, the visibility of the message "Special mode continues!" (see image P37) is intentionally made poor.
[0123] Thus, when the jackpot game ends in this manner, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits to the VDP 803 a command list for an image (video) that will cause the LCD display device 41 to display a game stop command. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, causing the LCD display device 41 to display, as shown in FIG. 11(d), "The saving function has been activated. Today's game will end" (see image P38). At this time, as shown in FIG. 11(d), the LCD display device 41 displays the number of balls won by the player, "Total 21500" (see image P32), and "1500 / 1500" (see image P33).
[0124] Therefore, even if the player enters the probability variable state after winning a jackpot, he or she will not be able to play in the probability variable state. That is, as shown in FIG. 11(a), the message "1000-1 remaining until the saving function is activated" (see image P35) is displayed, so the player knows that the maximum number of balls remaining until the suppression device (saving function) is activated is 1000. Furthermore, as shown in FIG. 11(a), the message "150 / 1500" (see image P33) is displayed, so the player knows that he or she can win 1500 balls with this jackpot. Therefore, as shown in FIG. 11(a), since "150" of "1500" has been won, the player knows that he or she can win 1350 balls with this jackpot. Furthermore, since this value exceeds the maximum of 1000 balls, the player knows that the suppression device (saving function) will be activated once the jackpot ends. Therefore, by doing this, the player can easily understand that he can only acquire the balls that come out in the current big win game, and the player can understand that he cannot play in the big win state even if the big win state occurs after the big win game.
[0125] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.
[0126] <Explanation of the suppression device (saving function) when a consecutive hold effect occurs> Next, we will explain what happens when the suppression device (saving function) is activated in a game where there is a start-up reserved ball (first start-up reserved ball or second start-up reserved ball) that will result in a jackpot, and after the jackpot game, a consecutive reserved effect occurs that will result in a jackpot when the start-up reserved ball is consumed.
[0127] As shown in FIG. 12(a), the LCD display 41 displays a character (see image P40) saying "GET RETAINS!" (indicating the expected game value acquisition), and also displays the small text "RIGHT HIT" (see image P41) in the upper right corner of the screen, encouraging the player to "HIT RIGHT" (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 12(a), the LCD display 41 displays the number of balls won by the player (see image P42) in the lower right corner of the screen, with "150 / 1500" (see image P43) displayed above it. Furthermore, as shown in FIG. 12(a), the LCD display 41 displays "Round 1" (see image P44) in the upper left corner of the screen, indicating the round of the jackpot game, and displays "V" (see image P45) in the center right corner of the screen. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P46), as shown in FIG. 12(a). Note that the denominator "1,500" in "150 / 1,500" represents the expected number of balls to be won in the current jackpot, and the numerator "150" represents the number of balls actually won out of the "1,500."
[0128] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P42) as shown in Figure 12(b), the expected number of balls to be won in this jackpot game is "1500" (see image P43), and the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 12(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P47). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P47) is displayed so that it has a higher display priority than the display during the jackpot game.
[0129] Next, when the jackpot game ends with the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P47) still displayed, in the jackpot game shown in Figure 12, as shown in Figure 12(c), the LCD display device 41 displays "Probability mode continues!" (a display of the expected game value acquisition) (see image P48) in rainbow-colored letters in place of the display indicating the round of the jackpot game (see image P44) in the center of the screen because a consecutive hold effect is occurring. However, since the suppression device (saving function) is activated when the jackpot game ends, the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P47) is displayed with a higher priority than the message "Probability mode continues!" (see image P48) to make it easier for the player to recognize that they will not be able to win another jackpot game after the jackpot game. In other words, in order to make it easier for the player to recognize that he or she cannot win another jackpot game after winning the jackpot game, the visibility of the message "Probable jackpot mode continues!" (see image P48) is intentionally made poor.
[0130] Thus, when the jackpot game ends in this manner, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits to the VDP 803 a command list for an image (video) that will cause the LCD display device 41 to display a game stop command. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, causing the LCD display device 41 to display, as shown in FIG. 12(d), "The saving function has been activated. Today's game will end" (see image P49). At this time, as shown in FIG. 12(d), the LCD display device 41 displays the player's winnings, "Total 21500" (see image P42), and "1500 / 1500" (see image P43).
[0131] Therefore, even if the reserved consecutive win effect occurs, the player knows that he or she will not be able to win another jackpot after the jackpot. That is, as shown in FIG. 12(a), the message "1000-1 remaining until the saving function is activated" (see image P46) is displayed, so the player knows that the maximum number of wins until the suppression device (saving function) will be activated is 1000. Furthermore, as shown in FIG. 12(a), the message "150 / 1500" (see image P43) is displayed, so the player knows that he or she can win 1500 with this jackpot. Therefore, as shown in FIG. 12(a), since "150" of "1500" has been won, the player knows that he or she can win 1350 with this jackpot. Furthermore, since this value exceeds the maximum of 1000, the player knows that the suppression device (saving function) will be activated once the jackpot ends. Therefore, by doing this, the player can easily understand that he can only get the balls that come out in the current big win game, so the player can understand that he cannot get another big win game after the big win game even if the reserved consecutive performance occurs.
[0132] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.
[0133] In this embodiment, as shown in Figures 9(c) and 10(d), when the LCD display 41 displays the message "You are hitting a jackpot. Please continue playing. The saving function will be activated after the jackpot ends.", the expected number of balls to be acquired differs from the actual number of winning balls. Therefore, the LCD display 41 does not display (delete or hide) the balls acquired by the player (see image P16) and "1500 / 3000" (see image P17). On the other hand, as shown in Figures 11(d) and 12(d), when the expected number of balls to be acquired and the actual number of winning balls are the same, the LCD display 41 displays the balls acquired by the player (see images P32 and P42) and "1500 / 1500" (see images P33 and P43) when the LCD display 41 displays the message "You are hitting a jackpot. Please continue playing. The saving function will be activated after the jackpot ends." This prevents unnecessary misunderstandings from occurring to beginner players. However, in the cases of Figures 9(c) and 10(d), the display may be made as shown in Figures 11(d) and 12(d). Also, in the cases of Figures 11(d) and 12(d), the display may not be made as shown in Figures 9(c) and 10(d).
[0134] On the other hand, in the case of an enclosed pachinko machine (controlled gaming machine) in which enclosed gaming balls are circulated internally, the balls held by the player and managed by the gaming machine are displayed using a display device (not shown) such as multiple 7-segment LEDs on the front operation panel 7 shown in Figure 1. Therefore, even if the suppression device (saving function) is activated and the number of winning balls is not displayed on the LCD display device 41, the player can still check the balls held, including the balls won during a jackpot.
[0135] <Explanation of the error message displayed when the suppression device (saving function) is activated> Next, the error display when the suppression device (saving function) is activated will be described.
[0136] As shown in Figure 13(a), when displayed on the liquid crystal display device 41, the error display layer L2 is higher, i.e., has a higher priority, than the normal game screen layer L1, and furthermore, the suppression device (saving function) operation display layer L3 has a higher priority than the error display layer L2.
[0137] Therefore, when the cheating detection board 55 shown in FIG. 3 detects a cheating act by a player, the content of the error is displayed on the liquid crystal display device 41, as shown in FIGS. 13(b-1) and (b-2). Specifically, as shown in FIG. 13(b-1), a character saying "Good job!" (see image P14) is displayed on layer L1 of the normal game screen, and the words "Right Hit" (see image P15) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). Furthermore, as shown in FIG. 13(b-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), on the bottom right side of the screen, and displays "150 / 3000" (see image P17) above it. Furthermore, as shown in FIG. 13(b-1), the words "HYPER BONUS!" (see image P18) are drawn on the upper left side of the screen. At this time, when, for example, magnetism is detected on the fraud detection board 55 shown in FIG. 3, an error display layer L2 on which "Magnetic field has been detected" (see image P50) is drawn is superimposed from above, as shown in FIG. 13(b-1). As a result, as shown in FIG. 13(b-2), the display of "Magnetic field has been detected" (see image P50) is displayed on the liquid crystal display device 41 with a higher display priority.
[0138] Therefore, in such a case, when the suppression device (saving function) is activated, layer L3 of the suppression device (saving function) activation display, which displays "The saving function has been activated. Today's game will end" (see image P51), is superimposed on top, as shown in Figure 13(c-1). At this time, layer L3 of the suppression device (saving function) activation display is displayed on the entire screen of the liquid crystal display device 41, so that, as shown in Figure 13(c-2), only "The saving function has been activated. Today's game will end" (see image P51) is displayed on the liquid crystal display device 41, and the error display "Magnetic field detected" (see image P50) shown in Figure 13(c-1) is not visible.
[0139] However, certain errors such as magnetism being detected need to be recognized by the hall even if the suppression device (saving function) is activated, so it is desirable to continue displaying them on the LCD display device 41.
[0140] Therefore, in this embodiment, when a specific error such as "Magnetic field detected" occurs and the suppression device (saving function) is activated, the following processing is performed. That is, as shown in FIG. 14(a-1), when a specific error occurs, "Magnetic field detected" (see image P50) is not displayed on the error display layer L2, but "Saving function activated. Today's game will end" (see image P51) and "Magnetic field detected" (see image P50) are displayed on the suppression device (saving function) activation display layer L3. As a result, as shown in FIG. 14(b), the LCD display device 41 displays "Saving function activated. Today's game will end" (see image P51) and also displays the error message "Magnetic field detected" (see image P50).
[0141] On the other hand, as shown in Figure 14(a-2), when a specific error occurs, a new error display layer L4 with a higher priority than the suppression device (saving function) operation display layer L3 may be provided, and the error display layer L4 may display "Magnetic field detected" (see image P50). As a result, as shown in Figure 14(b), the LCD display device 41 will display "Saving function has been activated. Today's game will end" (see image P51) along with the error display "Magnetic field detected" (see image P50).
[0142] Therefore, in this way, a specific error such as magnetism has been detected can continue to be displayed on the liquid crystal display device 41 even if the suppression device (saving function) is activated.
[0143] Specific errors include an error that occurs when magnetism is detected by the magnetic sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Magnetic field has been detected"), an error that occurs when radio waves are detected by the radio wave sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Radio waves have been detected"), an error that occurs when vibrations are detected by the vibration sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Vibration has been detected"), an error that occurs when vibrations are detected by the front frame 3 or glass shown in FIG. 1, and Examples of such errors include an error that occurs when it is detected that the game door frame 5 has been opened (the LCD display device 41 displays "Door is open"), an error that occurs when there is an excessive number of wins (more than a specified number of wins per unit time, such as detecting 10 balls in one second) in the large prize winning port (not shown) or the special pattern 2 starting port 45a (the LCD display device 41 displays "Anomalous winning has been detected"), and a ball removal error that instructs the player to remove the balls when the number of game balls stored in the upper tray 8 and / or lower tray 9 exceeds a certain amount (the LCD display device 41 displays "Please remove the balls").
[0144] On the other hand, examples of errors other than specific errors include an error when a firing direction of the game ball is detected that does not correspond to the current game state (right hit / left hit warning notification), and an error when a broken wire is detected in the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a1 (see Figure 3), the normal pattern start port switch 48a (see Figure 3), the upper right general prize port switch 49a1 (see Figure 3), the upper left general prize port switch 49b1 (see Figure 3), the middle left general prize port switch 49c1 (see Figure 3), the lower left general prize port switch 49d1 (see Figure 3), the outlet switch 50a (see Figure 3), or the large prize port switch 46c (see Figure 3) (broken wire detection error).
[0145] However, if an error other than such a specific error occurs, the above-described processing shown in FIGS. 14(a-1) and 14(a-2) is not performed.
[0146] On the other hand, in sealed-type pachinko machines (controlled gaming machines) in which enclosed game balls are circulated internally, the player's balls, managed by the gaming machine, are transmitted to a dedicated unit outside the gaming machine, and the ball information is counted on a card. Therefore, since forgetting to remove a counted card would result in a significant loss for the player, the display of a forgotten card is information that must be communicated to the player. Therefore, in this embodiment, as shown in Figure 14(c), the LCD display 41 displays "Counting complete. Please be careful not to forget to remove your card" (see image P52), which has a higher priority than the display of "Saving function activated. Today's game is over" (see image P51), which indicates that the suppression device (saving function) has been activated. This ensures that the player is alerted to not forget to remove their card.
[0147] 14(a-1) and 14(a-2) show an example in which, when the suppression device (saving function) is activated, a character saying "You did it!" (see image P14) and a small "Hit right" (see image P15) in the upper right corner of the screen are drawn on layer L1 of the normal game screen, encouraging the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). However, this is not limiting, and since the activation of the suppression device (saving function) makes the normal game screen difficult to see, it is also possible not to draw these images on layer L1. In this way, the control load when the suppression device (saving function) is activated can be reduced.
[0148] <Explanation of how the start-up reserved ball is handled when the suppression device (saving function) is activated after a jackpot game> Next, we will explain how to handle the starting reserved ball when the suppression device (saving function) is activated after a jackpot game.
[0149] If the difference in balls reaches 95,000 during a jackpot game, the same processing is performed as before the difference in balls reached 95,000. In other words, even if the suppression device (saving function) is activated after a jackpot game, the prize balls resulting from game balls entering the special symbol 1 start slot 44 and the special symbol 2 start slot 45a shown in Figure 2 will be paid out. Therefore, the random number update processing by the random number circuit, the random number acquisition processing, and the update of the start reserved ball count are all performed the same as before the difference in balls reached 95,000. This eliminates the need to separate processing for when the difference in balls reaches 95,000 during a jackpot game and when it does not, thereby reducing the processing burden.
[0150] On the other hand, when the suppression device (saving function) is activated after a jackpot game, the change to the winning start reserved ball is not executed, and the display of the number of start reserved balls is also hidden. This allows the player to recognize that the reserved change has been invalidated.
[0151] As explained above, the display of the number of start-up reserved balls is displayed on the segment display device 53a shown in FIG. 15, which is controlled by the main control board 60 (main control CPU 600a). In addition, as shown in FIG. 15, a start-up reserved ball number display device 56 can be provided on the right side of the LCD display device 41. As shown in FIG. 15, this start-up reserved ball number display device 56 is provided with four round LED lamps 56a. By combining the lighting and blinking of two round LED lamps 56a (two round LED lamps 56a are lit in FIG. 15(a)), the number of start-up reserved balls corresponding to special symbols 1 and 2 is displayed. Also, as shown in FIG. 15, the start-up reserved ball display device 56 is provided with a star-shaped LED lamp 56b, which, when lit, indicates a jackpot (FIG. 15(a) shows an example in which it is lit). This start-up reserved ball display device 56 is controlled by the sub-control board 80 (sub-control CPU 800a).
[0152] Therefore, as shown in Fig. 15(a), the LCD display 41 displays "You are hitting the jackpot, please continue playing. The saving function will be activated after the win ends" (see image P36), and then, as shown in Fig. 15(b), the LCD display 41 displays "The saving function has been activated. Today's game will end" (see image P38), and when the suppression device (saving function) is activated, all LED lamps (round LED lamp 56a, star-shaped LED lamp 56b) of the start-hold ball display device 56 are turned off, as shown in Fig. 15(b). At the same time, the segment display device 53a shown in Fig. 15 is also turned off.
[0153] While this embodiment illustrates an example in which both the start-hold ball display device 56 and the segment display device 53a are turned off, this is not a limitation, and only one of them may be turned off. Furthermore, while this embodiment illustrates an example in which only the segment display device 53a is turned off, this is not a limitation, and the special symbol display device 51, the normal symbol display device 52, the round lamp 53b, and the right-hit notification lamp 53c may all be turned off in conjunction with the turning off of the segment display device 53a. Furthermore, since the random number update process by the random number circuit is executed by a hardware random number circuit built into the main control CPU 600a shown in FIG. 3, stopping the update process may lead the main control CPU 600a to determine that the random number circuit is in an error state. Therefore, the random number update process by the random number circuit may be continued without being stopped even after the suppression device (saving function) is activated.
[0154] <Explanation about what happens if the suppression device (saving function) activation command is missed> Next, a case where the suppression device (saving function) activation command is missed will be described.
[0155] For example, assume that a game such as that shown in FIG. 16 is being played. In other words, the game shown in FIG. 16 shows a game in which an ending game is played after a jackpot (during a round), followed by a variable game, resulting in a loss, the symbol is confirmed, and since there are no balls reserved for starting, the game enters a waiting state. If the suppression device (saving function) is not activated at this time, as shown in FIG. 16, at timing T1 during the jackpot (during a round) game, the main control board 60 (main control CPU 600a) sends an ending display command (presentation control command DI_CMD) to the sub-control board 80, which triggers an ending display such as "RUSH entry" after the end of the round game. As a result, an ending game is played after the jackpot (during a round) game, as shown in FIG. 16.
[0156] Next, if the suppression device (saving function) is not activated, as shown in Fig. 16, at timing T2 during the ending game, the main control board 60 (main control CPU 600a) sends a variation pattern command (presentation control command DI_CMD) for specifying the variation content and a design specification command (presentation control command DI_CMD) for specifying the type of loss or jackpot to the sub-control board 80. As a result, as shown in Fig. 16, a variation game is played after the ending game.
[0157] Next, if the suppression device (saving function) is not activated, as shown in Figure 16, at timing T3 during the variable game, the main control board 60 (main control CPU 600a) sends a symbol determination display command (presentation control command DI_CMD) to the sub-control board 80 to stop the decorative symbol when the variable time ends. As a result, as shown in Figure 16, the symbol is determined after the variable game.
[0158] Next, if the suppression device (saving function) is not activated and there are no start-up reserved balls (reserved), at timing T4 shown in Fig. 16, the main control board 60 (main control CPU 600a) sends a customer waiting demo command (presentation control command DI_CMD) to the sub-control board 80, which triggers the start of the customer waiting demo presentation. As a result, as shown in Fig. 16, the game enters a waiting-for-customer gaming state.
[0159] Incidentally, when playing a game as shown in Figure 16, the timing at which a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80 can be considered as cases (10) to (13) as shown in Figure 16.
[0160] That is, in the case of (10), during the jackpot game shown in Fig. 16, the difference in balls exceeds 95,000, causing the suppression device (saving function) to operate, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80 after the ending game. At this time, if the sub-control CPU 800a is unable to receive (misses) the game stop command (presentation control command DI_CMD) sent from the main control board 60 (main control CPU 600a) due to a disconnection or noise in the command harness, the ending display displayed on the liquid crystal display device 41 will remain as it is. That is, because the suppression device (saving function) is activated, at timing T2 during a jackpot (during a round) game shown in Fig. 16, the main control board 60 (main control CPU 600a) does not transmit a variation pattern command (presentation control command DI_CMD) for specifying the variation content and a symbol designation command (presentation control command DI_CMD) for specifying the type of loss or jackpot to the sub-control board 80. Therefore, the ending display displayed on the liquid crystal display device 41 remains unchanged.
[0161] In the case of (11), during the variable game shown in FIG. 16, the difference balls exceed 95,000, the suppression device (saving function) is activated, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80. In this case, if the sub-control CPU 800a cannot receive the game stop command (presentation control command DI_CMD) sent from the main control board 60 (main control CPU 600a) due to a disconnection or noise in the command harness (if it is missed), the symbol fluctuation displayed on the LCD display device 41 will continue, but will enter a stopped state after the fluctuation time has elapsed. This stopped state of the symbol may occur when the decorative symbol sways (displaying a small up-and-down movement) or when the decorative symbol remains stopped without swaying. Thus, because the suppression device (saving function) is activated, at timing T3 shown in Fig. 16, the main control board 60 (main control CPU 600a) does not send a symbol confirmation display command (performance control command DI_CMD) to the sub-control board 80 to stop the decorative symbol when the variable time ends. Therefore, the decorative symbol displayed on the liquid crystal display device 41 enters a symbol stop state, and the resident symbol displayed on the liquid crystal display device 41 remains displayed as being variable.
[0162] In the case of (12), during the symbol confirmation display time shown in Fig. 16, the difference balls exceed 95,000, causing the suppression device (saving function) to operate, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80. At this time, if the sub-control CPU 800a is unable to receive (misses) the game stop command (presentation control command DI_CMD) sent from the main control board 60 (main control CPU 600a) due to a disconnection or noise in the command harness, the decorative symbol and resident symbol displayed on the liquid crystal display device 41 will stop, but the customer waiting demo effect will not start, and the symbol display will remain in a stopped state. That is, because the suppression device (saving function) is activated, at timing T4 shown in Fig. 16, the main control board 60 (main control CPU 600a) does not send the customer waiting demo command (performance control command DI_CMD) that triggers the start of the customer waiting demo performance to the sub-control board 80. As a result, the decorative symbols and resident symbols displayed on the liquid crystal display device 41 remain in a stopped symbol state, and the customer waiting demo performance does not start.
[0163] In the case of (13), during the game state of waiting for customers shown in Fig. 16, the difference in balls exceeds 95,000, causing the suppression device (saving function) to operate, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80. At this time, if the sub-control CPU 800a is unable to receive (misses) the game stop command (presentation control command DI_CMD) sent from the main control board 60 (main control CPU 600a) due to a disconnection or noise in the command harness, the customer waiting demo state displayed on the liquid crystal display device 41 continues, and a customer waiting demo presentation such as a demo movie is displayed. That is, although the suppression device (saving function) is operating, at timing T4 shown in Fig. 16, the main control board 60 (main control CPU 600a) sends a customer waiting demo command (performance control command DI_CMD) that triggers the start of the customer waiting demo performance to the sub-control board 80. Therefore, the customer waiting demo state displayed on the liquid crystal display device 41 continues, and a customer waiting demo performance display such as a demo movie is executed.
[0164] For the above reasons, among (10) to (13), the screen display will not change unless the suppression device (saving function) is activated while waiting for customers. However, this does not include cases where the volume or brightness is changed by the player or when the player customizes the display by operation.
[0165] Next, the above-mentioned items (10) to (13) will be explained in more detail.
[0166] <Explanation for case (10)> We will explain the case where, during a jackpot game, the difference in balls exceeds 95,000, causing the suppression device (saving function) to activate, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80 after the ending game.
[0167] First, a case where the game stop command (presentation control command DI_CMD) is normally received by the sub-control CPU 800a will be described.
[0168] As shown in FIG. 17(a-1), the liquid crystal display device 41 displays a character saying "RUSHGET!" (see image P60), and also displays the words "Right Hit" (see image P61) in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 17(a-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P62), at the bottom right of the screen, and above that, "150 / 1500" (see image P63) is displayed. Furthermore, as shown in FIG. 17(a-1), the liquid crystal display device 41 displays "Round 1" (see image P64), indicating the round of the jackpot game, at the top left corner of the screen. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) to the sub-control board 80 according to its activation status. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, causing the LCD display 41 to display the message "1,000 to 1 balls remaining until the saving function is activated" (see image P65), as shown in FIG. 17(a-1). Note that the denominator "1,500" in "150 / 1,500" represents the expected number of balls to be won in the current jackpot, and the numerator "150" represents the number of balls actually won out of the "1,500."
[0169] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P62) as shown in Fig. 17(a-2), the expected number of balls to be won in this jackpot game is "1500" (see image P63), and the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message, as shown in FIG. 17(a-2), saying, "You're hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P66). At this time, to let the player know that the saving function is being activated, the message "You're hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P66) is displayed with a higher priority than the display during the jackpot game. At this time, the message indicating the round of the jackpot game, displayed in the upper left corner of the screen of the liquid crystal display device 41, reads "Round 10" (see image P64).
[0170] Next, at time T1 shown in FIG. 16, the main control board 60 (main control CPU 600a) transmits to the sub-control board 80 an ending display command (presentation control command DI_CMD) that triggers an ending display such as "RUSH Enter" after the end of a round of play. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to images (video) that cause the ending display to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the display shown in FIG. 17(a-3) is displayed on the liquid crystal display device 41. Specifically, instead of the display indicating the round of jackpot play (see images P60 and P64) shown in FIG. 17(a-2), an ending display saying "RUSH Continues!" (see image P67) is displayed in the center of the screen, as shown in FIG. 17(a-3). However, when the jackpot game ends (the ending display ends), a suppression device (saving function) is activated, so in order to make it easier for the player to recognize that they will not be able to win another jackpot game after the jackpot game, the display "Please continue playing during the jackpot game. The saving function will be activated after the jackpot game ends" (see image P66) is displayed with a higher priority than the display "RUSH Continue!" (see image P67). In other words, the visibility of the "RUSH Continue!" (see image P67) display is intentionally made poor in order to make it easier for the player to recognize that they will not be able to win another jackpot game after the jackpot game.
[0171] Thus, when the jackpot game ends (ending display ends), the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P68), as shown in FIG. 17(a-4).
[0172] Next, a case where the game stop command (presentation control command DI_CMD) cannot be normally received by the sub-control CPU 800a (missed reception) will be described.
[0173] Figures 17(b-1) to (b-3) are exactly the same as Figures 17(a-1) to (a-3), so the same reference numerals are used in the drawings and the explanation will be omitted.
[0174] Here, when the jackpot game shown in FIG. 17(b-3) ends (the ending display ends), the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80. At this time, if the sub-control CPU 800a fails to receive the game stop command (presentation control command DI_CMD) (if it misses it), the message "The saving function has been activated. Today's game will end" (see image P68) as shown in FIG. 17(a-4) will not be displayed, and the same ending display as in FIG. 17(b-3) will continue to be displayed on the LCD display device 41 as shown in FIG. 17(b-4). However, the main control board 60 (main control CPU 600a) remains in a game stop state.
[0175] Furthermore, at this time, the components other than the liquid crystal display device 41 are as follows.
[0176] That is, as shown in FIG. 18, when the start-reserved ball count display device 56 controlled by the sub-control board 80 (sub-control CPU 800a) is provided on the right side of the LCD display device 41, if the sub-control CPU 800a successfully receives a game stop command (presentation control command DI_CMD), the LEDs turn off or indicate a game stop state (for example, the frame lamp lights up in red). However, if the game stop command (presentation control command DI_CMD) is not successfully received (if a win is missed), the four round LED lamps 56a do not turn off and continue to display the current start-reserved ball count (in FIG. 18, the two round LED lamps 56a are lit and flashing, indicating that four start-reserved balls are reserved for each of the special symbols 1 and 2). Also, as shown in FIG. 18, the star-shaped LED lamp 56b remains lit, continuing to display the jackpot. Note that if a win is missed, the star-shaped LED lamp 56b turns off.
[0177] On the other hand, the display of the segment display device 53a shown in Fig. 18, which is controlled by the main control board 60 (main control CPU 600a) and relates to the number of balls reserved for starting and the jackpot symbol, is turned off because the main control CPU 600a is in a game stop state. Furthermore, the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right hit notification lamp 53c shown in Fig. 18, which are controlled by the main control board 60 (main control CPU 600a), are all turned off.
[0178] Therefore, when comparing the start pending ball count display device 56 controlled by the sub-control board 80 (sub-control CPU 800a) with the segment display device 53a controlled by the main control board 60 (main control CPU 600a), it is found that the round LED lamp 56a of the start pending ball count display device 56 is lit or flashing, or the star-shaped LED lamp 56b is lit, but the display on the segment display device 53a is off (the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right-hit notification lamp 53c shown in Figure 18 are all off), creating a contradictory state. Therefore, the player or hall staff can determine that the suppression device (saving function) is operating but is not being properly notified.
[0179] On the other hand, because the sub-control CPU 800a fails to properly receive (misses) the game stop command (effect control command DI_CMD), the decorative lamps LA arranged on the game board 4 shown in FIG. 18 continue to produce the lamp effect corresponding to the ending display displayed on the LCD display device 41 shown in FIG. 18 (the lamp effect is looping, or remains unchanged from being on or off). In other words, if the lamp effect is looping, the lamp effect continues to be produced. If the lamp effect is not looping, after a series of lamp effects are produced, the lamp effect that was being produced so far or a new lamp effect is not produced. Therefore, even in this state, a player or hall staff member can determine that the suppression device (saving function) is operating but is not being properly notified.
[0180] Furthermore, if background music is being played in a loop from the speaker 17 (see FIG. 1), the sound LSI 801 (see FIG. 3) continues loop playback. If loop playback is not being performed, once a series of background music has finished playing, the sound is muted, meaning that the previously played background music or any other background music will not be played again.
[0181] <Explanation for case (11)> Next, we will explain what happens when, during variable play, the difference in balls exceeds 95,000, the suppression device (saving function) is activated, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80.
[0182] First, a case where the game stop command (presentation control command DI_CMD) is normally received by the sub-control CPU 800a will be described.
[0183] As shown in FIG. 19(a-1), the liquid crystal display device 41 displays a character (see image P60) and a text image (see image P67) that reads "RUSH Continue!". Furthermore, in the upper right corner of the screen, a small "Right Hit" (see image P61) message is displayed, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 19(a-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 21500" (see image P62), in the lower right corner of the screen, and above that, "1500 / 1500" (see image P63) is displayed. Furthermore, as shown in FIG. 19(a-1), the word "V" (see image P70) is displayed in the center right corner of the screen. Furthermore, as shown in Figure 19(a-1), the LCD display device 41 displays the message "1000 to 1 balls remaining until the saving function is activated" (see image P71), indicating that the difference in balls has already exceeded 94,000.
[0184] Next, the game shifts to the RUSH game mode, and as shown in Figure 19(a-2), a decorative symbol with the same number (see image P72, "777" in the figure) indicating a jackpot is displayed, and further, a permanent symbol with the same number (see image P73, "777" in the figure) is displayed. At this time, the word "RUSH" (see image P74) is displayed in small letters at the top left corner of the screen, indicating that the game is in the RUSH game mode.
[0185] Next, at timing T2 shown in FIG. 16, the main control board 60 (main control CPU 600a) transmits to the sub-control board 80 a variation pattern command (presentation control command DI_CMD) for specifying the variation content and a symbol designation command (presentation control command DI_CMD) for specifying the type of loss or jackpot. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to images (video) that cause the liquid crystal display device 41 to display a display that varies the symbols. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays what is shown in FIG. 19(a-3). Specifically, as shown in FIG. 19(a-3), a video of a decorative symbol (see image P72) varying at high speed is displayed, and a video of a resident symbol (upper resident symbol, middle resident symbol, lower resident symbol) (see image P73) varying at high speed is displayed. As shown in Figure 19(a-3), a fluctuation icon (see image P75a) indicating that the ball is currently fluctuating is displayed in the lower left corner of the screen of the liquid crystal display device 41, and to the right of this, a reserve image (see image P75b) indicating that two second start reserve balls are reserved is displayed.
[0186] Thus, at this time, when the number of balls exceeds 95,000, the suppression device (saving function) is activated, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display the game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P76), as shown in Figure 19(a-4).
[0187] Next, a case where the game stop command (presentation control command DI_CMD) cannot be normally received by the sub-control CPU 800a (missed reception) will be described.
[0188] Figures 19(b-1) to (b-3) are exactly the same as Figures 19(a-1) to (a-3), so the same reference numerals are used in the drawings and the explanation will be omitted.
[0189] Here, when the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80 during the pattern change as shown in Figure 19 (b-3), if the sub-control CPU 800a fails to receive (misses) the game stop command (presentation control command DI_CMD), the message "The saving function has been activated. Today's game will end" (see image P76) as shown in Figure 19 (a-4) will not be displayed, and after the change time has passed, as shown in Figure 19 (b-4), the LCD display device 41 will display the decorative pattern (see image P72, "341" is shown as an example) in a swaying or stopped state, i.e., in a stopped state, and the image of the resident pattern (see image P73) changing at high speed will continue to be displayed, and the change icon (see image P75a) indicating that the pattern is currently changing will continue to be displayed. That is, the decorative symbols are displayed in a stopped state in a state that suggests a winning or losing result for the symbol fluctuation (a state that suggests a losing result after the fluctuation time has elapsed when a losing fluctuation pattern command and a symbol designation command specifying the type of losing are sent at timing T2 in the illustration). This is because the main control board 60 (main control CPU 600a) is in a game-stop state, and therefore, at timing T3 shown in FIG. 16, the main control board 60 (main control CPU 600a) does not send a symbol determination display command (presentation control command DI_CMD) to the sub-control board 80 to stop the decorative symbols when the fluctuation time ends. Also, when a jackpot fluctuation pattern command and a symbol designation command specifying the type of jackpot are sent at timing T2, the decorative symbols of the same numbers indicating a jackpot (see image P72, in the illustration, "777") are displayed in a swaying or stopped state, i.e., stopped state, as shown in FIG. 19(a-2), and an image of the resident symbols (see image P73) rapidly fluctuating is continuously displayed.
[0190] Furthermore, at this time, the components other than the liquid crystal display device 41 are as follows.
[0191] That is, as shown in FIG. 20, when the start reserved ball count display device 56 controlled by the sub-control board 80 (sub-control CPU 800a) is provided on the right side of the LCD display device 41, if the sub-control CPU 800a successfully receives the game stop command (presentation control command DI_CMD), the LEDs will be turned off. However, if the game stop command (presentation control command DI_CMD) is not successfully received (missed), the four round LED lamps 56a will not turn off and will continue to display the current start reserved ball count. (In FIG. 20, the two round LED lamps 56a are lit and flashing, indicating that four start reserved balls are reserved for each of the special symbols 1 and 2. The top two of the round LED lamps 56a are lit to indicate that two balls are reserved for the special symbol 2.) Also, as shown in FIG. 20, the star-shaped LED lamp 56b flashes to indicate that the number is changing. In this embodiment, only one star-shaped LED lamp 56b is illustrated, but a diamond-shaped LED lamp (not shown) may be provided to indicate whether the special symbol 1 or 2 is changing. For example, the star-shaped LED lamp 56b is for the special symbol 2, and when it flashes, it indicates that the special symbol 2 is changing, and the diamond-shaped LED lamp (not shown) is for the special symbol 1, and when it flashes, it indicates that the special symbol 1 is changing.
[0192] On the other hand, the display of the segment display device 53a shown in Fig. 20, which is controlled by the main control board 60 (main control CPU 600a) and relates to the number of balls reserved for starting and the jackpot symbol, is turned off because the main control CPU 600a is in a game stop state. Furthermore, the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right hit notification lamp 53c shown in Fig. 20, which are controlled by the main control board 60 (main control CPU 600a), are all turned off.
[0193] Therefore, when comparing the start pending ball count display device 56 controlled by the sub-control board 80 (sub-control CPU 800a) with the segment display device 53a controlled by the main control board 60 (main control CPU 600a), it is found that the round LED lamp 56a of the start pending ball count display device 56 is lit or flashing, or the star-shaped LED lamp 56b is lit, but the display on the segment display device 53a is off (the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right-hit notification lamp 53c shown in Figure 20 are all off), creating a contradictory state. Therefore, the player or hall staff can determine that the suppression device (saving function) is operating but is not being properly notified.
[0194] On the other hand, because the sub-control CPU 800a fails to properly receive (misses) the game stop command (effect control command DI_CMD), the decorative lamps LA arranged on the game board 4 shown in FIG. 20 continue to produce the lamp effects corresponding to the variable display displayed on the LCD display device 41 shown in FIG. 20 (the lamp effects are looping or remain unchanged from being on or off). In other words, if the lamp effects are looping, the lamp effects continue to be produced as they are. If the lamp effects are not looping, after a series of lamp effects are produced, the lamp effects remain on or off, and the previously produced lamp effects or other lamp effects are not newly produced. Therefore, even in this state, a player or hall staff member can determine that the suppression device (saving function) is operating but is not being properly notified.
[0195] Furthermore, if background music is being played in a loop from the speaker 17 (see FIG. 1), the sound LSI 801 (see FIG. 3) continues loop playback. If loop playback is not being performed, once a series of background music has finished playing, the sound is muted, meaning that the previously played background music or any other background music will not be played again.
[0196] <Explanation for case (12)> Next, we will explain what happens when the difference in balls exceeds 95,000 during the pattern confirmation display time, the suppression device (saving function) is activated, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80.
[0197] As shown in Figure 21 (a-1), the liquid crystal display device 41 displays an image of a decorative pattern (see image P72) fluctuating at high speed, as well as an image of resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P73) fluctuating at high speed, and the words "Right Hit" (see image P61) are displayed in small letters at the top right corner of the screen to encourage the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). Then, as shown in Figure 21 (a-1), a fluctuation icon (see image P75a) indicating that a fluctuation is currently occurring is displayed in the bottom left corner of the screen of the liquid crystal display device 41, and to the right of that, a reserved image (see image P75b) indicating that two second start reserved balls are reserved is displayed. 21(a-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 21500" (see image P62), at the bottom right of the screen, and displays "RUSH" (see image P74), indicating that the game is in RUSH mode, at the top left corner of the screen. Furthermore, as shown in FIG. 21(a-1), the liquid crystal display device 41 displays "1000-1 balls remaining until the saving function is activated" (see image P80), indicating that the difference in balls has already exceeded 94000.
[0198] Next, as shown in FIG. 21(a-2), the high speed fluctuation of the decorative pattern (see image P72) stops and the decorative pattern (shown as "341" in the illustration) is displayed in a swaying or stopped state.
[0199] Next, at timing T3 shown in Fig. 16, the main control board 60 (main control CPU 600a) transmits to the sub-control board 80 a symbol confirmation display command (performance control command DI_CMD) for stopping the decorative symbol when the variable time ends. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list relating to images (video) for displaying the symbol confirmation display on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays what is shown in Fig. 21(a-3). Specifically, as shown in Fig. 21(a-3), the decorative pattern (see image P72) is displayed in a stopped state ("341" is shown as an example in the illustration), and the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P73) are displayed in a stopped state ("341" is shown as an example in the illustration). Then, as shown in Fig. 21(a-3), the variable icon (see image P75a) that was displayed in the lower left corner of the screen of the liquid crystal display device 41 is hidden.
[0200] Thus, at this time, when the number of balls exceeds 95,000, the suppression device (saving function) is activated, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display the game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P81), as shown in Figure 21(a-4).
[0201] Next, a case where the game stop command (presentation control command DI_CMD) cannot be normally received by the sub-control CPU 800a (missed reception) will be described.
[0202] Figures 21(b-1) to (b-3) are exactly the same as Figures 21(a-1) to (a-3), so the same reference numerals are used in the drawings and the explanation will be omitted.
[0203] Here, when the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80 during the symbol confirmation display time shown in Fig. 21(b-3), if the sub-control CPU 800a fails to receive the game stop command (presentation control command DI_CMD) (misses it), the message "The saving function has been activated. Today's game will end" (see image P81) as shown in Fig. 21(a-4) will not be displayed, and the same display as shown in Fig. 21(b-3) will continue to be displayed on the liquid crystal display device 41 as shown in Fig. 21(b-4). In other words, the next variation will remain in a state where it has not started. More specifically, as shown in Figure 21 (b-4), the liquid crystal display device 41 continues to display the decorative pattern (see image P72) stopped (showing "341" as an example in the figure), and also continues to display the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P73) stopped (showing "341" as an example in the figure). Then, as shown in Figure 21 (b-4), the reserved display does not shift, and remains as the reserved image (see image P75b) indicating that two second start reserved balls are reserved.
[0204] Furthermore, at this time, the components other than the liquid crystal display device 41 are as follows.
[0205] That is, as shown in FIG. 22, when the start reserved ball count display device 56 controlled by the sub-control board 80 (sub-control CPU 800a) is provided on the right side of the LCD display device 41, if the sub-control CPU 800a successfully receives the game stop command (presentation control command DI_CMD), the LEDs will be turned off. However, if the game stop command (presentation control command DI_CMD) is not successfully received (missed), the four round LED lamps 56a will not turn off and will continue to display the current start reserved ball count. (In FIG. 22, the two round LED lamps 56a are lit and flashing, indicating that four start reserved balls are reserved for each of the special symbols 1 and 2. The top two of the round LED lamps 56a are lit to indicate that two balls are reserved for the special symbol 2.) Also, as shown in FIG. 22, the star-shaped LED lamp 56b is turned off because it is a miss.
[0206] On the other hand, the display of the segment display device 53a shown in Fig. 22, which is controlled by the main control board 60 (main control CPU 600a) and relates to the number of balls reserved for starting and the jackpot symbol, is turned off because the main control CPU 600a is in a game stop state. Furthermore, the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right hit notification lamp 53c shown in Fig. 22, which are controlled by the main control board 60 (main control CPU 600a), are all turned off.
[0207] Therefore, when comparing the start pending ball count display device 56 controlled by the sub-control board 80 (sub-control CPU 800a) with the segment display device 53a controlled by the main control board 60 (main control CPU 600a), the round LED lamp 56a of the start pending ball count display device 56 is lit or flashing, or in the case of a win (which is an example of a miss in this embodiment), the star-shaped LED lamp 56b is lit. However, despite this, the display on the segment display device 53a is off (the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right-hit notification lamp 53c shown in Figure 22 are all off), creating a contradictory state. Therefore, the player or hall staff can determine that the suppression device (saving function) is operating but is not being properly notified.
[0208] On the other hand, because the sub-control CPU 800a does not receive (misses) the game stop command (effect control command DI_CMD) properly, the decorative lamps LA arranged on the game board 4 shown in Fig. 22 continue to produce lamp effects in accordance with the fluctuations (the lamp effects are looping, or they do not change from on or off), or the lamp effects are in accordance with the pattern confirmation display, and although they would normally change in accordance with the start of the next pattern fluctuation, they continue to remain unchanged. Therefore, even from this state, the player or hall staff can determine that the suppression device (saving function) is operating but is not being properly notified.
[0209] Furthermore, if background music is being played in a loop from the speaker 17 (see FIG. 1), the sound LSI 801 (see FIG. 3) continues loop playback as is, but if loop playback is not being performed, once playback of a series of background music has finished, the sound is muted, that is, the background music that has been played so far or another background music is not newly played.
[0210] <Explanation for case (13)> Next, we will explain what happens when, during a game while waiting for customers, the difference in balls exceeds 95,000, the suppression device (saving function) is activated, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80.
[0211] As shown in Fig. 23(a-1), the liquid crystal display device 41 displays decorative symbols (see image P72, in which "341" is shown as an example) that are fluctuating or stopped, and also continuously displays an image of resident symbols (see image P73) fluctuating at high speed, and displays in small letters at the top right corner of the screen the word "Hit Right" (see image P61) to encourage the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Then, as shown in Fig. 23(a-1), a fluctuation icon (see image P75a) indicating that a fluctuation is currently occurring is displayed at the bottom left corner of the screen of the liquid crystal display device 41. 23(a-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 21500" (see image P62), at the bottom right of the screen, and displays "RUSH" (see image P74), indicating that the game is in RUSH mode, at the top left corner of the screen. Furthermore, as shown in FIG. 23(a-1), the liquid crystal display device 41 displays "1000-1 balls remaining until the saving function is activated" (see image P90), indicating that the difference in balls has already exceeded 94000.
[0212] Next, as shown in Fig. 23(a-2), the decorative pattern (see image P72) is displayed in a stopped state ("341" is shown as an example in the illustration), and the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P73) are displayed in a stopped state ("341" is shown as an example in the illustration). Then, as shown in Fig. 23(a-2), the variable icon (see image P75a) that was displayed in the lower left corner of the screen of the liquid crystal display device 41 is hidden.
[0213] Next, if there are no balls reserved for starting (reserved), at timing T4 shown in FIG. 16, the main control board 60 (main control CPU 600a) sends a customer waiting demo command (performance control command DI_CMD) to the sub-control board 80, which triggers the start of the customer waiting demo performance. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to images (video) that cause the customer waiting demo performance to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, whereby the image shown in FIG. 23(a-3) is displayed on the liquid crystal display device 41. Specifically, as shown in FIG. 23(a-3), a demo movie (image P91) is displayed instead of the decorative pattern (see image P72) shown in FIG. 23(a-2). Then, as shown in FIG. 23(a-2), the number of balls won by the player, "Total 21500" (see image P62), which had been displayed in the lower right corner of the screen of the liquid crystal display device 41, is no longer displayed.
[0214] Thus, at this time, when the number of balls exceeds 95,000, the suppression device (saving function) is activated, and a game stop command (presentation control command DI_CMD) that activates the suppression device (saving function) is sent from the main control board 60 (main control CPU 600a) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display the game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P92), as shown in Figure 23(a-4).
[0215] Next, a case where the game stop command (presentation control command DI_CMD) cannot be normally received by the sub-control CPU 800a (missed reception) will be described.
[0216] Figures 23(b-1) to (b-3) are exactly the same as Figures 23(a-1) to (a-3), so the same reference numerals are used in the drawings and the explanation will be omitted.
[0217] Here, when the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80 during the game waiting state shown in Figure 23(b-3), if the sub-control CPU 800a fails to receive (misses) the game stop command (presentation control command DI_CMD), the message "The saving function has been activated. Today's game will end" (see image P92) as shown in Figure 23(a-4) will not be displayed, and instead, as shown in Figure 23(b-4), the LCD display device 41 will display the demo movie shown in Figure 23(b-3) (see image P91), that is, a demo movie indicating the end of the customer waiting demo presentation (see image P92). Although the main control board 60 (main control CPU 600a) is in a game stop state, at timing T4 shown in Figure 16, the sub-control board 80 (sub-control CPU 800a) receives a customer waiting demo command (presentation control command DI_CMD) which triggers the start of the customer waiting demo presentation, and therefore repeatedly displays the displays shown in Figures 23 (b-2) to (b-4).
[0218] Furthermore, at this time, the components other than the liquid crystal display device 41 are as follows.
[0219] That is, as shown in Figure 24, when a start pending ball count display device 56 controlled by the sub-control board 80 (sub-control CPU 800a) is provided on the right side of the liquid crystal display device 41, all four round LED lamps 56a and star-shaped LED lamps 56b are turned off.
[0220] On the other hand, the display of the segment display device 53a shown in Fig. 24, which is controlled by the main control board 60 (main control CPU 600a) and relates to the number of balls reserved for starting and the jackpot symbol, is turned off because the main control CPU 600a is in a game stop state. Furthermore, the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right hit notification lamp 53c shown in Fig. 24, which are controlled by the main control board 60 (main control CPU 600a), are all turned off.
[0221] In this case, even if the result of the fluctuation just before the customer is waiting is a loss, one of the LEDs of the special pattern display device 51, normal pattern display device 52, or segment display device 53a shown in Figure 24 will be lit (for example, the special pattern display device 51 will light up one of the seven segments to display a loss pattern in a lighting pattern indicating a loss), and since all of them are off, the player or hall staff will be able to determine that the suppression device (saving function) is operating but is not being properly notified.
[0222] Therefore, the above detailed explanations relate to (10) to (13). In the above explanation, four round LED lamps 56a and a star-shaped LED lamp 56b are used as an example of the start-up reserved ball count display device 56, but it may be configured with either the round LED lamps 56a or the star-shaped LED lamps 56b. In that case, it goes without saying that the LED lamp configured with either one of the contents will light up, go out, or flash depending on the game status.
[0223] Based on the above explanation, the following configuration allows a player or hall staff member to determine that the suppression device (saving function) is operating but has not been properly notified.
[0224] The display of the segment display device 53a shown in Fig. 24, which is controlled by the main control board 60 (main control CPU 600a) and relates to the number of balls reserved for starting and the jackpot symbol, is turned off because the main control CPU 600a is in a game stop state. Furthermore, the special symbol display device 51, normal symbol display device 52, round lamp 53b, and right hit notification lamp 53c shown in Fig. 24, which are controlled by the main control board 60 (main control CPU 600a), are all turned off.
[0225] Therefore, by doing this, all the lights will not be turned off under normal gaming conditions, so players or hall staff will be able to determine that the suppression device (saving function) is operating but is not being properly notified.
[0226] Furthermore, when the suppression device (saving function) is activated, the main control CPU 600a does not execute the switch input management process described below, so that even if a game ball that has already been released and remains on the game board 4 enters a large prize opening (not shown) or a general prize opening 49 shown in Figure 2, or even if a hall official opens the glass door frame 5 shown in Figure 1 and enters the game ball directly, no game value (prize ball) will be awarded.
[0227] Therefore, even in this case, the player or hall staff can determine that the suppression device (saving function) is operating but has not been properly notified.
[0228] In addition, since the game value (prize balls) is not awarded, the content (performance display) relating to the ratio of how many prize balls are awarded during low probability does not change. Alternatively, the seven segments of the measurement and setting display device 610 may be turned off in response to the operation of the suppression device (saving function).
[0229] Therefore, even in this case, the player or hall staff can determine that the suppression device (saving function) is operating but has not been properly notified.
[0230] Furthermore, when the suppression device (saving function) is activated, even if a game ball that has already been fired and remains on the game board 4 enters the special symbol 1 start hole 44, or the special symbol 2 start hole 45a, or the normal symbol start hole 48 shown in Figure 2, or even if a hall official opens the glass door frame 5 shown in Figure 1 and directly enters the game ball, neither the special symbol nor the normal symbol will begin to change, and the number of start-up reserved balls will not increase.
[0231] Therefore, even in this case, the player or hall staff can determine that the suppression device (saving function) is operating but has not been properly notified.
[0232] Furthermore, when the suppression device (saving function) is activated, if the power to the pachinko gaming machine 1 shown in FIG. 1 is shut off and then power is restored without pressing the RAM clear switch 620 shown in FIG. 3, the main control CPU 600a transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80 during the backup process at power-on. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a game stop. As a result, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, the liquid crystal display device 41 displays a message saying, "The saving function has been activated. Today's game will end" (see images P68, P76, P81, and P92), as shown in FIGS. 17(a-4), 19(a-4), 21(a-4), and 23(a-4).
[0233] Therefore, if a player or hall staff determines that the suppression device (saving function) is operating but may not be properly notified, they can cut off the power to the pachinko gaming machine 1 and restore power without pressing the RAM clear switch 620 shown in Figure 3, which will display the message "The saving function has been activated. Today's play will end" (see images P68, P76, P81, P92) as shown in Figures 17(a-4), 19(a-4), 21(a-4), and 23(a-4), allowing them to determine that the suppression device (saving function) is operating.
[0234] Even if the sub-control CPU 800a fails to receive (misses) the game stop command (presentation control command DI_CMD) in the above case, the main control CPU 600a performs initialization, and the program executes the main loop process and timer interrupt process, allowing error processing to be performed. Therefore, hall staff can confirm that the program is operating normally by generating certain errors, such as a magnetic sensor error or a door open error. In this case, the main control CPU 600a sends an error command (presentation control command DI_CMD) indicating an error to the sub-control board 80. If the sub-control board 80 does not issue any error notification, hall staff can determine that the sub-control CPU 800a did not properly receive the error command (presentation control command DI_CMD). This allows hall staff to infer that the suppression device (saving function) is activated, but that the game stop command (presentation control command DI_CMD) has not been received.
[0235] This will be explained in more detail with reference to FIG.
[0236] First, we will explain what happens when the power to the pachinko gaming machine 1 shown in Figure 1 is cut off and the power is restored without pressing the RAM clear switch 620 shown in Figure 3 when the suppression device (saving function) is activated.
[0237] As shown in FIG. 25(a-1), when the power to the pachinko gaming machine 1 is turned on, the liquid crystal display device 41 displays "POWER ON" (see image P100) to indicate that the power has been turned on.
[0238] Next, the main control CPU 600a performs backup processing upon power-on and transmits a backup restoration command (presentation control command DI_CMD) indicating that the backup has been restored to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display the backup restoration. The VDP 803 then generates image (video) data to display an image based on the command list. By transmitting the generated image (video) data to the LCD display device 41, the LCD display device 41 is likely to display a message such as "Power has been restored from power outage. Please resume play" (see image P101) as shown in FIG. 25(b-1). However, the main control CPU 600a immediately transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display the game stop message. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, causing the liquid crystal display device 41 to display, as shown in Figure 25(c-1), "Saving function has been activated. Today's game will end" (see image P102). In other words, the screen shown in Figure 25(b-1) is not recognized by the player, and the screen shown in Figure 25(c-1) is immediately displayed on the liquid crystal display device 41.
[0239] Next, a case where the sub-control CPU 800a fails to receive (misses) the game stop command (presentation control command DI_CMD) in the above case will be described.
[0240] As shown in FIG. 25(a-2), when the power to the pachinko gaming machine 1 is turned on, the liquid crystal display device 41 displays "POWER ON" (see image P100) to indicate that the power has been turned on.
[0241] Next, the main control CPU 600a performs backup processing at power-on and transmits a backup restoration command (presentation control command DI_CMD) indicating that the backup has been restored to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display the backup restoration. The VDP 803 then generates image (video) data to display an image based on the command list. By transmitting the generated image (video) data to the LCD display device 41, the LCD display device 41 displays the message "Power has been restored from power outage. Please resume play" (see image P101) as shown in FIG. 25(b-2). At this time, as explained above, the screen shown in FIG. 25(b-2) would not normally be visible to the player. However, since the sub-control CPU 800a has not received the game stop command (presentation control command DI_CMD), the LCD display device 41 displays "The game has recovered from the power outage. Please resume play" (see image P101) as shown in Fig. 25(b-2). Then, as shown in Fig. 25(c-1), the message "The saving function has been activated. Today's play will end" (see image P102) is not displayed, and the LCD display device 41 continues to display the same screen as Fig. 25(b-2) ("The game has recovered from the power outage. Please resume play" (see image P101)) as shown in Fig. 25(c-2). If the process is set to send a game stop command (presentation control command DI_CMD) before sending a backup return command (presentation control command DI_CMD) indicating that the backup has been restored, and the sub-control CPU 800a cannot receive the game stop command (presentation control command DI_CMD), the liquid crystal display device 41 will continue to display "POWER ON" (see image P100) shown in Fig. 25(a-2). In either case, if the power is restored without pressing the RAM clear switch 620 shown in Fig. 3, the liquid crystal display device 41 will not display a game screen showing decorative patterns (see image P72) and resident patterns (see image P73) as shown in Fig. 23(a-2).
[0242] Thus, as shown in Figure 25(c-1), although the message "Saving function has been activated. Today's game will end" (see image P102) is not displayed, the main control CPU 600a has stopped game operation, and therefore the LCD display 41 does not display a normal game screen, such as a variable display. However, the main control CPU 600a performs initial setup, and the program executes the main loop process and timer interrupt process, enabling error processing. Therefore, if a hall staff member causes an error, such as a magnetic sensor error or a door open error, the main control CPU 600a sends an error command (presentation control command DI_CMD) indicating the error to the sub-control board 80. In response, the sub-control CPU 800a sends a command list to the VDP 803 for displaying an image (video) on the LCD display 41 to indicate the error. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the LCD display device 41, which then displays a message such as "Error: Magnetism Detected" (see image P103) as shown in FIG. 25(d-2). However, if such a message is not displayed, hall staff can determine that the error command was not received correctly. This allows hall staff to infer that the suppression device (saving function) is activated, but that the game stop command (presentation control command DI_CMD) has not been received.
[0243] On the other hand, when the suppression device (saving function) is activated, the main control CPU 600a prevents the game balls from being launched by sending a command to the payout / launch control board 70 to stop the launch of the game balls.
[0244] Therefore, even in this case, the player or hall staff can determine that the suppression device (saving function) is operating but has not been properly notified.
[0245] Thus, by using each of the above-described configurations, or any combination of configurations, or all combinations of configurations, a player familiar with the pachinko gaming machine 1 shown in Figure 1 can infer that, since it is displayed that there are within 1000 balls until the suppression device (saving function) is activated, the pachinko gaming machine 1 is not broken, but that the suppression device (saving function) is activated but the game stop command (presentation control command DI_CMD) has not been received properly, so that the activation of the suppression device (saving function) cannot be notified. This allows the player to inform the hall staff of the status of the pachinko gaming machine 1.
[0246] Alternatively, even if a hall staff member receives a report from a player who is unfamiliar with the pachinko gaming machine 1 shown in Figure 1 that he or she is unable to play, it can be inferred that the pachinko gaming machine 1 is not malfunctioning, but that the suppression device (saving function) is operating but is not notifying the player that the suppression device (saving function) has been activated because the game stop command (presentation control command DI_CMD) has not been received properly, because the display indicates that the suppression device (saving function) is still within 1000 ticks. This allows the hall staff member to respond to the player promptly.
[0247] Incidentally, even if the sub-control CPU 800a fails to receive (misses) the game stop command (presentation control command DI_CMD), the following operations are possible.
[0248] Even if the main control CPU 600a is in a game stop state, if the sound effects are too loud or the light intensity is too bright, the player's interest will be reduced. Therefore, the player can adjust the volume and light intensity using the setting button 15 shown in Figure 1.
[0249] In addition, even if the main control CPU 600a is in a game stop state, the player can operate the setting button 15 shown in Figure 1 to check the contents of the game history (if the number of jackpots and the number of fluctuations are managed (stored) on the pachinko game machine 1 side), and as a customization function of the pachinko game machine 1, to check what settings were used when playing.
[0250] In this embodiment, the case where the game stop command (presentation control command DI_CMD) cannot be received (missed) has been exemplified, but if the suppression device operation notice command (presentation control command DI_CMD) corresponding to the operation state status cannot be received (missed), the content will be as shown in Fig. 26, for example. A specific explanation will be given below.
[0251] As shown in FIG. 26(a), the liquid crystal display device 41 displays a character (see image P60) and a text image (see image P67) that reads "RUSH Continue!". Furthermore, in the upper right corner of the screen, a small "Right Hit" (see image P61) message is displayed, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 26(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 21500" (see image P62), in the lower right corner of the screen, and above that, "1500 / 1500" (see image P63) is displayed. Furthermore, as shown in FIG. 26(a), the word "V" (see image P70) is displayed in the center right corner of the screen. In this case, if the difference in balls exceeds 93,000, the main control board 60 (main control CPU 600a) will send to the sub-control board 80 a suppression device activation notice command (performance control command DI_CMD) corresponding to its operating status. In response to this, the sub-control CPU 800a will send to the VDP 803 a command list related to an image (video) that will cause the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 will generate image (video) data to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, the liquid crystal display device 41 will display, as shown in Figure 26(a), "2,000 to 1,001 balls remaining until the saving function is activated" (see image P110).
[0252] Next, the game transitions to the RUSH game state, and as shown in FIG. 26(b), the liquid crystal display device 41 displays an image of the decorative symbols (see image P72) fluctuating at high speed, and also displays an image of the resident symbols (upper resident symbol, middle resident symbol, lower resident symbol) (see image P73) fluctuating at high speed. Then, as shown in FIG. 26(b), a fluctuating icon (see image P75a) indicating that a fluctuating symbol is currently being displayed in the lower left corner of the screen of the liquid crystal display device 41, and to the right of that, a reserved image (see image P75b) indicating that two second start reserved balls are being reserved is displayed. Furthermore, the word "RUSH" (see image P74) is displayed in small letters at the upper left corner of the screen, indicating that the game is in the RUSH game state.
[0253] Next, a jackpot occurs, and as shown in Figure 26(c), the LCD display device 41 displays a decorative pattern of the same number (see image P72, shown as "777"), and also a permanent pattern of the same number (see image P73, shown as "777").
[0254] Next, during the jackpot game, as shown in Figure 26(d), the number of balls won by the player is displayed as "Total 22550" (see image P62), and above that is displayed "1050 / 1500" (see image P63). When the player wins more than 1000 balls, the display will change to "1000-1 balls left until the saving function is activated" instead of the usual "2000-1001 balls left until the saving function is activated" (see image P110). However, if the difference in balls exceeds 94,000 and the sub-control CPU 800a fails to receive (misses) the suppression device activation notice command (presentation control command DI_CMD) corresponding to the activation status sent by the main control board 60 (main control CPU 600a) to the sub-control board 80, the LCD display device 41 will continue to display the message "2,000 to 1,001 balls remaining until the saving function is activated" (see image P110), as shown in Figure 26(d). At this time, the LCD display device 41 shown in Figure 26(d) displays a character saying "RUSHGET!" (see image P60), and the upper left corner of the screen also displays "Round 7" (see image P64), indicating the round of the jackpot game.
[0255] Next, when the RUSH game continues, as shown in FIG. 26(e), the liquid crystal display device 41 displays a character (see image P60) and a text image (see image P67) that reads "RUSH Continue!". Furthermore, in the upper right corner of the screen, a small character "Right Hit" (see image P61) is displayed, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 26(e), the liquid crystal display device 41 displays the number of balls won by the player, "Total 23000" (see image P62), in the lower right corner of the screen, and above that, "1500 / 1500" (see image P63) is displayed. Furthermore, as shown in FIG. 26(e), the character "V" (see image P70) is displayed in the center right corner of the screen.
[0256] Next, a jackpot occurs, and as shown in Figure 26(f), a decorative symbol of the same number (see image P72, "777" in the figure) and a permanent symbol of the same number (see image P73, "777" in the figure) are displayed on the liquid crystal display device 41. Note that, as shown in Figure 26(f), the liquid crystal display device 41 displays the word "RUSH" (see image P74) in small letters at the top left corner of the screen, indicating that the game is in the RUSH game mode.
[0257] Next, during the jackpot game, as shown in Figure 26(g), the number of balls won by the player, "Total 24050" (see image P62), is displayed, and above that, "1050 / 1500" (see image P63) is displayed, and if the player wins 1000 or more balls, the difference in balls during the jackpot game will exceed 95000, so the main control board 60 (main control CPU 600a) sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message, as shown in FIG. 26(g), saying, "You're hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P111). At this time, to let the player know that the saving function is being activated, the message "You're hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P111) is displayed with a higher display priority than the display during the jackpot game. At this time, the message indicating the round of the jackpot game, displayed in the upper left corner of the screen of the liquid crystal display device 41, reads "Round 7" (see image P64).
[0258] Thus, when the jackpot game ends in this way, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P112), as shown in FIG. 26(h).
[0259] Therefore, even if the difference in balls exceeds 94,000 and the sub-control CPU 800a is unable to receive the suppression device activation notification command (presentation control command DI_CMD) according to the operation status sent by the main control board 60 (main control CPU 600a) to the sub-control board 80, the suppression device (saving function) will be activated while the game is in a jackpot game state, and a suppression device activation warning command (presentation control command DI_CMD) will be sent to the sub-control board 80, so the player will know that the suppression device (saving function) will be activated after the jackpot.
[0260] In addition, the Total display shown above shows the number of balls won through one or more jackpots, and based on this information, even if the display does not change until the suppression device (saving function) is activated, the player can remember the number shown on the Total display when it displays ``2000 to 1001 balls remaining until the saving function is activated,'' and because the Total display shows the number of balls won through multiple jackpots, the player can predict the status until the suppression device (saving function) is activated.
[0261] On the other hand, if the suppression device operation warning command (performance control command DI_CMD) cannot be received (is missed), the content will be as shown in Fig. 27, for example. A specific description will be given below.
[0262] As shown in FIG. 27(a), the liquid crystal display device 41 displays a decorative symbol of the same number (see image P72, "777" in the figure) and a permanent symbol of the same number (see image P73, "777" in the figure), indicating that a jackpot has been won. Also, as shown in FIG. 27(a), the liquid crystal display device 41 displays the words "RIGHT HIT" (see image P61) in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the ball to the right side of the play area 40 of the play board 4), and the words "RUSH" (see image P74) in small letters at the top left of the screen, indicating that the RUSH game mode is active. Furthermore, as shown in FIG. 27(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 21500" (see image P62) in the bottom right of the screen. In this case, if the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) will send to the sub-control board 80 a suppression device activation notice command (performance control command DI_CMD) corresponding to its operating status. In response to this, the sub-control CPU 800a will send to the VDP 803 a command list related to an image (video) that will cause the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 will generate image (video) data to display an image based on the command list, and by sending the generated image (video) data to the liquid crystal display device 41, the liquid crystal display device 41 will display, as shown in Figure 27(a), "1,000 to 1 balls remaining until the saving function is activated" (see image P120).
[0263] Next, as shown in Figure 27(b), during a jackpot game, the number of balls won by the player is displayed as "Total 22550" (see image P62), and above that is displayed "1050 / 1500" (see image P63). When the player wins more than 1000 balls, the display will change to "You have 1000-1 balls left until the saving function is activated" (see image P120), instead of the usual message "You have won the jackpot, please continue playing. The saving function will be activated after the win ends." However, if the main control board 60 (main control CPU 600a) fails to receive the suppression device activation warning command (presentation control command DI_CMD) sent to the sub-control board 80 by the main control board 60 (main control CPU 600a) because the difference in balls exceeds 95,000 during the jackpot game (if the sub-control CPU 800a fails to receive it), the liquid crystal display device 41 will continue to display the message "1,000 to 1 balls remaining until the saving function is activated" (see image P120), as shown in Figure 27(b). At this time, the liquid crystal display device 41 shown in Figure 27(b) displays a character saying "RUSHGET!" (see image P60), and the upper left corner of the screen also displays "Round 7" (see image P64), which indicates the round of the jackpot game.
[0264] Next, as shown in FIG. 27(c), the liquid crystal display device 41 displays an ending display indicating the end of the jackpot game. Specifically, as shown in FIG. 27(c), the liquid crystal display device 41 displays a character (see image P60) and a text image of "RUSH CONTINUE!" (see image P67). Furthermore, in the upper right corner of the screen, a small character "RIGHT HIT" (see image P61) is displayed, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). Furthermore, as shown in FIG. 27(c), the liquid crystal display device 41 displays the number of balls won by the player, "Total 23000" (see image P62), in the lower right corner of the screen, and above that, "1500 / 1500" (see image P63) is displayed. Furthermore, as shown in FIG. 27(c), the character "V" (see image P70) is displayed in the center right corner of the screen.
[0265] Thus, because the sub-control CPU 800a failed to receive (missed) the suppression device activation warning command (presentation control command DI_CMD), the LCD display device 41 did not display the message "You are in a jackpot, please continue playing. The saving function will be activated after the jackpot ends." However, when the jackpot game ends, the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the LCD display device 41. As a result, the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P121), as shown in FIG. 27(d) .
[0266] Therefore, even if the suppression device activation warning command (presentation control command DI_CMD) is not received (missed), as shown in Figure 27(a), a notification is given before the jackpot game that "1000 to 1 balls remain until the saving function is activated" (see image P120), and furthermore, by looking at the acquired game balls (total display, 1050 / 1500, etc.) displayed during the jackpot, it is possible to understand that more than 1000 balls have been acquired since the start of the jackpot, and it is easy to predict that the suppression device (saving function) is activated internally. Therefore, as shown in Figure 27(d), even if the suppression device (saving function) activation notification is given after the jackpot game, the possibility of it developing into a major problem between the player and the hall is extremely low.
[0267] We have explained above about the suppression device (saving function) in pachinko machines, but slot machines are also equipped with a suppression device (saving function) that stops play when a player wins a certain number of prizes (number of medals).
[0268] In slot machines, the game is stopped when the difference between the number of bets (the number of medals used in one game) and the number of medals paid out, calculated by the cumulative values, exceeds 19,000. This difference is counted by the main control CPU mounted on the main control board using a difference counter.
[0269] When the difference counter exceeds 19000, the game is stopped, and when this state is reached, the main control board sends a game stop command (presentation control command DI_CMD) to the sub-control board. At this time, the message "Saving function has been activated. Today's game will end" (not shown) is displayed.
[0270] Also, when the difference counter exceeds 18,500 and there are less than 500 coins left until the game is stopped, the main control board will send a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board. At this time, a message will be displayed saying "500 coins left until the saving function is activated" (not shown).
[0271] Then, as the game progresses with the message "500 coins remaining until the saving function is activated" (not shown), the game is stopped when the difference counter exceeds 19,000. The main control board sends a game stop command (presentation control command DI_CMD) to the sub-control board. However, if the sub-control CPU mounted on the sub-control board fails to receive this game stop command (presentation control command DI_CMD) (misses the game), the game screen displayed on the LCD display remains unchanged. In other words, because the suppression device (saving function) is activated, the main control board does not send a game command (presentation control command DI_CMD) to the sub-control board to execute the next game. Therefore, the game screen displayed on the LCD display remains unchanged.
[0272] However, in this case, just like in pachinko machines, the LCD display device displays the number of medals the player has won, "Total 18995" (not shown). Then, in the executed game, if the difference between the number of bets (the number of medals used in one game) and the number of medals paid out exceeds five, the suppression device (saving function) will be activated, but the sub-control CPU will not receive the game stop command (presentation control command DI_CMD), and the game screen displayed on the LCD display will remain the same (for example, the screen showing the winning presentation in which medals will be paid out) and the next game will not be executed. However, by looking at the displayed number of medals won (Total display), the player can predict that the suppression device (saving function) has been activated internally.
[0273] Furthermore, when the difference in coins counter exceeds 18,500 and there are less than 500 coins remaining before gameplay stops, the message "500 coins remaining until saving function is activated" (not shown) is displayed.Since the slot manages the difference in coins based on the cumulative values of the number of bets (the number of medals used in one game) and the number of medals paid out, it is possible to change the display of the remaining number in real time by sending a difference in coins command corresponding to the difference in coins counter from the main control board to the sub-control board.
[0274] <Explanation of display and functions when customizing across pattern variations> Next, we will explain the display and functions when customizing across pattern variations.
[0275] Conventionally, a customization screen is displayed as shown in Fig. 28. Specifically, Fig. 28(a-1) to Fig. 28(b-1) show the customization screen displayed on the liquid crystal display device 41 in a customer waiting demo state where no pattern change is occurring. And Fig. 28(a-2) to Fig. 28(b-2) show the customization screen displayed while the pattern is changing. A specific explanation will be given below.
[0276] First, a case where a customization screen is displayed on the liquid crystal display device 41 in a customer waiting demo state where no symbol variation is performed will be described.
[0277] As shown in FIG. 28(a-1), the liquid crystal display device 41 displays a state in which decorative symbols (see image P130) are stopped ("341" is shown as an example in the illustration), and also displays a state in which resident symbols (upper resident symbol, middle resident symbol, lower resident symbol) (see image P131) are stopped ("341" is shown as an example in the illustration). That is, the liquid crystal display device 41 displays a customer waiting demo screen in which no symbol changes are occurring. At this time, as shown in FIG. 28(a-1), the liquid crystal display device 41 displays a button image (see image P132) in the lower left corner of the screen together with a text image that reads "Press the button to display a customized screen."
[0278] Thus, when such a customer waiting demo screen is displayed on the liquid crystal display device 41 as shown in FIG. 28(a-1), if the player presses the effect button device 13 (see FIG. 1), a customization screen (see image P133) will be displayed on the liquid crystal display device 41 as shown in FIG. 28(b-1). This customization screen, as shown in FIG. 28(b-1), displays the words "Effect Customization" (see image P133a) in the upper center of the screen, and below that, customizable effect contents (see image P133b) such as "Winning Chance Notification," "Increased Prediction Reliability," "Premium Up," and "Auto Button" are displayed. The winning chance notification is a highly reliable prediction notification that, when it appears, increases the reliability of a winning game state. In addition, increasing the predictive reliability reduces the occurrence rate of predictive notices with low reliability for a winning game state (for fluctuations that result in a reserve change but end in a normal reach) and adjusts the allocation value so that they appear when a reach with high reliability for a winning game state, such as a strong SP reach, occurs. Furthermore, premium up increases the occurrence rate of premium effects that confirm a win in a winning fluctuation. Conversely, if a premium effect does not appear, the reliability for a win will be lower than when the custom setting is OFF. On the other hand, the auto button determines that a player has pressed the effect button device 13 when an effect requiring the button device 13 to be pressed occurs, even if the player does not press the button device 13.
[0279] Thus, as shown in FIG. 28(b-1), such customizable effect content (see image P133b) can be selected with the cross key (see image P133c) and confirmed with the button (see image P133d). Specifically, when the player presses the up key 15b or down key 15e shown in FIG. 1, the rectangular frame W1 shown in FIG. 28(b-1) moves up or down, allowing the player to select the customizable effect content (see image P133b). After selecting the customizable effect content (see image P133b) (in FIG. 28(b-1), "Chance Notification at Winning" is selected), the player can set the selected customizable effect content to ON / OFF by pressing the left key 15c or right key 15d shown in FIG. 1. After making such a setting, the player can confirm the setting by pressing the confirm key 15a shown in FIG. 1. To return to the normal screen, the player moves the square frame W1 shown in Fig. 28(b-1) to "Return to normal screen" (see image P133e) and presses the Enter key 15a shown in Fig. 1. In this embodiment, an example has been shown in which the setting contents are confirmed by pressing the Enter key 15a shown in Fig. 1, but the present invention is not limited to this. The setting contents may be confirmed without pressing the Enter key 15a shown in Fig. 1 at the stage when the ON / OFF setting of the customizable effect contents is completed by pressing the left key 15c and the right key 15d shown in Fig. 1.
[0280] Next, a case where the customization screen is displayed while the symbols are changing will be described.
[0281] As shown in FIG. 28(a-2), the liquid crystal display device 41 displays a state in which decorative symbols are rapidly changing (see image P130), and correspondingly, resident symbols are rapidly changing (see image P131), indicating that they are currently changing. At this time, as shown in FIG. 28(a-2), a change icon (see image P134a) indicating that the symbols are currently changing is displayed in the lower left corner of the screen of the liquid crystal display device 41. Also, as shown in FIG. 28(a-2), customizable effect content (see image P135) is displayed in the upper left corner of the screen, along with ON / OFF content (see image P123), and it is further displayed that selection can be made with the cross key (see image P137). Specifically, when the player presses the up key 15b or down key 15e shown in FIG. 1, the customizable effect content (see image P135) can be selected. Then, after selecting a customizable effect content (see image P135) (in FIG. 28(a-2), "Chance notification when winning" is selected), the player can set the selected customizable effect content to ON / OFF (see image P136) by pressing the left key 15c and right key 15d shown in FIG. 1. After making such a setting, the player can confirm the setting content by pressing the enter key 15a shown in FIG. 1.
[0282] Incidentally, when the customization screen is displayed during the pattern variation as described above, as shown in Fig. 28(b-2), if the decorative pattern (see image P130) stops ("341" is shown as an example) and the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P131) also stop ("341" is shown as an example), the customizable performance content (see image P135) shown in Fig. 28(a-2) will no longer be displayed. In this case, as shown in Fig. 28(b-2), a guide display screen (see image P138) on which a cross key is displayed together with a text image "Customize Display" will be displayed on the liquid crystal display device 41.
[0283] Thus, as described above, when the customization screen is displayed while the symbols are changing, it is ensured that it does not interfere with the symbols that are changing or the symbols that are displayed stationary.
[0284] However, this posed the problem that the customization screen and its operation were difficult to recognize when the pattern was changing compared to when it was not changing (during the customer waiting demo), and the visibility and operability were not provided to the player sufficiently.
[0285] Therefore, in this embodiment, the following is done so that the visibility and operability of the customization screen is not impaired even during pattern changes, and the player can be sufficiently notified of the pattern changes.
[0286] First, with reference to FIG. 29, an example of displaying a customization screen while a pattern is changing will be described.
[0287] As shown in Figure 29(a), the liquid crystal display device 41 displays a state in which the decorative symbols are rapidly fluctuating (see image P130), and in conjunction with this, the resident symbols are rapidly fluctuating (see image P131), indicating that they are fluctuating. At this time, as shown in Figure 29(a), a fluctuating icon (see image P134a) indicating that the symbols are currently fluctuating is displayed in the lower left corner of the screen of the liquid crystal display device 41, and to the right of it, a reserved image (see image P134b) indicating that one first start reserved ball is reserved. At this time, a button image (see image P140) is displayed in the upper left corner of the screen of the liquid crystal display device 41 together with a text image that says "Customized Screen Display."
[0288] Thus, when such a screen is displayed on the liquid crystal display device 41 as shown in Fig. 29(a), if the player presses the effect button device 13 (see Fig. 1), a customization screen (see image P133) is displayed on the liquid crystal display device 41 as shown in Fig. 29(b). This customization screen (see image P133) has the same screen size as the non-changing screen (during the customer waiting demo) shown in Fig. 28(b-1), but the background is semi-transparent, allowing the player to see the rapidly changing decorative symbols (see image P130), the changing icons (see image P134a), and the reserved images (see image P134b). At this time, the resident symbols (see image P131) are displayed so as not to be hidden by the customization screen (see image P133). This allows the player to more clearly confirm the fluctuating state in the resident symbols (see image P131), and when the symbols stop, they can confirm which symbol it has stopped on (whether it's a win or a loss). Even if the resident symbols (see image P131) overlap with the customization screen (see image P133), the display priority of the resident symbols (see image P131) is higher (above) than the customization screen (see image P133), so the player can more clearly confirm the fluctuating state in the resident symbols (see image P131), and when the symbols stop, they can confirm which symbol it has stopped on (whether it's a win or a loss). Furthermore, even if the resident pattern (see image P131) does not overlap with the customization screen (see image P133), the display priority of the resident pattern (see image P131) is higher (above) than the customization screen (see image P133).
[0289] Thus, when this customization screen (see image P133) is displayed, if the player presses the up key 15b or down key 15e shown in Fig. 1, the square frame W1 shown in Fig. 29(b) moves up or down, allowing the player to select a customizable effect content (see image P133b). Then, after selecting a customizable effect content (see image P133b) (in Fig. 29(b), "Chance notification when winning" is selected), the player can press the left key 15c or right key 15d shown in Fig. 1 to set ON / OFF of the selected customizable effect content.
[0290] Thus, the customization screen (see image P133) displayed on the liquid crystal display device 41 as described above will be displayed until the player moves the square frame W1 shown in Figure 29(b) to "Return to normal screen" (see image P133e) and presses the decision key 15a shown in Figure 1 to return to the normal screen.
[0291] That is, as shown in Fig. 29(c), the customization screen (see image P133) displayed on the liquid crystal display device 41 continues from Fig. 29(b) and shows a state in which the customizable effect content (see image P133b) is being set (in Fig. 29(c), "increased predictive reliability" is being set). At this time, as shown in Fig. 29(c), the decorative patterns (see image P130) displayed in the background of the customization screen (see image P133) show a state in which the left decorative pattern stops at "5", the right decorative pattern stops at "6", and the center decorative pattern is fluctuating at high speed.
[0292] Next, as shown in Fig. 29(d), the customization screen (see image P133) displayed on the liquid crystal display device 41 continues from Fig. 29(c) and shows a state in which the customizable effect content (see image P133b) is being set (in Fig. 29(d), "increased predictive reliability" is being set). At this time, as shown in Fig. 29(d), the decorative patterns (see image P130) and resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P131) displayed in the background of the customization screen (see image P133) have stopped changing ("536" is shown as an example in the figure). In this case, even when the customization screen (see image P133) is displayed, the display priority of the resident symbols (see image P131) is higher (above) than that of the customization screen (see image P133), so when a symbol stops, the player can check which symbol has stopped (whether it is a win or a miss) by looking at the resident symbols (see image P131).
[0293] Incidentally, in the past, when the variation stopped, the customizable effect content (see image P135) shown in Fig. 28(a-2) was hidden, but in this embodiment, the customization screen (see image P133) displayed on the liquid crystal display device 41 is not hidden but continues to be displayed. Note that, as shown in Fig. 29(d), since the pattern variation has stopped, the variation icon (see image P134a) displayed in the lower left corner of the screen of the liquid crystal display device 41 is hidden.
[0294] Next, as shown in Figure 29(e), the pending image shown in Figure 29(d) (see image P134b) shifts, and a variable icon (see image P134a) is displayed on the liquid crystal display device 41, and further, even if the decorative pattern changes rapidly (see image P130) and the resident pattern is displayed changing rapidly accordingly (see image P131), if the customizable performance content (see image P133b) is being set (in Figure 29(e), the ``auto button'' is being set), the customization screen (see image P133) will continue to be displayed on the liquid crystal display device 41.
[0295] In other words, customization is possible on the customization screen across pattern variations.
[0296] Therefore, by doing this, even during the pattern change, the visibility and operability of the customization screen are not impaired, and the player can be sufficiently notified of the pattern change.
[0297] Incidentally, when customization settings are made across multiple symbol variations, some are reflected immediately after being set, while others take time to be reflected after being set. That is, there are customization settings that are reflected immediately after being set in the current symbol variation (when being set on the customization screen, i.e., when the customization screen is displayed on the liquid crystal display device 41), and customization settings that are reflected in the next or subsequent variation (after setting on the customization screen is completed, i.e., when the customization screen is not displayed on the liquid crystal display device 41). Thus, customization settings that can be reflected immediately allow players to play comfortably by being reflected immediately. This point will be explained in detail below.
[0298] As an example of customization settings, the above explanation has given an example of a customization screen (see image P133) showing the customizable performance content (see image P133b) shown in Figure 29, but it is not limited to this, and it is also possible to select the items you want to customize, as shown in Figure 30(a).
[0299] That is, as shown in FIG. 30(a), the liquid crystal display device 41 displays a state in which the decorative symbols are rapidly fluctuating (see image P130), and in conjunction with this, the resident symbols are rapidly fluctuating (see image P131), indicating that they are fluctuating. Furthermore, in the lower left corner of the screen, a fluctuating icon (see image P134a) indicating that the symbols are currently fluctuating is displayed, and to the right of that, a reserved image (see image P134b) indicating that one first start reserved ball is reserved is displayed. At this time, as shown in FIG. 30(a), the liquid crystal display device 41 displays a customization screen (see image P150) almost entirely on the screen. As shown in FIG. 30(a), this customization screen displays the words "Customization Selection" (see image P150a) in the upper center of the screen, and below that, customizable contents such as "Performance Customization," "BGM Customization," and "Clear All Customization" (see image P150b) are displayed.
[0300] Thus, as shown in FIG. 30(a), such customizable content (see image P150b) can be selected with the cross key (see image P150c) and confirmed with the button (see image P150d). Specifically, when the player presses the up key 15b or the down key 15e shown in FIG. 1, the rectangular frame W2 shown in FIG. 30(a) moves up or down, allowing the player to select the customizable content (see image P150b). After making such a selection, the player confirms the selected content by pressing the decision key 15a shown in FIG. 1. To return to the normal screen, the player moves the rectangular frame W2 shown in FIG. 30(a) to "Return to normal screen" (see image P150e) and then presses the decision key 15a shown in FIG. 1, thereby returning to the normal screen.
[0301] Thus, when a customizable content (see image P150b) is selected and confirmed in this way (in FIG. 30(a), "BGM customization" is selected and confirmed), the liquid crystal display device 41 displays the selected and confirmed customization screen (see image P151), as shown in FIG. 30(b). As shown in FIG. 30(b), this customization screen displays the words "BGM customization" (see image P151a) in the upper center of the screen, and below that, the content "BGM selection" (see image P151b) is displayed. As shown in FIG. 30(b), such content (see image P151b) can be selected with the cross key (see image P151c) and confirmed with the button (see image P151d). Specifically, when the square frame W3 shown in FIG. 30(b) selects the content "BGM selection" (see image P151b), if the player presses the left key 15c and right key 15d shown in FIG. 1, for example, if there are ten BGMs, BGM 1 to 10, the player can select and confirm any one of them. At this time, the selected BGM is immediately reflected and played by the sound LSI 801 shown in FIG. 3. To return to the normal screen, the square frame W3 shown in FIG. 30(b) is moved to "Return to normal screen" (see image P151e) and the player presses the confirm key 15a shown in FIG. 1, thereby returning to the normal screen.
[0302] Next, we will explain the case where multiple customization items set in one customization from the time the customization screen shown in Figure 29 (see image P133) is displayed on the liquid crystal display device 41 until it is hidden are reflected in the next change or later.
[0303] As shown in Fig. 31, a variable game of a variable pattern A (illustrated as variable A in the figure) is being played between timings T10 and T11. Specifically, as shown in Fig. 32(a), the liquid crystal display device 41 displays a state in which the decorative symbols are fluctuating at high speed (see image P130), and in accordance with this, the resident symbols are fluctuating at high speed (see image P131), indicating that they are fluctuating. Then, as shown in Fig. 32(a), a variable icon (see image P134a) indicating that a current fluctuating state is occurring is displayed in the lower left corner of the screen of the liquid crystal display device 41, and a reserved image (see image P134b) indicating that one first start reserved ball is being reserved is displayed to the right of that.
[0304] Next, when the player presses the effect button device 13 (see FIG. 1) at timing T10a shown in FIG. 31, a customization screen (see image P133) is displayed on the liquid crystal display device 41, as shown in FIG. 32(a).
[0305] Next, the player presses the up key 15b and the down key 15e shown in Fig. 1 to move the square frame W1 shown in Fig. 32(a) up and down, and selects a customizable effect content (see image P133b). Specifically, in this embodiment, as shown in Fig. 32(a), "Chance notification when winning" is selected.
[0306] Next, at timing T10b shown in Figure 31, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., "chance notification when winning," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 32(a)).
[0307] Next, at timing T11 shown in FIG. 31, the rapidly changing decorative symbol (see image P130) and the resident symbol (see image P131) shown in FIG. 32(a) are fixed, and at timing T12, a variable game of variable pattern B (shown as variable B in the figure) is performed. Specifically, a variable is executed for the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 32(a). That is, as shown in FIG. 32(b), the liquid crystal display device 41 displays a state in which the decorative symbol is rapidly changing (see image P130), and the resident symbol is simultaneously rapidly changing (see image P131), indicating that the variable is in progress. Then, as shown in FIG. 32(b), a variable icon (see image P134a) indicating that the variable is currently changing is displayed in the lower left corner of the screen of the liquid crystal display device 41. This variable icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 32(a) shifted to the left. Furthermore, as shown in FIG. 32(b), the customization screen (see image P133) continues to be displayed on the liquid crystal display device 41. At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 32(b) up and down, thereby selecting a customizable effect content (see image P133b). Specifically, in this embodiment, "Increase predictive reliability" is selected, as shown in FIG. 32(b).
[0308] Next, at timing T12a shown in Figure 31, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., "Increased predictive reliability," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 32(b)).
[0309] Next, at timing T12b shown in FIG. 31, the player presses the up key 15b and down key 15e shown in FIG. 1 to move the square frame W1 shown in FIG. 32(b) to "return to normal screen" (see image P133e), and then presses the enter key 15a shown in FIG. 1. This completes the customization, and "win chance notification" and "increased predictive reliability" are set. However, during the variable play of variation pattern B shown in FIG. 31 (denoted as variation B in the illustration), the above customization is not reflected immediately, but is reflected at the earliest from the next variation. This point will be explained in detail below.
[0310] That is, as explained above, when customization is completed at timing T12b shown in Fig. 31, the customization screen (see image P133) shown in Fig. 32(b) is hidden, and as shown in Fig. 32(c), the customization screen (see image P133) is not displayed on the liquid crystal display device 41. At this time, instead, as shown in Fig. 32(c), the liquid crystal display device 41 displays a button image (see image P160) in the upper left corner of the screen together with a text image that says "Preparing for customization." In other words, by displaying this "Preparing for customization," the player is notified that the set "Chance notification when winning" and "Increased predictive reliability" have not yet been reflected.
[0311] Next, when one first start-up reserved ball is reserved between timing T12b and timing T13 shown in Figure 31, a reserved image (see image P134b) indicating that one first start-up reserved ball is reserved is displayed to the right of the display of the variable icon (see image P134a) on the liquid crystal display device 41, as shown in Figure 32(d).
[0312] Next, at timing T13 shown in Figure 31, when the rapidly changing decorative pattern (see image P130) and the resident pattern (see image P131) shown in Figure 32(d) are fixed, the liquid crystal display device 41 shown in Figure 32(e) displays the decorative pattern (see image P130) stopped (showing an example of "545" in the figure), and further, the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P131) also stopped (showing an example of "545" in the figure). At this time, as shown in Figure 32(e), the variable icon (see image P134a) shown in Figure 32(d) is hidden because the change has ended.
[0313] Next, at timing T14 shown in FIG. 31, a variable game of variation pattern C (denoted as variation C in the illustration) is performed. Specifically, a variation is executed for the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 32(e). That is, as shown in FIG. 32(f), the liquid crystal display device 41 displays a state in which the decorative symbols are rapidly varying (see image P130), and in accordance with this, the resident symbols are rapidly varying (see image P131), indicating that the symbols are currently varying. Then, as shown in FIG. 32(f), a variation icon (see image P134a) indicating that the symbols are currently varying is displayed in the lower left corner of the screen of the liquid crystal display device 41. This variation icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 32(e) shifted to the left. Furthermore, as shown in FIG. 32(f), a button image (see image P161) is displayed on the liquid crystal display device 41 along with text images of "Customizing" and "Screen Display." In other words, by displaying this "customizing" message, the player is notified that the set "winning chance notification" and "prediction reliability increase" have been reflected in this change. Note that "screen display" means that when the player presses the effect button device 13 (see FIG. 1), a customization screen (see image P133) such as that shown in FIG. 32(a) is displayed.
[0314] Thus, during variable play of variation pattern B shown in Figure 31 (illustrated as variation B in the illustration), the above customization will not be reflected immediately, but will be reflected at the earliest from the next variation.
[0315] Depending on the number of pending items displayed when customization is complete, the customization settings will be reflected in the changes made after the changes to the pending items are made. This will be explained in detail below.
[0316] As shown in Fig. 33, a variable game of a variable pattern A (illustrated as variable A in the figure) is being played between timings T20 and T21. Specifically, as shown in Fig. 34(a), the liquid crystal display device 41 displays a state in which the decorative symbols are fluctuating at high speed (see image P130), and in accordance with this, the resident symbols are fluctuating at high speed (see image P131), indicating that they are fluctuating. Then, as shown in Fig. 34(a), a variable icon (see image P134a) indicating that a current fluctuating state is occurring is displayed in the lower left corner of the screen of the liquid crystal display device 41, and a reserved image (see image P134b) indicating that three first start reserved balls are being reserved is displayed to the right of that.
[0317] Next, when the player presses the effect button device 13 (see FIG. 1) at timing T20a shown in FIG. 33, a customization screen (see image P133) is displayed on the liquid crystal display device 41, as shown in FIG. 34(a).
[0318] Next, the player presses the up key 15b and the down key 15e shown in Fig. 1 to move the rectangular frame W1 shown in Fig. 34(a) up and down, and selects a customizable effect content (see image P133b). Specifically, in this embodiment, as shown in Fig. 34(a), "Chance notification when winning" is selected.
[0319] Next, at timing T20b shown in Figure 33, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., "chance notification when winning," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 34(a)).
[0320] Next, at timing T21 shown in FIG. 33, the rapidly changing decorative symbol (see image P130) and the resident symbol (see image P131) shown in FIG. 34(a) are fixed, and at timing T22, a variable game of variable pattern B (shown as variable B in the illustration) is performed. Specifically, a variable is executed for the leftmost reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 34(a). That is, as shown in FIG. 34(b), the liquid crystal display device 41 displays a state in which the decorative symbol is rapidly changing (see image P130) and the resident symbol is simultaneously rapidly changing (see image P131), indicating that the variable is in progress. Then, as shown in FIG. 34(b), a variable icon (see image P134a) indicating that the variable is currently changing is displayed in the lower left corner of the screen of the liquid crystal display device 41, and a reserved image (see image P134b) indicating that two first start reserved balls are reserved is displayed to the right of the variable icon. This variable icon (see image P134a) is the leftmost icon of the reserved image (see image P134b) shown in FIG. 34(a) shifted to the left. Furthermore, as shown in FIG. 34(b), the customization screen (see image P133) continues to be displayed on the liquid crystal display device 41. At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 34(b) up and down, thereby selecting customizable effect content (see image P133b). Specifically, in this embodiment, "Increase predictive reliability" is selected, as shown in FIG. 34(b).
[0321] Next, at timing T22a shown in Figure 33, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., "Increased predictive reliability," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 34(b)).
[0322] Next, at timing T22b shown in FIG. 33, the player presses the up key 15b and down key 15e shown in FIG. 1 to move the square frame W1 shown in FIG. 34(b) to "return to normal screen" (see image P133e), and then presses the enter key 15a shown in FIG. 1. This completes the customization, and "win chance notification" and "increased predictive reliability" are set. However, the above customization is not immediately reflected during the variable game of variable pattern B shown in FIG. 33 (denoted as variable B in the illustration). This point will be explained in detail below.
[0323] That is, as explained above, when customization is completed at timing T22b shown in Fig. 33, the customization screen (see image P133) shown in Fig. 34(b) is hidden, and as shown in Fig. 34(c), the customization screen (see image P133) is not displayed on the liquid crystal display device 41. At this time, instead, as shown in Fig. 34(c), the liquid crystal display device 41 displays a button image (see image P160) in the upper left corner of the screen together with a text image that says "Preparing for customization." In other words, by displaying this "Preparing for customization," the player is notified that the set "Chance notification when winning" and "Increased predictive reliability" have not yet been reflected.
[0324] Next, at timing T23 shown in FIG. 33, the rapidly changing decorative symbol (see image P130) and the resident symbol (see image P131) shown in FIG. 34(c) are fixed, and at timing T24, a variable game of variable pattern C (shown as variable C in the illustration) is performed. Specifically, a variable is executed for the leftmost reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 34(c). That is, as shown in FIG. 34(d), the liquid crystal display device 41 displays a state in which the decorative symbol is rapidly changing (see image P130) and the resident symbol is simultaneously rapidly changing (see image P131), indicating that the variable is in progress. Then, as shown in FIG. 34(d), a variable icon (see image P134a) indicating that the variable is currently changing is displayed in the lower left corner of the screen of the liquid crystal display device 41, and a reserved image (see image P134b) indicating that one first start reserved ball is reserved is displayed to the right of the variable icon. This variable icon (see image P134a) is the leftmost icon in the reserved image (see image P134b) shown in FIG. 34(c) shifted to the left.
[0325] Next, at timing T25 shown in FIG. 33, the rapidly changing decorative symbol (see image P130) and the resident symbol (see image P131) shown in FIG. 34(d) are fixed, and at timing T26, a variable game of variable pattern D (shown as variable D in the illustration) is performed. Specifically, a variable is executed for the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 34(d). That is, as shown in FIG. 34(e), the liquid crystal display device 41 displays a state in which the decorative symbol is rapidly changing (see image P130) and the resident symbol is simultaneously rapidly changing (see image P131), indicating that the variable is in progress. Then, as shown in FIG. 34(e), a variable icon (see image P134a) indicating that the variable is currently changing is displayed in the lower left corner of the screen of the liquid crystal display device 41. This variable icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 34(d) shifted to the left.
[0326] Next, when one first start pending ball is reserved between timing T26 and timing T27 shown in Figure 33, a reserved image (see image P134b) indicating that one first start pending ball is reserved is displayed to the right of the display of the variable icon (see image P134a) on the liquid crystal display device 41, as shown in Figure 34(f).
[0327] Next, at timing T27 shown in Figure 33, when the rapidly changing decorative pattern (see image P130) and the resident pattern (see image P131) shown in Figure 34(f) are fixed, the liquid crystal display device 41 shown in Figure 34(g) displays the decorative pattern (see image P130) stopped (showing an example of "545" in the figure), and further, the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P131) also stopped (showing an example of "545" in the figure). At this time, as shown in Figure 34(g), the variable icon (see image P134a) shown in Figure 34(f) is hidden because the change has ended.
[0328] Next, at timing T28 shown in FIG. 33, a variable game of variation pattern E (denoted as variation E in the illustration) is performed. Specifically, a variation is executed for the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 34(g). That is, as shown in FIG. 34(h), the liquid crystal display device 41 displays a state in which the decorative symbols are rapidly varying (see image P130), and in accordance with this, the resident symbols are rapidly varying (see image P131), indicating that the symbols are currently varying. Then, as shown in FIG. 34(h), a variation icon (see image P134a) indicating that the symbols are currently varying is displayed in the lower left corner of the screen of the liquid crystal display device 41. This variation icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 34(g) shifted to the left. Furthermore, as shown in FIG. 34(h), a button image (see image P161) is displayed on the liquid crystal display device 41 along with text images of "Customizing" and "Screen Display." In other words, by displaying this "customizing" message, the player is notified that the set "winning chance notification" and "prediction reliability increase" have been reflected in this change. Note that "screen display" means that when the player presses the effect button device 13 (see FIG. 1), a customization screen (see image P133) such as that shown in FIG. 34(a) is displayed.
[0329] Thus, if the customization items set in this way are items related to reservations such as "Chance notification when winning" or "Increased predictive reliability," the lottery process has already been executed for the reservations currently reserved during customization setting (see the example screen shown in Figure 34(a)), so the settings of reservations such as "Chance notification when winning" or "Increased predictive reliability" are not reflected for these reservations. However, for reservations newly added after customization setting, the settings will be reflected after all the reservations currently reserved during customization setting (see the example screen shown in Figure 34(a)) have been consumed.
[0330] Therefore, depending on the number of pending items displayed when customization is completed, the customization that has been set will be reflected in the changes that occur after changes are made to those pending items.
[0331] Next, we will explain how multiple customization items set in one customization from when the customization screen (see image P133) is displayed on the liquid crystal display device 41 until it is hidden are reflected in the changes made when the customization settings are completed, depending on the item, and how they are reflected in the next change or later.
[0332] As shown in Fig. 35, between timings T30 and T31, a variable game of variable pattern A (illustrated as variable A in the figure) is being played. Specifically, as shown in Fig. 36(a), the liquid crystal display device 41 displays a state in which the decorative symbols are fluctuating at high speed (see image P130), and in accordance with this, the resident symbols are fluctuating at high speed (see image P131), indicating that they are fluctuating. Then, as shown in Fig. 36(a), a variable icon (see image P134a) indicating that a current fluctuating state is occurring is displayed in the lower left corner of the screen of the liquid crystal display device 41, and a reserved image (see image P134b) indicating that one first start reserved ball is being reserved is displayed to the right of it.
[0333] Next, when the player presses the effect button device 13 (see FIG. 1) at timing T30a shown in FIG. 35, a customization screen (see image P133) is displayed on the liquid crystal display device 41, as shown in FIG. 36(a).
[0334] Next, the player presses the up key 15b and the down key 15e shown in Fig. 1 to move the rectangular frame W1 shown in Fig. 36(a) up and down, and selects a customizable effect content (see image P133b). Specifically, in this embodiment, as shown in Fig. 36(a), "winning chance notification" is selected.
[0335] Next, at timing T30b shown in Figure 35, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., "chance notification when winning," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 36(a)).
[0336] Next, at timing T31 shown in FIG. 35, the rapidly changing decorative symbol (see image P130) and the resident symbol (see image P131) shown in FIG. 36(a) are fixed, and at timing T32, a variable game of variable pattern B (shown as variable B in the figure) is performed. Specifically, a variable is executed for the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 36(a). That is, as shown in FIG. 36(b), the liquid crystal display device 41 displays a state in which the decorative symbol is rapidly changing (see image P130) and the resident symbol is simultaneously rapidly changing (see image P131), indicating that the variable is in progress. Then, as shown in FIG. 36(b), a variable icon (see image P134a) indicating that the variable is currently changing is displayed in the lower left corner of the screen of the liquid crystal display device 41. This variable icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 36(a) shifted to the left. Furthermore, as shown in FIG. 36(b), the customization screen (see image P133) continues to be displayed on the liquid crystal display device 41. At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 36(b) up and down, thereby selecting customizable effect content (see image P133b). Specifically, in this embodiment, the "auto button" is selected, as shown in FIG. 36(b).
[0337] Next, at timing T32a shown in Figure 35, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., the "auto button," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 36(b)).
[0338] Next, at timing T32b shown in FIG. 35, the player presses the up key 15b and down key 15e shown in FIG. 1 to move the square frame W1 shown in FIG. 36(b) to "return to normal screen" (see image P133e), and then presses the enter key 15a shown in FIG. 1. This completes the customization, and the "win chance notification" and "auto button" are set. Of these, the "auto button" is reflected during the variable game of variable pattern B shown in FIG. 35 (denoted as variable B in the illustration), but the "win chance notification" will be reflected from the next variable at the earliest. This point will be explained in detail below.
[0339] That is, as explained above, when customization is completed at timing T32b shown in Fig. 35, the customization screen (see image P133) shown in Fig. 36(b) is hidden, and as shown in Fig. 36(c), the customization screen (see image P133) is not displayed on liquid crystal display device 41. At this time, instead, as shown in Fig. 36(c), liquid crystal display device 41 displays a button image (see image P160) in the upper left corner of the screen together with a text image saying "Preparing for customization."
[0340] Next, when one first start-up reserved ball is reserved between timing T32b and timing T33 shown in Figure 35, a reserved image (see image P134b) indicating that one first start-up reserved ball is reserved is displayed to the right of the display of the variable icon (see image P134a) on the liquid crystal display device 41, as shown in Figure 36(d).
[0341] Next, when a reach effect is executed during a variable game of the variation pattern B (illustrated as variation B in the illustration) shown in FIG. 35, a screen such as that shown in FIG. 36(e) is displayed on the liquid crystal display device 41. Specifically, as shown in FIG. 36(e), the left decorative pattern and the right decorative pattern stop at the same pattern (illustrated as "5"), and the central decorative pattern is displayed as a decorative pattern (see image P130) that is rapidly varying, and a decorative pattern (see image P131) that is rapidly varying is also displayed. At this time, as shown in FIG. 36(e), a character image "Reach!" (see image P162) is displayed in the center of the liquid crystal display device 41, and an image "PUSH" (see image P163) is displayed below that, and further below that, a meter image (see image P164) that indicates the effective time for pressing the effect button is displayed.
[0342] By the way, when the example screen shown in Figure 36(e) is displayed on the liquid crystal display device 41, the player would normally press the effect button device 13 (see Figure 1), but in this case, since the ``auto button'' setting is reflected, it will be determined that the player has pressed the effect button device 13 even if he or she does not press it.
[0343] Next, since it is determined that the player has pressed the effect button device 13, an image saying "Chance!?" (see image P165) is displayed in the center of the screen on the liquid crystal display device 41, as shown in FIG. 36(f).
[0344] Next, at timing T33 shown in Figure 35, when the decorative pattern (see image P130) and the resident pattern (see image P131) shown in Figure 36(f) are confirmed, the liquid crystal display device 41 shown in Figure 36(g) displays the decorative pattern (see image P130) stopped (showing an example of "545" in the figure), and further, the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P131) also stopped (showing an example of "545" in the figure). At this time, as shown in Figure 36(g), the variable icon (see image P134a) shown in Figure 36(f) is hidden because the variation has ended.
[0345] Next, at timing T34 shown in FIG. 35, a variable game of variation pattern C (denoted as variation C in the illustration) is performed. Specifically, a variation is executed for the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 36(g). That is, as shown in FIG. 36(h), the liquid crystal display device 41 displays a state in which the decorative symbols are rapidly varying (see image P130), and in accordance with this, the resident symbols are rapidly varying (see image P131), indicating that the symbols are currently varying. Then, as shown in FIG. 36(h), a variation icon (see image P134a) indicating that the symbols are currently varying is displayed in the lower left corner of the screen of the liquid crystal display device 41. This variation icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 36(g) shifted to the left. Furthermore, as shown in FIG. 36(h), a button image (see image P161) is displayed on the liquid crystal display device 41 along with text images of "Customizing" and "Screen Display." In other words, by displaying "customizing," the player is notified that the set "winning chance notification" has been reflected by this change. Note that "screen display" means that when the player presses the effect button device 13 (see FIG. 1), a customization screen (see image P133) such as that shown in FIG. 36(a) is displayed.
[0346] Thus, among the multiple customization items set in one customization from when the customization screen (see image P133) is displayed on the liquid crystal display device 41 until it is hidden, some items are reflected in the changes when the customization settings are completed, while others are reflected in the next change or later.
[0347] Therefore, as explained above, customization settings that can be reflected immediately can be reflected immediately, allowing players to play comfortably. Note that the above-described fluctuation patterns A to E are not limited to all different fluctuation patterns, and may be the same fluctuation pattern (for example, a miss normal fluctuation).
[0348] Incidentally, in the above explanation, an example has been shown in which the customization screen (see image P133) continues to be displayed on the liquid crystal display device 41, but in the SP reach effect, the customization screen (see image P133) is hidden (difficult for the player to recognize). Because the SP reach effect has the potential to result in a winning game, if the customization screen (see image P133) remains displayed on the liquid crystal display device 41, it is hidden (difficult for the player to recognize). Furthermore, if the customization screen (see image P133) is displayed on the liquid crystal display device 41 due to a player's operational error, there is a risk that the player will miss the SP reach effect. Therefore, after the customization screen (see image P133) is hidden, it cannot be displayed on the liquid crystal display device 41 until the SP reach effect ends. This point will be explained in detail below.
[0349] As shown in FIG. 37(a), the LCD display 41 displays a state in which the decorative symbols are rapidly changing (see image P130), and the resident symbols are simultaneously rapidly changing (see image P131), indicating that the symbols are changing. As shown in FIG. 37(a), a change icon (see image P134a) indicating that the symbols are currently changing is displayed in the lower left corner of the screen of the LCD display 41, and to the right of the icon, a reserved image (see image P134b) indicating that one first start reserved ball is reserved is displayed. Furthermore, as shown in FIG. 37(a), the LCD display 41 displays a customization screen (see image P133). At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 37(a) up and down, thereby selecting customizable effect content (see image P133b). Specifically, in this embodiment, as shown in FIG. 37(a), "Chance Notification at Winning" is selected. Furthermore, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., "chance notification when winning," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 37(a)).
[0350] Next, when the reach effect starts, a screen such as that shown in FIG. 37(b) is displayed on the liquid crystal display device 41. Specifically, as shown in FIG. 37(b), the left and right decorative symbols stop at the same symbol (shown as a "5" in the figure), and the center decorative symbol is displayed as a decorative symbol (see image P130) that is rapidly fluctuating, along with a decorative symbol (see image P131) that is rapidly fluctuating. Furthermore, as shown in FIG. 37(b), a text image of "Reach!" (see image P162) is displayed in the center of the liquid crystal display device 41. At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 37(b) up and down, thereby selecting a customizable effect content (see image P133b). Specifically, in this embodiment, "Increased Prediction Reliability" is selected, as shown in FIG. 37(b). Furthermore, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect, i.e., "Increased predictive reliability," to OFF (see the example screen of the liquid crystal display device 41 shown in Figure 37(b)).
[0351] Next, when the reach effect is executed, as shown in FIG. 37(c), the character image "Reach!" (see image P162) disappears on the liquid crystal display device 41, the left decorative pattern and the right decorative pattern stop at the same pattern (shown as "5" in the figure), and the decorative pattern (see image P130) in which the center decorative pattern is rapidly fluctuating is displayed. At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 37(c) up and down, thereby selecting a customizable effect content (see image P133b). Specifically, in this embodiment, as shown in FIG. 37(c), "Premium Up" is selected. Furthermore, the player presses the left key 15c and the right key 15d shown in FIG. 1 to set the selected customizable effect content, i.e., "Premium Up," to ON (see the example screen of the liquid crystal display device 41 shown in FIG. 37(c)).
[0352] Next, when the currently executed reach effect develops into the SP reach effect, a screen as shown in Fig. 37(d) is displayed on the liquid crystal display device 41. Specifically, as shown in Fig. 37(d), the left decorative pattern and the right decorative pattern are the same pattern (in the figure, "5" is shown as an example), and are displayed on the liquid crystal display device 41 in a manner that makes them smaller and stops at the upper corners, and the center decorative pattern is displayed as a decorative pattern that is fluctuating at high speed (see image P130). At this time, the customization screen (see image P133) that was displayed on the liquid crystal display device 41 in Fig. 37(c) is hidden (difficult for the player to recognize).
[0353] Next, when the SP Reach performance starts, as shown in Figure 37 (e), instead of the decorative pattern (see image P130) that is rapidly fluctuating, the liquid crystal display device 41 displays a text image (see image P170) that reads "SP Reach" in the center of the screen. At this time, the reserved image (see image P134b) that indicates that one first start reserved ball is reserved is not displayed.
[0354] Next, the SP Reach performance is executed, and instead of the text image "SP Reach" (see image P170), as shown in Figure 37(f), the liquid crystal display device 41 displays a character image (see image P172; the color of the character image's clothing is "blue," the color of the helmet's stand is "white," the color of the shield frame is "white," and the color of the sword is "white") in the lower right corner of the illustration, separated by a slanted boundary line (see image P171), with the upper body wearing a helmet and holding a shield and sword, and also displays a fortress image (see image P173) in the upper left corner of the illustration. Furthermore, as shown in Figure 37(f), the liquid crystal display device 41 displays the message "Go to the fortress for development" (see image P174) in the center of the screen.
[0355] Next, if the player is unable to enter the fort and loses, as shown in Figure 37(g), the liquid crystal display device 41 displays a character image (see image P172) that shrinks and falls along the sloping boundary line (see image P171) while shouting the words "Oh no!" At this time, the display in the center of the screen shows that the central decorative symbol (see image P130) has stopped at "4." This notifies the player that the player has lost.
[0356] Next, since it was a miss, the SP reach effect ends, and the liquid crystal display device 41 shown in Figure 37(h) displays the decorative pattern (see image P130) stopped (showing an example of "545" in the illustration), and further, the resident patterns (upper resident pattern, middle resident pattern, lower resident pattern) (see image P131) also stopped (showing an example of "545" in the illustration). At this time, as shown in Figure 37(h), the variable icon (see image P134a) shown in Figure 37(g) is hidden because the variation has ended.
[0357] Next, a change is made to the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 37(h). That is, as shown in FIG. 37(i), the liquid crystal display device 41 displays a state in which the decorative pattern is rapidly changing (see image P130), and in accordance with this, the resident pattern is rapidly changing (see image P131), indicating that the pattern is currently changing. Then, as shown in FIG. 37(i), a change icon (see image P134a) indicating that the pattern is currently changing is displayed in the lower left corner of the screen of the liquid crystal display device 41. This change icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 37(h) shifted to the left. Furthermore, as shown in FIG. 37(i), a button image (see image P175) is displayed on the liquid crystal display device 41 together with text images of "Customize" and "Screen Display." In this case, even if the SP reach effect ends in a miss and returns to the normal screen as shown in Figure 37(i), the customization screen (see image P133) shown in Figure 37(c) will not be displayed again, and a button image (see image P175) will be displayed together with text images of "Customize" and "Screen Display" to notify the player that by pressing the effect button device 13 (see Figure 1), the customization screen (see image P133) shown in Figure 37(c) will be displayed on the liquid crystal display device 41.
[0358] Next, when the player presses the effect button device 13 (see FIG. 1), a customization screen (see image P133) is displayed on the liquid crystal display device 41, as shown in FIG. 37(j). At this time, the rectangular frame W1 shown in FIG. 37(i) is in its initial position (the top in the illustration). Furthermore, if the "Premium Up" ON setting (see the example screen shown in FIG. 37(c)) that was set when the effect progressed to the SP Reach effect (before the effect progressed to the SP Reach effect) was set before the customization screen (see image P133) became invisible (difficult for the player to recognize), it will have been reflected when the customization screen (see image P133) is displayed again on the liquid crystal display device 41, as shown in FIG. 37(i).
[0359] Thus, in this way, during the SP reach effect, the customization screen (see image P133) is hidden (difficult for the player to recognize). Note that in Figure 37(i), the text images "Customization" and "Screen display" are displayed, but as explained above, depending on the customization content, text images "Preparing customization" or "Customizing" and "Screen display" may be displayed. From the content of this text image, it becomes easier to determine what the customization that was hidden during the SP reach will be like after the SP reach ends.
[0360] However, in the case of a normal reach effect, the customization screen (see image P133) is not hidden. That is, in the normal reach effect, the probability of a winning game is low, and in many cases the normal reach effect ends in a miss and the next variation begins. In such a situation, even if the customization screen (see image P133) is hidden (difficult for the player to recognize) in the normal reach effect, as in the SP reach effect, the performance time of the normal reach effect is short, so the player must immediately operate the LCD display device 41 to display the customization screen (see image P133). Therefore, in the case of a normal reach effect, if the customization screen (see image P133) is not hidden, there is an advantage in that it improves operability for the player.
[0361] Furthermore, although there are of course cases where a normal reach effect results in a winning game, even in such cases, the customization screen (see image P133) remains displayed on the liquid crystal display device 41 until the symbols come to a stop. If the customization screen (see image P133) is hidden (making it difficult for the player to recognize) in the case of a winning game in order to allow the player to recognize the winning symbols, the player will be able to determine whether it is a winning or losing game before the symbols come to a stop, which may reduce the player's interest.
[0362] The following will specifically explain the details of the normal reach effects described above.
[0363] As shown in FIG. 38(a), the LCD display 41 displays a state in which the decorative symbols are rapidly changing (see image P130), and the resident symbols are simultaneously rapidly changing (see image P131), indicating that the symbols are changing. As shown in FIG. 38(a), a change icon (see image P134a) indicating that the symbols are currently changing is displayed in the lower left corner of the screen of the LCD display 41, and to the right of the icon, a reserved image (see image P134b) indicating that one first start reserved ball is reserved is displayed. Furthermore, as shown in FIG. 38(a), the LCD display 41 displays a customization screen (see image P133). At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 38(a) up and down, thereby selecting customizable effect content (see image P133b). Specifically, in this embodiment, as shown in FIG. 38(a), "Chance Notification at Winning" is selected. Furthermore, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect content, i.e., "chance notification when winning," to ON (see the example screen of the liquid crystal display device 41 shown in Figure 38(a)).
[0364] Next, when the reach effect starts, a screen such as that shown in FIG. 38(b) is displayed on the liquid crystal display device 41. Specifically, as shown in FIG. 38(b), the left and right decorative symbols stop at the same symbol (shown as a "5" in the figure), and the central decorative symbol is displayed as a decorative symbol (see image P130) that is rapidly fluctuating, along with a rapidly fluctuating permanent symbol (see image P131). Furthermore, as shown in FIG. 38(b), a text image of "Reach!" (see image P162) is displayed in the center of the liquid crystal display device 41. At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 38(b) up or down, thereby selecting a customizable effect content (see image P133b). Specifically, in this embodiment, "Increased Prediction Reliability" is selected, as shown in FIG. 38(b). Furthermore, the player presses the left key 15c and the right key 15d shown in Figure 1 to set the selected customizable effect, i.e., "Increased predictive reliability," to OFF (see the example screen of the liquid crystal display device 41 shown in Figure 38(b)).
[0365] Next, when the reach effect is executed, as shown in FIG. 38(c), the character image "Reach!" (see image P162) disappears on the liquid crystal display device 41, the left decorative pattern and the right decorative pattern stop at the same pattern (shown as "5" in the figure), and the decorative pattern (see image P130) in which the center decorative pattern is rapidly fluctuating is displayed. At this time, the player presses the up key 15b and the down key 15e shown in FIG. 1 to move the rectangular frame W1 shown in FIG. 38(c) up and down, thereby selecting a customizable effect content (see image P133b). Specifically, in this embodiment, as shown in FIG. 38(c), the "Auto Button" is selected. Furthermore, the player presses the left key 15c and the right key 15d shown in FIG. 1 to set the selected customizable effect content, i.e., the "Auto Button," to ON (see the example screen of the liquid crystal display device 41 shown in FIG. 38(c)).
[0366] Next, if the currently executed reach effect does not develop into an SP reach effect and is a normal reach effect, the customization screen (see image P133) is not hidden (difficult for the player to recognize), and the customization screen (see image P133) continues to be displayed on the liquid crystal display device 41, as shown in FIG. 38(d). At this time, as shown in FIG. 38(d), the liquid crystal display device 41 displays the decorative symbol (see image P130) in a stopped state (illustrated as "545"). Then, when the symbol is determined, as shown in FIG. 38(e), the liquid crystal display device 41 displays the decorative symbol (see image P130) stopped (illustrated as "545"), and further displays the resident symbol (upper resident symbol, middle resident symbol, lower resident symbol) (see image P131) stopped (illustrated as "545"). At this time, as shown in FIG. 38(e), the liquid crystal display device 41 continues to display the customization screen (see image P133). 38(d) (see image P134a) is hidden because the change has finished. At this time, even if the customization screen (see image P133) is displayed, the display priority of the resident symbols (see image P131) is higher than that of the customization screen (see image P133), so the player can confirm that the normal reach has resulted in a miss by looking at the resident symbols (see image P131).
[0367] Next, a change is made to the reserved image (see image P134b) displayed on the liquid crystal display device 41 shown in FIG. 38(e). That is, as shown in FIG. 38(f), the liquid crystal display device 41 displays a state in which the decorative symbols are rapidly changing (see image P130), and in accordance with this, the resident symbols are rapidly changing (see image P131), indicating that they are changing. Then, as shown in FIG. 38(f), a change icon (see image P134a) indicating that a change is currently occurring is displayed in the lower left corner of the screen of the liquid crystal display device 41. This change icon (see image P134a) is the reserved image (see image P134b) shown in FIG. 38(e) shifted to the left. At this time, as shown in FIG. 38(f), the liquid crystal display device 41 continues to display the customization screen (see image P133).
[0368] Thus, in the case of a normal reach effect, the customization screen (see image P133) is not hidden.
[0369] As explained above, when customization settings are made across multiple symbol variations, there may be a variation that results in a jackpot among the multiple variations. In this case, even if the game enters a RUSH gaming state (right-hand hitting state (the player hits the gaming ball to the right side of the gaming area 40 of the gaming board 4 using the launch handle 16)) after the customization settings are made, the set customization items are reflected when the game changes from the RUSH gaming state after the jackpot game to a normal state (left-hand hitting state (the player hits the gaming ball to the left side of the gaming area 40 of the gaming board 4 using the launch handle 16)). In other words, even if customization settings are made across a losing variation and a jackpot variation, the customization settings are reflected. This point will be explained in detail below.
[0370] As shown in Fig. 39, a variable game of a losing variable pattern is being played between timings T40 and T41. At this time, when the player presses the effect button device 13 (see Fig. 1) at timing T40a shown in Fig. 39, a customization screen (see image P133) is displayed on the liquid crystal display device 41.
[0371] Next, at timing T41 shown in FIG. 39, the symbols in the variable game of the losing variable pattern are determined.
[0372] Next, at timing T42 shown in FIG. 39, a variable game of the jackpot variable pattern starts and is executed until timing T43. At this time, at timing T42a shown in FIG. 39, the customization setting is completed by the player's operation. For example, as the customization setting, it is assumed that the predictive reliability increase is set to ON. Note that this customization setting item is not reflected in this variation.
[0373] Next, a jackpot game is started, and the jackpot game is played during the period from timing T43 to T44 shown in Fig. 39. At this time, the customization setting items set at timing T42a shown in Fig. 39 are not yet reflected. Note that the period from timing T40 to T43 shown in Fig. 39 is the normal state (left-hit state (the player uses the launch handle 16 to hit the game ball to the left side of the game area 40 of the game board 4)).
[0374] Next, the game enters a RUSH gaming state after the big win game, and the RUSH game is played during the period from timing T44 to T45 shown in Fig. 39. At this time, the customization setting items set at timing T42a shown in Fig. 39 are not yet reflected.
[0375] Next, when the RUSH game state ends and returns to the normal state (left-hit state (the player uses the launch handle 16 to hit the game ball to the left side of the game area 40 of the game board 4)) at timing T45 shown in Figure 39, the customization setting item set at timing T42a shown in Figure 39 (increased predictive reliability set to ON) will be reflected.
[0376] Thus, even if the customization setting is made across the period from the loss variation to the jackpot variation, the customization setting is reflected. In the above explanation, an example was described in which the customization setting items set at the timing T42a shown in Fig. 39 are not reflected during the period from the timing T43 to T45 shown in Fig. 39, but this is not limiting, and since the game transitions to the normal state after the RUSH game state ends, the customization setting items set at the timing T42a shown in Fig. 39 may be reflected at the time T43 when the variable game of the jackpot variation pattern ends.
[0377] Incidentally, with regard to the customization settings described above, customization settings during RUSH can also be made possible during normal play. That is, since the effects during normal play and the effects during RUSH are different, some of the customization items during normal play and those during RUSH are made different depending on the effects, so that customization can be set according to the game state. In this case, during RUSH, customization items for the normal play state cannot be executed, and only customization items during RUSH can be executed.
[0378] Thus, since the change time during the RUSH is fast and the period (number of changes) during the RUSH is limited, if customization settings during the RUSH are enabled in advance during normal play, the player can play with the customized items from the start of the RUSH. Note that normal play state customization settings cannot be made during the RUSH. However, customization settings can be made after returning to normal play state. Even in this case, the period during normal play state is sufficiently long, so there is no need to provide a function for setting settings during the RUSH. This is because, during the RUSH, the player's interest is focused on the effects during the RUSH and whether or not they will win a jackpot, and at such times the player is not interested in the effects of the normal play state.
[0379] The above-described contents will be specifically explained below.
[0380] As shown in FIG. 40(a), the liquid crystal display device 41 displays a state in which the decorative symbols are fluctuating at high speed (see image P130), and in response, the resident symbols are fluctuating at high speed (see image P131), indicating that the symbols are fluctuating. As shown in FIG. 40(a), a fluctuating icon (see image P134a) indicating that the symbols are currently fluctuating is displayed in the lower left corner of the screen of the liquid crystal display device 41, and to the right of that, a reserved image (see image P134b) indicating that one first start reserved ball is reserved is displayed. Furthermore, as shown in FIG. 40(a), the liquid crystal display device 41 displays a customization screen (see image P180). As shown in FIG. 40(a), the customization screen displays the words "Customization Selection" (see image P180a) in the upper center of the screen, and below that, customizable content such as "Normal Performance Customization," "RUSH Performance Customization," "BGM Customization," and "Clear All Customization" (see image P180b) are displayed. As shown in FIG. 40(a), such customizable content (see image P180b) can be selected with the cross key (see image P180c) and confirmed with the button (see image P180d). Specifically, when the player presses the up key 15b or the down key 15e shown in FIG. 1, the rectangular frame W5 shown in FIG. 40(a) moves up or down, allowing the player to select the customizable content (see image P180b). After selecting the customizable content (see image P180b) (in FIG. 40(a), "normal mode effect customization" is selected), the player presses the confirm key 15a shown in FIG. 1, and a customization screen such as that shown in FIG. 40(b) (see image P181) or that shown in FIG. 40(c) (see image P182) is newly displayed. To return to the normal screen, the player moves the square frame W5 shown in Figure 40(a) to "Return to normal screen" (see image P180e) and presses the decision key 15a shown in Figure 1, thereby returning to the normal screen.
[0381] That is, when "Normal Mode Effects Customization" displayed on the liquid crystal display device 41 shown in FIG. 40(a) is selected and confirmed, a new customization screen (see image P181) is displayed on the liquid crystal display device 41 as shown in FIG. 40(b). As shown in FIG. 40(b), this customization screen displays the words "Normal Mode Effects Customization" (see image P181a) in the upper center of the screen, and below that, customizable effects such as "Winning Chance Notification," "Increased Prediction Reliability," "Premium Up," and "Auto Button" (see image P181b) are displayed. As shown in FIG. 40(b), these customizable effects (see image P181b) can be selected with the cross key (see image P181c) and confirmed with the button (see image P181d). Specifically, when the player presses the up key 15b or the down key 15e shown in FIG. 1, the rectangular frame W6 shown in FIG. 40(b) moves up or down, allowing the player to select customizable effects (see image P181b). After selecting a customizable effect (see image P181b) (in FIG. 40(b), "Chance Notification at Winning" is selected), the player can press the left key 15c or the right key 15d shown in FIG. 1 to set ON / OFF of the selected customizable effect. To return to the normal screen, the player moves the square frame W6 shown in FIG. 40(b) to "Return to normal screen" (see image P181e), and then presses the enter key 15a shown in FIG. 1. The normal screen is then restored. Also, the liquid crystal display device 41 shown in FIG. 40(b) displays a state in which the reserved image (see image P134b) indicating that one first start reserved ball shown in FIG. 40(a) is being reserved is shifted leftward and changing.
[0382] On the other hand, when "RUSH Effect Customization" displayed on the liquid crystal display device 41 shown in FIG. 40(a) is selected and confirmed, a new customization screen (see image P182) is displayed on the liquid crystal display device 41 as shown in FIG. 40(c). This customization screen, as shown in FIG. 40(c), displays the words "RUSH Effect Customization" (see image P182a) in the upper center of the screen, and below that, customizable effect contents (see image P182b) such as "Win Notification Upon Win," "Increased Prediction Reliability," and "Premium Up" are displayed. As shown in FIG. 40(c), these customizable effect contents (see image P182b) can be selected with the cross key (see image P182c) and confirmed with the button (see image P182d). Specifically, when the player presses the up key 15b or the down key 15e shown in FIG. 1, the rectangular frame W7 shown in FIG. 40(c) moves up or down, allowing the player to select customizable effect contents (see image P182b). After selecting a customizable effect (see image P182b) (in Figure 40(c) "win notification upon winning" is selected), the player can set the selected customizable effect to ON / OFF by pressing the left key 15c or the right key 15d shown in Figure 1. The win notification upon winning is an effect that notifies the player of a win by sound or a decorative lamp when the game ball wins a start hole (special symbol 1 start hole 44, special symbol 2 start hole 45a).
[0383] Thus, when returning to the normal screen from the customization screen (see image P182) displayed on the liquid crystal display device 41 as described above, the player moves the square frame W7 shown in Fig. 40(c) to "Return to normal screen" (see image P182e) and presses the decision key 15a shown in Fig. 1, thereby returning to the normal screen. Note that the liquid crystal display device 41 shown in Fig. 40(c) displays a state in which the reserved image (see image P134b) indicating that one first start reserved ball shown in Fig. 40(a) is being reserved is shifted to the left and changing.
[0384] Therefore, in this way, during normal game play, it is possible to set both the customization items for normal game play and the customization items for RUSH play. Note that in the "RUSH performance customization" shown in FIG. 40(c) (see image P182a), the customization items are partially different, with the addition of "win notification upon winning" which is not included in the customization items for normal game play, and the absence of the "auto button" which is included in the customization items for normal game play. However, the customization items for normal game play and the customization items for RUSH play may be the same. Furthermore, the same customization item may be set differently during normal game play and RUSH play (for example, "Premium Up" may be set to OFF during normal game play and ON during RUSH play).
[0385] As explained above, during RUSH, customization items for normal gameplay cannot be executed, and only customization items during RUSH can be executed. This point will be explained in detail using Figure 41.
[0386] As shown in Fig. 41(a-1), the liquid crystal display device 41 displays the status during the RUSH game. That is, as shown in Fig. 41(a-1), the liquid crystal display device 41 displays a status indicating that the decorative symbols are fluctuating at high speed (see image P130), and accordingly, the resident symbols are fluctuating at high speed (see image P131), and the decorative symbols are fluctuating at high speed. Then, as shown in Fig. 41(a-1), a fluctuating icon (see image P134a) indicating that the symbols are currently fluctuating is displayed in the lower left corner of the screen of the liquid crystal display device 41, and a reserved image (see image P134b) indicating that one first start reserved ball is reserved is displayed to the right of it. Furthermore, as shown in FIG. 41(a-1), the liquid crystal display device 41 displays the word "RIGHT HIT" (see image P191) in small letters at the top right corner of the screen, encouraging the player to hit the game ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4), and the word "RUSH" (see image P192) in small letters at the top left corner of the screen, indicating that the game is in the RUSH game state. Furthermore, as shown in FIG. 41(a-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 21500" (see image P193), at the bottom right side of the screen. At this time, as shown in FIG. 41(a-1), the liquid crystal display device 41 displays a customization screen (see image P194). As shown in FIG. 41(a-1), this customization screen displays the words "Customization Selection" (see image P194a) in the upper center of the screen, and below that, customizable options (see image P194b) such as "RUSH Effects Customization," "BGM Customization," and "Clear All Customizations" are displayed. As shown in FIG. 41(a-1), these customizable options (see image P194b) can be selected with the cross keys (see image P194c) and confirmed with a button (see image P194d). Specifically, when the player presses the up key 15b or down key 15e shown in FIG. 1, the square frame W8 shown in FIG. 41(a) moves up or down, allowing the player to select the customizable options (see image P194b).Then, after selecting the customizable content (see image P194b) (in FIG. 41(a-1), "RUSH performance customization" is selected), the player presses the enter key 15a shown in FIG. 1, and a new customization screen (see image P182) as shown in FIG. 41(b-1) is displayed. To return to the normal screen, the player moves the square frame W8 shown in FIG. 41(a-1) to "Return to normal screen" (see image P194e) and presses the enter key 15a shown in FIG. 1, thereby returning to the normal screen.
[0387] Thus, during RUSH play, unlike normal play, there is no option for "normal performance customization," and instead, the option for "RUSH performance customization" can be selected, as shown on the customization screen (see image P194) displayed on the liquid crystal display device 41 in Figure 41 (a-1).
[0388] Therefore, by doing this, as explained above, customization items for the normal game state cannot be executed during RUSH, and only customization items during RUSH can be executed.
[0389] Incidentally, in this embodiment, an example has been shown in which the customization screen shown in FIG. 41(b-1) (see image P182) is displayed after the customization screen shown in FIG. 41(a-1) (see image P194) has been displayed, but it is not limited to this, and it is also possible to immediately display the customization screen shown in FIG. 41(b-1) (see image P182).
[0390] That is, as shown in FIG. 41(a-2), the liquid crystal display device 41 displays the status of a RUSH game. More specifically, as shown in FIG. 41(a-2), the liquid crystal display device 41 displays a status indicating that the decorative symbols are fluctuating at high speed (see image P130), and the resident symbols are fluctuating at high speed accordingly (see image P131). As shown in FIG. 41(a-2), a fluctuating icon (see image P134a) indicating that a fluctuating symbol is currently being displayed is displayed in the lower left corner of the screen of the liquid crystal display device 41. Furthermore, as shown in FIG. 41(a-2), the liquid crystal display device 41 displays the words "RIGHT HIT" (see image P191) in small letters at the upper right corner of the screen to encourage the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4), and the words "RUSH" (see image P192) in small letters at the upper left corner of the screen to indicate that a RUSH game is currently being played. 41(a-2), the liquid crystal display device 41 displays the number of balls won by the player, "Total 21500" (see image P193), at the bottom right of the screen. At this time, as shown in FIG. 41(a-2), the liquid crystal display device 41 displays a button image (see image P195) together with a text image of "Customized Screen Display."
[0391] Thus, in this state, when the player presses the effect button device 13 (see Figure 1), the customization screen shown in Figure 41 (a-1) (see image P194) will not be displayed on the liquid crystal display device 41, and the customization screen shown in Figure 41 (b-2) (see image P182) will be displayed immediately.
[0392] That is, in this way, the customization screen (see image P182) shown in FIG. 41(b-2) may be displayed immediately.
[0393] Incidentally, the present embodiment described above can also be configured as follows.
[0394] As explained above, when a new customization setting (for example, a setting such as "Increase Prediction Reliability") is made across changes, a button image (see image P160) is displayed along with a text image "Preparing Customization" as shown in FIGS. 32, 34, and 36. At this time, since customization operations are possible during customization preparation, selecting and confirming "Clear All Customization" from the customizable content shown in FIG. 30(a) (see image P150b) clears (initializes) both the currently set customization items and the customization items being prepared. In other words, the currently set customization items are enabled while the button image (see image P160) is displayed along with a text image "Preparing Customization" as shown in FIGS. 32, 34, and 36. Therefore, if "Clear All Customization" is selected and confirmed, not only the customization items being prepared but also the currently set customization items must be cleared (initialized), which may result in customization settings that are not intended by the player. Therefore, in this embodiment, to prevent such a situation, when "Clear all customizations" is selected and confirmed, both the customization items currently being set and the customization items being prepared are cleared (initialized).
[0395] Incidentally, when "Clear All Customizations" is selected and confirmed as described above, a display with cleared customizations is executed. However, with regard to some effects, they are not cleared (initialized) for the currently changing variable effects and remain active. That is, while the customization settings (e.g., ON information such as the "Premium Settings" flag managed by the program for the "Premium Settings" setting) are cleared (initialized), the change contents reflecting the customization settings for the currently executed change (e.g., the change contents for the "Premium Settings" ON) are not cleared (initialized) and remain active. The change contents of the currently executed variable effects are determined according to the customization settings at the start of the change. Therefore, if "Clear All Customizations" is selected and confirmed, rewriting the display contents to a state without customization settings not only increases processing load but also may cause inconsistencies with the already executed display. For this reason, in this embodiment, the customization settings for the currently changing variable effects are not cleared (initialized). This point will be explained below using a specific example.
[0396] As shown in Fig. 42(a), the liquid crystal display device 41 displays a state in which the decorative pattern is fluctuating at high speed (see image P130), and in accordance with this, the resident pattern is fluctuating at high speed (see image P131), indicating that the pattern is fluctuating. As shown in Fig. 42(a), a fluctuating icon (see image P134a) indicating that the pattern is currently fluctuating is displayed in the lower left corner of the screen of the liquid crystal display device 41, and to the right of that, a reserved image (see image P134b) indicating that one first start reserved ball is reserved is displayed. Note that this fluctuating state is in a state in which "Premium Up" is set to ON.
[0397] Furthermore, as shown in Fig. 42(a), a customization screen (see image P180) is displayed on the liquid crystal display device 41. At this time, when the player presses the up key 15b and the down key 15e shown in Fig. 1 to move the rectangular frame W5 shown in Fig. 42(a) up and down and select the customizable content (see image P180b) (in Fig. 42(a), "Clear all customizations" is selected), and then the player presses the enter key 15a shown in Fig. 1, a screen such as that shown in Fig. 42(b) (see image P200) is displayed. Specifically, as shown in Fig. 42(b), "Clear all customizations? YES / NO" (image P200a) is displayed on the liquid crystal display device 41. In this case, if the player selects "YES" by pressing the left key 15c or the right key 15d shown in FIG. 1 and then presses the enter key 15a shown in FIG. 1, "All customizations have been cleared" (see image P201) will be displayed on the liquid crystal display device 41 as shown in FIG. 42(c). This clears (initializes) both the currently set customization items and the customization items being prepared. However, for the currently changing effect, the changes corresponding to the "Premium Up" ON setting will not be cleared (initialized) and will remain valid. From the next change onwards, the changes will be those corresponding to the "Premium Up" OFF setting. After "All customizations have been cleared" (see image P201) shown in FIG. 42(c) is displayed on the liquid crystal display device 41, a button image (see image P202) will be displayed in the upper left corner of the screen on the liquid crystal display device 41 together with a text image that reads "Customization Screen Display" (see image P202) as shown in FIG. 42(d).
[0398] In this way, some effects remain valid without being cleared (initialized) for the currently changing effect. However, once the currently changing effect ends, the next change will be performed with the change content corresponding to the cleared (initialized) customization item.
[0399] As explained above, in this embodiment, new customization settings can be made across multiple variations. In this case, when customization settings are started during a variation, and the main control board 60 (main control CPU 600a) sends a hold command (performance control command DI_CMD) for the variation to be executed after the variation, or a variation pattern command (performance control command DI_CMD) to the sub-control board 80, the sub-control CPU 800a may not be able to receive (miss) the command (performance control command DI_CMD). Even in this case, the customization screen described above continues to be displayed on the LCD display device 41. In other words, customization settings can continue to be made.
[0400] It is conceivable that the sub-control CPU 800a may not be able to receive (miss) the hold designation command (performance control command DI_CMD) or the variation pattern command (performance control command DI_CMD) for one variation due to irregularities such as noise. In such cases, the sub-control CPU 800a may not be able to control the display to display the hold correctly, or may not be able to execute a normal variation performance. However, even in such cases, the customization screen described above continues to be displayed on the liquid crystal display device 41, and priority is given to completing the currently executing customization setting. This is because it is better to check whether the next variation for which the hold designation command (performance control command DI_CMD) or variation pattern command (performance control command DI_CMD) was not received correctly will operate normally.
[0401] On the other hand, when customization setting is started during a certain variation, and this variation ends, the start-up reserved ball is no longer reserved and the game transitions to a customer waiting game state, the main control board 60 (main control CPU 600a) sends a customer waiting demo command (presentation control command DI_CMD) to the sub-control board 80. At this time, it is conceivable that the sub-control CPU 800a cannot receive (misses) the command (presentation control command DI_CMD). Even in this case, the display of the customization screen described above continues to be displayed on the liquid crystal display device 41. In other words, customization setting can continue to be performed.
[0402] It is conceivable that the sub-control CPU 800a may not be able to receive (miss) the customer waiting demo command (performance control command DI_CMD) for a single irregular fluctuation due to noise or the like. Even in such a case, it is unlikely that it will affect the customization settings. Therefore, it is...
Claims
1. a performance setting means for setting a plurality of types of performances based on an operation by a player; a display means capable of displaying a performance setting display that displays setting contents related to the performance; The performance setting display can be displayed during the change and can be displayed over multiple changes, The effect setting means is capable of executing a setting regarding a first effect and a setting regarding a second effect among a plurality of types of effects, The plurality of variations include a first variation and a second variation that is executed after the first variation, A gaming machine in which, during the first variation, the variation setting display is displayed on the display means by the variation setting means, and when the setting for the first variation and the setting for the second variation are executed from the first variation to the second variation, the setting for the first variation reflects the setting contents for the first variation or the second variation, and the setting for the second variation reflects the setting contents for variations after the second variation.
2. Further, a performance initial setting means for setting the plurality of types of performances to an initial state is provided, The display means can display a performance setting preparation display indicating that the setting content of the second performance is reflected in a variation after the second variation, During the display of the effect setting preparation display, the effect initial setting means can set the plurality of types of effects to an initial state, and both the first effect in which the setting content is reflected and the second effect in which the setting content is not reflected are set to the initial state, 2. The gaming machine according to claim 1, wherein when the plurality of types of effects are set to their initial states by the effect initial setting means, the effect setting preparation display is not displayed on the display means.
3. A performance initial setting means for setting the plurality of types of performances to an initial state; When the plurality of types of effects are set to the initial state by the effect initial setting means, an initialization setting notification is provided to notify that the setting contents have been initialized, A gaming machine as described in claim 1, wherein, for a specific effect among the settings for the multiple types of effects, when a change is made in which it is notified that the setting contents have been initialized, a change is made in accordance with the contents set by the effect setting means before initialization, and from the change after the change in which it is notified that the setting contents have been initialized, a change is made in accordance with the initialized setting contents.
Citation Information
Patent Citations
Game machine
JP2023021335A