Gaming machine
The gaming machine addresses operability and interest enhancement by integrating performance control and decorative elements, offering interactive operations and visual effects to improve player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-30
- Publication Date
- 2026-04-09
AI Technical Summary
Conventional gaming machines lack improvements in operability and game interest enhancement.
The gaming machine incorporates performance control means for displaying operation promotion and validity period notifications, along with decorative elements and a cover member, and features a performance operation device with buttons and direction keys for enhanced interaction and visual effects.
Enhances player enjoyment through improved operability and increased game interest by providing interactive performance options and visual effects.
Smart Images

Figure 2026061518000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In conventional gaming machines, gaming machines having operating means operable by a player are known (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, there has been room for improvement in improving the operability of the operating means and enhancing the interest of the game.
[0005] Therefore, an object of the present invention is to enhance the interest of the game.
Means for Solving the Problems
[0006] In a typical embodiment of the present invention, a gaming machine comprises a performance control means capable of executing game-related performances, a display device capable of displaying a display related to the game, a first operating means, and a second operating means different from the first operating means, wherein the performance control means is capable of displaying on the display device at least one of an operation promotion performance that prompts operation of the first operating means, or an operation validity period notification performance that notifies the operation validity period during which operation of the first operating means is effective, and the display mode of the operation promotion performance or the operation validity period notification performance can be changed by operating the first operating means during the operation validity period, and the timing of operation of the first operating means or operation Regardless of the mode of operation, at least one of a plurality of effects can be executed after the operation validity period has ended, the first operating means has an interior decoration and a cover member that covers the interior decoration so that it can be seen from the outside, the cover member does not have decoration with bumps and grooves corresponding to the interior decoration in a position where at least a part of it overlaps with the interior decoration, the operation promotion effect can display a display corresponding to the interior decoration, a second operation-related effect related to the operation of the second operating means and a warning related to the second operation-related effect can be displayed, and a warning related to the operation of the first operating means for a predetermined effect among the operation promotion effects is not displayed. [Effects of the Invention]
[0007] According to one embodiment of the present invention, the enjoyment of the game can be enhanced. [Brief explanation of the drawing]
[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This is a plan view of the control panel on a gaming machine. [Figure 6]This is a disassembled perspective view of the performance button. [Figure 7] This is a screen transition diagram showing the display screens of a display device in chronological order, and is an example (part 1) of screen transitions when an action to encourage user interaction is performed. [Figure 8] This is an example (part 2) of screen transitions when an action prompt is performed. [Figure 9] This is an example (part 3) of screen transitions when an action prompt is performed. [Figure 10] This is an example (part 4) of screen transitions when an action prompt is performed. [Figure 11] This is a screen transition diagram illustrating the different game mode functions. [Modes for carrying out the invention]
[0009] [Embodiment] Preferred embodiments of the present invention will be described below with reference to the drawings. In the description of the gaming machine, front (front), back (back), left, and right refer to the direction as seen from the perspective of the player during gameplay.
[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. In this embodiment, the gaming machine 10 is a sealed-type gaming machine (smart pachinko machine), and the game balls, which serve as the game medium, circulate inside the gaming machine and are not assigned as game value to a tray such as an upper tray. Instead of game mediums (game balls), game value is assigned as numerical data. Note that the configuration of the following embodiment can also be applied to gaming machines that are not sealed-type.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the pivot end that is attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 constitute an outer frame unit.
[0012] On the front frame 12, a game board 30 (see FIG. 2) is disposed, and a glass frame 15 having a cover glass 14 that covers the front surface of the game board 30 is attached. The cover glass 14 functions as a game viewing area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds a transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, access can be gained to the game area 32 of the game board 30. Also, by opening the front frame 12 with the glass frame 15 not opened, access can be gained to a game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30.
[0014] Various frame constituent members are disposed at the edge portion around the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a, 18b, 18c capable of performing light emission effects according to the game state are disposed at the upper part, right side part, and left side part of the glass frame 15. The decorative devices 18a, 18b, 18c house lighting members such as illumination LEDs 46 (see FIG. 4) inside, and are effect devices that perform light emission effects according to the game state. These decorative devices 18a, 18b, 18c collectively constitute a frame decorative device 18.
[0016] Upper speakers 19a are respectively disposed at the upper right corner portion and upper left corner portion of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at the lower part of the gaming machine 10. The lower speaker 19b is disposed at the lower part of the front frame 12. These upper speakers 19a and lower speaker 19b emit sound effects, warning sounds, notification sounds, etc.
[0017] The performance operation device is on the operation panel that extends horizontally on the lower part of the glass frame 15, and is an operation device including a performance button 25 and a direction key switch 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see Fig. 4) that detects being pressed. A plurality of performance buttons 25 may be provided. Also, the performance button 25 may vibrate according to the performance (vibration performance), or may pop out. The direction key switch 450 (direction key SW) may be a cross key switch, and may be a general one composed of a plurality (for example, four) of switches arranged in the front, back, left, and right directions. For example, the direction key switch 450 adjusts the light amount (brightness, luminance) of the performance LED 46 by increasing or decreasing (+-) with two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with two switches in the front and back. Also, the direction key switch 450 can be used, for example, to set the content of customization by selecting items in the menu displayed on the display device 41. The direction key switch 450 may have a button switch in the center in addition to the left, right, front, and back switches. In the direction key switch 450, detection signals indicating on / off states can be generated from each switch such as left, right, front, and back. Note that the gaming machine 10 may have a light amount adjustment switch for adjusting the light amount of the performance LED 46 and a volume adjustment switch for adjusting the volume of the speaker 19 independently of the direction key switch 450.
[0019] By the player operating the performance operation device (especially the performance button 25), it is possible to perform a performance that intervenes the player's operation in a special figure variation display game or the like displayed on the display device 41. For example, it is possible to select a performance pattern (performance mode) or execute a preview performance that previews the result of the variation display game. The variation display game includes a special figure variation display game (special symbol variation display game). When simply referred to as a variation display game, unless otherwise specified, this specification refers to a special figure variation display game.
[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0021] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state) in which it is easy to win a prize in the second start prize slot of the normal variable prize winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring is high in the variable display game (probability change state, probability change state). Special game states include the jackpot state and the minor prize game state (minor prize state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state is an example of this. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.
[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).
[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.
[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.
[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a frame control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.
[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.
[0034] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.
[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area. If there are other displays capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41, be movable from near the periphery of the display device 41 to near the center in front as part of the performance, and can also function as a performance movable object 44 (movable mechanism, see Figure 4).
[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.
[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.
[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.
[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).
[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.
[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.
[0046] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (1+Type machine). In this embodiment, when a minor win occurs, the special variable prize entry device 39 is opened, and a game ball enters a specific area 86 (V prize entry) within the special variable prize entry device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines. For example, it can be applied to V-probability machines (V-ST machines) in which a probability variation state (high probability state, specific game state) after the end of a big win is determined when a game ball enters the specific area 86 (V prize entry), and this embodiment can also be partially applied to gaming machines in which there is no specific area 86.
[0047] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, or the special variable prize slot 39, the frame control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are provided around the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slot 39.
[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.
[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.
[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).
[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game, variable game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a number of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.
[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.
[0054] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation display game is executed based on the determination result of the regular display winning random value (random value for winning determination) extracted at this time.
[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined number of extracted random values (normal variation win random values, normal variation random values) as start memory that grants the right to execute the normal variation game, up to a predetermined limit, based on the passage of a game ball through the normal variation start gate 34. If there are multiple types of winning results (normal variation winning symbols) for the normal variation game, normal variation winning symbol random values are also extracted to distribute (draw) the winning results, and both the normal variation win random values and normal variation winning symbol random values are stored as start memory.
[0056] Thus, the regular diagram start memory (regular diagram hold) stores a regular diagram win random value as a random value for determining whether the regular diagram variation display game is a win or a loss. When this win determination random value matches the determination value, the regular diagram variation display game is a win and a specific result pattern is derived.
[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0058] If the random value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops at the winning result, and the game enters a winning state (normal symbol winning state). At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.
[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random values as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 or the starting prize area (starting slot) of the normal variable prize slot 37, up to a predetermined upper limit.
[0060] When a winning ball is detected to start the special symbol variation display game, various random values such as the jackpot random value, the jackpot symbol random value (special symbol random value), and the variation pattern random value are extracted. These random values are stored as special symbol start memories in the special symbol hold memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).
[0062] Special Symbol 1 Variable Display Game (First Special Symbol Variable Display Game, First Symbol Variable Game) and Special Symbol 2 Variable Display Game (Second Special Symbol Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (special symbols, special symbols) in a variable manner on the Special Symbol 1 display 51 and Special Symbol 2 display 52, and then stopping to display a predetermined result pattern. The predetermined result patterns that are stopped to display on the Special Symbol 1 display 51 and Special Symbol 2 display 52 include jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), time-saving symbols (support jackpot stop symbols), and losing symbols (losing stop symbols).
[0063] Furthermore, the display device 41 executes a decorative special feature variation display game that displays multiple types of identification information in a variable manner, corresponding to each special feature variation display game on the special feature 1 display device 51 or the special feature 2 display device 52. The identification information on the display device 41 consists of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.
[0064] The decorative symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed in the display device 41 in a changing and variable manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images (picture images), to enhance the entertainment value. In addition, a decorative regular symbol variation display game may be implemented in the display device 41, either in place of or in conjunction with the decorative special symbol variation display game, in which identification information (decorative regular symbols, decorative regular symbols) changes over time in accordance with the regular symbol variation display game (symbol variation game) on the regular symbol display device 53, using scrolling display, rotating display, etc., similar to the decorative special symbol variation game.
[0065] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "777" or similar are aligned).
[0066] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a special result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.
[0068] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (big win game state, special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.
[0069] Here, I will explain the difference between a big win and a small win.
[0070] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.
[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. There are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game. When the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game is executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). When start memories for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game are generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed. Unless otherwise specified, in this embodiment, the Special Feature 2 Priority Variable Display (Special Feature 2 Reserve Priority Processing) is in effect, and the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game.
[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0074] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.
[0075] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies of recovery (restoration, recovery) from a power outage.
[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.
[0078] Furthermore, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcontroller 111 and the RAM in the frame control device 200. Initialization here basically means clearing the information to zero, but some values such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random values stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).
[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the frame control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the diagram, the game microcomputer 111 is equipped with a random number generation circuit to generate random numbers for determining jackpots in the special symbol variation display game, random numbers for special symbols to determine jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and random numbers for variation patterns to determine variation patterns in the special symbol variation display game (including information on various reach and no-reach variation displays and information on the execution time of the special symbol variation display game). The random number generation circuit can also generate random numbers for determining wins in the random number display game, as well as random numbers for determining the winning symbol.
[0084] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.
[0085] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.
[0086] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize entry switch 35a of the general prize entry 35, the starting entry 1 switch 36a in the first starting prize entry 36, the starting entry 2 switch 37a in the second starting prize entry (normal variable prize entry device 37), and the large prize entry switch 39a of the special variable prize entry device 39. The outputs from the gate switch 34a, prize entry switch 35a, starting entry 1 switch 36a, starting entry 2 switch 37a, and large prize entry switch 39a are also supplied from the game control device 100 to a test shooting device (not shown) via the relay board 70. In addition, the detection signals from the starting entry 1 switch 36a and the starting entry 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may, for example, detect game balls magnetically.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and are detected.
[0088] Furthermore, the input unit 120 is connected to various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud or abnormalities in the gaming machine 10. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 of the gaming machine 10, a glass frame opening detection switch (door opening / closing sensor) provided on the glass frame 15 of the gaming machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch, door opening / closing sensor) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.
[0089] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the game microcontroller 111 via the data bus. Data may also be input from the frame control device 200 to the game control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a game machine that is a mass-produced product installed in a game parlor (game hall).
[0092] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 86b, which operates the lever and opens the specific area 86. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.
[0093] Furthermore, the output unit 130 can output the on / off data of the LEDs of the integrated display device 50 as data to be displayed on the integrated display device 50, using the corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in a gaming parlor (such as information collection terminals or internal management devices (hall computers)), and information related to the gaming machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.
[0095] Furthermore, the output unit 130 can output the on / off data of the LEDs of the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value) obtained by winning, and may include, for example, the payout rate (base value), the ratio of prize balls, and the number of balls dispensed.
[0098] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed. The number of balls dispensed can be obtained by counting the signals from the out ball detection switch 74, etc. In enclosed gaming machines, the number of balls acquired (total number of prize balls) is the number of game value (amount of game value) assigned as numerical data.
[0099] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called consecutive bonus payout ratio).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. In this way, in the game stop state, the execution of games on the unified display device 50 and the display device 41 is restricted. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.
[0101] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.
[0102] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the value of the counting counter capable of counting (measuring) MY (counter value) has reached a reference value (predetermined value, 95000 in this embodiment), and (2) neither a big win nor a small win is occurring. MY is the increase in the number of game balls from a reference point, based on the point at which the number of game balls was at its lowest (when the player's loss of game balls was at its maximum) when the results of gameplay during the day's operation of the amusement parlor (day's operation of the amusement machine 10) are obtained. The counting counter (which may also be called a reference value counter), which is a counter for counting MY, basically counts the value obtained by subtracting the number of balls dispensed (number of balls out) from the number of safe balls (number of safe balls - number of balls dispensed), but if the counting counter is 0, it does not subtract even if there are balls dispensed (out) (counter value ≥ 0). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the operating conditions may be other. For example, condition (1) could be set to the number of safe balls or a specific number of balls (number of safe balls - number of balls dispensed) reaching a standard value. Also, condition (2) could be set to the special variable prize winning device not being activated, or the large prize winning opening not being open.
[0103] In this embodiment, the number of safe balls is the total number of prize balls that have been decided to be awarded (basically equal to the number of prize balls actually awarded) (number of acquired balls, number of balls dispensed). The number of dispensed balls (number of out balls) is the number of game balls dispensed from the game area 32, and can be counted by counting the signal from the out ball detection switch 74. The counter value of the counting counter increases when a prize is awarded by the number of prize balls awarded, and decreases when one game ball is dispensed from the game area 32, as the number of dispensed balls increases by 1 (however, if the counting counter is 0, it does not decrease and remains at 0). The counting counter can be set, for example, by providing a memory area in the RAM 111c of the game control device 100 to store the counter value. The counter value of the counting counter may also be specified to be subtractive. For example, the origin of the counter value of the counting counter may be 95000, and it may subtract in response to an increase in safe balls and increase in response to an increase in the number of balls dispensed (however, if the counting counter is at the origin of 95000, it will not increase and will remain at 95000). For example, when the counter value specified for subtraction becomes 0, it corresponds to the counter value specified for increase becoming 95000, and a safety device (complete function) may be activated.
[0104] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used. Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the counter value of the counting counter is decreased by -1 each time a game ball is launched by the ball launcher, and increased by +1 each time a foul ball occurs.
[0105] For example, when the counter value is less than 90000, the safety device (complete function) status becomes inactive (the normal state where complete function activation warning, complete function activation announcement, or complete function activation notification is not executed). When the counter value is between 90000 and 94999, the safety device status becomes a complete function activation warning state, which notifies (warns) of the possibility that the safety device may activate. When the counter value reaches 95000, the status becomes a complete function activation announcement state, which notifies (announces) that the safety device will activate (is scheduled to activate), or a complete function activation notification state (activated state, in-operation state), which means the safety device is currently activated.
[0106] When the counter value reaches 95,000 (the baseline value), the complete function activation notification state is activated if a big win or a small win is occurring, and the complete function activation notification state is activated if neither a big win nor a small win is occurring. Therefore, if the safety device activates the complete function activation notification state (activated state) before a big win or small win occurs, the game will immediately stop (game unavailable state, game prohibited state), and the complete function activation notification state will not occur. Note that in time-saving states or probability-changing states, the safety device is more likely to activate the complete function activation notification state (activated state) before a big win or small win occurs.
[0107] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device transitions from the complete function activation notification state to the complete function activation notification state (activated state, in operation state).
[0108] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of the complete function activating. As a complete function activation warning, the remaining number (difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is displayed as a countdown, and a predetermined text display (for example, "The game will stop soon") is also displayed. In the complete function activation notification state of the safety device during a minor win or a major win, the performance control device 300 displays a complete function activation notification on the display device 41 to notify of the activation of the complete function (for example, the text "The game will stop after the win ends"). For example, the complete function activation warning and the complete function activation notification may be displayed on a part of the display device 41, for example, on the front layer without interrupting other displays or other performances, while obscuring some of other displays or other performances on the back layer.
[0109] When the safety device is activated and the complete function is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays a complete function activation notification (for example, the words "Stopped Playing") on the display device 41 to indicate that the complete function is activated. For example, the complete function activation notification is displayed across the entire screen of the display device 41, and other displays and other effects other than the complete function activation notification may be either terminated or obscured (restricted) by the complete function activation notification on the front layer so that they are not visible on the back layer. When the safety device enters the complete function activation notification state (activated state), the game control device 100 sets the safety device activation flag (safety device activation flag) to ON to indicate that the safety device is activated. The safety device activation flag (safety device activation flag) is reset to 0 (safety device activation flag = 0) by the RAM initialization process (RAM clear process), and the safety device is deactivated.
[0110] In the stopped game state, special symbol variation display games, normal symbol variation display games, and round games (gameplay during big wins or small wins) cannot be played. To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch is disabled, the prize entry (winning) is disabled, the solenoid stops so that the big prize entry, specific area 86, normal variation prize device 37, etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), and the integrated display device 50 and performance display device 152 turn off. In the stopped game state, not only can special symbol variation display games and normal symbol variation display games not be continued, but new special symbol variation display games and new normal symbol variation display games cannot be started. Note that a configuration is also possible in which the launch of game balls is not stopped in the stopped game state. In the stopped game state, all light-emitting parts (LEDs) of the integrated display device 50 and performance display device 152 turn off (all off). However, this is not limited to the above, and in the game stopped state, some of the light-emitting parts (LEDs) of the integrated display device 50 and the performance display device 152 may be lit (partially lit) or all of them may be lit (all lit). Furthermore, in the game stopped state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stopped state may be output to the test firing device (a configuration in which no test firing signal is output is also possible). In the game stopped state, the performance control device 300 may turn off all of the performance LEDs 46 (all off), or turn on some or all of them. However, during an error, some or all of the performance LEDs 46 may be lit in red. Also, in the game stopped state, the performance control device 300 may stop the audio output from the speaker 19 and make it silent (a configuration that does not make it silent is also possible).
[0111] [Transition state upon power-on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the system transitions to various states (modes).
[0112] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the display device 41, the sound from the speakers 19a and 19b, the illumination of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. In other words, the performance control device 300 can control the performances related to the game. The performance LED 46 may be a full-color LED (light-emitting diode) capable of emitting light in various colors.
[0115] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.
[0116] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.
[0117] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.
[0118] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character image data and video data (including video and movie data), and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM that stores sound data including speech, and an amplifier circuit that amplifies the speech data.
[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).
[0121] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.
[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.
[0124] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.
[0125] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores the normal diagram start memory based on the input of the game ball detection signal from the gate switch 34a provided in the normal diagram start gate 34. Based on the normal diagram start memory, it extracts a random value for determining the normal diagram win (normal diagram win random value) and compares it with the determination value stored in the ROM 111b to determine whether the normal diagram variation display game is a win or a loss. This determination may be performed at the start of the normal diagram variation display game (at the start or immediately before the start).
[0126] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.
[0127] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss. This determination may be performed at the start of the special figure 1 variable display game (at the start or immediately before the start).
[0128] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss. This determination may be performed at the start of the special figure 2 variable display game (at the start or immediately before the start).
[0129] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).
[0130] Furthermore, the performance control device 300 displays a decorative special feature variation display game on the display device 41, corresponding to the special feature variation display game on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).
[0131] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays the minor win symbol or major win symbol (minor win stop symbol or major win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.
[0132] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the special symbol 1 display 51 and the special symbol 2 display 52 to stop and display a losing symbol (losing stop symbol) as the result of the loss.
[0133] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.
[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time required to convert the normal variation prize device 37 to the open state is extended compared to normal by changing one or more of the following: normal variation time, normal variation stop time, normal power release count, normal power release time, and normal variation probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variation prize device 37 than in the normal game state where no special games are played, and the number of executions of the special variation display game per unit time can be increased compared to the normal game state, and the execution interval of the special variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. In addition, the movable member 37b may be set not to open in the normal operation state (normal variation probability is 0). If there are multiple types of normal variation win results (normal variation win symbols), the normal power release time (long opening, short opening) and the number of normal power release counts may be changed according to the type of normal variation win result (normal variation win A, normal variation win B, etc.). Furthermore, the normal train release time and the number of normal train releases associated with each normal train result may be changed depending on the type of time-saving state (normal train support state). Also, the high probability state (probability change state) and the time-saving state can occur independently of each other, and it is possible to have both occur simultaneously or to have only one of them occur.
[0138] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state, in which the payout rate (base value) is as low as the normal game state because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which no special gameplay is performed (of course, it may also be treated as a time-saving state).
[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (excluding the number of games in the probability variation state) executed after power-on or after the end of the jackpot state reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a jackpot or a time-saving symbol. Regarding a time-saving state (b time-saving state, c time-saving state are also acceptable), there may be multiple time-saving states (a1 time-saving state, a2 time-saving state, a3 time-saving state, etc.) with different normal power opening times and normal power opening counts corresponding to the normal symbol jackpot result (normal symbol jackpot symbol). Furthermore, the condition for ending the time-saving state (normal electric support state) is, for example, that the special symbol variation display game or the normal symbol variation display game is executed a predetermined number of times (number of time-saving rounds, number of electric support rounds) while in the time-saving state. Note that a time-saving state in which the time-saving condition can be defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.
[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state (remaining reserve state) in which the second start memory (special figure 2 start memory, special figure 2 reserve) remaining at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).
[0141] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.
[0143] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).
[0144] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.
[0146] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to safety devices (complete function), and counting processing, which updates the counter value of a counting counter capable of counting MY. In safety device-related processing, safety device-related information, such as the safety device's complete function activation notification status (operation status), is sent as a command to the performance control device 300, and a safety device activation flag is set to indicate that the safety device is operating.
[0147] In the main processing initiated when the power is turned on, the game control device 100 can send power recovery commands to the performance control device 300, indicating that the power has been restored or turned on, and RAM initialization-related commands related to RAM initialization. The RAM initialization-related commands include RAM initialization commands indicating that RAM is being cleared (initialized) and RAM clear preparation commands indicating that RAM clear preparation is underway.
[0148] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0149] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include counter information commands that indicate the counter value of a counting counter that can count MY, operation warning commands corresponding to the safety device complete function operation warning state, operation notification commands corresponding to the safety device complete function operation notification state, and operation in progress commands corresponding to the safety device complete function operation notification state (operation state).
[0150] The game control device 100 can transmit customer waiting commands related to the customer waiting state when no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos on the demo screen. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.
[0151] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserve), which is the number of first start memories (Special Feature 1 Reserve), and the number of second start memories (Special Feature 2 Reserve), which is the number of second start memories (Special Feature 2 Reserve). The game control device 100 can also transmit a Normal Feature Reserve Count command indicating the normal start memories when the number of normal start memories (Normal Feature Reserve), which is the number of normal start memories, changes. Furthermore, the game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can reduce the number of first start memories by 1 at the start of a special figure 1 variation display game based on the first start memory, and can reduce the number of second start memories by 1 at the start of a special figure 2 variation display game based on the second start memory.
[0152] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include a pre-read stop symbol command that corresponds to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on the jackpot random value or special symbol random value saved as the first start memory or second start memory, and a pre-read variation pattern command based on the saved variation pattern random value.
[0153] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.
[0154] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the display device 41 and also provides notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b for, for example, 30 seconds (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41 as an error indication, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the content of the error, the display device 41 may also display the content of the error. For malicious errors such as magnetic errors detected by the magnetic sensor switch, the error indication (text indication, etc.) on the display device 41 may be displayed on the full screen of the display device 41, interrupting other displays and other performances. Alternatively, for malicious errors, the error indication on the display device 41 may be hidden on the back layer so that it cannot be seen, without interrupting other displays and other performances, and displayed on the full screen of the front layer. On the other hand, for errors other than malicious errors, the error indication on the display device 41 may be displayed on a part of the display device 41, for example, on the front layer while partially obscuring other displays and other performances on the back layer, without interrupting other displays and other performances.
[0157] When the performance control device 300 receives a counter information command, it displays information regarding the counter value of the counting counter on the display device 41. As information regarding the counter value, it displays a countdown of the remaining number (the difference between the reference value and the counter value) up to the reference value (95000). However, it is not limited to this, and a count-up display showing the counter value as is may also be used. When the performance control device 300 receives an operation warning command, an operation notification command, or an operation command, it displays text on the display device 41 corresponding to the respective command, such as "Stopping soon," "Stopping after the win ends," or "Stopping." Furthermore, when the performance control device 300 receives an operation warning command, it allows and enables the start of the countdown display regarding the counter value.
[0158] When the performance control device 300 receives a customer-waiting demo command while in customer-waiting state, it displays a customer-waiting demo such as a movie demo (video) on the display device 41. The customer-waiting state is entered when both the first start memory count and the second start memory count are zero and the special symbol variation display game is not being executed. The customer-waiting demo may start after a predetermined time has elapsed from the start of the customer-waiting state.
[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a decorative stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and decorative stop symbol command to the performance control device 300.
[0160] In the variation-related performance setting process, a lottery is performed using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stopped symbol, etc., to specifically set (select) pre-announcement performances that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation performances such as pseudo-continuous performances and reach performances on the display device 41, and decorative stopped symbols. The variation command may include information on the number of pseudo-continuous performances (number of pseudo-variations) and information on the type of reach performance corresponding to the reach state. A pseudo-continuous performance is a performance in which a predetermined number of pseudo-variations are performed on the display device 41, in which decorative special symbols are varied and temporarily stopped. In addition, in the variation-related performance setting process, the lighting pattern of the performance LED 46 and the sound pattern of speakers 19a and 19b can be set according to pre-announcement performances and variation performances.
[0161] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the display device 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if a decorative special feature variation display game displayed on the display device 41 in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, center, etc., to display the result pattern, then the state in which the variation display stops in the left and right variation display areas while the conditions for a special result pattern are met (for example, the same identification information) becomes a reach state.
[0163] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying degrees of expectation (reliability, probability) of producing special outcome modes (jackpot modes and minor win modes). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected probability (reliability) of a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, the state in which a reach state occurs has a higher expected probability (probability) of resulting in a jackpot compared to the state in which a reach state does not occur.
[0164] The expected value (reliability) of a performance (preview) indicates the probability of a jackpot occurring when that performance is selected, and can be calculated based on the selection rate of that performance when a jackpot is achieved and the selection rate of that performance when a jackpot is not achieved (when it is a miss). For example, if the selection rate (distribution rate) of that performance in the lottery (distribution) when a jackpot is achieved is high, the expected value will be high (large), and if the selection rate (distribution rate) of that performance in the lottery (distribution) when it is a miss is high, the expected value will be low (small). Jackpots include the aforementioned V-entry jackpots, and the expected value for V-entry jackpots is approximately the same as the expected value for minor wins that result in V-entry. In addition to jackpots, the expected value can also be set for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach).
[0165] Furthermore, the appearance rate (occurrence rate) of an effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) during the lottery for that effect. For example, the appearance rate per spin display game (or per start memory in the case of the pre-announcement effect described later) is the sum of (probability of losing × selection rate when it is a loss) and (probability of winning × selection rate when it is a win). Also, the appearance rate of an effect may be set for each period within a single spin display game (for example, for the first half and the second half) (that is, the selection rate of the effect may be adjusted in accordance with each period and the lottery for the effect may be conducted).
[0166] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.
[0167] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.
[0168] When the performance control device 300 receives a Special Symbol 1 Reserve Count command or a Special Symbol 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the Special Symbol Start Memory (Special Symbol Reserve) on the display device 41 or the like. Alternatively, when the performance control device 300 receives a Normal Symbol Reserve Count command, it may also display the same number of reserve indicators corresponding to the Normal Symbol Start Memory (Normal Symbol Reserve) on the display device 41 or the like. When the performance control device 300 receives a Pre-read command, such as a Pre-read Variation Pattern command and a Pre-read Stop Symbol command, it draws and sets a Pre-read Notification Performance (Pre-read Performance, Pre-read Notification) with a lottery probability corresponding to the Pre-read command. Examples of Pre-read Notification Performances include Consecutive Notification Performances and Reserve Change Notifications (Reserve Change Performances). Examples of Consecutive Notification Performances include Chance Eye Pre-read Performances related to Decorative Stop Symbols. The pending display change notification indicates that the display method (color, shape, pattern, effect, etc.) of the pending display changes from the normal (default) version, suggesting that the probability of the variable display game based on the pending display being a win is higher than when the pending display does not change (normal).
[0169] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as hitting instruction notification commands, it can execute a left-hit instruction display and a right-hit instruction display on the display device 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 that celebrates a V-win.
[0170] Furthermore, the performance control device 300 may receive commands necessary for control from the game control device 100 in addition to those mentioned above. In addition, the performance control device 300 may set or control performances related to the regular display game, similar to the performances related to the special display game.
[0171] [Control Panel] Next, referring to Figure 5, the operating devices on the control panel of the gaming machine 10 will be described.
[0172] Figure 5 is a plan view of the control device on the control panel of the gaming machine 10.
[0173] The control device is configured to include a performance button 25 and a directional key switch 450 (directional key SW).
[0174] Adjacent to the directional key switch 450, a volume control switch 335 is provided for adjusting the volume of the speakers 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing it (+-). The volume control switch 335 consists of a volume up switch 335a for increasing the volume (+) and a volume down switch 335b for decreasing the volume (-). The surface of the volume up switch 335a is provided with a raised and recessed marking related to the "+" operation, and the surface of the volume down switch 335b is provided with a raised and recessed marking related to the "-" operation. Note that the volume control switch 335 does not have to be attached to the directional key switch 450 as an integrated unit, but may be provided independently as multiple types of operating parts near the directional key switch 450.
[0175] As mentioned above, the light intensity (brightness) of the effect LED 46 can be adjusted by increasing or decreasing (+-) using the two switches on the left and right of the directional key switch 450. Alternatively, the volume of the speaker 19 may be adjusted by increasing or decreasing (+-) using the two switches on the up and down (front and back) of the directional key switch 450, without providing a volume adjustment switch 335. The front, back, left, and right switches of the directional key switch 450 have raised markings (front, back, left, and right marks, symbols) on their surfaces that relate to the operation of the directional key switch 450. For example, the surface of the rear switch of the directional key switch 450 may have a raised marking related to the operation "▲", and the surface of the front switch may have a raised marking related to the operation "▼". It is also possible to provide raised markings only on specific switches among the front, back, left, and right switches. Furthermore, the front, back, left, and right switches of the directional key switch 450 do not have to be integrated in a cross shape, for example, but may be provided independently as multiple types of operating parts.
[0176] Furthermore, a volume mark 335c (a volume adjustment mark, symbol, or indicator of function) is displayed (attached) near the volume adjustment switch 335 to indicate that the volume can be adjusted. The volume mark 335c may or may not have raised or recessed surfaces.
[0177] A ball count display unit 217 is provided in a position closer to the game board 30 than the performance button 25 on the control panel (upwards in Figure 5). Adjacent to the ball count display unit 217, a counting operation unit 218 and a counting notification unit 218a are provided as multiple types of operation units independent of the directional key switch 450.
[0178] The ball count display unit 217 displays the number of available game balls that the player can use, which is the number of game balls held by the game machine (number of game balls of usable value). The counting operation unit 218 is operated when the player finishes playing on the game machine 10, and the counting notification unit 218a notifies whether or not the machine is in a counting state.
[0179] Furthermore, near the ball count display unit 217, characters explaining the value displayed on the ball count display unit 217 (indicating a function, for example, "balls remaining") are displayed (attached). The characters explaining the value displayed on the ball count display unit 217 may or may not have raised or recessed surfaces.
[0180] Similarly, near the counting operation unit 218, characters explaining the counting operation (function indicators, for example, "Short press: 1 item, Long press: 250 items") are displayed. The characters explaining the counting operation may or may not have raised or recessed surfaces. The counting operation unit 218 also has a display on its surface related to its operation (function indicator, for example, "Count"). The display related to the operation of the counting operation unit 218 may or may not have raised or recessed surfaces.
[0181] Furthermore, the counting operation unit 218 may have an uneven surface, for example, a concave, dish-like shape, or it may have recessed indentations at its edges. By forming an uneven surface on a part of the counting operation unit 218 in this way, it becomes easier for the player to place their fingers on the counting operation unit 218 when operating it, thereby improving operability.
[0182] Note that there is no display near the counting notification unit 218a indicating the function of the counting notification unit 218a. Also, the illumination mode of the counting operation unit 218 may be changed to match the notification mode of the counting notification unit 218a (e.g., illumination or extinguishing) (e.g., illumination or extinguishing).
[0183] In the center of the effect button 25, text prompting the user to operate the effect button 25 (for example, "PUSH") is displayed.
[0184] [Performance button] Next, please refer to Figure 6 for a detailed explanation of the performance button 25.
[0185] Figure 6 is an exploded perspective view of the effect buttons.
[0186] The performance button 25 is configured as a unit in which multiple parts are stacked and combined. The performance button 25 has a button frame 752 and a button lens 754 near its surface. Inside the button lens 754, a button lens ornament 756 is housed.
[0187] The button frame 752 is formed in an annular shape, and the button lens 754 is inserted into the inner opening. Multiple legs 752c formed at the bottom of the button frame 752 engage with the receiving parts of the base member of the performance button 25 (not shown), so that the button frame 752 is configured as a fixed member integrated with the base member and does not move when operated by the player.
[0188] The button lens 754 and the button lens ornament 756 function as movable members supported by the base member of the performance button 25 via a coil spring (elastic member) (not shown). These movable members move downward from their initial position along the central axis (approximately in the vertical direction) when the player presses the button lens 754, and return to their initial upper position when there is no player input, biased by the coil spring.
[0189] The button lens 754 comprises a circular button lens body 754a that is dome-shaped in the center and has a flange portion 754b formed at the base of the button lens body 754a. When the button lens body 754a is placed inside the button frame 752, a part of the flange portion 754b (outer part) is positioned below the bottom of the button frame 752. Therefore, when the button lens 754 is biased by the coil spring, a part of the flange portion 754b contacts the bottom of the button frame 752, so the button lens 754 does not protrude above the button frame 752.
[0190] The button lens body 754a of the button lens 754 is formed to be semi-transparent. The button lens body 754a covers the internal decoration 756a of the button lens ornament 756 housed inside, making it visible from the outside. Furthermore, when the button lens ornament 756 is housed inside the button lens 754, it can be illuminated from below by a light source (e.g., an LED) to make the letters of the internal decoration 756a (e.g., "PUSH") stand out on the surface of the performance button 25. Alternatively, the button lens body 754a of the button lens 754 could be formed to be more translucent or transparent so that the letters of the internal decoration 756a are visible from the outside of the performance button 25 even without illumination by a light source.
[0191] Furthermore, the button lens body 754a has a flat surface and does not have any uneven decorations corresponding to the internal decoration 756a in the axial direction of the performance button 25 (up and down direction in Figure 6) where it overlaps with the internal decoration 756a at least partially. The internal decoration 756a has uneven decorations corresponding to letters (for example, "PUSH"). The button lens body 754a also functions as a cover member that covers the internal decoration 756a, for example, to prevent the player from touching the internal decoration 756a from the outside. In this way, even though the internal decoration 756a has uneven decorations, the surface of the button lens body 754a does not have uneven decorations, so it is possible to prevent the player's fingers from getting caught on the performance button 25 when operating it forcefully. Also, even if the performance button 25 becomes dirty or scratched, the uneven decoration of the internal decoration 756a is protected by the button lens body 754a acting as a cover member, so it is possible to prevent the appearance of the decoration from changing.
[0192] [Screen transition diagram] Next, with reference to Figures 7 to 10, an example of screen transitions on the display screen of the display device 41 when an operation-prompting effect is performed will be described.
[0193] Figure 7 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and is an example of screen transitions (1) when an operation-prompting effect is performed. Figure 8 is an example of screen transitions (2) when an operation-prompting effect is performed, Figure 9 is an example of screen transitions (3) when an operation-prompting effect is performed, and Figure 10 is an example of screen transitions (4) when an operation-prompting effect is performed.
[0194] In (a), the variable display game is not being played, and the display screen of the display device 41 shows a waiting screen corresponding to the waiting state. Also, the performance button 25 is not lit (off).
[0195] The display screen of the display device 41 is provided with multiple variable display areas 610 (left area 610A, right area 610B, middle area 610C), a variable display area 615, and a start memory display area (hold consumption area 640, first hold display section 630a). The decorative special symbols (identification information, large symbols (symbols)) of the variable display area 610, name left symbol A, name right symbol B, and name middle symbol C, and the small symbols of the variable display area 615 are displayed as stopped ("746"). Also, since the variable display game is not being executed, the variable hold display is not displayed in the hold consumption area 640.
[0196] The Special Feature 1 Reserved Count Display Unit 650 and the Special Feature 2 Reserved Count Display Unit 660 display the numbers "0" indicating the number of reserved balls for Special Feature 1 and Special Feature 2, respectively, while the first reserved ball display unit 630a does not display any reserved balls. The first reserved ball display unit 630a displays a reserved ball corresponding to the start memory of the main variable display game (the first start memory of the Special Feature 1 variable display game in Figure 7) when the game is in a normal play state. In Figure 7(a), only the first reserved ball display unit 630a is displayed, but a second reserved ball display unit 630b may be provided to display a reserved ball corresponding to the second start memory of the secondary Special Feature 2 variable display game.
[0197] Additionally, the display screen shows, for example, a directional key switch image 717 and a game setting item display 730 at the top of the variable display area 610.
[0198] The directional key switch image 717 guides or suggests that the directional key switch 450 can be operated and also functions as an image for an operation-promoting effect (second operation-promoting effect) that encourages operation of the directional key switch 450.
[0199] Near the directional key switch image 717, indicators are displayed to guide or suggest the operation of the left and right switches of the directional key switch 450 (for example, the word "Switch") and to guide or suggest the operation of the forward and backward switches (for example, the word "Select"). In this way, explanations of the functions that change depending on the operation of each switch of the directional key switch 450 are displayed together with the directional key switch image 717, making it easier for players to understand how to operate the directional key switch 450.
[0200] The in-game setting item display 730 will show text (information) such as "Brightness Lv3" in an oval frame before the directional key switch 450 is operated, to indicate that it is customizable. Note that the oval frame may only display "Brightness" or "Brightness Setting," and the intensity indicator (level indicator) such as Lv3 is not required.
[0201] Furthermore, the in-game setting item display 730 also functions as a visual effect for the directional key switch operation-related effects (second operation-related effects) associated with the operation of the directional key switch 450. When each switch of the directional key switch 450 is operated, the display of the selected setting item within the oval frame changes. In addition to when the customer waiting screen is displayed, the display of the selected setting item can also be changed by operating each switch of the directional key switch 450 when the variable display game is being played, allowing for customization.
[0202] For example, each time one of the two switches on the directional key switch 450 is operated, the settings are displayed in the following order (forward): "3D On" → "Vibe Off" → "Premiere Off" → "Chance Off" → "Volume Lv3" → "Brightness Lv2" → "Performance Replay". Each time the other switch is operated, the settings are displayed in the reverse order (see the dotted rectangle in Figure 7).
[0203] Furthermore, each time one of the two switches on the directional key switch 450 (forward / backward or up / down) is operated, the content of the currently displayed setting item is selected and set. Specifically, each time one of the two switches on the directional key switch 450 is operated, the setting items are selected in the following order (forward): "3D On" or "3D Off" for 3D display effects, "Vibe On" or "Vibe Off" for button vibration effects, "Premium On" or "Premium Off" for premium up mode, "Chance On" or "Chance Off" for pre-read chance effects, "Volume Lv*" for volume, and "Brightness Lv*" for brightness. Each time the other switch is operated, the settings are selected in the reverse order. Here, * represents a number from 1 to 5. The forward / backward of the directional key switch 450 corresponds to up / down in the directional key switch image 717.
[0204] Whether a setting item is on or off reflects the current on / off selection status for that setting item. Similarly, the level (Lv) reflects the current level selection status for that setting item. Furthermore, 3D display effects, for example, display images of characters and other elements on the screen as part of the effects in 3D, allowing the player to perceive them three-dimensionally. Button vibration effects cause the effects button 25 to vibrate in accordance with the effects. Premium Up Mode is a mode that makes premium effects more likely to occur. Pre-read chance effects allow you to choose whether to perform a pre-read effect when there is a high probability that the result of the variable display game will be a win (big win, small win).
[0205] Furthermore, a warning image 731, for example, is displayed in the lower left corner of the display screen, which displays a warning related to the effects of operating the directional key switches. The warning image 731 may display text such as "Caution! High brightness can be dazzling." Note that the display of the setting items in the in-game setting item display 730 may be switched, and the corresponding warning may be displayed in the warning image 731. Also, even if the setting items are switched by operating the directional key switches 450 (for example, "Brightness Lv3" → "3D On"), the display mode of the directional key switch image 717 (images of the forward, backward, left, and right switches) does not change (the display mode does not become hidden, and the display is maintained).
[0206] Next, in (i), when the Special Feature 1 Variation Display Game is executed by a win in the starting prize slot 36, the decorative special symbol (large symbol) is displayed in a variation display area 610 in the center of the display screen (↓↓↓). The decorative special symbol is displayed in a semi-transparent and high-speed manner so as not to interfere with other effects, making it difficult to see. At the same time, as the Special Feature 1 Variation Display Game, the variation of the decorative special symbol (small symbol) may be executed in the variation display area 615 in the corner of the display screen. In addition, the Special Feature 1 Variation Display Game is also executed in the Special Feature 1 display unit 51, and the special symbol is in the process of changing. Furthermore, in the reserve consumption area 640, a reserve in the process display 633 indicating a reserve in the process of changing related to the Special Feature 1 Variation Display Game is displayed.
[0207] Next, in (c), an operation prompting effect (first operation prompting effect) and an operation validity period notification effect (first operation validity period notification effect) are executed to prompt the operation of the effect button 25 during the first half of the variation of the special figure 1 variation display game. When the operation prompting effect and the operation validity period notification effect are executed, operation prompting images 740, 741 and operation validity period notification image 742 are displayed on the display screen. In other words, the operation prompting effect and the operation validity period notification effect can be executed (displayed) at the same time as the direction key switch operation related effects and the operation prompting effect for the direction key switch 450. In addition, the effect button 25 lights up to notify the player that the operation is valid. The lighting pattern of the effect button 25 may change color or blink depending on the expected probability that the result of the variation display game will be a win (the blinking pattern such as blinking speed and blinking cycle may also be changed).
[0208] Operation prompt images 740 and 741 are images that prompt the player to operate the performance button 25. Furthermore, operation prompt image 740 is displayed in a shape that is almost identical to the performance button 25, so that the player can recognize it as an image of the performance button 25 by looking at it.
[0209] The operation prompt image 741 displays text that prompts the user to take action, such as "PUSH!!". The operation prompt image 741 can display an image (text) that corresponds to the text "PUSH" on the internal decoration 756a of the performance button 25. In addition to the text "PUSH!!", the operation prompt image 741 may also include design displays that mimic designs, marks, motifs, characters, etc., as a way to prompt the user to take action on the operation means.
[0210] The operation validity period notification image 742 is displayed, for example, in a gauge-like manner below the operation prompt image 740, and the internal scale (meter) decreases or increases as time passes, indicating the period during which the operation of the performance button 25 is valid. The operation validity period notification performance may also be a performance that displays the remaining seconds or the like as a countdown on the operation validity period notification image 742.
[0211] In the operation promotion effect and the operation validity period notification effect, a caution image regarding the operation of the effect button 25 (such as "Pop-up Caution") is not displayed on the display screen. Also, in some operation promotion effects such as the premium effect, it is not necessary to display the operation promotion image 741, and the display modes of the operation promotion images 740 and 741 and the operation validity period notification image 742 may be changed. For example, when the probability that the result of a variable display game in which the premium effect is executed is a win is high, the colors and patterns of the operation promotion images 740 and 741 and the operation validity period notification image 742 may be changed from the default normal mode (for example, white, plain) to red, rainbow colors, tiger patterns, etc., the images may be enlarged or reduced from the default normal size, or the shapes such as the frames of the images may be changed from the default normal shape. Also, when the probability that the result of the variable display game is a win is high, an image (character, for example, "Push expectantly!!") that promotes the operation of the operation promotion image 741 may be displayed instead of "PUSH!!" so as to include the Japanese character "Push" corresponding to the English character "PUSH" of the interior decoration 756a of the effect button 25.
[0212] Also, the display mode of the operation validity period notification image 742 can change as shown in (E1) or (E2) of FIG. 8 in response to the operation of the effect button 25 after the operation promotion effect and the operation validity period notification effect (hereinafter referred to as "operation promotion effect, etc.") in (c) are executed.
[0213] (E1) is a screen transition diagram after 1 second has elapsed since the operation promotion effect, etc. in (c) was executed without an operation of the effect button 25 during the execution of the operation promotion effect, etc. in (c).
[0214] As shown in (E1), when there is no operation of the effect button 25 during the execution of the operation promotion effect, etc., the gauge of the operation validity period notification image 742 decreases to about half.
[0215] (E2) is a screen transition diagram after 1 second has elapsed since the operation promotion effect, etc. in (c) was executed with an operation of the effect button 25 during the execution of the operation promotion effect, etc. in (c).
[0216] As shown in (E2), if the performance button 25 is operated while an operation promotion performance or the like is being executed, the gauge in the operation validity period notification image 742 decreases significantly, leaving only a small amount remaining. The amount of decrease in the gauge in the operation validity period notification image 742 may be increased if, for example, the performance button 25 is pressed repeatedly or held down, or it may be reduced to zero with a single operation. In addition, the amount by which the gauge in the operation validity period notification image 742 decreases may be changed according to the expected probability that the result of the variable display game will be a win.
[0217] Furthermore, if the performance button 25 is pressed during the operation validity period, the gauge on the operation validity period notification image 742 may decrease, and the image of the performance button 25 on the operation prompt image 740 may change to an image of the performance button 25 in the pressed state. In addition, the "PUSH!!" display on the operation prompt image 741 may be hidden.
[0218] Furthermore, the display screen does not show any explanation (for example, "The gauge will decrease with operation" or "The performance will be executed when the gauge reaches 0") that the display of operation prompt images 740, 741 or operation validity period notification image 742 will change depending on the operation of the performance button 25. In addition, when operation prompt performances are being executed, it is possible to restrict the execution (display) of at least some of the preview performances (for example, cut-in previews) that can suggest the result of the variable display game from being executed (displayed) on the display screen. Restriction here means, for example, terminating the display of at least some of the performances themselves, or obscuring at least some of the performances on the back layer from being visible by operation prompt performances on the front layer. Also, for example, if a restriction is applied while a preview performance is being executed, the sound (voice or BGM) of the preview performance being executed will be muted or reduced (volume reduced). By reducing the sound of the preview performance being executed in this way, operation prompt performances and operation validity period notification performances can be emphasized more, making it easier to attract the player's attention. Furthermore, while the prompt images 740 and 741 are displayed, some of the effects that can be performed while the prompt images 740 and 741 are not displayed may be restricted.
[0219] When the gauge on the operation validity period notification image 742 reaches zero and the operation validity period expires, the device can execute either the performance A shown in (O1) or the performance B shown in (O2) of Figure 8, depending on the expected probability that the result of the variable display game will be a win. In other words, regardless of the operation method of the performance button 25 (whether or not it is operated, whether it is pressed repeatedly, the timing of the operation, etc.), the performance control device 300 can execute at least one of the multiple performances (performance A or performance B) after the operation validity period expires, depending on the expected probability that the result of the variable display game will be a win. Note that the multiple performances may include not only performances performed on the display screen, but also movable parts (performance movable body 44, etc.) and LEDs (performance LED 46, etc.).
[0220] In (O1), performance A is executed as a performance that is performed after the operation validity period has ended. Performance A is a performance that is performed when the expectation level is normal, and performance A is performed if the expectation level is normal, regardless of how the performance button 25 is operated during the operation validity period. In performance A, for example, a spherical object 743 is displayed on the display screen.
[0221] In (O2), performance B is executed as a performance that is performed after the operation validity period has ended. Performance B is a performance that is performed when the expectation level is high (high expectation level), and performance B is performed if the expectation level is high, regardless of how performance button 25 is operated during the operation validity period. In performance B, for example, a Saturn-shaped object 744 consisting of a sphere and a ring is displayed on the screen. Object 744 is displayed in a more flashy manner in terms of shape and movement than object 743 displayed in performance A, suggesting to the player that the performance B being performed is a high expectation level. Therefore, even if a player who is unfamiliar with the operation of the game is unable to press performance button 25 during the operation validity period, they can still experience the same performance as if performance button 25 had been operated.
[0222] Next, referring to Figure 9, we will explain the latter half of the variation in the Special Feature 1 variation display game.
[0223] After the execution of either (O1) A or (O2) B, in (Ka) shown in Figure 9, the decorative special symbols in the variable display area 610 are in a reach state during the latter half of the variation. In the reach state, the decorative special symbols in the variable display area 610 are temporarily stopped with the same symbols, with the left symbol A and the right symbol B displayed as small in the upper left and upper right corners respectively, while the middle symbol C is changing significantly (for example, "2↓2"). The middle symbol C may be transparent or semi-transparent to make the effect during the reach easier to see. In addition, the small symbols in the variable display area 615 are displayed in a changing state ("↓↓↓").
[0224] Furthermore, during the second half of the variation, the directional key switch image 717 and the in-game setting item display 730, which were displayed at the top of the variation display area 610 during the first half of the variation, become hidden. Alternatively, the directional key switch image 717 and the in-game setting item display 730 may remain displayed during the second half of the variation. Even if the directional key switch image 717 and the in-game setting item display 730 are hidden, customization can still be performed by operating the effect button 25. Alternatively, if the directional key switch image 717 and the in-game setting item display 730 are hidden, customization may be disabled.
[0225] Then, as shown in (K), when the action prompting animation is executed, action prompting images 740, 741, and 745 are displayed on the screen. In addition, action prompting image 740 in (K) differs from that in (U) of Figure 7 in that a part of the image of the animation button 25 changes color (for example, red or rainbow). At that time, the animation button 25 also lights up in the same color as action prompting image 740, making the player expect that the result of the variable display game will be a win.
[0226] The operation prompt image 741 in (Ki) displays text prompting action, such as "Fill it up!". The operation prompt image 745 displays an internal scale that increases over time, but it does not necessarily mean that it will be full when the operation validity period expires, and it does not display the period during which the operation of the performance button 25 is valid, as shown in the operation validity period notification image 742. Note that the operation validity period notification image 742 is not displayed in (Ki), but it may be displayed.
[0227] (K1) is a screen transition diagram that occurs when the performance button 25 is pressed while the performance prompting effect is running, and 1 second has elapsed since the performance prompting effect started.
[0228] As shown in (K1), if the performance button 25 is not operated while the performance prompting performance is running, the gauge on the performance prompting image 745 increases to about half.
[0229] (K2) is a screen transition diagram that occurs when the performance button 25 is pressed while the performance prompting effect is running, and 1 second has elapsed since the performance prompting effect started.
[0230] As shown in (K2), if the performance button 25 is operated while the operation prompting performance is running, the gauge on the operation prompting image 745 increases significantly, and only a small amount remains until it is full. The amount the gauge on the operation prompting image 745 increases may be increased if, for example, the performance button 25 is pressed repeatedly or held down, or it may be filled to the brim with a single operation. In addition, the amount the gauge on the operation prompting image 745 increases may be changed according to the expected probability that the result of the variable display game will be a win. The gauge on the operation prompting image 745 may be filled to the brim only when the expected probability that the result of the variable display game will be a win is high.
[0231] Furthermore, if the gauge in the prompt image 745 is not full, the display of the image of the performance button 25 in the prompt image 740 and the display of the text "Fill it up!" in the prompt image 741 may be maintained.
[0232] After that, when the operation prompting animation shown in (K1) or (K2) ends, the display screen transitions to (Ke1) or (Ke2) in Figure 10. Depending on the expected probability that the result of the variable display game will be a win, animation C shown in (Ke1) or animation D shown in (Ke2) can be executed. In other words, regardless of the operation method of the animation button 25 (whether or not it is operated, whether it is pressed repeatedly or the timing of the operation), even if the operation validity period notification image 742 is not displayed, the animation control device 300 can execute at least one of the multiple animations (animation C or animation D) after the expiration of the operation validity period, depending on the expected probability that the result of the variable display game will be a win.
[0233] In (Ke1), performance C is executed as a performance that is performed after the operation promotion performance has ended. Performance C is a performance that is performed when the expectation level is high (for example, the SP1 reach performance), and performance C is performed if the expectation level is normal, regardless of how the performance button 25 is operated during the operation promotion performance. In performance C, for example, object 746 consisting of a sphere and two rings is displayed on the display screen. Object 746 is displayed in a more flashy manner in terms of shape and movement than object 744 described above in (O2) of Figure 8, suggesting to the player that the performance C being executed is a high expectation level. Note that when the expectation level is normal, the reach performance does not need to be performed.
[0234] In (Ke2), performance D is executed as a performance that is performed after the operation-prompting performance has ended. Performance D is a performance that is performed when the expectation level is particularly high (super hot) (for example, the performances for SP2 reach and SP3 reach), and performance D is executed if the expectation level is particularly high, regardless of how the performance button 25 is operated during the operation-prompting performance. In performance D, for example, object 747 consisting of a sphere and many rings is displayed on the screen. Object 747 is displayed in a more flashy manner in terms of shape and movement than object 746 displayed in performance C, suggesting to the player that the performance D being executed has a particularly high expectation level (super hot). Object 747 may also be displayed in red or rainbow colors, for example, to indicate a particularly high expectation level. Therefore, even if a player unfamiliar with the operation of the game is unable to press the performance button 25 during the operation-prompting performance, they can still experience the same performance as if the performance button 25 had been operated.
[0235] As shown in (Ke1) and (Ke2) of Figure 10, the effects C by object 746 and D by object 747 are displayed with priority over the decorative special symbols in the variable display area 610. However, the decorative special symbols in the variable display area 610 may be displayed with priority over effects C and D. Also, although effects A shown in (O1) and B shown in (O2) of Figure 8 are displayed with priority over the decorative special symbols, the decorative special symbols in the variable display area 610 may be displayed with priority. Furthermore, the small symbols in the variable display area 615 are displayed with priority over effects A to D.
[0236] While Figures 7 to 10 have been used to explain the operation-promoting effects and effects A to D, these sequences of effects during the game may also include other variations that can inform the player of the expected outcome of the game being played, such as 3D display effects, group effects, cut-in effects, and other pre-announcement effects or pseudo-continuous effects.
[0237] Subsequently, as shown in (c), when the special display game of Special Feature 1 results in a win, the special decorative symbol corresponding to the winning symbol (big win symbol or small win symbol) is stopped and displayed by the performance control device 300 in the variable display area 610 (for example, "222"). Similarly, the small symbol corresponding to the winning symbol is stopped and displayed in the variable display area 615 (for example, "222"). In the special display 1 display unit 51, the winning symbol is also stopped and displayed as a stopped symbol by the game control device 100.
[0238] After that, the game state becomes a special game state (jackpot state) and round play begins. The jackpot state may include jackpots resulting from V-entry during minor wins.
[0239] In the above embodiment, the player's intervention was performed in the special symbol variation display game, etc., displayed on the display device 41 by operating the performance button 25. However, the same performance can be performed even if the player operates a performance control device other than the performance button 25. Note that the variation display game includes the special symbol variation display game (special symbol variation display game), and when simply referred to as a variation display game, it refers to the special symbol variation display game unless otherwise specified.
[0240] [Game Mode Function] Next, the characteristics of the game mode function will be explained with reference to Figure 11.
[0241] Figure 11 is a screen transition diagram illustrating the configuration of the game mode function.
[0242] Figure 11(a) is the same screen transition diagram as Figure 7(a), and the display screen of the display device 41 shows a waiting screen corresponding to the waiting status.
[0243] For example, if the directional key switch 450 is operated while the machine is in a waiting state, the display of the setting items on the in-game setting item display 730 will switch or the contents of the setting items will be selected and set, as described above in Figure 7(a). Alternatively, the machine may call up the menu display screen 715 for the game mode function (customization function), as shown in Figure 11(s). The menu display screen 715 for the game mode function can be accessed while the machine is in a waiting state and no game is being played (i.e., a special symbol variation display game or a normal symbol variation display game in normal symbol ST state). The machine returns to the game screen when a special symbol 1 variation display game is executed by a ball entering the start prize slot 36.
[0244] Furthermore, if the performance button 25 is operated while the machine is in a waiting state, the menu display screen 715 for the game mode function may be called up. In this case, the waiting screen may display an image of the performance button 25 or text such as "Menu" to explain to the player that the menu display screen 715 for the game mode function can be called up by operating the performance button 25.
[0245] As shown in (S), the menu display screen 715 for the game mode function (customization function) displays a menu for making various settings, and the menu contents include items such as "Customize," "Volume / Brightness," "Performance Reproduction," "Smartphone Link," "Initialization," and "Exit," which can be selected as image objects. In addition, the selected item (in this case, "Customize" shown with a solid line) can be displayed in a different manner from the other items shown with dotted lines (solid line frame, thick frame, high brightness, different color, etc.).
[0246] For example, "Customize" allows you to set the presentation style during gameplay, "Volume / Brightness" allows you to adjust the volume of speaker 19 and the brightness of the display screen, etc. "Performance Replay" allows you to recreate (play back) past performances, and "Smartphone Link" allows you to display various information from the gaming machine 10 on the player's smartphone or mobile device through login authentication. "Initialize" allows you to reset the settings made in the menu to the default (initial state).
[0247] The player can select a menu item by, for example, operating the directional key switch 450 (cross key switch) forward / backward or left / right, and then confirm the selected item by pressing the effect button 25. Alternatively, the selected item may be confirmed by pressing a button switch located in the center of the directional key switch 450 instead of the effect button 25. The display screen also shows an image 717 of the directional key switch 450 indicating that it can be operated, and an image 719 indicating that the player should press the effect button 25 as the confirmation operation.
[0248] When an item selected by the directional key switch 450 is confirmed by the performance button 25, the display screen transitions from the menu display screen 715 to the screen corresponding to the selected item. If the "Exit" item is selected and confirmed, the screen returns to the customer waiting screen (A). For example, if the "Customize" item is selected and confirmed, the screen transitions to the customization screen 780 (C).
[0249] (C) is the display screen showing customization screen 780.
[0250] In (C), the contents of the in-game settings display 730, which was displayed in the upper right corner of the display screen in (A), are displayed in a list format. Note that the brightness and volume are not displayed on the customization screen 780 in (C), but they can be displayed. The customization screen 780 has a larger display area compared to the in-game settings display 730 in (A), making it easier to grasp the settings and their contents. In addition, the names of the settings can be made clearer by using more text to match the larger display area.
[0251] For example, the customization screen 780 displays setting items such as "3D display effect," "button vibration," "premium up," and "pre-read chance," with "on" and "off" options displayed to the right of each setting item. The player can select a customization setting item by moving the directional key switch 450 forward and backward, and select "on" or "off" by moving it left and right. Selected items (solid line) are displayed differently from unselected items (dotted line). Pressing the effect button 25 confirms the selected item, and the display returns to the menu display screen 715 (S).
[0252] [Effects of the Embodiment] In this embodiment, the gaming machine 10 comprises an effect control means (effect control device 300) capable of executing effects related to a game (symbol variation game, variation game, variation display game, special symbol variation display game), a display device (display device 41) capable of displaying displays related to the game, and an operation means (effect button 25). In the gaming machine 10, the effect control means is capable of displaying at least one of an operation promotion effect that prompts operation of the operation means, or an operation validity period notification effect that notifies the operation validity period during which operation of the operation means is effective, on the display device, and the display manner (color, pattern, size, scale amount) of the operation promotion effect or operation validity period notification effect can be changed by operating the operation means during the operation validity period, and at least one of a plurality of effects (effects A to D) can be executed after the operation validity period has ended, regardless of the timing or manner of operation of the operation means, and the operation means includes internal decoration (internal decoration 756a), The device includes a cover member (button lens body 754a) that covers the internal decoration so that it can be seen from the outside, and the cover member does not have any decoration with bumps or indentations corresponding to the internal decoration in a position where it overlaps with the internal decoration in at least a part of it, and the operation prompting effect can display a display corresponding to the internal decoration (operation prompting image 741), and the operation prompting effect can change to at least two display modes (default mode (white, plain, normal size, normal shape), red, rainbow, tiger pattern, large, small, frame shape), and in any of the display modes, a display corresponding to the internal decoration ("PUSH!!", "Press!!") can be displayed.
[0253] With this type of gaming machine 10, since players make decisions regarding the game when operating the control device, the control device is likely to be operated forcefully and frequently, which can lead to the control device becoming dirty or deteriorated. However, the cover prevents the internal decoration from becoming dirty or scratched. As a result, the appearance of the internal decoration does not deviate from the display on the display screen that corresponds to the internal decoration of the operation-prompting effects, making it easier for players to understand from the operation-prompting effects that they are operating the control device, thereby enhancing the enjoyment of the game. Furthermore, the position where the cover device overlaps with the internal decoration is a position where players operate it frequently and forcefully, but because there is no uneven decoration, there is no risk of the player's fingers getting caught on the cover device during operation, improving operability and enhancing the enjoyment of the game. In addition, since the operation-prompting effects can change to multiple display modes while maintaining the display corresponding to the internal decoration, the operation of the control device can be promoted in an easy-to-understand manner while enhancing the effect of the effects, thereby enhancing the enjoyment of the game.
[0254] In the gaming machine 10 of this embodiment, when at least one of the operation promotion effects or operation validity period notification effects is displayed, the display of at least some of the pre-announcement effects (e.g., pre-read effects) that can suggest the outcome of the game is restricted on the display device (display device 41). With such a gaming machine 10, when at least one of the operation promotion effects or operation validity period notification effects is displayed, the display device is restricted from displaying other effects, making the displayed operation promotion effects and operation validity period notification effects easier to see and enhancing their effect, and making it easier for players to concentrate on operating the control means, thereby increasing the enjoyment of the game.
[0255] In the gaming machine 10 of this embodiment, the internal decoration (internal decoration 756a) of the operating means (effect button 25) has a decoration with protrusions and indentations. With such a gaming machine 10, the protrusions and indentations of the internal decoration improve the design of the internal decoration, enhance the effect of the performance, and increase the enjoyment of the game. Furthermore, even though the internal decoration has protrusions and indentations, the cover member prevents the player from touching the protrusions and indentations of the internal decoration, so the player's fingers do not get caught when pressing the operating means, improving operability and increasing the enjoyment of the game.
[0256] In this embodiment, the gaming machine 10 includes an effect control means (effect control device 300) capable of executing effects related to the game (symbol variation game, variation game, variation display game, special symbol variation display game), a display device (display device 41) capable of displaying displays related to the game, a first operating means (effect button 25), and a second operating means different from the first operating means (direction key switch 450, volume adjustment switch 335, counting operation unit 218, counting notification unit 218a). In the gaming machine 10, the performance control means can display at least one of the following on a display device: an operation promotion performance that prompts the operation of the first operation means, or an operation validity period notification performance that notifies the operation validity period during which the operation of the first operation means is valid; the display manner (color, pattern, size, scale amount) of the operation promotion performance or the operation validity period notification performance can be changed by the operation of the first operation means during the operation validity period; at least one of the multiple performances (performances A to D) can be executed after the operation validity period has ended, regardless of the timing or manner of operation of the first operation means; and the first operation means The device includes an internal decoration (internal decoration 756a) and a cover member (button lens body 754a) that covers the internal decoration so that it is visible from the outside. The cover member does not have any decoration with protrusions or indentations corresponding to the internal decoration in a position where it overlaps with at least a portion of the internal decoration. The operation-promoting effects can display a display corresponding to the internal decoration (operation-promoting image 741), a second operation-related effect related to the operation of the second operating means, and a warning related to the second operation-related effect (warning image 731). Among the operation-promoting effects, warnings related to the operation of the first operating means for a predetermined effect are not displayed.
[0257] With this type of gaming machine 10, when the player operates the first operating means, they make decisions regarding the game. Therefore, the first operating means is likely to be operated forcefully and frequently, which can cause the first operating means to become dirty or deteriorate. However, the cover prevents the internal decoration from becoming dirty or scratched. As a result, the appearance of the internal decoration does not deviate from the display on the screen that corresponds to the internal decoration of the operation-prompting effects, making it easier for the player to understand from the operation-prompting effects that they are operating the first operating means, thereby enhancing the enjoyment of the game. In addition, the position where the cover member overlaps with the internal decoration is a position where the player operates it frequently and forcefully. However, because there are no bumps or protrusions in the decoration, there is no risk of the player's fingers getting caught on the cover member during operation, improving operability and enhancing the enjoyment of the game. Furthermore, by not displaying warnings related to the operation of the first operating means on the screen, the amount of information is reduced, resulting in a simple and easy-to-understand presentation, making it easier for the player to concentrate on operating the first operating means. Furthermore, by not displaying any warnings related to the operation of the first operating means on the display screen, it becomes easier to concentrate on the effects displayed on the display screen (operation promotion effects, operation validity period notification effects, and effects displayed after operation (effects A to D)), thereby enhancing the enjoyment of the game.
[0258] In the gaming machine 10 of this embodiment, the performance control means (performance control device 300) can display a second operation prompting performance on the display device (display device 41) to prompt the operation of the second operation means (direction key switch 450, volume adjustment switch 335, counting operation unit 218, counting notification unit 218a). When the operation prompting performance is displayed, the explanation of the display mode that changes depending on the operation of the first operation means is not displayed, and when the second operation prompting performance is displayed, the explanation of the function that changes depending on the operation of the second operation means is displayed. With this type of gaming machine 10, when two prompts for operation, such as the operation of the first operating means and the operation of the second operating means, are displayed at the same time, an explanation is included with the second operation prompting prompt for the operation of the second operating means, while an explanation is not included with the operation prompting prompt for the operation of the operating means. This reduces the amount of information provided to the operating means other than information related to the operation of the operating means (pressing the effect button 25), making it easier for the player to concentrate on the operation of the operating means and the effects displayed on the screen (operation prompting effect, operation validity period notification effect, effect displayed after the operation (effects A to D)), thereby enhancing the enjoyment of the game.
[0259] Furthermore, in the gaming machine 10 of this embodiment, the cover member (button lens body 754a) covers the internal decoration (internal decoration 756a) so that it cannot be contacted from the outside. With such a gaming machine 10, it is possible to prevent the appearance of the internal decoration from changing due to dirt or wear, and there is no risk of the player's fingers getting caught on the uneven internal decoration during operation, thus improving operability and enhancing the enjoyment of the game.
[0260] Furthermore, in the gaming machine 10 of this embodiment, the operating means (effect button 25) can change to multiple modes (color, flashing (flashing speed, flashing cycle)). With such a gaming machine 10, just as the operation promotion image 740 of the operation promotion effect changes, the operating means also changes to multiple light emission modes. As a result, the changed light emission mode of the operating means and the display mode of the operation promotion display match, creating an easy-to-understand effect that makes it easier to encourage operation and enhances the enjoyment of the game.
[0261] Furthermore, in the gaming machine 10 of this embodiment, the second operating means (directional key switch 450, volume adjustment switch 335, counting operation unit 218, counting notification unit 218a) has a raised and recessed display related to the operation of the second operating means. With such a gaming machine 10, the raised and recessed display related to the operation of the second operating means makes it easier to understand what to do when operating the second operating means, thereby improving operability.
[0262] Furthermore, in the gaming machine 10 of this embodiment, the second operating means (directional key switch 450, volume control switch 335, counting operation unit 218, counting notification unit 218a) is composed of multiple types of operation units, and a raised or recessed display related to the operation of the second operating means is provided on at least one of these multiple types of operation units. With such a gaming machine 10, the presence of a raised or recessed display related to the operation of the second operating means makes it easier to understand what to do when operating the second operating means, thereby improving operability.
[0263] Furthermore, in the gaming machine 10 of this embodiment, the operation prompting effect and the second operation prompting effect can be displayed at the same time. With such a gaming machine 10, when effects prompting two operations, such as the operation of the first operation means and the operation of the second operation means, are displayed at the same time, the amount of information can be reduced by not including explanations alongside the operation prompting effect that prompts the operation of the operation means, making it easier to secure display area on the display screen when performing the operation prompting effect, and thereby enhancing the enjoyment of the game.
[0264] Furthermore, in the gaming machine 10 of this embodiment, the display of the second operation prompting effect does not change even when the second operation means (direction key switch 450, volume adjustment switch 335, counting operation unit 218, counting notification unit 218a) is operated. With such a gaming machine 10, since the display of the second operation prompting effect does not change even when the second operation means is operated, it is easier to make the player aware that the second operation means can continue to be operated.
[0265] Furthermore, the display manner (color, pattern, size, scale amount) of the operation prompting effect or the operation validity period notification effect can be changed by operating the operating means during the operation validity period. However, changes in the display manner of the operation prompting effect or the operation validity period notification effect can be excluded from the auto operation (auto button on) (they will not be automatically pressed). Auto operation is, for example, one of the customization functions, and when auto operation is set to ON, auto operation (automatic operation) that automatically operates the operating means (effect button 25) can be enabled. Furthermore, this auto operation can also be included as a setting item that can be set or deactivated not only when waiting for customers but also during a variable display game. In addition, even during a variable display game, if operation of the operating means is not requested, the auto operation may be immediately reflected in the variable display game when it is set or deactivated. Furthermore, the display manner of the operation prompt images 740, 741 and at least some aspects of the presentation when the operation means are operated may be changed depending on whether auto operation is turned on or not (for example, the word "AUTO" may be superimposed on the operation prompt image 740 when auto operation is turned on, and the word "AUTO" may be hidden when auto operation is turned off).
[0266] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.
[0267] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. In the case of sealed slot machines (so-called smart slots), the game medium may be numerical data instead of medals, and the above-mentioned number of medals paid out, number of medals inserted, and difference in medals may also be just numerical data. [Explanation of Symbols]
[0268] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General Start Gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 100 Gaming control device (main board) 300 Performance control device (sub-board) 450 Directional Key Switches
Claims
1. In a gaming machine comprising: a performance control means capable of executing game-related effects; a display device capable of displaying the game-related display; a first operating means; and a second operating means different from the first operating means, The aforementioned performance control means is The display device can display at least one of the following: an operation prompting display that encourages the operation of the first operating means, or an operation validity period notification display that notifies the operation validity period during which the operation of the first operating means is effective. By operating the first operating means during the operation validity period, the display mode of the operation promotion effect or the operation validity period notification effect can be changed. Regardless of the timing or manner of operation of the first operating means, at least one of the multiple effects can be executed after the effective period of the operation has ended. The first operating means comprises an interior decoration and a cover member that covers the interior decoration so that it can be seen from the outside. The cover member does not have any decoration with protrusions or indentations corresponding to the interior decoration in a position where it overlaps with at least a portion of the interior decoration. The aforementioned operation-promoting display can show a display corresponding to the interior decoration, A second operation-related display related to the operation of the second operating means, and a warning related to the second operation-related display, can be displayed. A gaming machine characterized in that, among the aforementioned operation-promoting effects, no warning related to the operation of the first operating means for a predetermined effect is displayed.
2. The performance control means is capable of displaying a second operation-prompting performance on the display device that prompts the operation of the second operation means. When the aforementioned operation prompting display is shown, the explanation of the display mode that changes as a result of the operation of the first operating means is not displayed. The gaming machine according to claim 1, characterized in that when the second operation prompting display is shown, an explanation of the function that changes by the operation of the second operation means is displayed.
Citation Information
Patent Citations
Game machine
JP2023173505A