Gaming machine
The gaming machine improves hitting method notification by using rotating gears and light-emitting elements to visually and audibly indicate recommended playing methods, enhancing player recognition and gameplay experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2026-04-14
- Publication Date
- 2026-07-07
AI Technical Summary
Conventional gaming machines do not provide hitting method notifications in an easily recognizable form for players, making it difficult for them to understand the recommended playing methods.
The gaming machine displays shooting instructions on a screen with associated effects, using rotating gears and light-emitting elements to visually and audibly indicate the recommended hitting method, such as left- or right-handed play, through displayed objects and sound prompts.
Enhances player recognition of recommended playing methods by providing clear visual and auditory cues, facilitating better gameplay experience.
Smart Images

Figure 2026113703000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there has been known a gaming machine (for example, Patent Document 1) capable of executing hitting method notification that suggests shooting a game ball into a predetermined game area.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Therefore, an object of the present invention is to realize hitting method notification that is easier for the player to recognize the recommended hitting method.
Means for Solving the Problems
[0006] In a typical embodiment of the present invention, a game machine is capable of displaying a shooting instruction unit, which instructs the launch of a game ball into a predetermined game area, on a display screen together with associated effects, wherein the shooting instruction unit is operated within the display screen, a first gear unit is rotated in a first direction in conjunction with the operation of the shooting instruction unit, and a second gear unit is rotated in a second direction in conjunction with the operation of the shooting instruction unit, the shooting instruction unit includes a first shooting instruction unit and a second shooting instruction unit, the first gear unit and the second gear unit are displayed in conjunction with the first shooting instruction unit, and the first shooting instruction unit and the second shooting instruction unit are displayed together The provided gaming machine includes a first object set which may be displayed in a manner that indicates the same way of playing, the first object set which may be displayed including the first object set which may be displayed including the first object set which may be displayed including the second object set which may be displayed including the first object set which may be displayed including the first object set which may be displayed including the first object set which may be displayed including the first object set which may be displayed including the first object set which may be displayed in a first area on the display screen, the second object set which may be displayed in a second area on the display screen, and the second object set which may be displayed smaller than the first object set. [Effects of the Invention]
[0007] According to one embodiment of the present invention, it is possible to realize a notification of recommended playing methods that is easier for players to recognize. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective 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 figure shows the mode of the right-hand shot notification display in the gaming machine according to the first embodiment of the present invention. [Figure 6] This diagram illustrates an example of a specific configuration in which the rotation of each gear in the right-handed hitting notification display is linked to the operation of the hitting method notification unit. [Figure 7] This figure illustrates an example of a specific configuration in which the rotation of each gear section and the operation of the playing method notification section are linked in the right-hand shooting notification display of the second embodiment of the gaming machine. [Figure 8] This figure shows the mode of display for right-hand play notification by the gaming machine of the third embodiment. [Figure 9] This diagram illustrates an example of a specific configuration in which the rotation of each gear section and the illumination (lighting) of the light-emitting element in the right-handed hitting notification display are linked to the operation of the hitting method notification unit. [Figure 10] This figure illustrates an example of a specific configuration in which the rotation of each gear section and the illumination (lighting) of the light-emitting elements provided in the light-emitting device section are linked to the operation of the playing method notification section in the right-hand shooting notification display of the fourth embodiment of the gaming machine. [Figure 11] This figure shows the manner in which a modified version of the gaming machine displays a notification for right-hand play. [Modes for carrying out the invention]
[0009] 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] [First Embodiment] (1. Overall configuration of the gaming machine 10) 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 includes an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be openable and closable and rotatable. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge 16, and the right end side thereof is the opening end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit.
[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that allows the game area 32 (see FIG. 2) formed on the game board 30 to be visible. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, access can be made 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 made to a game control device (main board) 100 (see FIG. 3) and the like disposed on the back side of the game board 30.
[0014] Various frame components are disposed at the edge portion around the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a, 18b, 18c that can emit light according to the game state are disposed at the upper, right, and left sides 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 lighting devices that perform light-emitting effects according to the game state. These decorative devices 18a, 18b, 18c together constitute a frame decorative device 18.
[0016] Upper speakers 19a are respectively disposed at the upper right corner and upper left corner 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, alarm sounds, notification sounds, etc.
[0017] The effect operation device is on an operation panel that extends horizontally on the lower part of the glass frame 15, and is an operation device including an effect button 25 and a direction key switch 450.
[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed down. A plurality of effect buttons 25 may be provided. The direction key switch 450 (direction key SW) may be a cross key switch, and may be a common one composed of a plurality (for example, four) of switches arranged in the front, back, left, and right directions. The direction key switch 450, for example, adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with two left and right switches, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with two front and back switches.
[0019] When the player operates the effect operation device (especially the effect button 25), an effect can be performed that intervenes the player's operation in a special figure variation display game or the like displayed on the main display 41. For example, an effect pattern (effect mode) can be selected, or a preview effect that previews the result of the variation display game can be executed. 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] [[ID=I5]] Also, not only during the execution of the variation display game, but also when the player operates the effect operation device during non-execution, the effect content may be changed.
[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 firing modes (shooting methods) corresponding to the firing operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which fires the game ball to the left side of the game area 32 (hereinafter referred to as "left game area 32L"), and right-handed shooting, which fires the game ball to the right side of the game area 32 (hereinafter referred to as "right game area 32R").
[0024] In other words, left-handed play is a method of play that involves relatively less manipulation of the operating handle 24, and when left-handed play is performed, the game balls flow down in the left-side game area 32L. On the other hand, right-handed play is a method of play that involves relatively more manipulation of the operating handle 24, and when right-handed play is performed, the game balls flow down in the right-side game area 32R.
[0025] Here, depending on the game state of the gaming machine 10, a recommended playing method is determined, either left-handed or right-handed, that allows the player to enjoy the expected game content and acquire game tokens. Typically, left-handed play is recommended in the normal game state, and right-handed play is recommended in the high-base state (specific game state) or the jackpot state (special game state). Therefore, generally, players play left-handed in the normal game state and right-handed in the high-base state or the jackpot state. Here, when the game state transitions between the normal game state and the high-base state or the jackpot state, the recommended playing method changes, and a playing method notification is provided to suggest (instruct) the recommended playing method after the change. The notification of how to play is performed by a notification method that allows the player to visually recognize the recommended way to play (such as displaying a predetermined image on the main display 41), a notification method that allows the player to audibly recognize the recommended way to play (such as outputting a predetermined sound from the speaker 19), and a combination thereof.
[0026] More specifically, when the game state transitions from a normal game state to a high-base state or a jackpot state, a notification indicating the player should shoot to the right (hereinafter referred to as "right-shoot notification") is issued. In the right-shoot notification, for example, the words "right-shoot" or a right-pointing arrow are displayed in a part of the screen area of the main display 41, and voice prompts such as "aim to the right" are output from the speaker 19 as appropriate. On the other hand, when the game state transitions from a high-base state or a jackpot state to a normal game state, a notification indicating the player should shoot to the left (hereinafter referred to as "left-shoot notification") is issued. In the left-shoot notification, for example, the words "left-shoot" or a right-pointing arrow are displayed in a part of the screen area of the main display 41, and voice prompts such as "return to left-shooting" are output from the speaker 19 as appropriate.
[0027] In the following, any display object that is displayed in at least a portion of the screen of an image display device mounted on the gaming machine 10, such as the main display 41 or a sub-display (not shown), and which has a screen visible to the player while playing, solely for the purpose of suggesting a recommended way of playing to the player, will be referred to as a "playing method notification unit."
[0028] In particular, in this specification, "shooting instruction unit" means text (standard characters, decorative characters, or combinations thereof) that suggests shooting the game ball towards a specific game area 32, such as "shoot to the right," "shoot to the left," and "aim," graphic elements such as arrows that suggest shooting the game ball towards a specific game area 32 (left game area 32L or right game area 32R), and objects on an image realized by a display consisting of combinations thereof.
[0029] 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.
[0030] 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).
[0031] 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.
[0032] 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.
[0033] 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 payout 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.
[0034] 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.
[0035] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] (2. 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.
[0040] 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.
[0041] 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 main display 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The main display 41 is, for example, 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 main display 41 is not limited to a liquid crystal display, but may also be a display such as an organic EL.
[0042] The display screen (display section) of the main display 41 is provided with multiple variable display areas, and identification information (special symbols) and images that enhance the variable display game are displayed in each variable display area.
[0043] 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).
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the 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).
[0049] 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.
[0050] 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 main display 41 or the like.
[0051] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine). In this embodiment, when a minor win occurs, the special variable prize winning device 39 is opened, and the game ball enters a specific area 86 (V prize winning slot) within the special variable prize winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines.
[0052] When a game ball enters one of the main prize slots (general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39), the payout 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 installed around the general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39 or their vicinity.
[0053] 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.
[0054] 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.
[0055] 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).
[0056] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation 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 group 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, variable display games are also called symbol variation games.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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, and the variation pattern random value are extracted. These random values are stored as special symbol start memories in the special symbol reserve 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 reserve indicator 54 and special symbol 2 reserve indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, as well as on the display screen of the main display 41.
[0066] 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).
[0067] The Special Feature 1 Variable Display Game (First Special Feature Variable Display Game, First Symbol Variable Game) and the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (Special Symbol, Special Feature) in a variable manner on the Special Feature 1 display unit 51 and the Special Feature 2 display unit 52, and then stopping the display of a predetermined result pattern.
[0068] Furthermore, the main display 41 executes a decorative special symbol variation display game in which multiple types of identification information are displayed in a variable manner in accordance with each special symbol variation display game. The identification information on the main display 41 consists of numbers, symbols, character symbols, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.
[0069] The decorative symbol variation display game (decorative symbol variation game, performance game) on the main display 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 on the main display 41 in a changing and changing manner. In this way, the identification information (decorative special symbols) displayed on the main display 41 changes (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 main display 41 displays various performances, such as the appearance of character images, to enhance the entertainment value. In addition, a decorative regular symbol variation display game may be implemented on the main display 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 unit 53, using scrolling display, rotating display, etc., similar to the decorative special symbol variation game.
[0070] When a game ball enters the starting prize slot 36 or the normal variable prize slot 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 main display 41 changes to the special result pattern (for example, a state where numbers such as "777" are lined up).
[0071] 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).
[0072] 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 symbol variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the main display 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.
[0073] 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 (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.
[0074] Here, I will explain the difference between a big win and a small win.
[0075] 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.
[0076] 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.
[0077] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. If there are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, and the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game will be 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). If a start memory for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game is 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.
[0078] 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.
[0079] (3. 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.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] Furthermore, the game control device 100 is equipped 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 microcomputer 111 and the RAM in the payout 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 outage monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0084] The RAM clear switch 112 is 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.
[0085] 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.
[0086] 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.
[0087] 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).
[0088] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout 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 figures, 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 non-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 regular symbol variation display game, as well as random numbers for determining the winning symbol.
[0089] 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.
[0090] The payout 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the gaming microcontroller 111 via the data bus. Data may also be input from the payout control device 200 to the gaming control device 100 via the input unit 120.
[0095] Data is transmitted from the game control device 100 to the 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 payout control device 200 via the output unit 130.
[0096] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing 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).
[0097] 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.
[0098] 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.
[0099] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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).
[0105] (4. Safety device (complete function)) Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (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 the 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. 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.
[0106] 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.
[0107] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the difference in the number of balls, which indicates the difference between the number of safe balls and the number of balls dispensed during a predetermined period, has reached the difference in balls standard value (predetermined value), and (2) neither a big win nor a small win is occurring. The difference in balls is obtained by subtracting the number of balls dispensed from the number of safe balls during the predetermined period (difference in balls = number of safe balls - number of balls dispensed). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the difference in balls for condition (1) may be the difference in balls during the predetermined period from the point in time when the difference in balls was at its lowest value to the present, that is, the difference in balls based on the lowest value (the increase in the difference in balls from the lowest value), and may also correspond to the maximum increase in the difference in balls during a day of operation (so-called MY). In addition, the operating conditions may be other; for example, condition (1) may be configured to be that the number of safe balls reaches a predetermined value. Also, condition (2) may be configured to be that the special variable prize winning device is not operating, or that the big prize winning opening is not open.
[0108] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded during a predetermined period. The number of ejected balls (number of out balls) is the number of game balls ejected from the game area 32 during a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.
[0109] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used, and the difference in balls may be calculated as the number of safe balls minus the number of balls launched. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used (difference in balls = number of safe balls - 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 difference in balls is reduced by -1 for each game ball launched by the ball launcher and increased by +1 for each foul ball.
[0110] For example, for a difference of less than 90,000 balls, the safety device will be in an inactive state (not activated, not in an activated warning state, not in an activated state, and not in an activated state). For a difference of 90,000 to 94,999 balls, the safety device will be in an activated warning state, indicating that the safety device will be activated. When the difference of 95,000 balls is reached, the safety device will be in an activated warning state, indicating that the safety device will be activated, or in an activated state, indicating that the safety device is activated (activated state).
[0111] Furthermore, when the number of balls reaches 95,000, the safety device will enter an activation warning state if a big win or a small win is occurring, and will enter an activation state if neither a big win nor a small win is occurring. Therefore, if the safety device is activated before a big win or small win occurs, the game will immediately enter a game stop state (game unavailable state, game prohibited state), and the activation warning state will not occur. Note that the safety device is more likely to be activated before a big win or small win occurs in time-saving states or probability-changing states.
[0112] 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 switches from an activated warning state to an activated state (operating state).
[0113] In the operation notification state, the performance control device 300 displays an operation notification (for example, the words "The game will stop soon") on the main display 41. In the operation warning state of the safety device during a minor win or a major win, the performance control device 300 displays an operation warning (for example, the words "The game will stop after the win ends") on the main display 41.
[0114] When the safety device is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays an activation indicator 513 (the words "Game Stopped") on the main display 41. When the safety device is activated, the game control device 100 sets the safety device activation flag (safety device activation flag) to ON, indicating 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.
[0115] In the stopped game state, it is not possible to play special symbol variation display games, normal symbol variation display games, or round games (gameplay during big wins or small wins). To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch becomes invalid, the prize entry (winning) becomes invalid, the solenoid stops so that the big prize entry, specific area 86, normal variation prize entry device 37 etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), the launch is stopped, and the unified display device 50 turns off. In the stopped game state, not only is it not possible to continue special symbol variation display games or normal symbol variation display games, but it is also not possible to start new special symbol variation display games or new normal symbol variation display games.
[0116] (5. 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).
[0117] 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.
[0118] 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.
[0119] (6. 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 main display 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.
[0120] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the main display 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.
[0121] 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.
[0122] 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.
[0123] 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 images and video 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.
[0124] The sound control unit 314 includes a sound ROM that stores sound data including voice, and an amplifier circuit that amplifies the voice data.
[0125] 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).
[0126] 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 main display 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0127] 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.
[0128] 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.
[0129] 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 and the electronic components controlled by it, which have the configuration described above.
[0130] (7. 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 extracts a random value for determining a win in the regular diagram (regular diagram win random value) based on the input of a game ball detection signal from the gate switch 34a provided in the regular diagram start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular diagram variation display game is a win or a loss.
[0131] 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.
[0132] 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.
[0133] 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.
[0134] 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).
[0135] Furthermore, the performance control device 300 displays decorative special feature variation display games on the main display 41 that correspond to the special feature variation display games 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 performances related to the game (variation display games, etc.).
[0136] 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 a special result pattern on the special symbol 1 display 51 and 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.
[0137] 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 slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the 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 display of the loss on the special symbol 1 display 51 and the special symbol 2 display 52.
[0138] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] 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.
[0143] 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 (a state in which left-handed play is recommended), in which the payout rate (base value) is low 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 there is no normal electric support and no special gameplay is performed (slight time-saving).
[0144] 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, a2, a3, etc.) with different normal power opening times and normal power opening counts that correspond 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) during the time-saving state. Note that the time-saving state in which the time-saving condition is defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.
[0145] After the time-saving state ends, it is possible to enter a remaining reserve consumption state in which the second start memory (special figure 2 start memory, special figure 2 reserve) that remains at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption 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).
[0146] 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).
[0147] 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.
[0148] 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).
[0149] 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.
[0150] 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.
[0151] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to the safety device (complete function), and ball counting processing, which updates the counter that counts the number of balls. In the safety device-related processing, safety device-related information, such as the operating status of the safety device, is sent as a command to the performance control device 300, and a safety device operating flag is set to indicate that the safety device is operating.
[0152] 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.
[0153] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0154] 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. Safety device-related commands include ball difference information commands that indicate the number of balls difference, operation notification commands that correspond to the operation notification state of the safety device, operation warning commands that correspond to the operation warning state of the safety device, and operation in progress commands that correspond to the operation state of the safety device.
[0155] 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 variation patterns of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the main display 41 corresponding to 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.
[0156] 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.
[0157] 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.
[0158] Furthermore, the game control device 100 can generate a playing method notification command (right-play instruction notification command or left-play instruction notification command) that instructs (suggests) the player to play in a recommended manner (right-play or left-play), and transmit it to the performance control device 300. In particular, the game control device 100 generates a right-play instruction notification command and transmits it to the performance control device 300 when transitioning the game state from a normal game state to a high-base state or a jackpot state. Also, the game control device 100 generates a left-play instruction notification command and transmits it to the performance control device 300 when transitioning the game state from a high-base state or a jackpot state to a normal game state.
[0159] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as a command indicating passage through a specific area to win a V-prize.
[0160] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:
[0161] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the main display 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the main display 41 and also provides notification for, for example, 30 seconds by illuminating the performance LED 46 and sounding the speakers 19a and 19b (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 main display 41.
[0162] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the main display 41, and may also 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 nature of the error, the main display 41 may also display the nature of the error.
[0163] When the performance control device 300 receives a ball difference information command, it may display the number of balls on the main display 41. When the performance control device 300 receives an operation notification command, an operation warning command, or an operation command, it displays text on the main display 41 corresponding to each command, such as "Stopping soon," "Stopping after the win ends," or "Stopping."
[0164] 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 main display 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.
[0165] When the performance control device 300 receives a variation command indicating a variation pattern and a stop symbol command indicating a decorative stop symbol on the main display 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the main display 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 integrated display device 50, and transmits the variation command and stop symbol command to the performance control device 300.
[0166] In the variation-related effect setting process, it is possible to set pre-announcement effects that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation effects such as pseudo-continuous effects and reach effects on the main display 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-continuous effects (number of pseudo-variations) and information on the type of reach effect corresponding to the reach state. A pseudo-continuous effect is an effect in which a predetermined number of pseudo-variations are performed on the main display 41 in a single special symbol variation display game, causing the decorative special symbols to vary and temporarily stop. In addition, in the variation-related effect setting process, it is possible to set the lighting pattern of the effect LED 46 and the sound pattern of speakers 19a and 19b according to the pre-announcement effect and variation effect.
[0167] Here, "reach" (reach state) refers to a display state on the main display 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 main display 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.
[0168] Therefore, for example, if a decorative special feature variation display game displayed on the main display 41 in response to a special feature variation display game displays multiple identification information in a variable manner 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.
[0169] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying probabilities (reliability) of leading to special outcome patterns (jackpot patterns). 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 probability (reliability) of winning a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, a reach state is a state with a higher probability of winning a jackpot compared to a state without a reach state.
[0170] The expected value (reliability) of a special effect (preview) indicates the probability of a big win if that effect is selected, and can be calculated based on the selection rate of that effect when a big win occurs and the selection rate of that effect when a loss occurs. The higher the selection rate of that effect when a big win occurs, the higher the expected value, and the higher the selection rate of that effect when a loss occurs, the lower the expected value. Big wins include the aforementioned V-entry big wins, and the expected value for V-entry big wins is approximately the same as the expected value for minor wins that result in V-entry. In addition to the expected value for big wins, the expected value for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach) can also be set in the same way.
[0171] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the stop of the decorative special symbol variation display game on the main display 41. 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 stop of the decorative special symbol variation display game after the variation time has elapsed from the start of the decorative special symbol variation display game.
[0172] 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.
[0173] 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 main display 41 or the like. Alternatively, when the performance control device 300 receives a Normal Symbol Reserve Count command, it may display the same number of reserve indicators corresponding to the Normal Symbol Start Memory (Normal Symbol Reserve) on the main display 41 or the like. When the performance control device 300 receives a Pre-read Variation Pattern command and a Pre-read Stop Symbol command as pre-read commands, it draws and sets a pre-read notification effect (pre-read effect, pre-read notification) with a probability corresponding to the pre-read command. Examples of pre-read notification effects include consecutive notification effects and reserve change notifications. Examples of consecutive notification effects include chance symbol pre-read effects related to decorative stop symbols.
[0174] When the performance control device 300 receives a play instruction notification command (left-play notification command or right-play notification command), it executes a performance related to the play instruction notification using the main display 41 and speaker 19, etc. In particular, when the performance control device 300 of this embodiment receives a right-play instruction notification command, it displays a predetermined right-play notification on the screen of the main display 41 as a performance related to the play instruction notification. Examples of the right-play notification display include the display of the words "Right-Play" or a right-pointing arrow in a part of the screen area of the main display 41. More specifically, when the performance control device 300 receives a right-play instruction notification command, it switches the screen display of the main display 41 from a performance display that does not include a right-play notification (such as a performance that announces a jackpot) to a performance display that includes a right-play notification (such as an opening performance), and continues the right-play notification display for a predetermined notification execution time (for example, a few seconds to 10 seconds), or until the synchronized performance (such as the opening performance) ends. Details regarding the right-handed hit notification display will be explained later.
[0175] In addition to displaying the right-handed shooting instruction on the main display 41, the player may also use voice output from speaker 19, such as "Aim to the right," as a notification of how to shoot when shooting to the right.
[0176] Furthermore, when the performance control device 300 receives a command to pass through a specific area, it may execute a performance on the main display 41 to celebrate and announce the V-win.
[0177] Furthermore, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100, in addition to those mentioned above.
[0178] (8. Details of the batting instructions) The following section provides details about the batting instructions (especially the instructions for batting to the right).
[0179] (8-1. Prerequisites) Playing instruction notifications, such as left-handed or right-handed play instructions, are generally implemented by displaying the words "left-handed" or "right-handed" and an arrow on a screen such as the main display 41, along with an audio output suggesting the recommended playing method. However, since audio instructions may be difficult to hear depending on the noise level in the store (hall) where the gaming machine 10 is installed and the volume of the audio output set on the gaming machine 10, it is assumed that players will primarily recognize the recommended playing method by referring to visually recognizable on-screen instructions.
[0180] However, as described above, relying solely on the display of text and arrows to indicate how to play may result in players overlooking the instructions or, even if they see them, failing to accurately recognize the intended information (recommended playing method). In particular, inexperienced players, such as beginners, may not understand the meaning of terms like "left-handed" or "right-handed" displayed on the screen, nor the intention behind the direction indicated by the arrows. As a result, they may not be able to adjust the amount of operation on the control handle 24 according to the recommended playing method, and thus may not be able to enjoy the intended gameplay or the potential profits (number of game tokens). In light of this situation, the embodiments described below provide a gaming machine 10 capable of providing instructions that ensure more reliable recognition of the recommended playing method by a wide range of players, including those unfamiliar with the game.
[0181] (8-2. Batting Techniques - Hochi Department) Figure 5 shows the configuration of the right-handed hit notification display according to this embodiment. In Figure 5, the main display 41 is depicted as a rectangle for the sake of simplicity. However, the following explanation can also be applied to the main display 41 with the shape shown in Figure 1, etc.
[0182] In this embodiment, when the performance control device 300 receives a right-hit instruction notification command, it displays the first hitting notification unit 90 and its associated first gear unit 93 and second gear unit 94, the second hitting notification unit 91 and its associated first gear unit 95 and second gear unit 96, and the stationary arrow unit 92 on the screen of the main display 41, as shown in Figure 5.
[0183] The first hitting instruction unit 90 is a display (object) that suggests to the player that they should hit the ball to the right, and is displayed in the central area of the main display 41 screen.
[0184] More specifically, the first hitting notification unit 90 of this embodiment is composed of a right-hitting character section 90a and a movable arrow section 90b. The right-hitting character section 90a is configured as an object representing a three-dimensional shape with the characters "Right Hit" decorated. The movable arrow section 90b is configured as an object representing an arrow in a three-dimensional shape. In particular, the movable arrow section 90b is displayed in a manner that moves back and forth along the X direction (shown by a dashed line in Figure 5) together with the right-hitting character section 90a (i.e., the first hitting notification unit 90 as a whole). The X direction is set to a direction close to the Y direction (shown by a dashed line in Figure 5) on the main display 41 to the extent that it gives the player the impression that the movable arrow section 90b is moving roughly left and right. As shown in Figure 5, the X direction may be a direction that forms a constant angle with the left-right direction of the screen (the Y direction shown by the dashed line in Figure 5) within the range that gives the player the impression that the first hitting notification unit 90 is moving left and right on the screen, or it may be a direction that coincides with the Y direction.
[0185] Furthermore, the first gear section 93 and the second gear section 94 are displayed as effects accompanying the first hitting notification section 90. In particular, the first gear section 93 and the second gear section 94 are constructed as objects that mimic the three-dimensional shape of a real gear (especially a spur gear). Moreover, the first gear section 93 is displayed in a manner that it rotates clockwise rd1 when viewed from the front of the main display 41 screen. On the other hand, the second gear section 94 is displayed in a manner that it rotates counterclockwise rd2 when viewed from the front of the main display 41 screen. Therefore, a player seated in front of the main display 41 and viewing the screen can be made to perceive that the first gear section 93 and the second gear section 94 are rotating in opposite directions.
[0186] In this embodiment, the first gear section 93 and the second gear section 94 are displayed on the screen in a manner that is offset front to back with respect to the first hitting notification section 90 (right-hitting character section 90a and movable arrow section 90b). More specifically, the first gear section 93 and the second gear section 94 are displayed in a manner that is offset rearward (towards the back of the screen) from the first hitting notification section 90. In particular, in this embodiment, at least a part of the first hitting notification section 90 overlaps with a part of the first gear section 93 and a part of the second gear section 94 in the front-to-back direction (front side / back side) on the screen of the main display 41. This gives the impression to a player seated in front of the main display 41 and viewing the screen that the first gear section 93 and the second gear section 94 are components that drive the first hitting notification section 90.
[0187] On the other hand, the second hitting notification unit 91 is a display (object) that suggests to the player that they should hit to the right, and is displayed in the upper right area of the main display 41 screen.
[0188] The second typing notification unit 91 is composed of a right-handed typing character section 91a and a movable arrow section 91b, and is displayed as a smaller object overall than the first typing notification unit 90. More specifically, the right-handed typing character section 91a is composed of an object representing a planar shape with the characters "right-handed" decorated. In particular, the right-handed typing character section 91a in this embodiment is displayed as an object that represents the right-handed typing character section 90a of the first typing notification unit 90 in planar shape. The movable arrow section 91b is composed of an object that represents an arrow in planar shape. The movable arrow section 91b is displayed in a manner that moves back and forth along the Y direction of the screen, together with the right-handed typing character section 91a (i.e., the second typing notification unit 91 as a whole).
[0189] The stationary arrow section 92 is displayed in the lower left area of the main display 41 screen and is configured as an object representing a planar arrow. That is, even when the movable arrow section 90b and the movable arrow section 91b are displayed in a manner that involves back-and-forth movement, the stationary arrow section 92 is displayed in a manner that maintains a stationary state (without movement or changes in shape).
[0190] In this embodiment, the performance control device 300 displays the first gear section 95 and the second gear section 96 as performances associated with the second hitting notification section 91. The first gear section 95 and the second gear section 96 are configured as objects that mimic the planar shape of a real gear (especially a spur gear). In particular, the first gear section 95 is displayed in a manner that rotates clockwise rd1, similar to the first gear section 93. On the other hand, the second gear section 96 is displayed in a manner that rotates counterclockwise rd2, similar to the second gear section 94. Furthermore, the first gear section 95 and the second gear section 96 are displayed on the screen of the main display 41 in a manner that is offset front to back with respect to the second hitting notification section 91 (right-striking character section 91a and movable arrow section 91b).
[0191] In this embodiment, the set of objects consisting of the second striking notification unit 91, the first gear unit 95, and the second gear unit 96 (hereinafter referred to as the "upper right object set") is generally displayed as a scaled-down version of the set of objects consisting of the first striking notification unit 90, the first gear unit 93, and the second gear unit 94 (hereinafter referred to as the "central object set") projected onto a plane.
[0192] In this embodiment, the right-handed strike notification display operates (moves back and forth) the first strike notification unit 90 (right-handed strike character unit 90a and movable arrow unit 90b) in conjunction with (synchronized with) the rotation of the first gear unit 93 and the second gear unit 94. Simultaneously, the second strike notification unit 91 (right-handed strike character unit 91a and movable arrow unit 91b) operates (moves back and forth) in conjunction with (synchronized with) the rotation of the first gear unit 95 and the second gear unit 96. An example of a specific embodiment is described below.
[0193] Figure 6 illustrates an example of a specific configuration in which the rotation of each gear section (93, 94, 95, 96) and the reciprocating movement of each hitting method notification section (90, 91) are linked in the right-handed hitting notification display. Note that in Figure 6, for the sake of simplifying the drawing, the central object set is shown in a planar shape. However, the following explanation also applies to the configuration shown in Figure 5, where the central object set is represented in a three-dimensional shape.
[0194] In the examples shown in Figures 6(a) to 6(c), the central object set described above is displayed by rotating the first gear section 93 and the second gear section 94 while moving the first striking notification section 90 back and forth in a reciprocating movement region R defined along the Y direction. More specifically, the display is performed in a manner in which the first striking notification section 90 (lower left end of the movable arrow section 90b) moves back and forth between the left end position P1 and the right end position P2 of the reciprocating movement region R (see arrow shown in Figure 6(b)) while rotating the first gear section 93 in a clockwise direction rd1 and the second gear section 94 in a counterclockwise direction rd2.
[0195] This allows players viewing the main display 41 to perceive that the first playing method notification unit 90 is driven by the rotation of the first gear unit 93 and the second gear unit 94 and is moving back and forth in the Y direction. In other words, it is possible to give players the impression that the first playing method notification unit 90 is operating in conjunction with the rotation of the first gear unit 93 and the second gear unit 94, thereby increasing the effect of drawing attention to the operation of the first playing method notification unit 90 (suggestion of recommended playing methods).
[0196] Furthermore, in the examples shown in Figures 6(a) to 6(c), the upper right object set is displayed by rotating the first gear section 95 and the second gear section 96 while moving the second hitting method notification section 91 back and forth along the Y direction, similar to the display of the central object set described above. In other words, this dynamic display in the upper right object set provides the player with the same visual recognition as the dynamic display in the central object set. Therefore, it is possible to make it easier for the player to recognize the information intended to be conveyed by the right-hitting notification display (suggestions for recommended hitting methods).
[0197] Furthermore, when the performance control device 300 receives a right-hand shooting instruction notification command and switches to a performance display that includes a right-hand shooting notification display, it is preferable that it first displays the shooting method notification unit (90,91), and then displays the first gear unit (93,95) and the second gear unit (94,96) in conjunction with the display timing of the shooting method notification unit (90,91). It is also preferable that the display starts at the timing when the shooting method notification unit (90,91) is first displayed, or after the shooting method notification unit (90,91) is displayed but before the shooting method notification unit (90,91) is moved back and forth, and that the display starts rotating the first gear unit (93,95) and the second gear unit (94,96). This gives the player a stronger impression that the shooting method notification unit (90,91) is moving back and forth, driven by the rotation of the first gear unit (93,95) and the second gear unit (94,96).
[0198] Furthermore, in the right-hand hitting notification display of this embodiment, in addition to the display of the central object set and the upper right object set, a static arrow section 92 is displayed in the lower left of the screen. In particular, as shown in Figures 6(a) to 6(c), this static arrow section 92 is displayed as a still image that does not move or change shape, even in the dynamic display of the central object set and the upper right object set. That is, by synchronizing the rotation of each gear section (93, 94, 95, 96) and the reciprocating movement of each hitting method notification section (90, 91) linked thereto with the static arrow section 92, the hitting method suggestions dynamically expressed by the reciprocating movement of each hitting method notification section (90, 91) can be made more prominent by contrasting them with the hitting method suggestions statically expressed by the static arrow section 92. For this reason, it is possible to make it easier for the player to recognize the state that is intended to be expressed through the reciprocating movement of each hitting method notification section (90, 91) (suggestions for recommended hitting methods).
[0199] [Effects of the First Embodiment] According to this embodiment, a gaming machine 10 is provided that can display a shooting instruction unit (90, 91) that instructs the launch of a game ball into a predetermined game area 32 (right-side game area 32R) on a display screen (main display 41 screen) along with associated effects (display of each gear part and stationary arrow part 92). In this gaming machine 10, the shooting instruction unit (90, 91) is operated on the screen, and the first gear part (93, 95) is rotated in a first direction (clockwise direction rd1) along with the operation of the shooting instruction unit (90, 91), and the second gear part (94, 96) is rotated in a second direction (counterclockwise direction rd2) along with the operation of the shooting instruction unit (90, 91).
[0200] This gives the player the impression that the playing method notification unit (90, 91) operates in conjunction with the rotation of the first gear section (93, 95) and the second gear section (94, 96). In other words, the suggestions regarding the recommended playing method expressed by the playing method notification unit (90, 91) can be emphasized by the rotation of each gear section (93, 94, 95, 96), thereby increasing the effect of drawing attention to the operation of the playing method notification unit (90, 91) and making it possible to more reliably recognize the recommended playing method.
[0201] In particular, in the gaming machine 10 of this embodiment, at least a portion of the playing method notification unit (for example, the first playing method notification unit 90) can be displayed shifted forward and backward (towards the front and back on the screen) relative to the first gear unit 93 and / or the second gear unit 94.
[0202] This makes it possible to represent the first hitting notification unit 90 and its associated first gear section 93 and second gear section 94 in a way that changes the visual perspective (ease of visibility) for the player.
[0203] In particular, as shown in Figure 5 or Figure 6, by shifting the first hitting notification unit 90 forward relative to the first gear unit 93 and the second gear unit 94, it is possible to emphasize the impression that these are drive components hidden (in a position that is difficult to see) by the first hitting notification unit 90. Therefore, it is possible to give the player a stronger impression that the operation of the hitting notification unit (90, 91) is linked to the rotation of each gear unit (93, 94, 95, 96), and to further encourage attention to the operation of the hitting notification unit (90, 91). Furthermore, the effect of the presentation itself, which makes it appear as if the hitting notification unit (90, 91) is operating in response to the rotation of each gear unit (93, 94, 95, 96), can also be improved.
[0204] Furthermore, in the gaming machine 10 of this embodiment, the display and hiding of the playing instruction unit (90, 91) are switched according to the game state. When switching the playing instruction unit (90, 91) from hidden to displayed, the first gear unit (93, 95) and the second gear unit (94, 96) are rotated.
[0205] This makes it possible to give the player a stronger impression that the playing method notification unit (90, 91) operates in conjunction with the rotation of the first gear section (93, 95) and the second gear section (94, 96). Therefore, the effect of making the player aware of the recommended playing method can be further improved.
[0206] [Second Embodiment] The second embodiment will be described below. In the descriptions of the following embodiments, elements similar to those described in the previous embodiment will be denoted by the same reference numerals, and their descriptions will be omitted. In the following embodiments, the description will mainly focus on the display modes of the central object set (first striking notification unit 90, first gear unit 93, and second gear unit 94). However, the following description also applies to the display modes of the upper right object set (second striking notification unit 91, first gear unit 95, and second gear unit 96).
[0207] Figure 7 illustrates an example of a specific configuration in which the rotation of the first gear section 93 and the second gear section 94 is linked to the operation of the first hitting notification section 90 in the right-handed hitting notification display of this embodiment. As shown in the figure, in this embodiment, the central object set includes the first hitting notification section 90, the first gear section 93, the second gear section 94 (94-1, 92-2), and the engaging section 97 (97-1, 97-2).
[0208] In this embodiment, the first gear portion 93 is displayed on the main display 41 screen behind the movable arrow portion 90b and the engaging portion 97 (towards the back of the screen). In particular, in the example shown in Figure 7, most of the first gear portion 93 is hidden by the movable arrow portion 90b, and only a portion of it (a part of the circumference where the teeth are formed) is displayed protruding from the movable arrow portion 90b.
[0209] Furthermore, the second gear section 94 of this embodiment is composed of two objects: a second gear section 94-1 displayed above the movable arrow section 90b on the main display 41, and a second gear section 94-2 displayed below the movable arrow section 90b. In particular, the second gear sections 94-1 and 94-2 are displayed in a manner that makes it visually possible to distinguish between some of the multiple teeth (teeth te_w shown in white in the figure) and the other teeth (teeth te_b shown in black in the figure) that are provided around them.
[0210] Furthermore, the engaging portion 97 is displayed in a manner attached to the movable arrow portion 90b of the first striking notification unit 90. The engaging portion 97 is configured as an object that mimics the planar shape of a rack that meshes with the second gear portions 94-1 and 94-2. In other words, the second gear portions 94-1 and 94-2 and the engaging portion 97 realize a display that mimics a so-called rack and pinion mechanism. In particular, the engaging portion 97 in this embodiment is composed of engaging portions 97-1 and 97-2 provided on the upper and lower surfaces of the movable arrow portion 90b, and is displayed in a manner that moves back and forth along the Y direction together with the movable arrow portion 90b. In addition, the engaging portions 97-1 and 97-2 are displayed in a manner that is offset front to back (front and back on the screen) relative to the first striking notification unit 90. More specifically, as can be seen in Figure 7, the engagement portions 97-1 and 97-2 are displayed in such a manner that they are hidden by a part of the first striking notification portion 90 (more precisely, a part of the right-to-left character portion 90a).
[0211] In particular, in the display configuration of this embodiment, the teeth te_w of the second gear portion 94-1 mesh with the engagement portion 97-1, and the teeth te_b mesh with the teeth of the first gear portion 93. Also, the teeth te_w of the second gear portion 94-2 mesh with the engagement portion 97-2, and the teeth te_b mesh with the teeth of the first gear portion 93. In other words, the display is made to help the player recognize that the second gear portions 94-1 and 94-2 are divided gears with teeth te_w located on the front side that mesh with the engagement portions 97-1 and 97-2, and teeth te_b located on the back side that mesh with the first gear portion 93.
[0212] Furthermore, in this embodiment, the teeth te_w of the second gear section 94-1 are engaged with the engagement section 97-1, while the teeth te_b of the second gear section 94-2 are engaged with the teeth of the first gear section 93, thereby indicating that the engagement section 97 and the first hitting notification section 90 are moving to the right as a whole (see Figure 7(a)). This allows the player to perceive that the rotation of the first gear section 93 is driving the second gear section 94-2 to rotate, while the rotation of the second gear section 94-1 in the counterclockwise direction rd2 is moving the movable arrow section 90b to the right via the engagement section 97-1.
[0213] On the other hand, in conjunction with the display shown in Figure 7(b), the teeth te_w of the second gear section 94-2 are engaged with the engagement section 97-2, while the teeth te_b of the second gear section 94-1 are engaged with the teeth of the first gear section 93, thereby displaying that the engagement section 97 and the first hitting notification section 90 are moving to the left as a whole (see Figure 7(b)). This allows the player to perceive that the rotation of the first gear section 93 is driving the second gear section 94-1 to rotate, while the rotation of the second gear section 94-2 in the counterclockwise direction rd2 is moving the movable arrow section 90b to the left via the engagement section 97-2.
[0214] Therefore, according to the display method for right-handed hitting notification in this embodiment, the player can be given a stronger impression that the first hitting notification unit 90 is operating (reciprocating) in conjunction with the rotation of each of the first gear unit 93 and the second gear units 94-1, 94-2.
[0215] [Effects of the second embodiment] In the gaming machine 10 of this embodiment, at least a portion of the first playing method notification unit 90 can be displayed by shifting it forward and backward with respect to the engaging parts 97-1 and 97-2 that engage with the first gear section 93 and the second gear section 94 and operate together with the rotation of the first gear section 93 and the second gear section 94.
[0216] This allows the player to perceive that the engaging parts 97-1 and 97-2, which engage with the first gear section 93 and the second gear sections 94-1 and 94-2, act as components that prompt the operation of the first playing method notification unit 90 as they rotate. Therefore, the player can be given a stronger impression that the first playing method notification unit 90 operates in conjunction with the rotation of the first gear section 93 and the second gear sections 94-1 and 94-2, thereby improving their awareness of the recommended playing method. Furthermore, a visual effect can be expected from the representation of the operation of the first playing method notification unit 90 through the rotation of the first gear section 93 and the second gear section 94, and the engaging parts 97-1 and 97-2 that operate together with them.
[0217] [Third Embodiment] Figure 8 shows the configuration of the right-handed hitting notification display according to this embodiment. As shown in the figure, in this embodiment, the central object set includes the first hitting notification unit 90, the first gear unit 93, and the second gear unit 94, as well as a light-emitting element 98a.
[0218] The light-emitting element 98a is configured as an object that mimics the side view shape of an LED and is displayed in a manner that it is provided below the movable arrow section 90b of the first striking notification unit 90. In particular, in this embodiment, the light-emitting element 98a is displayed as multiple light-emitting elements 98a-1 to 98a-6 arranged in a manner that is six in Figure 8 along the extending direction (X direction) of the movable arrow section 90b.
[0219] Furthermore, each light-emitting element 98a-1 to 98a-6 is displayed in a manner that is offset front to back (towards the foreground and towards the background on the screen) from the first strike notification unit 90 (especially the right-striking character section 90a). More specifically, a portion of each light-emitting element 98a-1 to 98a-6 is displayed in a manner that is hidden by the right-striking character section 90a of the first strike notification unit 90. In this embodiment, the rotation of the first gear section 93 and the second gear section 94, as well as the illumination (lighting) of each light-emitting element 98a-1 to 98a-6, are synchronized with the operation (reciprocating movement) of the first strike notification unit 90.
[0220] Figure 9 illustrates an example of a specific configuration in which the rotation of the first gear section 93 and the second gear section 94, the illumination of each light-emitting element 98a-1 to 98a-6, and the reciprocating movement of the first hitting notification section 90 are linked in the right-handed hitting notification display of this embodiment. In addition, in Figure 9, for the same purpose as in Figure 6, the central object set of Figure 8 is shown as a planar representation.
[0221] In the examples shown in Figures 9(a) to 9(c), the first striking notification unit 90 rotates in conjunction with the reciprocating movement of the first gear unit 93 and the second gear unit 94. Furthermore, each light-emitting element 98a-1 to 98a-6 is individually turned on and off in accordance with the reciprocating movement of the first striking notification unit 90.
[0222] More specifically, the first striking notification unit 90 is moved back and forth along the Y direction in a reciprocating movement region R while the first gear section 93 and the second gear section 94 are rotated. Depending on the position of the first striking notification unit 90 in the reciprocating movement region R, some of the light emitters 98a-1 to 98a-6 are illuminated, and the rest are turned off to indicate the outcome. In particular, when the first striking notification unit 90 is displayed at the leftmost position P1, light emitters 98a-1 and 98a-2 are illuminated, and light emitters 98a-3, 98a-4, 98a-5, and 98a-6 are turned off (Figure 9(a)). Also, when the first striking notification unit 90 is displayed at the intermediate position P3, light emitters 98a-3 and 98a-4 are illuminated, and light emitters 98a-1, 98a-2, 98a-5, and 98a-6 are turned off (Figure 9(b)). Furthermore, when the first striking notification unit 90 is displayed at the rightmost position P2 in the reciprocating movement region R, the light emitters 98a-5 and 98a-6 are turned on, and the light emitters 98a-1, 98a-2, 98a-3, and 98a-4 are turned off (Figure 9(c)).
[0223] This allows the player viewing the main display 41 to perceive that the first hitting notification unit 90 is driven by the rotation of the first gear unit 93 and the second gear unit 94 and is moving back and forth in the Y direction, while the reciprocating movement of the first hitting notification unit 90 can be made more conspicuous by the lighting up and turning off of each light-emitting element 98a-1 to 98a-6.
[0224] In particular, in this embodiment, each light-emitting element 98a-1 to 98a-6 is displayed in a manner that aligns with the direction of the reciprocating movement of the first hitting notification unit 90, and the display is performed in a manner that individually switches the lighting on and off of each light-emitting element 98a-1 to 98a-6 according to the position (left end position P1, middle position P3, and right end position P2) where the first hitting notification unit 90 is displayed during the reciprocating movement. Therefore, the reciprocating movement of the first hitting notification unit 90 can be made more conspicuous by the individual lighting on and off of each light-emitting element 98a-1 to 98a-6.
[0225] [Effects of the Third Embodiment] According to this embodiment, a gaming machine 10 is provided in which a shooting instruction unit (particularly the first shooting instruction unit 90) that instructs the launch of a game ball into a predetermined game area 32 (right-side game area 32R) can be displayed on a display screen (main display 41 screen) together with associated effects (display of the first gear unit 93, the second gear unit 94, and the light-emitting element 98a). In this gaming machine 10, the first shooting instruction unit 90 is operated on the screen, and the first gear unit 93 is rotated in a first direction (clockwise direction rd1) in conjunction with the operation of the first shooting instruction unit 90, and the second gear unit 94 is rotated in a second direction (counterclockwise direction rd2) in conjunction with the operation of the first shooting instruction unit 90. Furthermore, the first shooting instruction unit 90 can be displayed shifted forward or backward with respect to the light-emitting element (light-emitting element 98a) that lights up in conjunction with the operation of the first shooting instruction unit 90.
[0226] This gives the player the impression that the first playing method notification unit 90 operates in conjunction with the rotation of the first gear section 93 and the second gear section 94, and the illumination (lighting) of the light-emitting element 98a makes this operation more noticeable. In other words, the suggestion regarding the recommended playing method expressed by the first playing method notification unit 90 can be emphasized by the illumination of the light-emitting element 98a along with the rotation of each gear section, thereby increasing the effect of drawing attention to the operation of the first playing method notification unit 90 and making the recommended playing method more reliably recognizable to the player.
[0227] Furthermore, by shifting the first hitting notification unit 90 forward or backward relative to the light-emitting element 98a, the illumination by the light-emitting element 98a can be expressed with appropriate perspective relative to the first hitting notification unit 90, thereby enhancing the visual effect.
[0228] In particular, in this embodiment, the light-emitting unit (light-emitting element 98a) includes a plurality of light-emitting elements 98a-1 to 98a-6. In conjunction with the operation of the first striking notification unit 90, each of the light-emitting elements 98a1 to 98a6 can be individually illuminated (lit up).
[0229] This makes the operation of the first playing method notification unit 90 more noticeable through the individual lighting and extinguishing of each light-emitting element 98a-1 to 98a-6. Therefore, it is possible to encourage players to pay more attention to the operation of the first playing method notification unit 90 and to recognize the playing method recommended to the player.
[0230] In the gaming machine 10 of this embodiment, when switching the first playing method notification unit 90 from hidden to displayed (at the timing when the performance control device 300 receives a right-hand play instruction notification command and begins to display the first playing method notification unit 90), it is preferable to rotate the first gear unit 93 and the second gear unit 94 and to illuminate (light up) at least one of the light-emitting elements 98a-1 to 98a-6.
[0231] This gives the player a stronger impression that the first hitting notification unit 90 operates in conjunction with the rotation of the first gear unit 93 and the second gear unit 94, while further enhancing the effect of making this operation noticeable by lighting up each of the light-emitting elements 98a1 to 98a6.
[0232] [Fourth Embodiment] Figure 10 illustrates an example of a specific configuration in which the rotation of each gear section and the illumination (lighting) of the light-emitting elements provided in the light-emitting device section are linked to the operation of the hitting notification section according to this embodiment. As shown in the figure, in this embodiment, the central object set includes the first hitting notification section 90, the first gear section 93, and the second gear section 94, as well as the light-emitting device section 98. The light-emitting device section 98 is composed of multiple (six in Figure 10) light-emitting elements 98a1 to 98a6 that mimic multiple LEDs, and an LED driver board 98b that mimics the planar shape of a driver board on which LEDs are mounted. In particular, the light-emitting device section 98 is configured to display multiple light-emitting elements 98a1 to 98a6 arranged on the LED driver board 98b along the extending direction (X direction) of the movable arrow section 90b. This gives the player the impression that each light-emitting element 98a1 to 98a6 lights up and turns off under the control of the LED driver board 98b.
[0233] Furthermore, in this embodiment, the light-emitting device unit 98 is displayed in a manner that is offset front to back (towards the front and back on the screen) from the first strike notification unit 90 (particularly the right-striking character unit 90a). More specifically, a portion of the light-emitting device unit 98 (particularly the LED driver board 98b) is displayed in a manner that is hidden by the right-striking character unit 90a of the first strike notification unit 90. In this embodiment, the rotation of the first gear unit 93 and the second gear unit 94, as well as the illumination (lighting) of each light-emitting element 98a-1 to 98a-6 mounted on the LED driver board 98b, are synchronized with the operation (reciprocating movement) of the first strike notification unit 90.
[0234] In particular, in the examples shown in Figures 10(a) to 10(c), the first striking notification unit 90 rotates in conjunction with the reciprocating movement of the first gear unit 93 and the second gear unit 94 to indicate the striking method. Furthermore, each light-emitting element 98a-1 to 98a-6 on the LED driver board 98b is individually turned on and off in accordance with the reciprocating movement of the first striking notification unit 90 to indicate the striking method.
[0235] More specifically, the first striking notification unit 90 is moved back and forth along the Y direction in a reciprocating movement region R while the first gear section 93 and the second gear section 94 are rotated. Depending on the position of the first striking notification unit 90 in the reciprocating movement region R, some of the light-emitting elements 98a-1 to 98a-6 on the LED driver board 98b are lit, and the rest are turned off to display an indication. In particular, when the first striking notification unit 90 is displayed at the leftmost position P1, light-emitting elements 98a-1 and 98a-2 are lit, and light-emitting elements 98a-3, 98a-4, 98a-5, and 98a-6 are turned off (Figure 10(a)). Furthermore, when the first striking notification unit 90 is displayed at the intermediate position P3, light emitters 98a-3 and 98a-4 are turned on, and light emitters 98a-1, 98a-2, 98a-5, and 98a-6 are turned off (Figure 10(b)). In addition, when the first striking notification unit 90 is displayed at the rightmost position P2 in the reciprocating movement region R, light emitters 98a-5 and 98a-6 are turned on, and light emitters 98a-1, 98a-2, 98a-3, and 98a-4 are turned off (Figure 10(c)).
[0236] This allows the player to perceive that the first hitting notification unit 90 is being driven by the rotation of the first gear section 93 and the second gear section 94 and is moving back and forth in the Y direction, while the displays of the light-emitting elements 98a-1 to 98a-6 appear to be controlled and turned on and off by the LED driver board 98b, thereby making the back-and-forth movement of the first hitting notification unit 90 more noticeable.
[0237] [Effects of the fourth embodiment] According to this embodiment, a gaming machine 10 is provided that can display a shooting instruction unit (particularly the first shooting instruction unit 90) that instructs the launch of a game ball into a predetermined game area 32 (right-side game area 32R) on a display screen (the screen of the main display 41) together with the accompanying effects (display of the first gear unit 93, the second gear unit 94, and the light-emitting element 98a). In this gaming machine 10, the first shooting instruction unit 90 is operated on the screen, and the first gear unit 93 is rotated in a first direction (clockwise direction rd1) in conjunction with the operation of the first shooting instruction unit 90, and the second gear unit 94 is rotated in a second direction (counterclockwise direction rd2) in conjunction with the operation of the first shooting instruction unit 90. Furthermore, the first hitting notification unit 90 can be displayed by shifting it forward or backward relative to the multiple light-emitting elements 98a1 to 98a6 that light up in conjunction with the operation of the first hitting notification unit 90 and the circuit board (LED driver board 98b) on which the light-emitting elements 98a1 to 98a6 are mounted.
[0238] This gives the player the impression that the first playing method notification unit 90 operates in conjunction with the rotation of the first gear section 93 and the second gear section 94, and makes the operation of the first playing method notification unit 90 more noticeable by displaying that each light-emitting element 98a1 to 98a6 is lit up under the control of the LED driver board 98b. In other words, the suggestion regarding the recommended playing method expressed by the first playing method notification unit 90 can be emphasized by the lighting of the light-emitting elements 98a under the control of the board along with the rotation of each gear section, thereby increasing the effect of drawing attention to the operation of the first playing method notification unit 90 and making the recommended playing method more reliably recognizable to the player.
[0239] Furthermore, in the gaming machine 10 of this embodiment, the light-emitting element 98a provided on the LED driver board 98b includes a plurality of light-emitting elements 98a-1 to 98a-6. In accordance with the operation of the first playing method notification unit 90, each of the light-emitting elements 98a1 to 98a6 can be individually illuminated (lit up).
[0240] This gives the player the impression that each light-emitting element 98a-1 to 98a-6 is individually lit and extinguished under the control of the LED driver board 98b, making the operation of the first playing method notification unit 90, which is linked to this lighting and extinguishing, more noticeable. Therefore, it is possible to encourage the player to pay more attention to the operation of the first playing method notification unit 90 and to recognize the playing method recommended to the player.
[0241] In this embodiment, when switching the first hitting notification unit 90 from hidden to displayed (at the timing when the performance control device 300 receives a right-hitting instruction notification command and begins to display the first hitting notification unit 90), it is preferable to rotate the first gear unit 93 and the second gear unit 94 to illuminate (light up) at least one of the light-emitting elements 98a-1 to 98a-6 provided on the LED driver board 98b.
[0242] This gives the player a stronger impression that the first hitting notification unit 90 operates in conjunction with the rotation of the first gear unit 93 and the second gear unit 94, while further enhancing the effect of highlighting this operation by lighting up each light-emitting element 98a1 to 98a6 under the control of the LED driver board 98b.
[0243] [Variation] Variations not mentioned in the above explanation are summarized below.
[0244] (I) Figure 11 shows the screen display configuration when right-handed hitting is indicated according to a modified example. In this modified example, the first gear section 93 and the second gear section 94 are displayed above and below the movable arrow section 90b of the first hitting notification section 90, respectively, in a manner that they are partially hidden by the movable arrow section 90b. When displaying the process of moving the first hitting notification section 90 from left to right on the screen in the reciprocating movement region R, the display shows the first gear section 93 rotating in a clockwise direction rd1 while stopping the rotation of the second gear section 94.
[0245] Therefore, the matters described in the initial specification of this application include: A gaming machine 10 capable of displaying on a display screen (main display 41 screen) a shooting instruction unit (first shooting instruction unit 90) that instructs the launch of a game ball into a predetermined game area 32 (right game area 32R), The first hitting notification unit 90 can be moved back and forth within a predetermined area (reciprocating movement area R) on the screen. When the first hitting notification unit 90 is moved in one direction (to the right of the screen), the first gear unit 93 can be rotated in a first direction (clockwise direction rd1) along that direction. The game machine 10 includes a first playing method notification unit 90 that, when moved in another direction (to the left of the screen), allows the second gear unit 94 to be rotated in a second direction (counterclockwise direction rd2) along the other direction.
[0246] According to this, the player can perceive that the first playing method notification unit 90 is driven by the rotation of the first gear unit 93 and moves in one direction (to the right of the screen). Furthermore, the player can perceive that the first playing method notification unit 90 is driven by the rotation of the second gear unit 94 and moves in the other direction (to the left of the screen). Therefore, the player can be given a stronger impression that the first playing method notification unit 90 operates in conjunction with the rotation of the first gear unit 93 and the second gear unit 94. Consequently, the effect of drawing attention to the operation of the first playing method notification unit 90 (the suggestion of recommended playing methods) is enhanced, and the recommended playing methods can be recognized more reliably by the player.
[0247] (II) Furthermore, the display of the multiple light-emitting elements 98a-1 to 98a-6 shown in Figure 9 may be added to the screen display configuration shown in Figure 11. Therefore, the matters described in the original specification of this application, etc., include: A gaming machine 10 capable of displaying on a display screen (main display 41 screen) a shooting instruction unit (first shooting instruction unit 90) that instructs the launch of a game ball into a predetermined game area 32 (right game area 32R), The first hitting notification unit 90 can be moved back and forth within a predetermined area (reciprocating movement area R) on the screen. When the first hitting notification unit 90 is moved in one direction (to the right of the screen), the first gear unit 93 is rotated in a first direction (clockwise direction rd1) along that direction, and each of the multiple light-emitting elements 98a-1 to 98a-6 is made to light up (illuminate) individually. The game machine 10 includes a feature in which, when the first hitting notification unit 90 is moved in another direction (to the left of the screen), the second gear unit 94 is rotated in a second direction (counterclockwise direction rd2) along the other direction, and each of the multiple light-emitting elements 98a-1 to 98a-6 is individually illuminated (lit up).
[0248] (III) In addition to the screen display configuration shown in Figure 11, the display of the light-emitting device unit 98 shown in Figure 10 may be added. Therefore, the matters described in the original specification of this application, etc., include: A gaming machine 10 capable of displaying on a display screen (main display 41 screen) a shooting instruction unit (first shooting instruction unit 90) that instructs the launch of a game ball into a predetermined game area 32 (right game area 32R), The first hitting notification unit 90 can be moved back and forth within a predetermined area (reciprocating movement area R) on the screen. When the first hitting notification unit 90 is moved in one direction (to the right of the screen), the first gear unit 93 is rotated in a first direction (clockwise direction rd1) along that direction, and each of the multiple light-emitting elements 98a-1 to 98a-6 provided on the substrate (LED driver substrate 98b) is made to light up (be lit) individually. The gaming machine 10 includes a feature in which, when the playing method notification unit (90) is moved in another direction (to the left of the screen), the second gear unit 94 is rotated in a second direction (counterclockwise direction rd2) along the other direction, and each of the multiple light-emitting elements 98a-1 to 98a-6 provided on the LED driver board 98b is individually illuminated (lit up).
[0249] (IV) The specific form of the screen display to be executed when notifying the player of how to play is not limited to those described in the above embodiments, and the following modifications are possible, for example.
[0250] (IV-1) The first hitting notification unit 90 may consist of only one of the right-hitting character section 90a and the movable arrow section 90b. Alternatively, the first hitting notification unit 90 may also consist of the right-hitting character section 90a and the movable arrow section 90b, with the addition of characters, figures, or other objects that indicate (instruct) the player to hit to the right.
[0251] (IV-2) The first gear section 93 and / or the second gear section 94 may be displayed as an object that mimics a collection of multiple gears. For example, the first gear section 93 attached to the first striking notification unit 90 shown in Figure 5 may be displayed as a collection of multiple gears rotating in a clockwise direction rd1. Similarly, the second gear section 94 may be displayed as a collection of multiple gears rotating in a counterclockwise direction rd2. In this case, the elements of the first gear section 93 or the second gear section 94 may be displayed in a manner in which an object mimicking one gear body and an object mimicking another gear body are spaced apart on the screen.
[0252] (IV-3) In each of the above embodiments, an embodiment has been described in which at least a part of the first hitting notification unit 90 is displayed in a position shifted forward (towards the player) on the screen relative to at least a part of the first gear unit 93, the second gear unit 94, the light-emitting element 98a, and / or the light-emitting device unit 98 (light-emitting element 98a or LED driver board 98b). On the other hand, an embodiment may be adopted in which at least a part of the first hitting notification unit 90 is displayed in a position shifted backward (towards the rear) on the screen relative to at least a part of the first gear unit 93, the second gear unit 94, the light-emitting element 98a, and / or the light-emitting device unit 98. This makes it easier for the player to see the rotation of the first gear unit 93, the rotation of the second gear unit 94, the lighting and extinguishing of the light-emitting element 98a, and / or the light-emitting element 98a on the LED driver board 98b, compared to the first hitting notification unit 90. Therefore, the operation of the first playing method notification unit 90 can be emphasized, and the player's awareness of the recommended playing method can be increased.
[0253] (IV-4) In each of the above embodiments, an example was described in which at least a part of the first hitting notification unit 90 and at least a part of the first gear unit 93, the second gear unit 94, the light-emitting element 98a, and / or the light-emitting device unit 98 are shifted forward and backward on the screen of the main display 41. On the other hand, a manner of shifting them in their actual front-to-back positions may also be adopted. For example, the gaming machine 10 may be provided with a sub-display positioned in the front-to-back direction with respect to the main display 41, and the first gear unit 93, the second gear unit 94, the light-emitting element 98a, and / or the light-emitting device unit 98 may be displayed on the screen of the main display 41, while the first hitting notification unit 90 may be displayed on the screen of the sub-display in synchronization with this, thereby realizing a state in which they are shifted forward and backward. Alternatively, the first playing notification unit 90 may be displayed on the main display 41, and the first gear unit 93, the second gear unit 94, the light-emitting element 98a, and / or the light-emitting device unit 98 may be displayed on the sub-display in synchronization with this. In other words, the term "displayed with a front-to-back shift" in this specification is a concept that includes displays that involve a virtual (on screen display) or actual front-to-back position shift that can cause a person such as a player positioned in front of the gaming machine 10 to perceive a difference in visual perspective (ease of viewing). Furthermore, when shifting front-to-back on the screen, the displays may be made to appear shifted front-to-back within a single display layer, or objects displayed in front may be displayed on the front layer and objects displayed in rear may be displayed on the rear layer.
[0254] (IV-5) In each of the above embodiments, examples were shown in which the central object set (first playing method notification unit 90, etc.) and the upper right object set (second playing method notification unit 91, etc.) are displayed in the same or similar form (design). However, instead, the central object set and the upper right object set may be displayed in different forms. In particular, as in each of the above embodiments, by making the form of the central object set and the form of the upper right object set the same or similar to each other, the design (especially the recommended playing method it suggests) can be made to the player more strongly. On the other hand, by displaying the central object set and the upper right object set in different forms to each other, the variations in the effects related to the right-hand playing notification display can be increased.
[0255] (IV-6) The form of the central object set and / or the form of the upper right object set may also be changed over time. For example, in the first half of the right-hand shot notification display, the form of the central object set and the form of the upper right object set may be displayed in the same or similar manner to each other, and a display mode may be adopted in which only the form of the central object set is changed while the form of the upper right object set is maintained during the first half of the right-hand shot notification display. Alternatively, the right-hand shot notification display may be executed across the timing of changes in game state or performance (for example, the timing of the transition from the opening performance during a jackpot to the round performance after the start of a jackpot), and in the first half (during the opening performance, etc.), the form of the central object set and the form of the upper right object set may be displayed in the same or similar manner to each other, and in the second half (during the round performance, etc.), a display mode may be adopted in which only the form of the central object set is changed. As a result, the form of the upper right object set is maintained while only the form of the central object set changes in accordance with the progress of the right-hand shot notification display, making the central object set more prominent.
[0256] (IV-7) In addition, any of the following embodiments can be adopted as the combination pattern of the display of the firing method notification unit (90, 91) and the stationary arrow unit 92. - An embodiment in which the first hitting method notification unit 90 and the stationary arrow unit 92 are displayed, and the second hitting method notification unit 91 is hidden. - An embodiment in which the second hitting notification unit 91 and the stationary arrow unit 92 are displayed, and the first hitting notification unit 90 is hidden. - An embodiment in which the first hitting method notification unit 90 is displayed, and the second hitting method notification unit 91 and the stationary arrow unit 92 are hidden. - An embodiment in which the second hitting notification unit 91 is displayed, and the first hitting notification unit 90 and the stationary arrow unit 92 are hidden.
[0257] (V) The specific actions of the "action notification unit" are not limited to those described in the above embodiments. In particular, in this specification, the "action notification unit" includes the movement of the entire "action notification unit" or a part of its components on the screen, changes in the form of the "action notification unit" itself (shape, pattern, or color, or a combination thereof), or a combination thereof. More specifically, the following are examples of modifications from those described in the above embodiments.
[0258] (V-1) In each of the above embodiments, a display mode is adopted in which the right-to-right character section 90a and the movable arrow section 90b constituting the first typing notification unit 90 are operated as a single unit, that is, a display mode in which the entire typing notification unit is moved. On the other hand, a display mode may be adopted in which only a part of the components of the first typing notification unit 90 is operated, such as moving only the movable arrow section 90b and stopping the right-to-right character section 91a.
[0259] (V-2) In each of the above embodiments, an example of the operation of the first hitting notification unit 90 or the second hitting notification unit 91 has been described as reciprocal movement on the screen. However, other display modes may be adopted instead. For example, a display mode may be adopted in which the second hitting notification unit 91 (especially the movable arrow unit 91b) moves so as to flow from left to right on the screen.
[0260] (VI) When receiving a right-hit instruction notification command and switching to a performance display accompanied by a right-hit notification display, the display timing of the hitting instruction unit (90, 91), the first gear unit (93, 95), and the second gear unit (94, 96), as well as the mutual timing of the start of the back-and-forth movement of the hitting instruction unit (90, 91), the start of the rotation of the first gear unit (93, 95), and the start of the rotation of the second gear unit (94, 96), can also be changed as appropriate.
[0261] (VI-1) In each of the above embodiments, when a right-hitting instruction notification command is received and the display is switched to a performance display accompanied by a right-hitting notification display, the hitting method notification unit (90,91) is displayed first, and the first gear unit (93,95) and the second gear unit (94,96) are displayed in accordance with the display timing of the hitting method notification unit (90,91). On the other hand, the first gear unit (93,95) and / or the second gear unit (94,96) may be displayed after the hitting method notification unit (90,91) is displayed, or the hitting method notification unit (90,91) may be displayed after the first gear unit (93,95) and / or the second gear unit (94,96) is displayed. Furthermore, the hitting method notification unit (90,91) may be displayed first, and the rotation of the first gear unit (93,95) and / or the second gear unit (94,96) may be started after the display. Furthermore, the hitting method notification unit (90, 91) may be displayed after the rotation of the first gear section (93, 95) and / or the second gear section (94, 96) has begun. This increases the variety of effects when the right-hand hitting notification is displayed.
[0262] (VI-2) In each of the above embodiments, an example was described in which the first gear section (93, 95) and the second gear section (94, 96) are started to rotate before the reciprocating movement of the hitting notification section (90, 91) begins (hereinafter referred to as "first timing control"). On the other hand, an example may be adopted in which the first gear section (93, 95) and the second gear section (94, 96) are started to rotate after the reciprocating movement of the hitting notification section (90, 91) has begun (hereinafter referred to as "second timing control"). This can give the player the unnatural feeling that the first gear section (93, 95) and the second gear section (94, 96), which are displayed to mimic the state in which the hitting notification section (90, 91) is being driven, begin to rotate with a delay from the reciprocating movement of the hitting notification section (90, 91). Therefore, the effect of drawing attention to the operation of the playing method notification unit (90, 91) (suggestion of recommended playing methods) is enhanced, allowing players to more reliably recognize the recommended playing methods. Furthermore, as described above, the second timing control can also be used as a special effect that may give players a sense of unease.
[0263] (VI-3) The first timing control and the second timing control described above may be switched according to a state related to the expected payout value recorded inside the gaming machine 10. More specifically, in the scene in which a right-hand shooting notification display is executed when a big win state is in effect, the second timing control may be executed internally as a performance to suggest the expected value (100%) when a big win state with a high expected payout value and / or a so-called consecutive win is confirmed, and the first timing control may be executed otherwise. In particular, a big win state with a high expected payout value includes a state in which the prize balls for multiple big wins are added together and paid out seamlessly (in a manner that can be recognized as a single big win from the player's perspective) (such as a so-called 3000 bonus). This gives the player the impression that the first timing control primarily drives the first gear section (93, 95) and the second gear section (94, 96) by rotation, thereby driving the play notification section (90, 91). However, when a state is internally in which more balls can be obtained, the second timing control is executed, creating a sense of unease for the player and suggesting that state. Furthermore, in scenes where a right-hand play notification is displayed during a high base state, the first timing control may be executed primarily, and the second timing control may be executed when it is necessary to suggest that the probability of the spin resulting in a win or the probability of a win based on pre-reading is above a certain level. By adopting these control modes, the second timing control can be used as a visual effect to suggest a predetermined level of expectation to the player.
[0264] (VI-4) The first hitting notification unit 90 and the second hitting notification unit 91 may also be displayed at different timings from each other. Furthermore, different display modes may be adopted in which the time difference between the display timing of the first gear unit 93 and the second gear unit 94 relative to the display timing of the first hitting notification unit 90 and the time difference between the display timing of the first gear unit 95 and the second gear unit 96 relative to the display timing of the second hitting notification unit 91 are different.
[0265] (VI-5) Furthermore, an arrangement may be made in which the reciprocating movement of the first hitting notification unit 90 and the reciprocating movement of the second hitting notification unit 91 are started at different timings from each other. Also, an arrangement may be made in which the time difference between the start timing of the rotation of the first gear unit 93 and the second gear unit 94 and the start timing of the rotation of the first gear unit 95 and the second gear unit 96 and the start timing of the reciprocating movement of the second hitting notification unit 91 are different.
[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. [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 Main display 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board)
Claims
1. A gaming machine capable of displaying on a display screen a shooting instruction unit that instructs the launch of a game ball into a predetermined game area, along with associated effects, The aforementioned hitting method notification unit is operated within the display screen, The first gear section displayed on the display screen is rotated in the first direction along with the operation of the striking notification unit. Along with the operation of the striking notification unit, the second gear unit displayed on the display screen is rotated in the second direction. The aforementioned hitting method notification unit includes a first hitting method notification unit and a second hitting method notification unit. The first striking notification unit is accompanied by the display of the first gear unit and the second gear unit. The first gear section and the second gear section are displayed in conjunction with the second striking notification section. The first hitting method notification unit and the second hitting method notification unit may be displayed in a manner that indicates the same hitting method. A first object set including the first striking notification unit and the first gear unit and the second gear unit attached to the first striking notification unit may be displayed. A second object set including the second striking notification unit and the first gear unit and the second gear unit attached to the second striking notification unit may be displayed. The first object set may be displayed in the first area of the display screen. The second set of objects may be displayed in the second area of the display screen. The second object set may be displayed smaller than the first object set. A gaming machine characterized by the following features.
2. The first gear section and the second gear section attached to the first striking notification unit have different shapes from the first gear section and the second gear section attached to the second striking notification unit. The gaming machine according to claim 1.
3. Depending on the game state, the display and non-display of the second playing method notification unit are switched. When switching the second hitting notification unit from the hidden state to the displayed state, the first gear unit and the second gear unit attached to the second hitting notification unit are rotated. The gaming machine according to claim 1 or 2.