U.S. patent application number 11/348403 was filed with the patent office on 2007-01-25 for gaming machine, recording medium recorded simulation program for gaming machine therein.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Yoshio Matsumoto.
Application Number | 20070021202 11/348403 |
Document ID | / |
Family ID | 34908116 |
Filed Date | 2007-01-25 |
United States Patent
Application |
20070021202 |
Kind Code |
A1 |
Matsumoto; Yoshio |
January 25, 2007 |
Gaming machine, recording medium recorded simulation program for
gaming machine therein
Abstract
A gaming machine of the present invention includes: background
image storing unit for storing plural types of first background
image data for displaying a first background image; effect display
controlling unit for, when a specific variable display pattern is
decided, allowing variable display unit to perform variable display
of identification information based on the specific variable
display pattern, and allowing the variable display unit to display
a second background image after allowing the variable display unit
to display the first background image; background image data
selecting unit for selecting any of the plural types of first
background image data when a predetermined background image
selection condition is established; and background image display
control unit for, after the second background image is displayed on
the variable display unit, allowing the variable display unit to
display the first background image based on the first background
image data selected by the background image data selecting
unit.
Inventors: |
Matsumoto; Yoshio; (Koto-ku,
JP) |
Correspondence
Address: |
C. IRVIN MCCLELLAND;OBLON, SPIVAK, MCCLELLAND, MAIER & NEUSTADT, P.C.
1940 DUKE STREET
ALEXANDRIA
VA
22314
US
|
Assignee: |
Aruze Corp.
Tokyo
JP
|
Family ID: |
34908116 |
Appl. No.: |
11/348403 |
Filed: |
February 7, 2006 |
Current U.S.
Class: |
463/30 |
Current CPC
Class: |
A63F 7/02 20130101; A63F
2009/247 20130101; A63F 2009/2476 20130101; A63F 9/24 20130101 |
Class at
Publication: |
463/030 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 2, 2004 |
JP |
2004-025870 |
Claims
1. A gaming machine, comprising: a specific gaming state
determination unit which determines that a gaming state has
transferred to a specific gaming state advantageous for a player
when a predetermined starting condition is established; a variable
display pattern decision unit which decides a variable display
pattern for executing variable display of identification
information based on a determination result by the specific gaming
state determination unit; a variable display unit which performs
variable display of the identification information based on the
variable display pattern decided by the variable display pattern
decision unit, and displays a first background image during an
operation of the variable display of the identification
information; a background image storage unit which stores plural
types of first background image data for displaying the first
background image; and a display control unit which controls the
variable display unit, the display control unit including: an
effect display control unit which, when a specific variable display
pattern is decided by the variable display pattern decision unit,
allows the variable display unit to perform the variable display of
the identification information based on the specific variable
display pattern, and allows the variable display unit to display a
second background image after allowing the variable display unit to
display the first background image; a background image data
selection unit which selects any of the plural types of the first
background image data when a predetermined background image
selection condition is established; and a background image display
control unit which, after the second background image is displayed
on the variable display unit by the effect display control unit,
allows the variable display unit to display the first background
image based on the first background image data selected by the
background image data selection unit.
2. The gaming machine according to claim 1, further comprising: a
gaming control unit which transfers the gaming state to the
specific gaming state in a case where a result of the variable
display of the identification information, the variable display
being displayed on the variable display unit, becomes a
predetermined variable display result, wherein, in a case where the
gaming state is transferred to the specific gaming state by the
gaming control unit, the effect display control unit allows the
variable display unit to display a specific gaming state period
background image different from the first background image, and
after the specific gaming state is ended, the background image
display control unit allows the variable display unit to switch the
display from the specific gaming state period background image to
the first background image based on the first background image data
selected by the background image data selection unit.
3. The gaming machine according to claim 1, wherein the first
background image displayed on the variable display unit is a
display of a predetermined moving image, and the effect display
control unit allows the variable display unit to display a series
of moving images showing that the display transfers from the first
background image to the second background image in display between
the first background image and the second background image.
4. The gaming machine according to claim 2, wherein the first
background image displayed on the variable display unit is a
display of a predetermined moving image, and the effect display
control unit allows the variable display unit to display a series
of moving images showing that the display transfers from the first
background image to the second background image in display between
the first background image and the second background image.
5. A recording medium recording a program allowing a computer to
execute a simulation of a gaming machine including a specific
gaming state determination unit which determines that a gaming
state has transferred to a specific gaming state advantageous for a
player when a predetermined starting condition is established, a
variable display pattern decision unit which decides a variable
display pattern for executing variable display of identification
information based on a determination result by the specific gaming
state determination unit, a variable display unit which performs
variable display of the identification information based on the
variable display pattern decided by the variable display pattern
decision unit, and displays a first background image during an
operation of the variable display of the identification
information, a display control unit which controls the variable
display unit, and a background image storage unit which stores
plural types of first background image data for displaying the
first background image, the program comprising: an effect display
control process which, when a specific variable display pattern is
decided by the variable display pattern decision unit, allows the
variable display unit to perform the variable display of the
identification information based on the specific variable display
pattern, and allows the variable display unit to display a second
background image after allowing the variable display unit to
display the first background image; a background image data
selection process which selects any of the plural types of first
background image data when a predetermined background image
selection condition is established; and a background image display
control process which, after the second background image is
displayed on the variable display unit by the effect display
control unit, allows the variable display unit to display the first
background image based on the first background image data selected
by the background image data selection process.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is based upon the prior Japanese Patent
Application No. 2004-025870, filed on Feb. 2, 2004 in the Japanese
Patent Office; the entire contents of which are incorporated herein
by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine such as a
pachinko gaming machine, and a recording medium recording a
simulation program of the gaming machine.
[0004] 2. Description of the Related Art
[0005] As a gaming machine such as a related pachinko gaming
machine ("pachinko" refers to a ball-shooting gaming machine in
which iron balls (pachinko balls) are shot, and when the iron balls
enter specific holes of a gaming machine erected substantially
vertically, balls are paid out), there is one in which, together
with a predetermined image, a background image showing a background
thereof is displayed on a display unit. In this related gaming
machine, when a predetermined background image is displayed on the
display unit, the predetermined background image has been switched
to another background image based on formation of a predetermined
condition (for example, a case where the number of variations of a
special symbol reaches a predetermined number and a predetermined
lottery is won), and the switched background image has been
displayed (for example, Japanese Patent Laid-Open Publication No.
2003-236164). Thus, a player can visually recognize a variety of
the background images, and accordingly, enhancement of visual
effects in the gaming machine is achieved.
SUMMARY OF THE INVENTION
[0006] However, the above-described related art has had a problem
as below. In the related gaming machine, after the predetermined
background image is displayed on the display unit, another
background image is suddenly displayed thereon. Therefore,
sometimes, the player has come to feel a feeling of wrongness on
the effects of the background on the display unit, and has lost a
willingness thereof to play pachinko. A description will be made of
such a problematic point of the related art by using the drawings.
For example, in the related art, a background display based on the
same background image data is performed from a start of a variation
display of a special symbol, which is as shown in FIG. 44A, until a
stop of the variation display of the special symbol, which is shown
in FIG. 44B. Then, as shown in FIG. 44C, at a time of a start of a
new variation display, a display of a background based on another
background image data is suddenly performed. Accordingly, since the
background is suddenly changed without any sign, the player feels
the feeling of wrongness on the effects of the background. As a
result, the player cannot enjoy the effects of the back ground even
if viewing the same, for example, when the player plays pachinko
with such a gaming machine.
[0007] The present invention has been made in order to solve the
problem as described above. It is an object of the present
invention to provide a gaming machine which achieves the
enhancement of the visual effects by switching the display of the
background, and is capable of avoiding giving the player the
feeling of wrongness on the effects of the background, which may be
caused thereby, and to provide a recording medium recording a
simulation program of the gaming machine.
[0008] In order to achieve the above-described object, a first
aspect of the present invention is summarized to be a gaming
machine including: a specific gaming state determining unit (for
example, a main CPU 31) for determining that a gaming state has
transferred to a specific gaming state advantageous for a player
when a predetermined starting condition is established; a variable
display pattern deciding unit (for example, the main CPU 31) for
deciding a variable display pattern for executing variable display
of identification information based on a determination result by
the specific gaming state determining unit; a variable display unit
(for example, a liquid crystal display device 4) for performing
variable display of the identification information based on the
variable display pattern decided by the variable display pattern
deciding unit, and displaying a first background image during an
operation of the variable display of the identification
information; a display controlling unit (for example, a sub-CPU 41)
for controlling the variable display unit; and a background image
storing unit (for example, an image data ROM 54) for storing plural
types of first background image data for displaying the first
background image (for example, a regular background image).
[0009] Here, the display controlling unit includes: an effect
display controlling unit for, when a specific variable display
pattern is decided by the variable display pattern deciding unit,
allowing the variable display unit to perform the variable display
of the identification information based on the specific variable
display pattern, and allowing the variable display unit to display
a second background image (a special background image) after
allowing the variable display unit to display the first background
image; a background image data selecting unit for selecting any of
the plural types of first background image data when a
predetermined background image selection condition is established;
and a background image display controlling unit for, after the
second background image is displayed on the variable display unit
by the effect display controlling unit, allowing the variable
display unit to display the first background image based on the
first background image data selected by the background image data
selecting unit.
[0010] According to the first aspect of the present invention, when
the display of the first background image is switched on the
variable display unit, display of a certain first background image
is not suddenly switched to display of another first background
display, but in the case where the second background image is
displayed on the variable display unit by the effect display
controlling unit after the first background image is displayed, the
background image display controlling unit allows the display unit
to display the first background image based on the first background
image data selected by the background image data selecting unit
after the display of the second background image. Therefore, the
display of the first background image is switched on an occasion of
the display of the second background image, and accordingly, it can
be said that the player does not feel that the background is
suddenly changed. As a result, by switching the display of the
background, the feeling of wrongness on the effect of the
background can be avoided being given to the player.
[0011] Moreover, the background image data selecting unit selects
any of the plural types of first background image data, and the
background display controlling unit allows the variable display
unit to perform the switching display of the first background image
based on the selected first background image data. Accordingly, the
player can view the variety of background images, and the
demonstration effect in the gaming machine is enhanced.
[0012] A second aspect of the present invention is summarized to be
a recording medium recording a program allowing a computer to
execute a simulation of a gaming machine including a specific
gaming state determining unit for determining that a gaming state
has transferred to a specific gaming state advantageous for a
player when a predetermined starting condition is established, a
variable display pattern deciding unit for deciding a variable
display pattern for executing variable display of identification
information based on a determination result by the specific gaming
state determining unit, a variable display unit for performing
variable display of the identification information based on the
variable display pattern decided by the variable display pattern
deciding unit, and displaying a first background image during an
operation of the variable display of the identification
information, a display controlling unit for controlling the
variable display unit, and a background image storing unit for
storing plural types of first background image data for displaying
the first background image, the program including: an effect
display control process which, when a specific variable display
pattern is decided by the variable display pattern deciding unit,
allows the variable display unit to perform the variable display of
the identification information based on the specific variable
display pattern, and allows the variable display unit to display a
second background image after allowing the variable display unit to
display the first background image; a background image data
selection process which selects any of the plural types of first
background image data when a predetermined background image
selection condition is established; and a background image display
control process which, after the second background image is
displayed on the variable display unit by the effect display
controlling unit, allows the variable display unit to display the
first background image based on the first background image data
selected by the background image data selection process.
[0013] According to the second aspect of the present invention,
when the display of the first background image is switched on the
variable display unit, display of a certain first background image
is not suddenly switched to display of another first background
display, but in the case where the second background image is
displayed on the variable display unit by the effect display
control process after the first background image is displayed, the
background image display control process allows the display unit to
display the first background image based on the first background
image data selected by the background image data selection process
after the display of the second background image. Therefore, the
display of the first background image is switched on an occasion of
the display of the second background image, and accordingly, it can
be said that the player does not feel that the background is
suddenly changed. As a result, by switching the display of the
background, the feeling of wrongness on the effect of the
background can be avoided being given to the player.
[0014] Hence, according to the first or second aspect of the
present invention, by switching the display of the background, the
demonstration effect is enhanced, and the feeling of wrongness on
the effect of the background can be avoided being given to the
player.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG. 1 is an overview view of a gaming machine 1 according
to a first embodiment of the present invention.
[0016] FIG. 2 is an exploded view of the gaming machine 1 according
to the first embodiment of the present invention.
[0017] FIG. 3 is a block diagram showing a control unit of the
gaming machine 1 according to the first embodiment of the present
invention.
[0018] FIGS. 4A and 4B are flowcharts showing operations of the
gaming machine 1 according to the first embodiment of the present
invention.
[0019] FIG. 5 is a flowchart showing a switch input detection
process according to the first embodiment of the present
invention.
[0020] FIG. 6 is a flowchart showing a special symbol-related
switch input process according to the first embodiment of the
present invention.
[0021] FIG. 7 is a flowchart showing a special symbol control
process according to the first embodiment of the present
invention.
[0022] FIG. 8 is a flowchart showing a special symbol memory
checking process according to the first embodiment of the present
invention.
[0023] FIG. 9 is a diagram showing a variable display pattern
selection table according to the first embodiment of the present
invention.
[0024] FIG. 10 is a flowchart showing a main process of a
sub-control circuit of the gaming machine according to the first
embodiment of the present invention.
[0025] FIG. 11 is a flowchart showing a command reception process
according to the first embodiment of the present invention.
[0026] FIG. 12 is a flowchart showing a system timer intervention
process of the sub-control circuit of the gaming machine according
to the first embodiment of the present invention.
[0027] FIGS. 13A to 13E are views showing an example of
demonstration effect displays according to the first embodiment of
the present invention.
[0028] FIG. 14 is a flowchart showing a selection button input
checking process according to the first embodiment of the present
invention.
[0029] FIGS. 15A to 15D are views showing examples of displays of
guide menus and displays of game information, which are displayed
on a liquid crystal display device 4 according to the first
embodiment of the present invention.
[0030] FIG. 16 is a flowchart showing a decision button input
checking process according to the first embodiment of the present
invention.
[0031] FIGS. 17A and 17B are views showing examples of the displays
of the gaming information displayed on the liquid crystal display
device 4 according to the first embodiment of the present
invention.
[0032] FIG. 18 is a view showing an example of the display of the
gaming information displayed on the liquid crystal display device 4
according to the first embodiment of the present invention.
[0033] FIG. 19 is a view showing an example of the display of the
gaming information displayed on the liquid crystal display device 4
according to the first embodiment of the present invention.
[0034] FIG. 20 is a view showing an example of the display of the
gaming information displayed on the liquid crystal display device 4
according to the first embodiment of the present invention.
[0035] FIG. 21 is a view showing an example of a display of a
regular menu displayed on the liquid crystal display device 4
according to the first embodiment of the present invention.
[0036] FIG. 22 is a view showing an example of the display of the
gaming information displayed on the liquid crystal display device 4
according to the first embodiment of the present invention.
[0037] FIG. 23 is a view showing an example of the display of the
gaming information displayed on the liquid crystal display device 4
according to the first embodiment of the present invention.
[0038] FIG. 24 is a diagram showing a usual background image
selection table according to a second embodiment of the present
invention.
[0039] FIG. 25 is a flowchart showing a command reception process
according to the second embodiment of the present invention.
[0040] FIGS. 26A to 26F are views showing special symbols and usual
background images, which are displayed on a liquid crystal display
device according to the second embodiment of the present
invention.
[0041] FIGS. 27G to 27L are views showing special symbols, transfer
images, and special background images, which are displayed on the
liquid crystal display device according to the second embodiment of
the present invention.
[0042] FIG. 28 is a view showing special symbols and a usual
background image, which are displayed on the liquid crystal display
device according to the second embodiment of the present
invention.
[0043] FIG. 29 is a flowchart showing a starting opening
detection-time process according to a third embodiment of the
present invention.
[0044] FIG. 30 is a flowchart showing a variable display pattern
decision process according to the third embodiment of the present
invention.
[0045] FIG. 31 is a diagram showing a variable display pattern
selection table according to the third embodiment of the present
invention.
[0046] FIG. 32 is a flowchart showing a command reception process
according to the third embodiment of the present invention.
[0047] FIG. 33 is a diagram showing a previously noticed effect
data selection table according to the third embodiment of the
present invention.
[0048] FIGS. 34A to 34C are views showing examples of previously
noticed effects according to the third embodiment of the present
invention.
[0049] FIGS. 35A to 35C are views showing examples of the
previously noticed effects according to the third embodiment of the
present invention.
[0050] FIGS. 36A to 36C are views showing examples of the
previously noticed effects according to the third embodiment of the
present invention.
[0051] FIGS. 37A to 37C are views showing examples of variable
displays and effect displays based on a variable display pattern of
a "super reach jackpot (special winning)" for a continuous
announcement according to the third embodiment of the present
invention.
[0052] FIGS. 38A to 38D are diagrams showing variable display
pattern selection tables in Modification example 1 of the third
embodiment of the present invention.
[0053] FIGS. 39A to 39C are views showing gaming panel bases in
Modification example 1 of the first to third embodiments of the
present invention.
[0054] FIG. 40 is a view showing an arrangement relationship
between a liquid crystal display device and peripheral portions
thereof in Modification example 2 of the first to third embodiments
of the present invention.
[0055] FIG. 41 is a view showing an arrangement relationship of a
video device by a projector system in Modification example 3 of the
first to third embodiments of the present invention.
[0056] FIGS. 42A and 42B are views for explaining a method of
executing a simulation in Modification example 4 of the first to
third embodiments of the present invention.
[0057] FIG. 43 is a view for explaining the method of executing the
simulation in Modification example 4 of the first to third
embodiments of the present invention.
[0058] FIGS. 44A, 44B and 44C are views for explaining a problem of
the related art.
DETAILED DESCRIPTION OF THE INVENTION
[0059] A description will be made below of first to third
embodiments of the present invention based on the drawings.
First Embodiment
[0060] A description will be made of a configuration of a
ball-shooting gaming machine (hereinafter, referred to as a gaming
machine) 1 according to a first embodiment while referring to the
drawings. FIG. 1 is a perspective view showing the whole of the
gaming machine 1 according to the first embodiment. FIG. 2 is an
exploded explanatory view showing a state where the respective
portions constituting the gaming machine 1 are disassembled.
[0061] As shown in FIGS. 1 and 2, the gaming machine 1 includes an
outer frame 80 for fixing the gaming machine 1 to a game island
(the game island refers to one block where the gaming machines are
installed) provided in a game arcade, and a base door 60 attached
to the outer frame 80. On an upper left portion and a lower left
portion on a front surface of the outer frame 80, hinge projection
portions 80a are provided. On an upper left portion and a lower
left portion on a front surface of the base door 60, hinge recess
portions 60c are provided. The hinge projection portions 80a are
fitted to the hinge recess portions 60c, and the base door 60 is
thus attached to the outer frame 80 so as to be openable and
closable. The base door 60 is also a body portion constituting a
body of the gaming machine.
[0062] On a back surface of the base door 60, a rail portion (not
shown) capable of inserting a liquid crystal display device 4
thereinto from an overhead side of the base door 60 is provided. In
a state where the liquid crystal display device 4 is inserted into
this rail portion, the liquid crystal display device 4 is attached
to the base door 60. The liquid crystal display device 4 is a
display device having a display area visually recognizable by a
player through a transparent member of a gaming panel base 32. The
liquid crystal display device 4 is displaying unit where a display
state is changeable in response to gaming. The liquid crystal
display device 4 is variable displaying unit which performs a
variable display of a special symbol when a predetermined starting
condition is established. Specifically, the liquid crystal display
device 4 executes the variable display of the special symbol on the
display area under a condition where a gaming ball has passed
through a starting area provided in a starting opening 6. The
variable display of the special symbol is executed based on a
jackpot determining random number value extracted under the
condition where the gaming ball has passed through the starting
area, and the like. Here, the random numbers refer to numbers of
which appearing values do not have regularities. For the random
numbers here, not perfect random numbers but pseudo random numbers
which can be regarded as random numbers may be used.
[0063] In the state where the liquid crystal display device 4 is
inserted into the above-described rail portion, the display area of
the liquid crystal display device 4 is disposed at a position
opposite to an opening portion 60e of the base door 60.
[0064] On an upper portion of the front surface of the base door
60, opening portions 60d capable of having speakers 50 fitted
thereinto are provided, and the speakers 50 are fitted into the
opening portions 60d.
[0065] Onto a center of the front surface of the base door 60, a
gaming panel 30a to which a spacer 110 is attached is attached so
as to be detachable therefrom. On the spacer 110, there are
provided a illuminating light-emitting board, an illuminating lens
member, a ball passage portion as a passage of the gaming balls,
and the like. In a state where the gaming panel 30a is attached to
the front surface of the base door 60, a gaming area of the gaming
panel 30a is disposed at a position opposite to the opening portion
60e of the base door 60. The gaming panel 30a includes the gaming
panel base 32, and a variety of gaming members (a first gaming ball
guiding member 3 and the like) to be described later, which are
arranged on the gaming panel base 32. At least a part of the gaming
panel base 32 is formed of the transparent member through which the
display area of the liquid crystal display device 4 is visually
recognizable when viewed from a front surface side thereof.
[0066] As shown in FIG. 1, on the gaming panel base 32 of the
gaming panel 30a, there are provided the first gaming ball guiding
member 3, a second gaming ball guiding member 2, regular winning
openings 5, the starting opening 6, an out opening 7, and a special
winning opening 8.
[0067] The first gaming ball guiding member 3 and the second gaming
ball guiding member 2 are ones which largely change a flowing-down
direction of the gaming balls. The first gaming ball guiding member
3 is composed of a wall body which is disposed so as to be located
on an upper portion of the gaming area where the gaming balls are
able to flow down and is erected perpendicularly to a surface of
the gaming panel 30a. The second gaming ball guiding member 2 is
composed of a wall body which is provided so as to be located on a
lower portion of the gaming area concerned and is erected
perpendicularly to the surface of the gaming panel 30a.
[0068] The regular winning openings 5 are composed so that, when
the gaming ball enters any of the regular winning openings 5
concerned, a predetermined number (for example, fifteen) of gaming
balls (winning balls) can be paid out. The winning balls refer to
balls paid back as gains for the fact that the ball has entered the
winning opening. The starting opening 6 is composed so that a
random number value for jackpot determination, a random number
value for jackpot symbol determination, and the like can be
extracted when the gaming ball has entered the starting opening 6
concerned. The out opening 7 receives the gaming balls which have
not entered any of the starting opening 6, the special winning
opening 8, and the regular winning openings 5. The special winning
opening 8 includes a specific area (a so-called V-zone) and a
regular area, and is controlled so as to open and close according
to a predetermined setting in response to a result of the jackpot
determination based on the random number value for the jackpot
determination.
[0069] On the upper left portion of the front surface of the base
door 60, a hinge recess portion 60f (a state of the recess is not
shown) is provided, and on a center left portion of the front
surface, a hinge projection portion 60g (a state of the projection
is not shown) is provided. On an upper left portion of a back
surface of a glass frame 10, a hinge projection portion (not shown)
is provided, and on a center left portion of the back surface, a
hinge recess portion (not shown) is provided. The hinge projection
portion provided on the glass frame 10 is fitted into the hinge
recess portion 60f provided on the upper left portion of the base
door 60, the hinge recess portion provided on the glass frame 10 is
fitted onto the hinge projection portion 60g, and the glass frame
10 is thus attached to the base door 60 so as to be openable and
closable. A hinge projection portion (not shown) provided on a back
surface of a receiving tray 20 is fitted into the hinge recess
portion 60f provided on the lower left portion of the front surface
of the base door 60, and the receiving tray 20 is attached to the
base door 60 so as to be openable and closable. Into the glass
frame 10, a front glass 11 which covers the front surface of the
gaming panel 30a is fitted.
[0070] To the lower portion of the front surface of the base door
60, the receiving tray 20 is attached. The receiving tray 20 is
composed of an upper receiving tray for reserving the gaming balls
paid out owing to the winning balls, and the like, and a lower
receiving tray for reserving the gaming balls which have overflown
the upper receiving tray, and the like.
[0071] Onto a right side of the receiving tray 20 attached to the
front surface of the base door 60, a launcher handle unit 40a is
attached. Specifically, the launcher handle unit 40a is engaged
with a lower right portion of the base door 60, and the launcher
handle unit 40a is thus attached to the base door 60. On the lower
right side of the base door 60, a through hole 60z for inserting a
harness (not shown; a harness for connecting a volume switch and a
launcher device 82 to be described later to each other) provided in
the launcher handle unit 40a therethrough is provided.
[0072] On a right side (a left side when viewed from the front
side) of the back surface of the base door 60, a first unit portion
90 is attached through a hinge mechanism (not shown) so as to be
openable and closable. In the first unit portion 90, there are
provided a ball tank for reserving the gaming balls, a payout
device for paying out the gaming balls for rental or winning, a
gaming ball passage as a passage of the gaming balls such as the
rental balls and the winning balls, and the like. The rental balls
refer to balls rented out to the player.
[0073] On a left side (a right side when viewed from the front
side) of the back surface of the base door 60, a second unit
portion 100 is attached. In the second unit portion 100, there are
provided a display control board which makes a display control for
the symbol displayed on the liquid crystal display device 4, a lamp
control board which makes turning-on and flashing controls for a
variety of lamps arranged on the front surface and the like of the
gaming panel 30a, a main control board which controls overall
gaming processes including a jackpot determination, a payout/launch
control board which makes a control regarding the payout of the
rental balls and the winning balls and a control regarding the
launch of the gaming balls, a power supply board which supplies
power necessary for operations of the respective boards, and the
like.
[0074] FIG. 3 is a block diagram of a control unit of the gaming
machine 1 according to the first embodiment. As shown in FIG. 3,
the control unit of the gaming machine 1 is composed of a main
control circuit 30, a sub-control circuit 40, and a payout/launch
control circuit 83.
[0075] The main control circuit 30 includes a main CPU 31, a main
ROM 34, a main RAM 33, and an IC 36 for serial communication.
[0076] To the main control circuit 30, there are connected a
V-count switch 28S for counting the number of gaming balls which
have passed through the specific area (V-zone) provided in the
special winning opening 8, a count switch 29S for counting the
number of gaming balls which have passed through the regular area
provided in the special winning opening 8, a regular winning ball
switch 17S for detecting that the gaming ball has won the regular
winning openings 5, a passed ball switch 7S for detecting that a
gaming ball has passed a regular symbol activation gate (not
shown), a starting winning ball switch 6S for detecting that the
gaming ball has passed the starting area provided in the starting
opening 6, a starting opening solenoid 6a for opening and closing a
pair of blades provided in the starting opening 6, a special
winning opening solenoid 8a for opening and closing a gate of the
special winning opening 8, and a seesaw solenoid 8b for driving a
seesaw which distributes the gaming balls which have entered the
special winning opening 8 to the specific area and the regular
area.
[0077] The main CPU 31 performs the respective processes in a
"system timer intervention process (refer to FIG. 4A)" and a "main
process (refer to FIG. 4B)", which are to be described later.
[0078] The main CPU 31 counts the number of starting memories as
described above, and stores the counted number of starting memories
in the main RAM 33. The main CPU 31 detects that the number of
starting memories stored in the main RAM 33 has reached a
predetermined number of starting memories (for example, four).
[0079] The main CPU 31 is jackpot determining unit for determining
the jackpot under a condition where the gaming ball has passed
through the starting area. In other words, the main CPU 31 is
specific gaming state determining unit for determining that the
gaming state has transferred to a jackpot gaming state (an example
of a specific gaming state) advantageous for the player when a
predetermined starting condition is established, that is, when the
gaming ball has passed through the starting area provided in the
starting opening 6. Specifically, the main CPU 31 extracts the
determining random number value under a condition where an input
signal inputted by the starting winning ball switch 6S is detected,
that is, under a condition where the gaming ball has passed through
the starting area provided in the starting opening 6, and performs
the jackpot determination (determination that the gaming state has
transferred to the jackpot gaming state) based on the extracted
jackpot determining random number value.
[0080] The main CPU 31 is gaming controlling unit for transferring
the gaming state to the jackpot gaming state advantageous for the
player when a result of the variable display of the special symbol
displayed on the liquid crystal display device 4 has become a
predetermined variable display result (for example, a display
result representing 7-7-7), that is, when it is determined that the
gaming state is to be transferred to the jackpot gaming state.
[0081] The main CPU 31 is variable display pattern deciding unit
for deciding a variable display pattern for executing the variable
display of the special symbol based on the jackpot determination
result. Specifically, the main CPU 31 determines that the
predetermined starting condition is established when the gaming
ball has passed through the starting area, and generates and sets a
variable display pattern command which instructs the variable
display pattern for executing the variable display of the special
symbol and a command which instructs a stopping symbol of the
variable display based on the jackpot determination result.
[0082] The main CPU 31 controls the special winning opening
solenoid 8a to open and close the gate of the special winning
opening 8 when the gaming state has transferred to the jackpot
gaming state. The main CPU 31 controls the seesaw solenoid 8b to
drive the seesaw.
[0083] The main CPU 31 detects input signals inputted by the
respective switches such as the regular winning ball switch 17S,
the V-count switch 28S, and the count switch 29S, and generates a
command which issues an instruction to pay out the predetermined
number of gaming balls as the winning balls.
[0084] In the first embodiment, the main CPU 31 constitutes
number-of-starting-memories counting unit for counting the number
of starting memories stored in the main RAM 33, and
number-of-starting-memories detecting unit for detecting that the
number of starting memories has reached the predetermined number of
starting memories.
[0085] The main ROM 34 stores programs for performing the
respective processes in the "system timer intervention process
(refer to FIG. 4A)" and the "main process (refer to FIG. 4B)",
which are to be described later, and the like.
[0086] The main RAM 33 is composed of a DRAM and the like, and
stores the starting memories (including the jackpot determining
random number value), and the like. The main RAM 33 includes a
starting memory counter for storing the number of starting
memories, which is counted by the main CPU 31.
[0087] In the first embodiment, the main RAM 33 is starting storing
unit for storing, as such a staring memory, the fact that the
gaming ball has passed through the starting area, as well as
decision information for deciding the variable display result,
until there comes a state where it is possible to execute the
variable display of the special symbol when it is impossible to
execute the variable display of the special symbol, which
corresponds to the passage of the gaming ball through the starting
area, though the gaming ball has passed through the starting area
concerned. The above-described decision information refers to the
jackpot determining random number value and a random number value
for a jackpot symbol, which are to be described later.
[0088] The IC 36 for serial communication outputs the respective
commands set by the main CPU 31 to the sub-control circuit 40.
[0089] The sub-control circuit 40 includes a sub-CPU 41, a sub-Rom
42, a sub-RAM 43, an image control circuit 45, a voice control
circuit 46, and a lamp control circuit 47.
[0090] The sub-CPU 41 controls the image control circuit 45, the
voice control circuit 46, and the lamp control circuit 47 in
response to the variety of commands received from the main control
circuit 30. To the sub-CPU 41, a decision button 301 and a
selection button 300 are connected as operating unit for which
operations (for example, pressing operations) by the player are
possible.
[0091] The sub-CPU 41 is display controlling unit for controlling
the display on the liquid crystal display device 4. For example,
the sub-CPU 41 is information display controlling unit for allowing
the liquid crystal display device 4 to perform switched display
from a predetermined display state (for example, a display state of
demonstration effects) on the liquid crystal display device 4 to
display of information (for example, display of a guide menu)
regarding the game thereon.
[0092] The sub-CPU 41 is operation determining unit for determining
whether or not a predetermined operation such as the pressing
operation of the decision button 301 and the pressing operation of
the selection button 300 is performed by the decision button 301 or
the selection button 300. Specifically, the sub-CPU 41 makes the
above-described determination under a condition where the gaming
state is a plying state where a predetermined game is not played. A
specific description of the above is as follows.
[0093] For example, when the player performs the pressing operation
for the selection button 300, an operation signal is sent from the
selection button 300 to the sub-CPU 41. When the player performs
the pressing operation for the decision button 301, an operation
signal is sent from the decision button 301 to the sub-CPU 41. Upon
receiving the operation signal from the selection button 300, the
sub-CPU 41 determines that the pressing operation for the selection
button 300 has been performed, and upon receiving the operation
signal from the decision button 301, the sub-CPU 41 determines that
the pressing operation for the decision button 301 has been
performed. A detailed description of processes performed by the
operation for the decision button 301 and the operation for the
selection button 300 will be made in a description of an input
checking process of the selection button 300 in Step 310 and an
input checking process of the decision button 301 in Step 320,
which are to be described later.
[0094] The sub-ROM 42 stores programs for controlling the image
control circuit 45, the voice control circuit 46, and the lamp
control circuit 47. For example, in the sub-ROM 42, background
display data is stored, which includes a background display pattern
by which the image control circuit 45 allows the liquid crystal
display device 4 to perform background scroll display, deceleration
of the background scroll display, stopping of the background scroll
display, and static display of a background image at a time of the
stopping. In the sub-ROM 42, there are stored demonstration effect
data including a demonstration effect pattern for allowing the
liquid crystal display device 4 to display the demonstration
effects, guide menu display data including a guide menu display
pattern for allowing the liquid crystal display device 4 to display
the guide menu, gaming information display data including a gaming
information display pattern for allowing the liquid crystal display
device 4 to display the respective pieces of gaming information,
data including a variety of effect patterns for allowing the liquid
crystal display device 4 to display effect images, and the
like.
[0095] The sub-RAM 43 is composed of the DRAM and the like, and
stores the variety of commands received from the main control
circuit 30.
[0096] The image control circuit 45 is one which executes the
display such as the variable display of the special symbol on the
liquid crystal display device 4 in response to the instructions
from the sub-CPU 41. The image control circuit 45 includes an image
data ROM 54, a video display processor (VDP) 51, a D/A converter
52, an initial reset circuit 53, and a VRAM 55. The image data ROM
54 stores a variety of image data. The VDP 51 generates data for
executing the display such as the variable display of the special
symbol by using the image data stored in the image data ROM 54
based on the instructions from the sub-CPU 41. The D/A converter 52
converts the display image data generated by the VDP 51 into an
analog signal. The initial reset circuit 53 returns a variety of
settings to initial values thereof in the case of abnormalities.
The instructions from the above-described sub-CPU 41 are
instructions based on control data set in a predetermined work area
of the sub-RAM 43 so as to correspond to the command received from
the main control circuit 30.
[0097] Here, to the VDP 51, the VRAM 55 in which two buffer areas
are provided is connected. Based on the instructions from the
sub-CPU 41, which are transmitted every predetermined time (for
example, every 1/30 second), the VDP 51 performs the following
processes in the case of generating the data for executing the
display on the liquid crystal display device 4. The VDP 51 reads
out predetermined image data from the image ROM 54, and expands the
read image data on the VRAM 55, and further, reads out the expanded
image data from the VRAM 55. Specifically, the VDP 51 performs an
expansion process for one of the buffer areas provided in the VRAM
55, and reads out the image data already subjected to the expansion
process from the other buffer area. Based on the instruction of the
sub-CPU 41, the VDP 51 switches the buffer area to be subjected to
the expansion process and the buffer area to be read out every time
of receiving the instruction. The VDP 51 allows the liquid crystal
display device 4 to scan the read image data through the D/A
converter 52, thereby displaying the read image data on the liquid
crystal display device 4.
[0098] The image data ROM 54 stores background image data for
displaying the background on the display screen of the liquid
crystal display device 4, demonstration effect image data for
displaying the demonstration effects, guide menu image data for
displaying the guide menu, and gaming information image data for
displaying a variety of gaming information (for example, a reach
flow, reach frequency information, and the like, which are to be
described later). The respective image data include a plurality of
pixel data (data per dot) necessary for displaying the respective
images on the display screen of the liquid crystal display device
4.
[0099] The sub-CPU 41 is display controlling unit for performing
the display control for the liquid crystal display device 4. For
example, the sub-CPU 41 is effect display controlling unit for
allowing the liquid crystal display device 4 to perform a
predetermined plying effect display (for example, the demonstration
effect display) when the gaming state is the plying state where the
predetermined game is not played. A detailed description of this
process will be made as below.
[0100] Upon receiving the demonstration effect command from the
main control circuit 30 when the gaming state is the plying state
where the predetermined game is not played, the sub-CPU 41 sets the
demonstration effect data. The plying state mentioned here refers
to a state without the starting memory, for example, where the
variable display of the special symbol is not performed, or the
jackpot gaming is not performed. In the case of having read out the
demonstration effect data from the sub-ROM 42, followed by the
setting, the sub-CPU 41 instructs the VDP 51 to allow the liquid
crystal display device 4 to display the respective pixel data
included in the demonstration image data individually on
predetermined positions on the display screen (for example, on
X-coordinates and Y-coordinates in the case of setting a
longitudinal direction as a Y-axis, a lateral direction as an
X-axis, and a predetermined position as an origin on the display
screen of the liquid crystal display device 4) for a predetermined
time based on a demonstration effect pattern included in the
demonstration effect data. Based on the instruction from the
sub-CPU 41, the VDP 51 reads out the demonstration image data from
the image data ROM 54, and displays the respective pixel data
included in the above-described demonstration effect image data on
the predetermined positions on the display screen through the
expansion process and the reading process for the VRAM 55. The
sub-CPU 41 changes the data for issuing the instruction to the VDP
51 with the elapse of time, thereby allowing the liquid crystal
display device 4 to perform the demonstration effect display.
[0101] The sub-CPU 41 is gaming information selection display
controlling unit for allowing the liquid crystal display device 4
to display the image of the guide menu (gaming information
selection image) representing that the current state is a state
where the player is capable of selecting any gaming information
among the plurality of gaming information under a condition where
the operation for allowing the display of the gaming information
regarding the game has been performed by the decision button 301 or
the selection button 300 in the case where the demonstration effect
display is being performed on the liquid crystal display device 4.
A detailed description of this process will be made as below.
[0102] The sub-CPU 41 sets the guide menu display data upon
receiving the operation signal from the decision button 301 or the
selection button 300 in the case where the demonstration effect
data is being set. After setting the guide menu display data, the
sub-CPU 41 instructs the VDP 51 to allow the liquid crystal display
device 4 to display the respective pixel data included in the guide
menu image data individually on the predetermined positions on the
display screen based on the guide menu display pattern included in
the guide menu display data. Based on the instruction from the
sub-CPU 41, the VDP 51 reads out the guide menu image data from the
image data ROM 54, allows the liquid crystal display device 4 to
display the respective pixel data included in the guide menu image
data on the predetermined positions through the expansion process
and the reading processing for the VRAM 55, thereby allowing the
liquid crystal display device 4 to display the guide menu. On this
display of the guide menu, there are displayed item images showing
items corresponding to names of the gaming information, an image
for explaining functions of the selection button 300 and the
decision button 301, and an image of a predetermined character. On
the display of the guide menu, there are displayed a cursor image
indicating any item image among the respective item images, an
image of the item name indicated by the cursor image, and a comment
image showing a simple comment to the item concerned.
[0103] The sub-CPU 41 sets item switching display data upon
receiving the operation signal from the selection button 300 while
the guide menu display data is being set. In the case of having set
the item switching display data, the sub-CPU 41 instructs the VDP
51 to move, for example, a display position of the cursor image to
a position indicating an item image under the currently indicated
item image. However, such a movement target position may be a
position indicating an item image above the currently indicated
item image. The VDP 51 executes the instruction from the sub-CPU
41, and the display position of the cursor image on the liquid
crystal display device 4 is thus moved from the position of the
currently indicated item image to the position indicating the item
image thereunder. The sub-CPU 41 manages the item currently
indicated by the cursor image.
[0104] The sub-CPU 41 is gaming information display controlling
unit for allowing the liquid crystal display device 4 to display
the gaming information selected from the plurality of gaming
information when the operation for selecting any gaming information
among the plurality of gaming information is performed by the
decision button 301 in the case where the guide menu is being
displayed on the liquid crystal display device 4. A detailed
description of this process will be made as below.
[0105] Upon receiving the operation signal from the decision button
301 while the guide menu display data is being set, the sub-CPU 41
sets gaming information display data (for example, reach flow
display data) corresponding to the item image currently indicated
by the cursor image. The sub-CPU 41 instructs the VDP 51 to allow
the liquid crystal display device 4 to display the respective pixel
data included in predetermined gaming information image data (for
example, reach flow image data) individually on predetermined
positions on the display screen based on the gaming information
display pattern (for example, a reach flow display pattern)
included in the gaming information display data. The VDP 51 reads
out the above-described predetermined gaming information image data
from the image data ROM 54 based on the above-described
instruction. The VDP 51 performs the expansion process and the
reading process for the VRAM 55, and thus, on the liquid crystal
display device 4, the respective pixel data included in the
above-described predetermined gaming information image data are
displayed on the predetermined positions on the display screen, and
the predetermined gaming information (for example, reach flow) is
displayed.
[0106] The sub-CPU 41 is background display controlling unit for
allowing the liquid crystal display device 4 to perform the
background scroll display as display to move the background image
in a predetermined direction in response to the gaming state. In
the above-described background scroll display, the sub-CPU 41
allows the liquid crystal display device 4 to perform the display
to move, in the predetermined direction, the background image
displayed when the guide menu is displayed. For example, in the
gaming state where the variable display is not performed or the
jackpot gaming state is not performed, the sub-CPU 41 allows the
liquid crystal display device 4 to perform the background scroll
display as well as the display of the guide menu. In this case, the
CPU 41 performs the display control while setting a moving speed of
the background image on the background scroll display at a
predetermined moving speed.
[0107] A specific description will be made of this process as
below. In the case where the guide menu display data has been set,
based on the background display pattern included in predetermined
background display data, the sub-CPU 41 transmits the instruction
to display the background to the VDP 51 every predetermined time,
and changes the data for instructing the VDP 51 with the elapse of
time. The respective pixel data in the background image data stored
in the image data ROM 54 are associated, for example, with
predetermined coordinates on the area where the above-described
background image data is expanded in the VRAM 55 (for example, the
X-coordinates and the Y-coordinates in the case of setting the
longitudinal direction as the Y-axis, the lateral direction as the
Y-axis, and the predetermined position as the origin on the
above-described area). For example, the area where the
above-described background image data is expanded in the VRAM 55 is
assumed to be located in a range from Xa to Xz in the X-direction
and in a range from Ya to Yz in the Y-direction.
[0108] The sub-CPU 41 instructs the VDP 51 to allow the liquid
crystal display device 4 to display the background by using image
data corresponding to a predetermined area (area corresponding to a
size of the display screen area of the liquid crystal display
device 4) among the background image data stored in the image data
ROM 54 while taking a specific coordinate (for example, X1, Y1) as
a reference. Then, the sub-CPU 41 instructs the VDP 51 on the
background image display so that the background scroll display can
be performed on the liquid crystal display device 4 every fixed
time (for example, every T1). In this case, the sub-CPU 41
instructs the VDP 51 to increase (decrease) an X-value by a
predetermined amount from the above-described specific coordinate
(for example, X1, Y1) every fixed time, and to allow the liquid
crystal display device 4 to display the background by using the
image data corresponding to the above-described predetermined area
among the background image data while taking a coordinate
indicating a result of the increase (or the decrease) as a
reference coordinate.
[0109] For example, when it is time Tx, the sub-CPU 41 instructs
the VDP 51 to allow the liquid crystal display device 4 to display
the background by using image data corresponding to a predetermined
area while taking the coordinate (X1, Y1) as a reference. Then,
when it is time Tx+T1, the sub-CPU 41 instructs the VDP 51 to allow
the liquid crystal display device 4 to display the background by
using image data corresponding to a predetermined area while taking
a coordinate (X1+X0, Y1) as a reference. When it is time Tx+2T1,
the sub-CPU 41 instructs the VDP 51 to allow the liquid crystal
display device 4 to display the background by using image data
corresponding to a predetermined area while taking a coordinate
(X1+2X0, Y1) as a reference. As described above, the reference
coordinate for the background display is changed with the elapse of
time (for example, X1, X1+X0, X1+2X0 . . . ).
[0110] When the X-coordinate of the reference coordinate becomes Xw
as a value exceeding Xz, the X-coordinate is set at Xw-Xz. The
moving speed of the background image is a value, for example,
determined by an expression of: (variation of the above-described
reference coordinate)/(predetermined fixed time). In the first
embodiment, as an example, the moving speed of the background image
is a predetermined moving speed (X0/T1).
[0111] The VDP 51 executes the above-described instructions through
the expansion process and the reading process for the VRAM 55, and
thus, in the liquid crystal display device 4, the background scroll
display is performed at the predetermined moving speed as well as
the display of the guide menu.
[0112] The sub-CPU 41 is stopping condition determining unit for
determining whether a predetermined background scroll stopping
condition is established in the background scroll display. The
sub-CPU 41 determines that the background scroll stopping condition
is established in the case where a predetermined stopping operation
has been performed by the decision button 301. A specific
description will be made as below of an example.
[0113] For example, in the case where the background scroll display
is performed as described above as well as the display of the guide
menu on the liquid crystal display device 4, the player performs an
operation to press the selection button 300, and the position of
the cursor image is thus switched. Here, the player performs an
operation to press the decision button 301 for selecting gaming
information corresponding to a predetermined item image. This
operation is one which corresponds to a predetermined stopping
operation for stopping the background scroll display. An operation
signal by the decision button 301 is sent to the sub-CPU 41. Upon
receiving the operation signal by the decision button 301 in the
case where the background scroll display is being displayed (for
example, the case where the guide menu is being displayed) on the
liquid crystal display device 4, the sub-CPU 41 determines that the
background scroll stopping condition is established.
[0114] The sub-CPU 41 is also background display stopping
controlling unit for stopping the background scroll display on the
liquid crystal display device 4 and for statically displaying the
background image at the time of the stopping when it is determined
that the background scroll stopping condition is established. For
example, when the operation for selecting any gaming information is
performed by the decision button 301, the sub-CPU 41 stops the
background scroll display on the liquid crystal display device 4,
and statically displays the background image at the time of the
stopping. Specifically, the sub-CPU 41 stops the background scroll
display after the moving speed of the background image in the
background scroll display is decelerated from the above-described
predetermined moving speed. A specific description will be made as
below of this process.
[0115] After setting the predetermined gaming information display
data as described above, the sub-CPU 41 instructs the VDP 51 on the
background display every predetermined time so that the
deceleration and the stopping of the background scroll display can
be performed. Specifically, the sub-CPU 41 changes the data for
issuing the instruction to the VDP 51 every fixed time (for
example, every T1) so that the background scroll display can be
performed on the liquid crystal display device 4. In this case, the
sub-CPU 41 instructs the VDP 51 to increase (or decrease) the
X-value every fixed time so that an increment (or decrement)
thereof can be reduced with the elapse of time from the reference
coordinate at the point of time when the predetermined gaming
information display data is set, and to allow the liquid crystal
display device 4 to display the background by using image data
corresponding to the above-described predetermined area among the
background image data while taking a coordinate indicating a result
of the increase (or the decrease) as a reference coordinate.
[0116] For example, the sub-CPU 41 instructs the VDP 51 to allow
the liquid crystal display device 4 to display the background by
using the image data corresponding to the above-described
predetermined area among the background image data while taking the
coordinate (X1, Y1) as a reference at the time Tx as the point of
time when the predetermined gaming information display data is set.
The sub-CPU 41 instructs the VDP 51 to allow the liquid crystal
display device 4 to display the background by using the image data
corresponding to the above-described predetermined area among the
background image data while taking a coordinate (X1+X.alpha., Y1)
as a reference at the time Tx+T1. The sub-CPU 41 instructs the VDP
51 to allow the liquid crystal display device 4 to display the
background by using the image data corresponding to the
above-described predetermined area among the background image data
while taking a coordinate (X1+X.alpha.+X.beta., Y1) as a reference
at the time Tx+2T1. Moreover, the sub-CPU 41 instructs the VDP 51
to allow the liquid crystal display device 4 to display the
background by using the image data corresponding to the
above-described predetermined area among the background image data
while taking a coordinate (X1+X.alpha.+X.beta.+X.gamma., Y1) as a
reference at a time Tx+3T1. Here, the value of X.gamma. is smaller
than the value of X.beta., and the value of X.beta. is smaller than
the value of X.alpha.. The VDP 51 executes the above-described
instructions transmitted every predetermined time, and thus the
moving speed of the background image in the background image scroll
display on the liquid crystal display device 4 is decelerated with
the elapse of time from the predetermined moving speed.
[0117] Finally, the sub-CPU 41 instructs the VDP 51 to allow the
liquid crystal display device 4 to display the background by using
the image data corresponding to the above-described predetermined
area among the background image data while taking the same
coordinate (X1+X.alpha.+X.beta.+X.gamma.+ . . . X.theta.
(X.theta.<X.gamma.), Y1) as a reference irrespective of the
elapse of time. The VDP 51 executes the above-described
instructions, and thus the moving speed of the background image in
the background image scroll display on the liquid crystal display
device 4 becomes zero, the background scroll display is stopped,
and the background image is statically displayed.
[0118] When the operation for selecting any gaming information
among the plurality of gaming information is performed by the
decision button 301, the sub-CPU 41 allows the background scroll
display on the liquid crystal display device 4 to be stopped, and
allows the background image at the time of the stopping to be
statically displayed. Specifically, in the case where the guide
menu is displayed on the liquid crystal display device 4 and the
cursor image indicates the predetermined item image, when the
player performs the operation for the decision button 301, the
operation signal thereof is sent to the sub-CPU 41. The sub-CPU 41
sets the gaming information display data corresponding to the
predetermined item image, and as described above, allows the
background scroll display on the liquid crystal display device 4 to
be stopped, and allows the background image at the time of the
stopping to be statically displayed.
[0119] The sub-CPU 41 includes a clock counter which counts the
time in the case where it is determined by an operation
determination function that the operation by the decision button
301 or the predetermined operation by the selection button 300 is
performed when the information regarding the game (for example, the
guide menu, the respective pieces of gaming information) is
displayed on the liquid crystal display device 4 by an information
display control function.
[0120] For example, in the case where it is determined that the
predetermined operation by the decision button 301 or the selection
button 300 is performed when the guide menu is displayed on the
liquid crystal display device 4 by the information display control
function, the clock counter counts an elapsed time from the time
when it has been determined that the predetermined operation by the
decision button 301 or the selection button 300 was performed.
[0121] The clock counter may count the elapsed time from the time
when the predetermined operation for performing the switching
display to the information regarding the game by the decision
button 301 or the selection button 300 was performed no matter
whether the information regarding the game might be displayed on
the liquid crystal display device 4 by the information display
control function.
[0122] The sub-CPU 41 is display state controlling unit for
returning, to a predetermined display state, the display state (for
example, a state where the guide menu is being displayed) on the
liquid crystal display device 4 in the case where the elapsed time
counted by the clock counter has reached a predetermined time (for
example, 30 seconds; however may be any seconds without being
limited to this) without determining by the operation determination
function that the predetermined operation by the decision button
301 or the selection button 300 was performed after the start of
counting by the clock counter. Such a predetermined display state
refers to a display state on the liquid crystal display device 4
before the above-described predetermined operation was performed by
the selection button 300 or the decision button 301, for example,
the state where the demonstration effect display is performed. A
detailed description of this process will be made in explanations
of a decision button input checking process and a selection button
input checking process, which are to be described later.
[0123] When the predetermined starting condition is established, in
the case where the information regarding the game (for example, the
guide menu and the gaming information) is displayed on the liquid
crystal display device 4, the sub-CPU 41 allows the liquid crystal
display device 4 to display an effect image regarding the variable
display of the special symbol from the above-described information
regarding the game. An example of a specific description of this
process will be made as below.
[0124] When the predetermined starting condition has been
established (for example, in the case where the gaming ball has
passed through the starting area, and so on) the main CPU 31
generates and sets the variable display pattern command. When the
sub-CPU 41 receives the variable display pattern command from the
main control circuit 30, in the case where any of the demonstration
effect data, the guide menu display data, the item switching
display data, and the gaming information display data is set, the
sub-CPU 41 sets the control data corresponding to the received
variable display pattern command in place of the data thus set.
[0125] The sub-CPU 41 changes the data for issuing the instruction
to the VDP 51 with the elapse of time so that the VDP 51 can allow
the liquid crystal display device 4 to perform the display
according to the effect pattern included in the set control
data.
[0126] The VDP 51 executes the instructions from the sub-CPU 41,
which are transmitted every predetermined time, and thus, for
example, the effect image corresponding to the variable display
pattern is displayed on the liquid crystal display device 4.
[0127] The voice control circuit 46 allows the speakers 50 to
output an effect sound and a voice, which notify the player of a
predetermined gaming state, in response to the control data from
the sub-CPU 41.
[0128] The lamp control circuit 47 turns on/off a lamp 26 in
response to the control data from the sub-CPU 41.
[0129] In response to the command from the main control circuit 30,
which is outputted under the condition where the gaming balls have
entered the regular winning openings 5, the special winning opening
8, and the like, the payout/launch control circuit 83 controls the
payout device 81 which pays out a predetermined number of gaming
balls as the winning balls, and the launcher device 82 which
launches the gaming balls toward the gaming area on the gaming
panel 30a.
[0130] The respective processes in the gaming machine 1 are
controlled by the main control circuit 30 and the sub-control
circuit 40. However, the main control circuit 30 may process the
whole or a part of the processed controlled by the sub-control
circuit 40, and the sub-control circuit 40 may process the whole or
a part of the processes controlled by the main control circuit
30.
Operation of Gaming Machine in First Embodiment
[0131] A description will be made below of the operation of the
gaming machine 1 in the first embodiment. FIG. 4A is a flowchart
showing the system timer intervention process executed so as to
intervene in the main process in a predetermined cycle (for
example, 2 msec). FIG. 4B is a flowchart showing the main process
of the gaming machine 1 in the first embodiment.
[0132] A description will be made of the system timer intervention
process with reference to the drawings. As shown in FIG. 4A, in
Step 100, the main CPU 31 saves information stored in a
register.
[0133] In Step 110, the main CPU 31 updates a value such as the
jackpot determining random number value.
[0134] In Step 120, the main CPU 31 performs the switch input
detection process. A specific description will be made as below of
the switch input detection process. FIG. 5 is a flowchart showing
the switch input detection process in the first embodiment.
[0135] In Step 121, the main CPU 31 detects the input signals
inputted by the V-count switch 28S, the count switch 29S, the
starting winning ball switch 6S, the regular winning ball switch
18S, and the like.
[0136] In Step 122, the main CPU 31 executes a special
symbol-related switching process. A specific description will be
made as below of the special symbol-related switching process. FIG.
6 is a flowchart showing the special symbol-related switching
process in the first embodiment.
[0137] In Step 122-1, the main CPU 31 detects the input signal
inputted by the count switch 29S. In the case of having detected
the input signal, the main CPU 31 proceeds to a process of Step
122-2, and in the case of not having detected the input signal, the
main CPU 31 proceeds to a process of Step 122-3.
[0138] In Step 122-2, the main CPU 31 counts the number of gaming
balls which have entered the special winning opening 8 during one
round in the jackpot gaming state. One round refers to a period
from a start of the opening state of the special winning opening 8
till an elapse of a predetermined time (for example, 29.5 seconds),
or a period from the start of the opening state of the special
winning opening 8 until a predetermined number of (for example,
ten) gaming balls enter the special winning opening 8.
[0139] In Step 122-3, the main CPU 31 detects the input signal
inputted by the V-count switch 28S. In the case of having detected
the input signal, the main CPU 31 proceeds to a process of Step
122-4, and in the case of not having detected the input signal, the
main CPU 31 proceeds to Step 122-5.
[0140] In Step 122-4, the main CPU 31 detects that the gaming balls
have passed through the specific area during one round in the
jackpot gaming state, and counts the number of gaming balls which
have entered the special winning opening 8.
[0141] In Step 122-5, the main CPU 31 detects the input signal
inputted by the starting winning ball switch 6S provided in the
starting opening 6. In the case of having detected the input
signal, the main CPU 31 proceeds to a process of Step 122-6, and in
the case of not having detected the input signal, the main CPU 31
ends the special symbol-related switch input process.
[0142] In Step 122-6, the main CPU 31 executes a starting opening
detection time process. Specifically, the main CPU 31 verifies the
value of the starting memory counter, and in the case where the
above-described value is three or less, adds "1" to the value of
the starting memory counter (the number of starting memories stored
in the main RAM 33), extracts the jackpot determining random number
value and the jackpot symbol determining random number value, and
stores the extracted values as the starting memories in a
predetermined storage area of the main RAM 33.
[0143] In Step 130, the main CPU updates a remaining variable
display time of the regular symbol or the special symbol which is
being variably displayed, a remaining opening time of the starting
opening 6 or the special winning opening 8 which is set in the
opening state, and the like.
[0144] In Step 140, the main CPU 31 outputs the gaming information
such as the number of gaming balls paid out as the winning balls
and an occurrence of the jackpot to a hall computer installed in a
game arcade.
[0145] In Step 150, the main CPU 31 outputs the signal for driving
the solenoid which drives the starting opening 6 or the special
winning opening 8, or the like.
[0146] In Step 160, the main CPU 31 outputs the command to indicate
the stopping symbol of the special symbol and the variable display
pattern command to indicate the variable display pattern of the set
special symbol to the sub-control circuit 40.
[0147] In Step 170, the main CPU 31 outputs the instruction command
to display the number of starting memories stored in the main RAM
33 on the predetermined area of the liquid crystal display device
4, and the instruction command to display an error such as out of
gaming balls and a fill-up of the lower receiving tray on the
predetermined lamp.
[0148] In Step 180, the main CPU 31 outputs the instruction command
to pay out the predetermined gaming balls as the winning balls in
response to the type of the winning opening which the gaming balls
have entered (the type includes the regular winning openings 5 and
the special winning opening 8) to the payout/launch control circuit
83.
[0149] In Step 190, the main CPU 31 returns the information saved
in Step 100 to the register.
[0150] A description will be made of the main process while
referring to the drawing. As shown in FIG. 4B, in Step 10, the main
CPU 31 returns the variety of settings in the gaming machine 1 to
settings when a power supply was cut at the previous time, or
initializes the settings.
[0151] In Step 20, the main CPU 31 executes the special symbol
control process. A specific description will be made as below of
the special symbol control process. FIG. 7 is a flowchart showing
the special symbol control process.
[0152] In Step S20-1, the main CPU 31 executes a process of loading
a control state flag. The control state flag is a flag showing the
gaming state of the special symbol game, and based on the control
state flag, the main CPU 31 determines whether or not the
respective processes from Step 20-2 to Step 20-10 are to be
executed.
[0153] In Step 20-2, the main CU 31 performs a special symbol
memory checking process. A specific description will be made as
below of the special symbol memory checking process. FIG. 8 is a
flowchart showing the special symbol memory checking process in the
first embodiment.
[0154] In Step 20-2-1, the main CPU 31 verifies whether the control
state flag is a value (00) indicating the special symbol memory
check. When the control state flag is the value (00) indicating the
special symbol memory check, the main CPU 31 proceeds to a process
of Step 20-2-2. When the control state flag is not the value (00)
indicating the special symbol memory check, the main CPU 31 ends
the processes in the special symbol control process.
[0155] In Step 20-2-2, the main CPU 31 verifies whether or not the
number of starting memories is "0". When the number of starting
memories is "0", the main CPU 31 proceeds to a process of Step
20-2-3. When the number of starting memories is not "0", the main
CPU 31 proceeds to a process of Step 20-2-4.
[0156] In Step 20-2-3, the main CPU 31 generates and sets the
demonstration effect command instructing the execution of the
demonstration effect display. The demonstration effect command is
generated in the case where the gaming state is the plying state
(state where the operation for the special symbol variable display
is not performed, the jackpot gaming is not performed, either, and
no starting memory is present).
[0157] In Step 20-2-4, the main CPU 31 sets a value (01) indicating
the special symbol variable display time management in the control
state flag.
[0158] In Step 20-2-5, the main CPU 31 performs the jackpot
determination based on the jackpot determining random number value
included in the starting memory.
[0159] In Step 20-2-6, the main CPU 31 verifies whether a result of
the jackpot determination is one to transfer the gaming state to
the jackpot gaming state. When the result of the jackpot
determination is one to transfer the gaming state to the jackpot
gaming state, the main CPU 31 proceeds to a process of Step 20-2-8.
When the result of the jackpot determination is not one to transfer
the gaming state to the jackpot gaming state, the main CPU 31
proceeds to a process of Step 20-2-7.
[0160] In Step 20-2-7, the main CPU 31 decides a loosing symbol
based on a predetermined random number value.
[0161] Specifically, based on the random number value extracted
from the reach determining random numbers, the main CPU 31
determines whether or not the reach (reach variation display and
the like) is to be executed in the variable display of the special
symbol. In the case of executing the reach (reach variation display
and the like) in the variable display of the special symbol, the
main CPU 31 decides the "left" and "right" symbols based on the
random number value extracted from the reach symbol deciding random
numbers, and decides the "center" symbol based on the random number
value extracted from "center-loosing" symbol deciding random
numbers. In the case of not executing the reach in the variable
display of the special symbol, the main CPU 31 decides the "left",
"center" and "right" symbols based on random number values
extracted from loosing symbol deciding random numbers individually
corresponding to the "left", the "center", and the "right".
[0162] In Step 20-2-8, the main CPU 31 decides the jackpot symbols
("left", "center", "right") based on the jackpot symbol determining
random number values included in the starting memory.
[0163] In Step 20-2-9, the main CPU 31 performs a deciding process
of the variable display pattern of the special symbols.
Specifically, the main CPU 31 extracts one random number value
among random numbers generated within a range from 0 to 99 by a
random number generating circuit. Then, the main CPU 31 compares
the extracted random number value and a variable display pattern
selection table shown in FIG. 9 with each other, and decides the
variable display pattern of the special symbols.
[0164] For example, in the case where the result of the jackpot
determination is not one to move the gaming state to the jackpot
gaming state, and the reach is not executed in the variable display
of the special symbols, the main CPU 31 decides "regular variation"
as the variable display pattern of the special symbols. In the case
where the result of the jackpot determination is not one to move
the gaming state to the jackpot gaming state, and the reach is
executed in the variable display of the special symbols, the main
CPU 31 decides "normal reach" as the variable display pattern of
the special symbols when the extracted random number value is
included in a range from 0 to 69, and decides "super reach" as the
variable display pattern of the special symbols when the extracted
random number value is included in a range from 70 to 99. In the
case where the result of the jackpot determination is one to move
the gaming state to the jackpot gaming state, the main CPU 31
decides "normal reach winning" as the variable display pattern of
the special symbols when the extracted random number value is
included in a range from 0 to 39, decides "super reach winning" as
the variable display pattern of the special symbols when the
extracted random number value is included a range from 40 to 94,
and decides "entire rotation" as the variable display pattern of
the special symbols when the extracted random number value is
included in a range from 95 to 99.
[0165] The variable displays of the special symbols, which are
performed based on the respective variable display patterns, are,
for example, as follows. In the case where the variable display
pattern of the special symbols is the "regular variation", a
variation display of the "left", "center" and "right" special
symbols is stopped in ten seconds after a start thereof in the
variable display of the special symbols. In the case where the
variable display pattern of the special symbols is the "normal
reach" or the "normal reach winning", in the variable display of
the special symbols, for example, the variation display of the
"left" and "right" special symbols is stopped in eight seconds
after the start of the variation display of the "left", "center"
and "right" special symbols, and for example, the variation display
of the "center" special symbol is stopped in five seconds after the
stop concerned. In the case where the variable display pattern of
the special symbols is the "super reach" or the "super reach
winning", in the variable display of the special symbols, for
example, the variation display of the "left" and "right" special
symbols is stopped in eight seconds after the start of the
variation display of the "left", "center" and "right" special
symbols, and for example, the variation display of the "center"
special symbol is stopped temporarily in five seconds after the
stop concerned. Thereafter, the variation display of the "center"
special symbol is performed again for five seconds, and thereafter,
the variation display of the "center" special symbol is stopped. In
the case where the variable display pattern of the special symbols
is the "entire rotation", in the variable display of the special
symbols, the variation display is performed while keeping the
"left" special symbol, the "center" special symbol, and the "right"
special symbol into the same symbol for fifteen seconds after the
start of the variation display of the "left", "center" and "right"
special patterns. Thereafter, the variation display of the special
symbols is stopped. Then, the main CPU 31 sets a stop symbol
command indicating stop symbols of the special commands, the
variable display pattern command (for example, "00" in the case
where the variable display pattern is the "regular variation", and
the like as shown in FIG. 9), and the like.
[0166] In Step 20-2-10, the main CPU 31 sets the variable display
time corresponding to the variable display pattern decided in Step
20-2-9 in a waiting time timer.
[0167] In Step 20-2-11, the main CPU 31 deletes the random number
values used in the variable display of the special symbols at this
time from the predetermined storage area.
[0168] In Step 20-3, in the case where the control state flag is
the value (01) indicating the special symbol variable display time
management process, and a value of the waiting time timer in which
the variable display time is set is "0", the main CPU 31 sets a
value (02) indicating the special symbol variable display time
management process in the control state flag, and sets a
post-definition waiting time (for example, one second) in the
waiting time timer.
[0169] In Step 20-4, in the case where the control state flag is
the value (02) indicating the special symbol variable display time
management process, a value of the waiting time timer in which the
post-definition waiting time is set is "0", and the result of the
jackpot determination performed in Step 20-2-5 is one to move the
gaming state to the jackpot gaming state, the main CPU 31 sets a
value (03) indicating a jackpot starting interval management
process in the control state flag, and sets a time (for example,
ten seconds) corresponding to the jackpot starting interval in the
waiting time timer. Here, the main CPU 31 generates and sets a
jackpot gaming start command. In the case where the result of the
jackpot determination performed in Step 20-2-5 is not one to move
the gaming state to the jackpot gaming state (in the case of the
loosing), the main CPU 31 sets a value (08) indicating a special
symbol game ending process in the control state flag.
[0170] In Step 20-5, in the case where the control state flag is
the value (03) indicating the jackpot starting interval management
process, and the value of the waiting time timer in which the time
corresponding to the jackpot starting interval is set is "0", the
main CPU 31 controls the special wining opening solenoid 8a to open
the special winning opening 8. The main CPU 31 sets a value (04)
indicating a special winning opening opening period process in the
control state flag, and sets an upper-limit opening time (for
example, thirty seconds) in a special winning opening opening time
timer.
[0171] In Step 20-6, in the case where the control state flag is
the value (04) indicating the special winning opening opening
period process, the main CPU 31 verifies whether or not any of the
following conditions is established, which are: a condition where
the value of the special winning opening time timer in which the
upper-limit opening time is set is "0"; and a condition where ten
or more gaming balls have entered the special winning opening 8. In
the case where any of the above-described conditions is
established, the main CPU 31 controls the special winning opening
solenoid 8a to close the special winning opening 8. Moreover, the
main CPU 31 sets a value (05) indicating an intra-special winning
opening remaining ball monitoring process in the control state
flag, and sets an intra-special winning opening remaining ball
monitoring time (for example, one second) in the waiting time
timer.
[0172] In Step 20-7, in the case where the control state flag is
the value (05) indicating the intra-special winning opening
remaining ball monitoring process, and the value of the waiting
time timer in which the intra-special winning opening remaining
ball monitoring time is set is "0", the main CPU 31 verifies
whether or not any of the following conditions is established,
which are: a condition where the gaming balls have not passed
through the specific area provided in the special winning opening
8; and a condition where a value of a special winning opening
opening number counter is "15" or more (final round). The special
winning opening opening number counter is one to count the number
of rounds in the jackpot gaming state. In the case where ay of the
above-described conditions is set, the main CPU 31 sets a value
(07) indicating a jackpot ending interval process in the control
state flag, and sets a time corresponding to the jackpot ending
interval in the waiting time timer. In the case where any of the
above-described conditions is not established, the main CPU 31 sets
a value (06) indicating a special winning opening opening waiting
time management process in the control state flag, and sets a time
corresponding to such an inter-round interval in the waiting time
timer.
[0173] In Step 20-8, in the case where the control state flag is
the value (06) indicating the special winning opening opening
waiting time management process, and the value of the waiting time
timer in which the time corresponding to the inter-round interval
is set is "0", the main CPU 31 adds "1" to the value of the special
winning opening opening number counter. The main CPU 31 sets the
value (04) indicating the special winning opening opening period
process in the control stage flag, and sets the upper-limit opening
time (for example, thirty seconds) in the special winning opening
opening time timer.
[0174] In Step 20-9, in the case where the control state flag is
the value (07) indicating the jackpot ending interval process, and
the value of the waiting time timer in which the time corresponding
to the jackpot ending interval is set is "0", the main CPU 31 sets
the value (08) indicating the special symbol game ending process in
the control state flag. The main CPU 31 generates and sets a
jackpot game ending command. The main CPU 31 sets a high
probability flag in the case where a predetermined probability
variation condition is established. The high probability flag is a
flag for determining whether or not the gaming state is a
probability variation state. The probability variation refers to,
for example, that the jackpot probability is raised after the first
jackpot.
[0175] In Step 20-10, in the case where the control state flag is
the value (08) indicating the special symbol game ending process,
the main CPU 31 subtracts "1" from the number of starting memories.
The main CPU 31 shifts the data individually stored in special
symbol storage areas ("1" to "4") to special symbol storage areas
("0" to "3"), respectively, and sets the value (00) indicating the
special symbol memory checking process in the control state flag.
The special symbol storage areas are starting memory areas, which
are provided in the main RAM 33, and in which the jackpot
determining random number values extracted under the condition
where the gaming balls have passed through the starting area are
stored sequentially from the special symbol storage area "1". The
jackpot determining random number values and the like, which are
stored in the special symbol storage areas ("1" to "4"), correspond
to the above-described starting memories. The jackpot determining
random number values and the like, which are stored in the special
symbol storage area "0", are used for the jackpot determination in
Step 20-2-5.
[0176] In Step S30, the main CPU 31 executes the respective
processes regarding the regular symbols. Specifically, the main CPU
31 generates and sets an instruction command to perform regular
winning determination based on a random number value extracted
under a condition where the gaming balls have passed through a
regular symbol activation gate (not shown), and to execute variable
display of the regular symbols based on a result of the regular
winning determination.
[0177] In Step 40, the main CPU 31 updates the values of the random
numbers for determining the variable display pattern of the special
symbols, and the like.
[0178] The main CPU 31 repeatedly performs the above-described
processes from Step 20 to Step 40.
[0179] Next, a description will be made of the main process, the
system timer intervention process executed so as to intervene in
the main process in the predetermined cycle (for example, 2 msec),
and a command reception process executed so as to intervene in the
main process on an occasion of the command reception from the main
control circuit 30 in the sub-control circuit 40 in the first
embodiment. FIG. 10 is a flowchart showing the main process of the
sub-control circuit 40 of the first embodiment. FIG. 11 is a
flowchart showing the command reception process of the sub-control
circuit 40 of the first embodiment. FIG. 12 is a flowchart showing
the system timer intervention process of the first embodiment.
[0180] A description will be made of the command reception process
while referring to FIG. 11. The command reception process is
performed every time when the sub-control circuit 40 receives the
command from the main control circuit 30.
[0181] In Step 400, the sub-CPU 41 verifies whether or not the
received command is the demonstration effect command from the main
control circuit 30. In the case where the received command is the
demonstration effect command, the sub-CPU 41 proceeds to a process
of Step 410, and in the case where the received command is not the
demonstration effect command, the sub-CPU 41 proceeds to a process
of Step 420.
[0182] In Step 410, the sub-CPU 41 sets a demonstration displaying
flag at 1, and sets demonstration effect data. The demonstration
displaying flag is a flag set at 1 in the case where the
demonstration effect display is performed. Specifically, the
demonstration displaying flag is set at 1 in the case where the
demonstration effect data is set.
[0183] Here, when the demonstration displaying flag is set at 1,
the sub-CPU 41 changes, with the elapse of time, the data for
instructing the VDP 51 to allow the liquid crystal display device 4
to perform demonstration effect display according to the
demonstration effect pattern included in the demonstration effect
data in an image display control process in Step 210 to be
described later. The VDP 51 executes the above-described
instruction transmitted every predetermined time, thereby allowing
the liquid crystal display device 4 to display the demonstration
effect. FIGS. 13A to 13E show examples of the demonstration effect
display. Immediately after the sub-CPU 41 received the
demonstration effect command, an image shown in FIG. 13A is
displayed on the liquid crystal display device 4. After an elapse
of thirty seconds after the sub-CPU 41 received the demonstration
effect command, demonstration effects shown in FIGS. 13B to 13E are
displayed on the liquid crystal display device 4, and the display
becomes still on a demonstration effect shown in FIG. 13E.
[0184] In Step 420, the sub-CPU 41 verifies whether or not the
received command is the variable display pattern command. In the
case where the received command is the variable display pattern
command, the sub-CPU 41 proceeds to a process of Step 430, and in
the case where the received command is not the variable display
pattern command, the sub-CPU 41 proceeds to a process of Step
450.
[0185] In Step 430, the sub-CPU 41 sets the demonstration
displaying flag at 0.
[0186] In Step 440, the sub-CPU 41 sets control data corresponding
to the received variable display pattern (the control data
corresponding to any data of "00" to "05" shown in FIG. 9).
[0187] In Step 450, the sub-CPU 41 sets the control data in a
predetermined work area of the sub-RAM 43 so that the control data
can correspond to the received command (for example, the jackpot
game starting command instructing to direct the jackpot start)
[0188] Next, a description will be made of the system timer
intervention process of the sub-control circuit 40 of the first
embodiment while referring to FIG. 12. In Step 300, the sub-CPU 41
saves the information stored in the register.
[0189] In Step 310, the sub-CPU 41 performs the selection button
input checking process. A specific description will be made as
below of the selection button input checking process. FIG. 14 is a
flowchart showing the selection button input checking process.
[0190] In Step S310-1, the sub-CPU 41 verifies whether or not the
input has been made by the selection button 300. Specifically, the
sub-CPU 41 verifies whether or not to have received the operation
signal indicating the operation by the selection button 300 (for
example, the pressing operation). In the case where the input has
been made by the selection button 300, the sub-CPU 41 proceeds to a
process of Step 310-2, and in the case where the input has not been
made by the selection button 300, the sub-CPU 41 proceeds to a
process of Step 310-9.
[0191] In Step 310-2, the sub-CPU 41 verifies whether or not 1 is
set in the demonstration displaying flag. In the case where 1 is
set in the demonstration displaying flag, the sub-CPU 41 proceeds
to a process of Step 310-3, and in the case where 1 is not set in
the demonstration displaying flag, the sub-CPU 41 ends the
selection button input checking process.
[0192] In Step 310-3, the sub-CPU 41 sets the value of the clock
timer at thirty seconds. Thus, for example, in the case where the
operation is performed by the selection button 300 (YES in the
determination in Step 310-1) in a state where the guide menu is
displayed, it can be said that the clock timer counts the time by
this Step 310-3.
[0193] In the case where the demonstration effect display is being
performed, when the operation by the selection button 300 is
performed, the demonstration effect display is switched to the
guide menu display (the information regarding the game) by Step
310-5. Accordingly, it can be said that the above-described
operation by the selection button 300 is an operation for
performing the switching display to the information regarding the
game. Therefore, it can also be said that the clock timer starts
the time count from the time when the operation by the selection
button 300 for performing the switching display to the information
regarding the game was performed. Here, the clock timer performs a
time count process in a manner of countdown. However, the clock
timer may also perform the time count process in a manner of
count-up. The value set in the clock timer is not limited to thirty
seconds, either, and may also be other values. In a similar way, a
value set in the clock timer in Step 320-3 to be described later is
not limited, either.
[0194] In Step 310-4, the sub-CPU 41 verifies whether or not the
demonstration effect is being displayed on the liquid crystal
display device 4. A period while the demonstration effect is being
displayed, which is mentioned here, also includes the thirty
seconds from the time when the sub-CPU 41 received the
demonstration effect command, and this is also applied similarly to
the cases of processes of Step 310-10, Step 320-4, and Step 320-12,
which are to be described later.
[0195] Specifically, in the case where the demonstration effect
data is set, the sub-CPU 41 determines that the demonstration
effect is being displayed, and in the case where the demonstration
effect data is not set, the sub-CPU 41 determines that the
demonstration effect is not being displayed. In the case where the
demonstration effect is being displayed on the liquid crystal
display device 4, the sub-CPU 41 proceeds to a process of Step
310-5, and in the case where the demonstration effect is not being
displayed, the sub-CPU 41 proceeds to a process of Step 310-6.
[0196] In Step S310-5, the sub-CPU 41 sets the guide menu display
data. After setting the guide menu display data, the sub-CPU 41
instructs the VDP 51 to allow the liquid crystal display device 4
to perform the guide menu display according to the guide menu
display pattern included in the guide menu display data in an image
display control process in Step 210 to be described later. The VDP
51 executes the above-described instruction, thereby allowing the
liquid crystal display device 4 to display the guide menu. As a
result, as described above, on the liquid crystal display device 4,
there are displayed the cursor image indicating any of the
respective item images, the image of the item name indicated by the
cursor image, and the comment image showing a simple comment for
the item concerned.
[0197] The sub-CPU 41 performs the control for the above-described
background scroll display, and thus the scroll display of the
background image is performed on the liquid crystal display device
4.
[0198] In Step 310-6, the sub-CPU 41 verifies whether or not the
guide menu is being displayed on the liquid crystal display device
4. Specifically, in the case where the guide menu display data or
the item switching display data is set, the sub-CPU 41 determines
that the guide menu is being displayed, and in the case where
either the guide menu display data or the item switching display
data is not set, the sub-CPU 41 determines that the guide menu is
not being displayed. In the case where the guide menu is being
displayed on the liquid crystal display device 4, the sub-CPU 41
proceeds to a process of Step 310-7, and in the case where the
guide menu is not being displayed thereon, the sub-CPU 41 proceeds
to a process of Step 310-8.
[0199] In Step 310-7, the sub-CPU 41 sets the item switching
display data. Upon receiving the operation signal from the
selection button 300 when the guide menu display data is set, the
sub-CPU 41 instructs the VDP 51, for example, to move the display
position of the cursor image to a position indicating an item image
under the currently indicated item image. The VDP 51 executes the
instruction, and thus, on the liquid crystal display device 4, the
display position of the cursor image is moved from the position of
the currently indicated item image to the position indicating the
item image thereunder.
[0200] In Step 310-8, the sub-CPU 41 sets the item switching
display data in response to the gaming information under display.
For example, upon receiving the operation signal from the selection
button 300 in the case where gaming information regarding a reach
flow as shown in FIG. 18 to be described later is being displayed,
the sub-CPU 41 instructs the VDP 51 to move, for example, the
display position of the cursor image to the position indicated by
the item image (continuous quick shot) under the currently
indicated item image (large-cylinder firework). The VDP 51 executes
the instruction, and thus, on the liquid crystal display device 4,
the display position of the cursor image is moved from the position
of the currently indicated item image (large-cylinder firework) to
the position indicating the item image (continuous quick shot)
located thereunder.
[0201] Meanwhile, in the case where gaming information regarding a
today's jackpot probability as shown in FIG. 20 to be described
later is being displayed, since the selection button 300 does not
have a function to select the item under display, the sub-CPU 41
does not set the item switching display data.
[0202] FIGS. 15A to 15C show examples of the displays performed on
the liquid crystal display device 4 by the processes of Step 310-5
and Step 310-7 and a process of Step 210 to be described later. In
FIGS. 15A to 15C, as six item images, there are displayed an item
image for returning to the demonstration display, an item image
corresponding to the inter-jackpot information (gaming
information), an item image corresponding to the reach frequency
information (gaming information), an item image corresponding to
the reach flow (gaming information), an item image corresponding to
the jackpot symbol (gaming information), and an item image
corresponding to the today's jackpot probability (gaming
information).
[0203] The inter-jackpot information includes the number of
variable displays between the jackpots (number of games), a symbol
at the time of the jackpot, a reach mode at the time of the
jackpot, and the like. The reach frequency information includes the
number, appearance rate (appearance ratio), and reliability of the
super reaches. The reach flow (gaming information) includes
expectation degrees of the reach flow and the respective reaches,
and the like. The jackpot symbol (gaming information) includes a
probability variation jackpot symbol, a regular jackpot symbol, and
the like. The today's jackpot probability (gaming information)
includes a jackpot winning probability in the today's regular
gaming state, a jackpot wining probability in the probability
variation gaming state, and the like. In each of FIG. 15A and FIG.
15B, as examples, there are displayed a cursor image indicating the
item image corresponding to the reach flow (gaming information), an
image of the item name that is the reach flow, and a comment image
showing the simple comment to the item concerned. For example, in
the display of FIG. 15B, when the selection button 300 is pressed
five times, there are displayed a cursor image indicating the item
image corresponding to the reach frequency information (gaming
information), an image of the item name that is the reach flow, and
a comment image showing the simple comment to the item, which are
shown in FIG. 15C.
[0204] In FIGS. 15A to 15C, images for explaining the functions of
the selection button 300 and the decision button 301 are displayed.
Here, a state where a character image that is "select" is being
displayed under a character image that is "select" surrounded by a
frame is a state where the selection button 300 is effective, that
is, a state where it is possible to move the cursor image (state
where it is possible to select the item under display) when the
selection button 300 is pressed. A state where a character image
that is "decide" is being displayed under a character image that is
"decide" surrounded by a frame indicates that the decision button
301 has a decision function, that is, the gaming information
corresponding to the item image indicated by the cursor image is
displayed when the decision button 301 is pressed. A state where a
character image that is "return" is being displayed under a
character image that is "decide" surrounded by a frame indicates
that the decision button 301 has a returning function, that is, the
display returns to the display before transferring to the current
display.
[0205] Each of FIGS. 15A to 15C shows a state where an image that
is "firework" is moving from the right to the left, as the
background scroll display.
[0206] In Step 310-9, the sub-CPU 41 verifies whether or not the
demonstration displaying flag is set at 1. In the case where the
demonstration displaying flag is set at 1, the sub-CPU 41 proceeds
to a process of Step 310-10. In the case where the demonstration
displaying flag is not set at 1, the sub-CPU 41 ends the selection
button input checking process.
[0207] In Step 310-10, the sub-CPU 41 verifies whether or not the
demonstration effect is being displayed on the liquid crystal
display device 4. In the case where the demonstration effect is not
being displayed on the liquid crystal display device 4, the sub-CPU
41 proceeds to a process of Step 310-11, and in the case where the
demonstration effect is being displayed thereon, the sub-CPU 41
ends the selection button input checking process.
[0208] In Step 310-11, the sub-CPU 41 verifies whether or not the
value of the clock timer is 0. In the case where the value of the
clock timer is not 0, the sub-CPU 41 ends the selection button
input checking process. Thus, in the case where no input is made by
the selection button 300 since the value of the clock timer was set
in Step 310-3, the process of Step 310-11 is performed until the
value of the clock timer becomes 0. Meanwhile, in the case where
the value of the clock timer is 0, the sub-CPU 41 proceeds to a
process of Step 310-12.
[0209] In Step 310-12, the sub-CPU 41 sets the demonstration effect
data. By this process, the demonstration effect is displayed on the
liquid crystal display device 4 in a similar way to Step 410.
Accordingly, in the case where no input is made by the selection
button 300 during a time corresponding to the value set in the
clock timer, it can be said that the display on the liquid crystal
display device 4 is returned from the display of the guide menu to
the display of the demonstration effect.
[0210] In Step 320, the sub-CPU 41 performs the decision button
input checking process. A specific description will be made as
below of the decision button input checking process. FIG. 16 is a
flowchart showing the decision button input checking process.
[0211] In Step 320-1, the sub-CPU 41 verifies whether or not the
input has been made by the decision button 301. Specifically, the
sub-CPU 41 verifies whether or not to have received the operation
signal indicating the operation by the decision button 301 from the
decision button 301. In the case where the input is made by the
decision button 301, the sub-CPU 41 proceeds to a process of Step
320-2, and in the case where no input is made by the decision
button 301, the sub-CPU 41 proceeds to a process of Step
320-11.
[0212] In Step 320-2, the sub-CPU 41 verifies whether or not 1 is
set in the demonstration displaying flag. In the case where 1 is
set in the demonstration displaying flag, the sub-CPU 41 proceeds
to a process of Step 320-3, and in the case where 1 is not set in
the demonstration displaying flag, the sub-CPU 41 ends the decision
button input checking process.
[0213] In Step 320-3, the sub-CPU 41 sets the value of the clock
timer at thirty seconds. Thus, for example, in the case where the
operation is performed by the decision button 301 (YES in the
determination in Step 320-1) in a state where the guide menu is
displayed, it can be said that the clock timer counts the time by
this Step 320-3.
[0214] In the case where the demonstration effect display is being
performed, when the operation by the decision button 301 is
performed, the demonstration effect display is switched to the
guide menu display (the information regarding the game) by Step
320-5. Accordingly, it can be said that the operation by the
decision button 301 is an operation for performing the switching
display to the information regarding the game. Therefore, it can
also be said that the clock timer starts the time count from the
time when the operation by the decision button 301 for performing
the switching display to the information regarding the game was
performed.
[0215] In Step 320-4, the sub-CPU 41 verifies whether or not the
demonstration effect is being displayed on the liquid crystal
display device 4. In the case where the demonstration effect is
being displayed on the liquid crystal display device 4, the sub-CPU
41 proceeds to a process of Step 320-5, and in the case where the
demonstration display is not being displayed thereon, the sub-CPU
41 proceeds to a process of Step 320-6.
[0216] In Step 320-5, the sub-CPU 41 sets the guide menu display
data. A detailed description of this process is similar to that of
the process of Step 310-5 described above, and accordingly, will be
omitted.
[0217] In Step 320-6, the sub-CPU 41 verifies whether or not the
guide menu is being displayed on the liquid crystal display device
4. Specifically, in the case where the item switching display data
is set, the sub-CPU 41 determines that the guide menu is being
displayed, and in the case where the item switching display data is
not set, the sub-CPU 41 determines that the guide menu is not being
displayed. In the case where the guide menu is being displayed on
the liquid crystal display device 4, the sub-CPU 41 proceeds to a
process of Step 320-7, and in the case where the guide menu is not
being displayed thereon, the sub-CPU 41 proceeds to a process of
Step 320-9.
[0218] In Step 320-7, the sub-CPU 41 sets the gaming information
display data corresponding to the item currently indicated by the
cursor image. After setting the gaming information display data,
the sub-CPU 41 changes, with the elapse of time, the data for
instructing the VDP 51 to allow the liquid crystal display device 4
to perform display according to the gaming information display
pattern included in the gaming information display data in the
image display control process in Step 210 to be described later.
The VDP 51 executes the above-described instruction transmitted
every predetermined time, thereby allowing the liquid crystal
display device 4 to display the gaming information.
[0219] In Step 320-8, the sub-CPU 41 makes controls for the
deceleration and stopping of the above-described background scroll
display, and thus, on the liquid crystal display device 4, the
deceleration and stopping of the scroll display of the background
image are performed.
[0220] FIG. 15D shows an example of the display performed on the
liquid crystal display device 4 by the processes of Step 320-7 and
Step 320-8 and the process of Step 210 to be described later. For
example, if the decision button 301 is pressed when the cursor
image indicates the item image of the reach frequency information
as shown in FIG. 15C, then, as shown in FIG. 15D, the contents of
the reach frequency information are displayed as the gaming
information on the liquid crystal display device 4. In the display
of the reach frequency information, there are displayed the number
of total variable display rotations (number of rotations), types of
the reaches, the numbers of the respective reaches, appearance
rates of the respective reaches, and reliabilities of the
respective reaches. In FIG. 15D, it is displayed that the selection
button 300 has a function to select the item on this display, and
that the decision button 301 has a decision function thereof.
[0221] After the deceleration process of the background scroll
display is performed in the display of the background image shown
in FIG. 15C, in the background image shown in FIG. 15D, the
background scroll display is stopped, and the background image at
the time of the stopping is statically displayed.
[0222] If the decision button 301 is pressed when the cursor image
indicates the item image of the inter-jackpot information in the
guide menu display, then, as shown in FIGS. 17A and 17B, the
contents of the inter-jackpot information are displayed as the
gaming information on the liquid crystal display device 4. In the
display of the inter-jackpot information, first, display shown in
FIG. 17A is performed. In the display shown in FIG. 17A, there are
displayed the numbers of probability variation jackpots, the
numbers of regular jackpots, and the total numbers of variable
displays (total number of rotations) in today, yesterday, and the
day before yesterday. Moreover, it is displayed that the selection
button 300 has a function to select an item in this display, and
that the decision button 301 has a decision function thereof. If
the selection button 301 is pressed in this display, the position
of the cursor image indicating the item image (any of today,
yesterday, and the day before yesterday) is moved. If the decision
button 301 is pressed when the cursor image indicates any of the
item images of today, yesterday, and the day before yesterday, then
the gaming information corresponding to the item image indicated by
the cursor image is displayed. If the decision button 301 is
pressed when the cursor image indicates the item image that is
"return", the display returns to the display of the guide menu.
FIG. 17B shows the contents of the gaming information in the case
where the decision button 301 is pressed when the cursor image
indicates the item image that is "today". In this display, there
are displayed the jackpot symbols in the respective jackpots, the
numbers of games between the jackpots, the types of the reaches at
the times of the jackpots, and the like.
[0223] If the decision button 301 is pressed when the cursor image
indicates the item image of the reach flow in the guide menu
display, then, as shown in FIG. 18, the contents of the reach flows
are displayed as the gaming information on the liquid crystal
display device 4. In this display, there are displayed flows
reaching the respective reaches, a screen showing reaches
corresponding to the reach item images (the large-cylinder
firework, the continuous quick shot, and the like) indicated by the
cursor image, that the selection button 300 has a function to
select an item in this display, and that the decision button 301
has a returning function therefrom.
[0224] If the decision button 301 is pressed when the cursor image
indicates the item image of the jackpot symbol in the guide menu
display, then, as shown in FIG. 19, the contents of the jackpot
symbols are displayed as the gaming information on the liquid
crystal display device 4. In this display, there are displayed the
types of the probability jackpot symbols, the types of the regular
jackpot symbols, that the selection button 300 does not have a
function to select an item in this display, and that the decision
button 301 has a returning function therefrom.
[0225] If the decision button 301 is pressed when the cursor image
indicates the item image of the jackpot probability of today in the
guide menu display, then, as shown in FIG. 20, the contents of the
jackpot probabilities of today are displayed as the gaming
information on the liquid crystal display device 4. In this
display, there are displayed, with regard to today, the total
number of jackpots, the total number of rotations, an occurrence
probability of the jackpots in the probability variation gaming
state, an occurrence probability of the jackpots in the regular
gaming state, an occurrence number of the jackpots in the regular
gaming state, an occurrence number of the jackpots in the
probability variation gaming state, that the selection button 300
does not have a function to select an item in this display, and
that the decision button 301 has a returning function
therefrom.
[0226] If the decision button 301 is pressed when the cursor image
indicates the item image of "return" in the guide menu display,
then, the sub-CPU 41 sets the demonstration effect data. Thus, the
display on the liquid crystal display device 4 is returned from the
guide menu display to the demonstration effect display. In this
case the deceleration and stopping processes of the background
scroll display are not performed.
[0227] In Step 320-9, the sub-CPU 41 verifies whether or not the
gaming information is being displayed on the liquid crystal display
device 4. Specifically, in the case where the gaming information
display data is set, the sub-CPU 41 determines that the gaming
information is under display, and in the case where the gaming
information display data is not set, the sub-CPU 41 determines that
the gaming information is not under display. In the case where the
gaming information is being displayed on the liquid crystal display
device 4, the sub-CPU 41 proceeds to a process of Step 320-10, and
in the case where the gaming information is not being displayed
thereon, the sub-CPU 41 ends the decision button input checking
process.
[0228] In Step 320-10, in response to the gaming information under
display, the sub-CPU 41 sets the gaming information display data
corresponding to the item image currently indicated by the cursor
mage, or sets the guide menu display data. A specific description
of the above will be made as below.
[0229] For example, the case is considered, where the contents of
the inter-jackpot information shown in FIG. 17A are displayed as
the display of the contents of the gaming information. Here, it is
assumed that the decision button 301 has the decision function, and
that the decision button 301 is pressed when the cursor image
indicates the item image that is "today". In this case, the sub-CPU
41 sets the gaming information display data corresponding to the
item image (today) currently indicated by the cursor image. As a
result, as shown in FIG. 17B, the gaming information corresponding
to the above-described gaming information display data is displayed
on the liquid crystal display device 4 by the image display control
process of Step 210 to be described later.
[0230] Meanwhile, the case is considered, where the contents of the
jackpot symbols shown in FIG. 19 are displayed as the display of
the contents of the gaming information by the process of Step
320-7. Here, it is assumed that the decision button 301 has the
returning function, and that the decision button 301 is pressed. In
this case, the sub-CPU 41 sets the guide menu display data. As a
result, the guide menu in which the cursor image indicates the
predetermined item image is displayed on the liquid crystal display
device 4 by the image display control process of Step 210 to be
described later. In this case, the sub-CPU 41 performs the control
for the background scroll display, and thus the scroll display of
the background image is resumed on the liquid crystal display
device 4.
[0231] Here, it is assumed that, in order to stop the background
scroll display, the sub-CPU 41 instructs the VDP 51 to allow the
liquid crystal display device 4 to display the background by using
the image data corresponding to the predetermined area among the
background image data while taking the same coordinate
(X1+X.alpha.+X.beta.+X.gamma.+ . . . +X.theta., Y1) as a reference
irrespective of the elapse of time. Then, in order to resume the
background scroll display, the sub-CPU 41 instructs the VDP 51 to
allow the liquid crystal display device 4 to display the background
by using the image data corresponding to the predetermined area
among the background image data while taking the above-described
coordinate (X1+X.alpha.+X.beta.+X.gamma.+ . . . +X.theta., Y1) as a
reference. Thereafter, the sub-CPU 41 changes, with the elapse of
time, the data for instructing the VDP 51 to allow the liquid
crystal display device 4 to perform the background scroll display
every fixed time (for example, every T1). Specifically, the sub-CPU
41 instructs the VDP 51 to increase (or decrease) the X-value by
the predetermined amount from the above-described coordinate
(X1+X.alpha.+X.beta.+X.gamma.+ . . . +X.theta., Y1) taken as the
reference coordinate every fixed time, and to allow the liquid
crystal display device 4 to display the back ground by using the
image data corresponding to the above-described predetermined area
among the background image data while taking the coordinate
indicating a result of the increase (or the decrease) as a
reference coordinate.
[0232] However, in the case of resuming the background scroll
display, the sub-CPU 41 may also allow the VDP 51 to allow the
liquid crystal display device 4 to display the background by using
the image data corresponding to the above-described predetermined
area among the background image data while taking not the
above-described coordinate (X1+X.alpha.+X.beta.+X.gamma.+ . . .
+X.theta., Y1) but the initial reference coordinate (X1, Y1) as a
reference.
[0233] In Step 320-11, the sub-CPU 41 verifies whether or not the
demonstration displaying flag is set at 1. In the case where the
demonstration flag is set at 1, the sub-CPU 41 proceeds to a
process of Step 320-12, and in the case where the demonstration
displaying flag is not set at 1, the sub-CPU 41 ends the decision
button input checking process.
[0234] In Step 320-12, the sub-CPU 41 verifies whether or not the
demonstration effect is being displayed on the liquid crystal
display device 4. In the case where the demonstration effect is not
being displayed on the liquid crystal display device 4, the sub-CPU
41 proceeds to a process of Step 310-13, and in the case where the
demonstration effect is being displayed thereon, the sub-CPU 41
ends the decision button input checking process.
[0235] In Step 320-13, the sub-CPU 41 verifies whether or not the
value of the clock timer is 0. In the case where the value of the
clock timer is not 0, the sub-CPU 41 ends the decision button input
checking process. Thus, in the case where no input is made by the
decision button 301 since the value of the clock timer was set in
Step 320-3, the process of Step 320-13 is performed until the value
of the clock timer becomes 0. Meanwhile, in the case where the
value of the clock timer is 0, the sub-CPU 41 proceeds to a process
of Step 320-14.
[0236] In Step 320-14, the sub-CPU 41 sets the demonstration effect
data. By this process, the demonstration effect is displayed on the
liquid crystal display device 4 in a similar way to Step 410.
Accordingly, in the case where no input is made by the decision
button 301 during a time corresponding to the value set in the
clock timer, it can be said that the display on the liquid crystal
display device 4 is returned from the display of the guide menu to
the display of the demonstration effect.
[0237] In Step 330, the sub-CPU 41 updates the value of the clock
timer, and the like. In Step 340, the sub-CPU 41 returns the
information saved in Step 300 to the register.
[0238] Next, a description will be made of the main process of the
sub-control circuit 40 of the first embodiment while referring to
FIG. 10. In Step S200, the sub-CPU 41 performs initialization
processes for initializing the variety of settings. As one of the
initialization processes, for example, the following process is
performed. When the power supply is turned on, the sub-CPU 41
instructs the VDP 51 to allow the liquid crystal display device 4
to perform the display according to the comprehensive menu display
pattern. The VDP 51 executes the above-described instruction, and
thus, on the liquid crystal display device 4, comprehensive menu
display shown in FIG. 21 is performed. In this display, as three
item images, there are displayed an item image showing characters
which are "clear comprehensive data" representing "to entirely
delete information and history of guide menu", an item image
showing characters which are "guide option" representing "to
increase/decrease items of guide menu", and an item image showing
characters which are "return" representing "to return to display
corresponding to current gaming state". In FIG. 21, as examples,
there are displayed a cursor image indicating the item image
corresponding to "clear comprehensive data", an image of an item
name that is "clear comprehensive data", and a comment image
showing a simple comment to the item concerned. The sub-CPU 41
performs the control for the background scroll display, and thus,
on the liquid crystal display device 4, the scroll display of the
background image is performed.
[0239] If the decision button 301 is pressed when the cursor image
indicates the item image that is "clear comprehensive data", then
an image shown in FIG. 22 is displayed. In this display, the item
image indicated by the cursor image is largely displayed. If the
decision button 301 is pressed when the cursor image indicates the
item image that is "guide option", then an image shown in FIG. 23
is displayed. In this display, the five items displayed on the
above-described guide menu are displayed, and the cursor image
indicates any of the items. If the selection button 300 is pressed
in this display, then the position indicated by the cursor image
becomes movable. If the decision button 301 is pressed, then ON and
OFF of the item are switched. The item (for example, the
inter-jackpot information) displayed to be ON is displayed in the
case of the guide menu display, and the item to be displayed OFF is
not displayed in the case of the guide menu display.
[0240] If the decision button 301 is pressed when the comprehensive
menu is being displayed, then the sub-CPU 41 performs the controls
for the deceleration and stopping of the background scroll display,
and thus, on the liquid crystal display device 4, the deceleration
and stopping of the scroll display of the background image are
performed.
[0241] In Step 210, the sub-CPU 41 executes the image display
control process. A detailed description will be made as below of an
example of this process. The image display control processes
performed based on the data set by the sub-CPU 41 in Step 410, Step
310-5, Step 310-7, Step 310-12, Step 320-5, Step 320-7, Step
320-10, and Step 320-14, which are described above, are as
described above.
[0242] In Step 440, in the case where the control data
corresponding to the variable display pattern command is set, the
sub-CPU 41 changes, with the elapse of time, the data for
instructing the VDP 51 to allow the liquid crystal display device 4
to display the effect according to the effect pattern included in
the set control data. The VDP 51 executes the above-described
instruction transmitted every predetermined time, and thus, on the
liquid crystal display device 4, the effect corresponding to the
variable display pattern command is displayed. When the
predetermined starting conditions are established by the processes
of Step 430 and Step 440, in the case where the guide menu and the
gaming information are displayed on the liquid crystal display
device 4, it can be said that the effect images regarding the
variable display of the special symbols are displayed from the
guide menu and the gaming information on the liquid crystal display
device 4.
[0243] In Step 220, the sub-CPU 41 executes a sound output control
process. A specific description will be made as below of this
process. In the case where the control data set in Step 450 is data
corresponding to the sound output control, the sub-CPU 41 sends the
control data to the voice control circuit 46. Based on the control
data, the voice control circuit 46 allows the speakers 50 to
output, for example, the sound signals for notifying the player of
the predetermined gaming state.
[0244] In Step 230, the sub-CPU 41 executes a lamp turning-on
control process. A specific description will be made as below of
this process. In the case where the control data set in Step 450 is
data corresponding to the lamp turning-on control, the sub-CPU 41
sends the control data to the lamp control circuit 47. Based on the
control data, the lamp control circuit 47 allows the lamp 26 to be
turned on and off, for example, according to a predetermined
turning on/off pattern. The sub-CPU 41 repeatedly performs the
processes from Step 210 to Step 230, which are described above.
(Function and Effect 1)
[0245] According to the first embodiment, in the case where it is
determined by the sub-CPU 41 that the background scroll stopping
condition is established, the background scroll display on the
liquid crystal display device 4 is stopped. Accordingly, the scroll
display of the background image is avoided being executed for a
long time, and therefore, a situation where the player continues to
view the scroll display of the background image for a long time is
avoided. Thus, for example, in the case where the player is
fatigued and concentrates on the game, the player is avoided being
made to feel sick, and a gaming will of the player can be prevented
from being decreased.
[0246] Hence, according to the first embodiment, the demonstration
effect is enhanced by the execution of the scroll display of the
background, and in addition, the gaming will of the player can be
avoided being decreased.
[0247] The sub-CPU 41 can stop the background scroll display after
decelerating the moving speed of the background image in the
background scroll display, and accordingly, the player feels that
the stopping of the background is performed naturally. As a result,
the player comes to have a favorable impression regarding the
demonstration of the background, and it is made possible to further
enhance the demonstration effect.
[0248] In the case where the player desires to stop the background
scroll display, the player performs the operation by using the
decision button 301, and thus the sub-CPU 41 determines that the
background scroll stopping condition is established. Thus, the
background scroll display is stopped after the moving speed of the
background image in the background scroll display is decelerated.
Accordingly, the background scroll display can be stopped when the
player desires so, and therefore, convenience for the player is
enhanced.
[0249] In the case where the demonstration effect is displayed on
the liquid crystal display device 4, the player performs the
operation by the selection button 300 or the decision button 301 (a
predetermined operation by operation unit), and thus the guide menu
(gaming information selection image) is displayed. When the guide
menu is being displayed, the player performs the operation for
selecting the gaming information by the decision button 301, and
thus the guide menu (gaming information selection image) is
displayed. Accordingly, the player performs the operation by the
selection button 300 or the decision button 301 when the player
desires so, and thus the guide menu and the gaming information are
displayed. Therefore, the demonstration effect is enhanced, and in
addition, the convenience for the player is further enhanced. In
the case where the guide menu is being displayed on the liquid
crystal display device 4, when the operation by the decision button
301 for selecting the gaming information is performed, the
background scroll display on the liquid crystal display device 4 is
stopped. Accordingly, the player can clearly grasp that the gaming
information is displayed.
(Function and Effect 2)
[0250] According to the first embodiment, when the guide menu is
displayed as the information regarding the gaming on the liquid
crystal display device 4, in the case where the sub-CPU 41
determines that the predetermined operation by the selection button
300 or the decision button 301 is performed, the clock timer
performs the time count process. Moreover, in the case where the
time counted by the clock timer reaches the predetermined time (for
example, thirty seconds) while it is being left undetermined that
the predetermined operation by the selection button 300 or the
decision button 301 is performed, the sub-CPU 41 returns the
display state (for example, the state where the guide menu is being
displayed) on the liquid crystal display device 4 to the
predetermined display state (for example, the state where the
demonstration effect is being displayed). Accordingly, even if the
player goes away while leaving the guide menu display and the
gaming information display as they are on the liquid crystal
display device 4, such a state where the guide menu display and the
gaming information display are left as they are is avoided.
[0251] Hence, the guide menu and the gaming information are
displayed by the operation by the player, and thus the convenience
for the player is enhanced, and in addition, the state where the
guide menu display and the gaming information display are left as
they are is avoided.
[0252] The sub-CPU 41 allows the liquid crystal display device 4 to
perform the switching display under the condition where the gaming
state is the plying state where the predetermined game is not
performed. In this case, the predetermined operation is performed
by the selection button 300 and the like in the case where the
demonstration effect for enhancing the gaming will of the player is
being displayed, and thus the display is switched to the display of
the information regarding the game (for example, guide menu) by the
sub-CPU 41. When the information regarding the game is being
displayed, in the case where the time counted by the clock timer
reaches the predetermined time while it is being left undetermined
by the sub-CPU 41 that the predetermined operation by the selection
button 300 or the decision button 301 is performed, the display
state on the liquid crystal display device 4 is returned from the
display state where the information regarding the game is being
displayed to the demonstration effect display state for enhancing
the gaming will of the player. As a result, in the gaming machine,
a situation where the information regarding the game is displayed
without end and the demonstration effect is not displayed is
avoided, and a situation where the player decreases the will to
play the game with the above-described gaming machine is also
avoided. Therefore, the state where the information regarding the
game is left displayed is avoided, and in addition, the situation
where the player decreases the gaming will can be avoided.
[0253] When the predetermined starting condition is established, in
the case where the guide menu and the gaming information are
displayed on the liquid crystal display device 4, the sub-CPU 41
allows the liquid crystal display device 4 to display the effect
image regarding the variable display of the special symbol from the
guide menu and the gaming information. Therefore, when the variable
display of the special symbol, to which the player pays most
attention, is performed, the display is automatically switched form
the guide menu display and the gaming information display to the
effect image regarding the variable display of the special symbol.
As a result, it is not necessary for the player to perform an
operation for switching the display from the guide menu display and
the gaming information display to the effect image regarding the
variable display of the special symbol, and the convenience for the
player is further enhanced.
[0254] Also in the case where the clock timer starts the time count
from the time when the operation by the selection button 300 or the
decision button 301 for performing the switching display to the
guide menu display is performed, the above-described effect can be
obtained.
Modification Example of First Embodiment
[0255] (1) In the above-described first embodiment, in the case
where the background scroll display is stopped, the background
scroll display is topped after the moving speed of the background
image in the background scroll image is decelerated. However,
without being limited to this, the background scroll display may be
stopped suddenly. The information regarding the game may also be
information other than the guide menu and the gaming information,
for example, a mini game and the like. The mode of the guide menu
display may be other modes. With regard to the gaming information,
the gaming information may be other than the gaming information
shown in the above-described first embodiment.
[0256] (2) In the above-described first embodiment, the background
scroll display is stopped in the case where the gaming information
is displayed on the liquid crystal display device 4. However, the
background scroll display may also be stopped in the case where the
variable display of the special symbol is performed on the liquid
crystal display device 4, in the case where the effect image during
the jackpot gaming is displayed, and in the case where the
demonstration effect is displayed. The background scroll display
may also be stopped under a condition where other conditions are
established, for example, in the case where a predetermined effect
is displayed on the liquid crystal display device 4.
[0257] (3) In the above-described first embodiment, the background
scroll display is stopped by the operation of the decision button
301 by the player. However, without being limited to this, the
background scroll display may also be stopped every predetermined
time.
[0258] (4) In the above-described first embodiment, a configuration
is adopted, in which, in the case of the demonstration effect
display, the guide menu can be displayed by the operation of the
selection button 300, and the predetermined gaming information can
be selected by the operation of the decision button 301. However,
the configuration is not limited to this. For example, a
configuration may also be adopted, in which, in the case where the
variable display of the special symbol is being performed on the
liquid crystal display device 4, and in the case where the jackpot
effect is being displayed thereon, the guide menu can be displayed
by the operation of the selection button 300, and the predetermined
gaming information can be selected by the operation of the decision
button 301.
[0259] (5) In the above-described first embodiment, the description
has been made that the display is returned to the display of the
demonstration effect in the case where the operation by the
decision button 301 or the selection button 300 is not performed
for the predetermined time when the guide menu is displayed on the
liquid crystal display device 4. However, without being limited to
this, the display may not be returned to the display of the
demonstration effect in the case where the operation by the
decision button 301 or the selection button 301 is not performed
for the predetermined time, and the variable display of the special
symbol and the effect thereof may be performed in the case where
the starting condition of the variable display of the special
pattern is established.
[0260] (6) In the above-described first embodiment, the variable
display of the special symbol and the effect display thereof are
performed when the predetermined starting condition is established
after the guide menu is displayed on the liquid crystal display
device 4. However, without being limited to this even if the
variable display of the special symbol is started, the guide menu
may be left displayed for the predetermined time, and after the
elapse of the predetermined time, the effect regarding the variable
display of the special symbol may also be displayed.
[0261] (7) As described in the first embodiment, the sub-CPU 41
allows the clock counter to start the time count when it is
determined that the predetermined operation by the decision button
301 or the selection button 300 is performed. However, without
being limited to this, the sub-CPU 41 may also allow the clock
counter to start the time count, for example, when it is determined
that the information regarding the game, for example, the guide
menu and the respective pieces of gaming information are displayed
on the liquid crystal display device 4. In this case, the sub-CPU
41 can allow the clock counter to start the time count without
determining that the operation by the decision button 301 or the
selection button 300 is performed. Also in this case, a similar
effect to that of the first embodiment can be obtained.
Second Embodiment
[0262] A gaming machine of a second embodiment further includes the
following functions in addition to the functions of the gaming
machine of the first embodiment. In the second embodiment,
descriptions of same structures and processes as those explained in
the first embodiment are omitted or simplified.
[0263] The liquid crystal display device 4 of the second embodiment
is variable display unit performing variable display of special
symbols based on a variable display pattern determined by the main
CPU 31 and displaying a first background image during the variable
display of the special symbols. The image data ROM 54 of the second
embodiment is background image storing unit storing several types
of first background image data (normal background image data) to
display the first background image (hereinafter, a normal
background image). Herein, display of the normal background image
performed in the liquid crystal display device 4 is display of a
predetermined moving image.
[0264] A specific description thereof is as follows. The sub ROM 42
stores data including a background display pattern (hereinafter,
referred to as a normal background display pattern) with which the
image control circuit 45 causes the liquid crystal display device 4
to display the normal background image. Herein, examples of the
normal background display pattern are normal background images A to
C, with which the image control circuit 45 causes the liquid
crystal display device 4 to display normal background images A to
C, respectively.
[0265] The background display patterns used in the second
embodiment are different from the background display patterns used
in the first embodiment.
[0266] The image data ROM 54 stores, for example, the normal
background image data A, B, and C with which the normal background
images A, B, and C are displayed on the screen of the liquid
crystal display device 4, respectively. Upon receiving a
demonstration effect command, the sub-CPU 41 sets demonstration
effect data and, based on the normal background display pattern
(one of the normal background display patterns A to C), changes
data to instruct the VDP 51 with time so as to display the
background image based on the normal background image data (one of
the normal background image data A to C)
[0267] The VDP 51 reads the normal background image data from the
image data ROM 54 based on the above instruction transmitted each
predetermined time. The VDP 51 displays each pixel data included in
the normal background display data at a predetermined position on
the display screen of the liquid crystal display device 4 through
processes to develop and read the normal background image data into
the VRAM 55. The sub-CPU 41 either does or does not change the data
to instruct the VDP 51 with time to cause the liquid crystal
display device 4 to perform display of a moving image as the
display of the normal background image A.
[0268] Upon receiving a variable display pattern command, the
sub-CPU 41 sets control data corresponding to the received variable
display pattern command. In this case, the sub-CPU 41 causes the
liquid crystal display device 4 to directly display the normal
background image A. The sub-CPU 41 changes data to instruct the VDP
51 with time so as to cause the liquid crystal display device 4 to
perform variable display corresponding to the control data in the
foreground of the display of the normal background image. The VDP
51 executes the above instruction transmitted each predetermined
time, and the variable display of the special symbols and display
the normal background image are thus performed in the liquid
crystal display device 4.
[0269] The sub-CPU 41 holds the type of the normal background image
(for example, the normal background image A) which is being
displayed in the liquid crystal display device 4.
[0270] The sub-CPU 41 serves as effect display control unit, when a
particular variable display pattern is determined by the main CPU
31, causing the liquid crystal display device 4 to perform the
variable display of the special symbols based on the above
particular variable display pattern and causing the liquid crystal
display device 4 to perform the display of the normal background
image and then a second background image (hereinafter, referred to
as a special background image). At this time, between the display
of the normal background image and the display of the special
background image, the sub-CPU 41 causes the liquid crystal display
device 4 to display a series of moving images representing
transition from the display of the normal background image to the
display of the special background image. A specific description of
this process is as follows. The second embodiment is considered
taking as an example of the specific variable display pattern a
variable display pattern of "super reach" or "super reach
winning".
[0271] The sub ROM 42 stores data including a background display
pattern (hereinafter, referred to as a special background display
pattern) with which the image control circuit 45 causes the liquid
crystal display device 4 to display the special background image.
The sub ROM 42 stores data including a transition display pattern A
with which the image control circuit 45 causes the liquid crystal
display device 4 to display a series of moving images representing
transition from the display of the normal background image A to the
display of the special background image, data including a
transition display pattern B with which the image control circuit
45 causes the liquid crystal display device 4 to display a series
of moving images representing transition from the display of the
normal background image B to the display of the special background
image, and data including a transition display pattern C with which
the image control circuit 45 causes the liquid crystal display
device 4 to display a series of moving images representing
transition from the display of the normal background image C to the
display of the special background image.
[0272] The image data ROM 54 stores special background image data
to display the special background image on the screen of the liquid
crystal display device 4, transition image data A to display the
series of moving images representing the transition from the
display of the normal background image A to the display of the
special background image on the screen of the liquid crystal
display device 4, transition image data B to display the series of
moving images representing the transition from the display of the
normal background image B to the display of the special background
image on the screen of the liquid crystal display device 4, and
transition image data C to display the series of moving images
representing the transition of the display from the normal
background image C to the display of the special background image
on the screen of the liquid crystal display device 4.
[0273] When the received variable display pattern command relates
to "super reach" or "super reach winning", the sub-CPU 41 sets
control data corresponding to the received variable display pattern
command. In this case, the sub-CPU 41 changes data to instruct the
VDP 51 with time so as to cause the liquid crystal display device 4
to perform variable display corresponding to the control data. The
VDP 51 executes the above instruction transmitted each
predetermined time, and the variable display of the special symbols
corresponding to the variable display pattern of "super reach" or
"super reach winning" are performed in the liquid crystal display
device 4.
[0274] At this time, based on the transition display pattern (for
example, the transition display pattern A) corresponding to the
type of the normal background image (for example, the normal
background image A) which is being displayed on the liquid crystal
display device 4 and the special background display pattern, the
sub-CPU 41 instructs the VDP 51 to cause the liquid crystal display
device 4 to display the series of moving images representing the
transition from the display of the normal background image to the
display of the special background image and special background
image. Upon receiving the instruction to display the transition
image from the sub-CPU 41, the VDP 51 reads from the image data ROM
54 the transition image data (for example, the transition image
data A) corresponding to the type of the normal background image
(for example, the normal background image A) which is being
displayed on the liquid crystal display device 4. The VDP 51 causes
each pixel data included in the transition image data to be
displayed at a predetermined position on the display screen of the
liquid crystal display device 4 through the processes to expand and
read the read transition image data onto the VRAM 55. Thereafter,
upon receiving the instruction to display the special background
image from the sub-CPU 41, the VDP 51 reads the special background
image data from the image data ROM 54. The VDP 51 causes each pixel
data included in the special image data to be displayed at a
predetermined position on the display screen of the liquid crystal
display device 4 through the processes to expand and read the read
special background image data onto the VRAM 55. The sub-CPU 41
either does or does not change the data to instruct the VDP 51 with
time to cause the liquid crystal display device 4 to display the
series of moving images representing the transition from the normal
background image to the display of the special background image and
the special background image.
[0275] The sub-CPU 41 serves as background image data selecting
unit selecting any one of the several types of normal background
image data when a predetermined background image selection
condition is established in the liquid crystal display device 4.
The sub-CPU 41 serves as background image display control unit
performing display of the normal background image based on the
selected normal background image data after the special background
image is displayed in the liquid crystal display device 4. The
predetermined background image selection condition is established,
for example, in a case where the variable display of the special
symbols is performed based on a specific variable display pattern
(variable display pattern of "super reach" or "super reach
winning"), a case where the gaming machine comes into a jackpot
gaming state, and the like. An example of the specific description
is as follows.
[0276] For example, upon receiving the variable display pattern
command or demonstration effect command after the liquid crystal
display device 4 performs the variable display of the special
symbols based on the variable display pattern of "super reach" or
"super reach winning", the sub-CPU 41 samples a random number out
of random numbers for selecting a normal background image generated
by a random number generator between 0 and 99. The sub-CPU 41 then
compares the sampled random number and a normal background image
selection table shown in FIG. 24 to select one of the normal
background images A to C.
[0277] The sub-CPU 41 instructs the VDP 51 to perform display of
the normal background image based on the selected normal background
image and the normal background display pattern corresponding to
the selected normal background image. For example, when selecting
the normal background image C, the sub-CPU 41 instructs the VDP 51
to replace display of the special background image with display of
the normal background image C based on the normal background
display pattern C. The VDP 51 executes the above instruction, and
display of the normal background image C based on the normal
background image data C is performed after display of the special
background image is performed in the liquid crystal display device
4.
[0278] Moreover, when the gaming machine is brought into a specific
gaming state by the main CPU 31, the sub-CPU 41 causes the liquid
crystal display device 4 to perform display of a specific gaming
state background image different from the normal background image.
Herein, as an example of the specific gaming state, the jackpot
gaming state is considered. A specific description of this process
is as follows.
[0279] The sub ROM 42 stores data including a background display
pattern (hereinafter, referred to as a jackpot gaming state
background display pattern) to display the jackpot gaming state
background image. The image data ROM 54 stores jackpot gaming state
background image data to display the jackpot gaming state
background image on the screen of the liquid crystal display device
4.
[0280] The main CPU 31 generates a jackpot gaming start command
when coming into the jackpot gaming state. Upon receiving the
jackpot gaming start command, the sub-CPU 41 sets control data
corresponding to the jackpot gaming start command. Based on the
jackpot state background display pattern included in the set
control data, the sub-CPU 41 instructs the VDP 51 to perform
display of the background image based on the jackpot gaming state
background image data instated of the current display.
[0281] Based on the above instruction, the VDP 51 reads the jackpot
gaming state background image data from the image data ROM 54 and
causes each pixel data included in the jackpot gaming state
background image data to be displayed at a predetermined position
on the display screen of the liquid crystal display device 4
through processes to expand and read the jackpot gaming state
background image data onto the VRAM 55.
[0282] After the jackpot gaming state is terminated, based on the
normal background image data selected by the sub-CPU 41, the
sub-CPU 41 and VDP 51 further cause the liquid crystal display
device 4 to replace display of the jackpot gaming state background
image with display of the normal background image. A specific
description of an example of this process is as follows.
[0283] When terminating the jackpot gaming state, the main CPU 31
generates a jackpot gaming state termination command. Upon
receiving the jackpot gaming state termination command, the sub-CPU
41 sets control data corresponding to the jackpot gaming state
termination command. Based on the above control data, the sub-CPU
41 determines the termination of the jackpot gaming. The sub-CPU 41
selects any one of the normal background images A to C as
previously described. The time when the sub-CPU 41 selects the
normal background image is not limited to after the jackpot gaming
is terminated, and the normal background image to be displayed in
the liquid crystal display device 4 may be selected before the
jackpot gaming is terminated.
[0284] Based on the selected normal background image and normal
background display pattern corresponding to the selected normal
background image, the sub-CPU 41 instructs the VDP 51 to perform
display of the normal background image. For example, when selecting
display of the normal background image B, the sub-CPU 41 instructs
the VDP 51 to replace display of the jackpot gaming state
background image with display of the normal background image B
based on the normal background display pattern B. The VDP 51
executes the above instruction, and, in the liquid crystal display
device 4, display of the normal background image B is therefore
performed based on the normal background image data B after the
jackpot gaming state background image is displayed.
Gaming Machine Operation of Second Embodiment
[0285] Hereinafter, a description is given of an operation of the
gaming machine 1 in the second embodiment. In the operation of the
gaming machine 1 of the second embodiment, a description of the
same processes as those explained in the first embodiment are
omitted or simplified.
[0286] In a command reception process of the sub control circuit 40
of the second embodiment, a command reception process shown in FIG.
25 is further performed. FIG. 25 is a flowchart shown in the
command reception process of the sub control circuit 40 of the
second embodiment. It is assumed that the normal background image
is being already displayed in the liquid crystal display device
4.
[0287] In Step 500, the sub-CPU 41 checks whether a received
command is the demonstration effect command from the main control
circuit 30. When the received command is not the demonstration
effect command, the sub-CPU 41 proceeds to a process of Step 510,
and when the received command is the demonstration effect command,
the sub-CPU 41 proceeds to a process of Step 580.
[0288] In Step 510, the sub-CPU 41 checks whether the received
command is the variable display pattern command. When the received
command is the variable display pattern command, the sub-CPU 41
proceeds to a process of Step 530, and when the received command is
not the variable display pattern command, the sub-CPU 41 proceeds
to a process of Step 520.
[0289] In Step 520, the sub-CPU 41 sets control data in a
predetermined work area of the sub RAM 43 corresponding to the
received command. For example, when setting control data
corresponding to the jackpot gaming start command, in the image
display control process of Step 210, based on the jackpot gaming
state background display pattern included in the set control data,
the sub-CPU 41 instructs the VDP 51 to perform display of the
jackpot gaming state background image based on the jackpot gaming
state background image data instead of the current display. By the
above instruction being executed by the VDP 51, display of the
normal background image is replaced with the jackpot gaming state
background image based on the jackpot gaming state background image
data. When the received command is the jackpot gaming termination
command, the sub-CPU 41 sets control data corresponding to the
jackpot gaming termination command.
[0290] In Step 530, the sub-CPU 41 checks whether or not the
variable display pattern corresponding to the variable display
pattern command previously received is the variable display pattern
of "super reach" or "super reach winning". When the variable
display pattern corresponding to the variable display pattern
command previously received is the variable display pattern of
"super reach" or "super reach winning", the sub-CPU 41 proceeds to
a process of Step 550. When the variable display patter
corresponding to the variable display pattern command previously
received is not either the variable display pattern of "super
reach" or "super reach winning", the sub-CPU 41 proceeds to a
process of Step 540.
[0291] In Step 540, the sub-CPU 41 checks whether the jackpot
gaming state is terminated. Specifically, when the control data
corresponding to the jackpot gaming termination command has been
set, the sub-CPU 41 determines the termination of the jackpot
gaming state. When the control data corresponding to the jackpot
gaming termination command has not been set, the sub-CPU 41
determines that the jackpot gaming state is not terminated. When
the jackpot gaming state is terminated, the sub-CPU 41 proceeds to
a process of Step 550, and when the jackpot gaming state is not
terminated, the sub-CPU 41 proceeds to a process of Step 570.
[0292] In the Step 550, the sub-CPU 41 sets control data
corresponding to the variable display pattern command. For example,
when the variable display pattern corresponding to the received
variable display pattern is other than the variable display pattern
of "super reach" and "super reach winning", the sub-CPU 41 sets the
control data corresponding to the received variable display pattern
command. In this case, in the liquid crystal display device 4, for
example, display of the special symbols (display of numerals) and
display of the normal background image (other than the numerals)
shown in FIG. 26A are replaced with variable display of the special
symbols and display of the normal background image shown in FIGS.
26B and 26C, and stop display of the special symbols and display of
the normal background image shown in FIG. 26D are then performed.
The display of the normal background images of FIGS. 26A to 26C are
a little different from each other to provide display of moving
images.
[0293] When the variable display pattern corresponding to the
received variable display pattern command is the variable display
pattern of "super reach" or "super reach winning", the sub-CPU 41
sets control data corresponding to the received variable display
pattern command. In this case, in the image display control process
of Step 210, the sub-CPU 41 changes data to instruct the VDP 51
with time so as to cause the liquid crystal display device 4 to
perform variable display corresponding to the control data. The VDP
51 executes the above instruction transmitted each predetermined
time, and, in the liquid crystal display device 4, variable display
of the special symbols corresponding to the variable display
pattern of "super reach" or "super reach winning" is performed.
[0294] At this time, based on the transition display pattern and
special background display pattern, the sub-CPU 41 changes data to
instruct the VDP 51 with time so as to cause the liquid crystal
display device 4 to perform display of the special background image
after display of a series of moving images representing transition
from display of the normal background image to display of the
special background image. The VDP 51 executes the above instruction
transmitted each predetermined time, and, in the liquid crystal
display device 4, therefore, display of the special background
image display is performed after display of the above series of
moving images.
[0295] When the variable display pattern received is the variable
display pattern of "super reach" or "super reach winning" and the
sub-CPU 41 sets control data corresponding to the received variable
display pattern command, for example, images of FIGS. 26E to 27L
are displayed. Herein, in FIGS. 26E and 26F, variable display of
the special symbols and display of the normal background image are
performed. In FIGS. 27G to 27I, variable display of the special
symbols and display of a series of moving images (images of other
than numerals) representing the transition from display of the
normal background image to display of the special background image
are performed. In FIG. 27J, variable display of the special symbols
and display of special background image (an image of other than
numerals) are performed. When the variable display pattern received
is the variable display pattern of "super reach winning", stop
display of the special symbols and display of the special
background image are performed as shown in FIG. 27K. When the
variable display pattern received is the variable display pattern
of "super reach" ("super reach losing"), stop display of the
special symbols and display of the special background image are
performed as shown in FIG. 27L. FIG. 27H shows the background image
moving from right to left. FIG. 27I shows fireworks being set off.
Images between FIGS. 27I and 27J show the fireworks moving up. FIG.
27J shows the fireworks being up in the sky. FIG. 27K shows the
fireworks being successful. FIG. 27L shows the fireworks being
unsuccessful. The sub-CPU 41 terminates the command reception
process after the process of Step 570. The sub-CPU 41 terminates
the command reception process after the process of Step 550.
[0296] In Step 560, the sub-CPU 41 samples a random number for
selecting a normal background image. For example, the sub-CPU 41
samples a random number value out of the random numbers for
selecting a normal background image generated by the random
generator between 0 and 99.
[0297] In Step 570, the sub-CPU 41 selects the normal background
image based on the sampled random number for selecting a normal
background image. Specifically, the sub-CPU 41 compares the sampled
random number for selecting a normal background image and the
normal background image selection table shown in FIG. 24 and
selects one of the normal background images A to C.
[0298] The sub-CPU 41 sets the normal background display pattern
corresponding to the selected normal background image. In the image
display control process of Step 210, based on the set normal
background display pattern, the sub-CPU 41 instructs the VDP 51 to
perform display of the normal background image. For example, when
selecting display of the normal background image C, the sub-CPU 41
instruct the VDP 51 to replace display of the special background
image with display of the normal background image C based on the
normal background display pattern C. By the VDP 51 executing the
above instructions, in the liquid crystal display device 4, display
of the normal background image C is performed based on the normal
background image data C after display of the special background
image is displayed.
[0299] When the sub-CPU 41 determines the termination of the
jackpot gaming state and selects display of the normal background
image C, in the image display control process of Step 210, the
sub-CPU 41 instructs the VDP 51 to replace display of the special
background image with display of the normal background image C
based on the normal background display pattern C. By the VDP 51
executing the above instruction, in the liquid crystal display
device 4, display of the normal background image C based on the
normal background image data C is performed after display of the
jackpot gaming state background image is performed.
[0300] By the processes of Steps 550, 560, 570, and 210, for
example, display of FIG. 27K or 27L is replaced with variable
display of the special symbols and display of the normal background
image (display of other than numerals) shown in FIG. 28.
[0301] It can be said that the process to select the normal
background image is performed by these processes when the sub-CPU
41 receives the variable display pattern command for the first time
after variable display based on "super reach" is performed in the
liquid crystal display device 4. The sub-CPU 41 proceeds to the
process of Step 550 after the process of Step 570.
[0302] In Step 580, the sub-CPU 41 checks whether or not the
variable display pattern command previously received is the
variable display pattern of "super reach" or "super reach winning".
When the variable display pattern command previously received is
the variable display pattern of "super reach" or "super reach
winning", the sub-CPU 41 proceeds to a process of Step 600, and
when the variable display pattern corresponding to the variable
display pattern command previously received is not either the
variable display pattern of "super reach" or "super reach winning",
the sub-CPU 41 proceeds to a process of Step 590.
[0303] In Step 590, the sub-CPU 41 checks whether the jackpot
gaming state is terminated. When the jackpot gaming state is
terminated, the sub-CPU 41 proceeds to the process of Step 600, and
when the jackpot gaming state is not terminated, the sub-CPU 41
proceeds to a process of Step 620.
[0304] In Step 600, the sub-CPU 41 samples the random number for
selecting a normal background image. This process is the same as
that of Step 550.
[0305] In Step 610, the sub-CPU 41 selects the normal background
image based on the sampled random number for selecting a normal
background image. This process is the same as that of Step 560. The
process to select the normal background image is performed by this
process when the sub-CPU 41 receives the demonstration effect
command for the first time after variable display based on "super
reach" is performed in the liquid crystal display device 4. After
the process of Step 610, the sub-CPU 41 proceeds to the process of
Step 620.
[0306] In Step 620, the demo effect display data is set. By this
process and the process of Step 210, the demonstration effect is
displayed in the liquid crystal display device 4.
(Function and Effect)
[0307] According to the second embodiment, when display of the
normal background image is switched in the liquid crystal display
device 4, display of a certain normal background image is not
suddenly switched to display of another normal background image.
When display of the special background image is performed after
display of the normal background image is performed, based on
display of the normal background image (normal background image
data) selected by the sub-CPU 41, the sub-CPU 41 causes the liquid
crystal display device 4 to perform display of the normal
background image after display of the special background image.
Display of the normal background image is therefore switched on an
occation of the special background image. Accordingly, the player
cannot feel that the background has suddenly changed. Consequently,
according to the second embodiment, switching display of the
background can prevent the player from feeling uncomfortable with
the effect of the background.
[0308] The sub-CPU 41 selects one of the several types of normal
background image data and switches display of the normal background
image based on the selected normal background image data.
Accordingly, the player can see various types of background images,
thus enhancing the impact of the effect in the gaming machine.
[0309] According to the second embodiment, switching display of the
background can increase the impact of the effect and prevent the
player from feeling uncomfortable with the effect of the
background.
[0310] Furthermore, after the jackpot gaming state is terminated,
the sub-CPU 41 causes the liquid crystal display device 4 to
replace the jackpot gaming state background image with display of
the normal background image based on the selected normal background
image data. Accordingly, the normal background image is switched
more often, and the player can see more types of the normal
background image, thus further enhancing the impact of the effect
in the gaming machine.
[0311] As display of the normal background image, display of the
moving image is performed. Accordingly, the impact of the effect of
the background image can be further enhanced, and it is therefore
possible to entertain the player. The sub-CPU 41 causes the liquid
crystal display device 4 to display a series of moving images
representing the transition from display of the normal background
image to display of the special background image. Accordingly, the
moving images are continuously displayed from display of the normal
background image to display of the special background image, and it
is therefore possible to prevent the player from feeling
uncomfortable with the effect of the background.
Modification of Second Embodiment
[0312] (1) In the aforementioned second embodiment, display of the
special background image is performed during variable display based
on the variable display pattern of "super reach" but not limited to
this. Display of the special background image may be performed
during variable display based on another variable display
pattern.
[0313] (2) In the aforementioned second embodiment, the display of
the normal background image is also switched even when the jackpot
gaming state is terminated but not limited to this. For example,
the display of the normal background image may not be switched even
when the jackpot gaming state is terminated.
(3) In the aforementioned second embodiment, the display of the
normal background image and special background image are
predetermined moving images, but not limited to this, and may be
predetermined still images.
Third Embodiment
[0314] A gaming machine of the third embodiment further includes
the following functions in addition to the functions of the gaming
machines of the first and second embodiments. In the third
embodiment, descriptions of configurations and processes same as
those explained in the first and second embodiments are omitted or
simplified.
[0315] The main CPU 31 serves as jackpot determination unit
determining a jackpot when a predetermined determination condition
is established. For example, under the condition that the main RAM
33 stores a start memory, the main CPU 31 determines based on
deciding information corresponding to the starting memory whether a
variable display result corresponding to the start memory is a
predetermined variable display result (for example, a jackpot
variable display result of 7-7-7 or the like) before the variable
display of identification information corresponding to the starting
memory is executed.
[0316] Specifically, for example, the main CPU 31 determines
whether a jackpot determining random number value corresponding to
a start memory with a start memory number of 3 matches a jackpot
determination value (or whether the variable display result
corresponding to the above start memory matches the jackpot
variable display result) before variable display of the special
symbols corresponding to the start memory are performed. This
process is performed in a start opening detection process of later
described Step 122.
[0317] When determining a jackpot, the main CPU 31 serves as
announcement attraction execution deciding unit deciding whether an
announcement attraction to predict a jackpot before the variable
display result by the liquid crystal display device 4 becomes the
predetermined variable display result (for example, the jackpot
variable display result of 7-7-7 or the like).
[0318] For example, when the variable display result corresponding
to the start memory is determined to be the above predetermined
variable display result (for example, the jackpot variable display
result of 7-7-7 or the like) as the result of the jackpot
determination, the main CPU 31 decides whether to perform the
announcement attraction to previously predict a jackpot during
variable display of the special symbols executed based on a start
memory stored before the start memory with the variable display
result determined to be the predetermined variable display result
(hereinafter, referred to as a jackpot determination start memory)
is stored. This process is performed in Step 122-70 of the start
opening detection process of the later described Step 122.
[0319] In the third embodiment, when the variable display result
corresponding to the start memory is determined to be a losing
variable display result (for example, 1-2-3 or the like) as the
result of the jackpot determination, the main CPU 31 decides
whether to perform the announcement attraction to previously
predict a possibility of a jackpot during variable display of the
special symbols executed based on a start memory stored before the
start memory with the variable display result determined to be the
losing variable display result (hereinafter, referred to as a
losing determination start memory) is stored.
[0320] In the third embodiment, as an example, a description is
given of a case where the main CPU 31 decides whether to perform a
continuous announcement attraction to perform the announcement
attraction previously predicting a jackpot during variable display
of the special symbols executed based on each of start memories
stored before the determination start memory (the jackpot or losing
determination start memory) is stored. Note that the present
invention can be applied even if the main CPU 31 decides whether to
perform the above continuous announcement attraction only for the
jackpot determination start memory.
[0321] The continuous announcement attraction is that, for example,
when a jackpot determining random number value corresponding to a
start memory with the start memory number of 3 matches the jackpot
determination value, a announcement attraction is performed during
variable display of the special symbols (during variable display
performed based on a start memory with the start memory number of 1
and variable display performed based on a start memory with the
start memory number of 2) executed before variable display of the
special symbols is performed based on the jackpot determination
start memory (the start memory with the start memory number of
3).
[0322] The liquid crystal display device 4 serves as announcement
attraction executing unit performing the announcement attraction
when the main CPU 31 decides to perform the announcement attraction
(for example, the continuous announcement attraction). For example,
when the main CPU 31 decides to perform the announcement attraction
(for example, the continuous announcement attraction), the liquid
crystal display device 4 performs the announcement attraction
during variable display of the special symbols executed based on a
start memory stored before the determination start memory (the
jackpot or losing determination start memory) is stored.
[0323] Specifically, when the main CPU 31 decides to execute the
continuous announcement attraction, the liquid crystal display
device 4 performs the announcement attraction during variable
display of the special symbols executed before variable display of
the special symbols based on the determination start memory (the
jackpot or losing determination start memory). This process is
described in detail in a later-described command reception
process.
[0324] The sub ROM 42 stores several types of announcement
attraction data to display the announcement attraction image data
at a predetermined position on the display screen of the liquid
crystal display device 4.
[0325] In the third embodiment, as an example, the sub ROM 42
stores announcement attraction data 1 to 6. The announcement
attraction data is data to execute display, lighting of lamps, or
the like for the announcement attraction. The announcement
attraction data 1 includes a announcement attraction pattern 1.
This announcement attraction pattern 1 (hereinafter, referred to as
a successful firework making announcement attraction pattern) is to
display a situation where a worker successfully makes fireworks
(hereinafter, referred to as successful firework making). The
announcement attraction data 2 includes an announcement attraction
pattern 2. The announcement attraction pattern 2 (hereinafter,
referred to as an unsuccessful firework making announcement
attraction pattern) is to display a situation where the worker
fails to make fireworks (hereinafter, referred to as unsuccessful
firework making). The announcement attraction data 3 includes an
announcement attraction pattern 3. The announcement attraction
pattern 3 (hereinafter, referred to as a successful firework
setting announcement attraction pattern) is to display a situation
where the worker successfully sets fireworks in a launcher
(hereinafter, referred to as successful firework setting). The
announcement attraction data 4 includes an announcement attraction
pattern 4. The announcement attraction pattern 4 (hereinafter,
referred to as an unsuccessful firework setting announcement
attraction pattern) is to display a situation where the worker
fails to set fireworks in the launcher (hereinafter, referred to as
unsuccessful firework setting). The announcement attraction data 5
includes an announcement attraction pattern 5. The announcement
attraction pattern 5 (hereinafter, referred to as a successful
firework lighting announcement attraction pattern) is to display a
situation where the worker successfully lights fireworks
(hereinafter, successful firework lighting). The announcement
attraction data 6 includes a announcement attraction pattern 6. The
announcement attraction pattern 6 (hereinafter, referred to as an
unsuccessful firework lighting announcement attraction pattern) is
to display a situation where the worker fails to light fireworks
(hereinafter, referred to as unsuccessful firework lighting).
[0326] As announcement attraction image data to display the
announcement attraction on the liquid crystal display device 4,
announcement attraction image data necessary to perform display
according to each announcement attraction pattern is stored in the
image data ROM 54. Each announcement attraction image data is
associated with one of a successful continuation losing variable
display pattern or unsuccessful continuation losing variable
display pattern described later. A detailed description thereof is
given in a description of Step 750 in the later-described command
reception process.
[0327] The main CPU 31 serves as variable display pattern deciding
unit, based on the jackpot determination result, deciding on a
variable display pattern to execute at least one of normal varying
display of special symbols with a low jackpot possibility and reach
variable display of the special symbols with a high jackpot
possibility until the variable display result of the special
symbols is derived out of a plurality of variable display patterns
after the beginning of the variable display of the special symbols.
Herein, the liquid crystal display device 4 serves as variable
display unit performing variable display of the identification
information based on the variable display pattern decided by the
main CPU 31.
[0328] Specifically, as the variable display pattern corresponding
to the jackpot determination, the main CPU 31 decides between a
particular variable display pattern to execute the aforementioned
reach varying display after normal varying display shorter than
normal varying display in the case where the announcement
attraction execution deciding unit decides not to execute the
announcement attraction (for example, continuous announcement
attraction) and a particular variable display pattern to execute
only the reach varying display. For example, the main CPU 31
decides on the above particular variable display pattern as the
variable display pattern corresponding to the aforementioned
determination start memory (the jackpot or losing determination
start memory).
[0329] Herein, as an example, a description is given of the case
where, as the variable display pattern corresponding to the
aforementioned determination start memory (the jackpot or losing
determination start memory), the main CPU 31 decides on a
particular variable display pattern to execute the aforementioned
reach varying display after normal varying display shorter than
normal varying display in the case where the announcement
attraction execution deciding unit decides not to execute the
announcement attraction (for example, the continuous announcement
attraction). Note that the present invention can be also applied
when the main CPU 31 decides on the particular variable display
pattern to execute only the aforementioned reach varying
display.
[0330] Herein, the normal varying display of the special symbols is
varying display indicating a low jackpot possibility and, for
example, is display in which "left", "middle", and "right" symbols
are individually varying. The reach varying display of the special
symbols is varying display indicating a high jackpot possibility
and, for example, is display in which the "left" and "right"
symbols are being stopped and the "middle" symbols is varying.
[0331] Generally, the player is playing games in the aforementioned
normal varying display wanting to come into a reach state.
[0332] An example of the specific description of the variable
display pattern deciding process is as follows. The plurality of
variable display patterns are: a variable display pattern to
execute the normal varying display for a first predetermined time
and then execute losing stop display; a variable display pattern to
execute the normal varying display for the first predetermined
time, execute the reach varying display with a high jackpot
possibility, and then execute the losing stop display; a variable
display pattern to execute the normal varying display for the first
predetermined time, execute the reach varying display, and then
execute jackpot stop display; a first particular variable display
pattern to execute the normal varying display for a second
predetermined time (much shorter than the first predetermined
time), execute the reach varying display, and then execute the
jackpot stop display; and a second particular variable display
pattern to execute the normal varying display for the second
predetermined time, execute the reach varying display, and then
execute the losing stop display.
[0333] When deciding not to execute the continuous announcement
attraction, based on the results of the determination whether a
jackpot is hit and the determination whether the reach state is
attained, the main CPU 31 selects one of the plurality of variable
display patterns (except the first and second particular variable
display patterns, successful continuation losing variable display
pattern, and unsuccessful continuation losing variable display
pattern) as the variable display pattern corresponding to variable
display of the special symbols.
[0334] When deciding to execute the continuous announcement
attraction, based on the result of the determination whether a
jackpot is hit, the main CPU 31 selects one of the first and second
particular variable display patterns as the variable display
pattern corresponding to variable display of the special symbols
based on the determination start memory (the jackpot or losing
determination start memory). The detailed description of this
process is given in a description of the variable display pattern
deciding process of later-described Step 20-2.
Gaming Machine Operation of Third Embodiment
[0335] Hereinafter, a description is given of an operation of the
gaming machine 1 in the third embodiment. In the operation of the
gaming machine of the third embodiment, descriptions of same
processes as those explained in the first and second embodiments
are omitted or simplified.
[0336] In the start opening detection process of the third
embodiment, the following process is performed. FIG. 29 is a
flowchart showing the start opening detection process in the third
embodiment.
[0337] In Step 122-61, the main CPU 31 reads a value of a start
memory number counter and checks whether the value of the start
memory number counter is less than "4". When the value of the start
memory number counter is not less than "4", the main CPU 31
terminates the start opening detection process. When the value of
the start memory number counter is less than "4", the main CPU 31
proceeds to a process of Step 122-62.
[0338] In Step 122-62, the main CPU 31 increments the start memory
number counter by 1.
[0339] In Step 122-63, the main CPU 31 samples the jackpot
determining random number value and jackpot symbol random number
value as the decision information. In Step 122-64, the main CPU 31
stores the sampled jackpot determining random number value and
jackpot symbol random number value in a predetermined storage area
of the main RAM 33 as the start memory.
[0340] In Step 122-65, the main CPU 31 checks whether the value of
a continuous announcement counter is less than 1. Herein, the
continuous announcement counter indicates how many more times the
announcement attraction in the continuous announcement attraction
will be performed. In later-described Step 122-72, in the
continuous announcement counter, the value set in the start memory
counter is set in the case of winning a continuous announcement
execution lottery. Thereafter, the continuous announcement counter
is decremented by 1 each time the variable display is performed.
Alternatively, when the jackpot variable display is performed after
the value set in the start memory counter is set, the continuous
announcement counter is set to 0. When the value of the continuous
announcement counter is not less than 1, the main CPU 31 terminates
the start opening detection process, and when the value of the
continuous announcement counter is 0, the main CPU 31 proceeds to
Step 122-66.
[0341] In the Step 122-66, the main CPU 31 compares the jackpot
determining random number value stored in the Step 122-64 with a
predetermined jackpot determination value.
[0342] In Step 122-67, the main CPU 31 checks whether the jackpot
determining random number value matches the predetermined jackpot
determination value. When the jackpot determining random number
value matches the predetermined jackpot determination value (in the
case of a jackpot), the main CPU 31 proceeds to a process of Step
122-68. When the jackpot determining random number value does not
match the predetermined jackpot determination value (in the case of
losing), the main CPU 31 proceeds to a process of Step 122-69.
[0343] In Step 122-68, the main CPU 31 performs a lottery process
to decide whether to execute the continuous announcement
attraction. A specific description thereof is as follows. The main
CPU 31 samples a random number value for deciding on execution of
the continuous announcement attraction and determines execution of
the continuous announcement attraction to be won when the sampled
random number value is in a predetermined range. In this process,
the probability of winning the execution of the continuous
announcement attraction is, for example, 1/2. However, the
probability of winning the execution of the continuous announcement
attraction may be set to 1 so that the main CPU 1 always determines
the execution of the continuous announcement attraction to be won
each time the jackpot determining random number value matches the
predetermined jackpot determination value.
[0344] In Step 122-69, the main CPU 31 performs a lottery process
to decide whether to execute the continuous announcement
attraction. Specifically, the main CPU 31 samples a random number
value for decision on execution of the continuous announcement
attraction and determines the execution of the continuous
announcement attraction to be won when the sampled random number
value is in a predetermined range. In this process, the probability
of winning the execution of the continuous announcement attraction
is, for example, 1/200. However, the probability of winning the
execution of the continuous announcement attraction may be set to 0
so that the main CPU 31 always determines the execution of the
continuous announcement attraction not to be won each time the
jackpot determining random number value does not match the
predetermined jackpot determination value.
[0345] In Step 122-70, the main CPU 31 checks whether the lottery
to decide the execution of the continuous announcement attraction
is won. In the case of not winning in the lottery to decide the
execution of the continuous announcement attraction, the main CPU
31 proceeds to a process of Step 122-71. In the case of winning in
the lottery to decide the execution of the continuous announcement
attraction, the main CPU 31 proceeds to a process of Step
122-72.
[0346] In Step 122-71, the main CPU 31 generates and sets a start
memory number command indicating the value of the start memory
counter. Upon this command being transmitted to the sub control
circuit 40, for example, the start memory number is displayed in a
predetermined area of the liquid crystal display device 4.
[0347] In Step 122-72, the main CPU 31 sets the continuous
announcement counter to the value set to the start memory counter.
The main CPU 31 sets an announcement execution counter to 0. This
announcement execution counter represents the number of times for
which the announcement attraction in the continuous announcement
attraction has been performed. Herein, the announcement execution
counter is incremented by 1 each time that the variable display
based on the successful continuation losing variable display
pattern in a process of later-described Step 20-2-908. By the
process of Step 122-72, the announcement execution counter is reset
to 0. The main CPU 31 generates and sets the start memory number
command indicating the value of the start memory counter.
[0348] As the variable display pattern deciding process of the Step
20-2-9 to implement the function of the third embodiment, the
following process is performed. FIG. 30 is a flowchart showing the
variable display pattern deciding process of the third
embodiment.
[0349] Herein, the main ROM stores a variable display pattern
selection table shown in FIG. 31. As shown in this table, when the
value of the continuous announcement counter value is not less than
1 in the case of a jackpot, one of continuous announcement super
reach jackpot variable display patterns 1 to 4 is selected. Herein,
each of the continuous announcement super reach jackpot variable
display patterns 1 to 4 is the first particular variable display
pattern to perform the normal varying display for the second
predetermined time (much shorter than the first predetermined
time), perform the reach varying display of the "super reach", and
then perform the jackpot stop display. The effect display performed
based on each of the continuous announcement super reach jackpot
variable display patterns 1 to 4 is different from another like the
effect display concerning the set fireworks and effect display
concerning large-tube fireworks.
[0350] When the value of the continuous announcement counter is 1
in the case of losing and reach or when the value of the continuous
announcement counter is 1 and the value of the announcement
execution counter is 3 in the case of losing, one of continuous
announcement super reach losing variable display patterns 1 to 4 is
selected. Herein, each of the continuous announcement super reach
losing variable display patterns 1 to 4 is the second particular
variable display pattern to perform the normal varying display for
the second predetermined time, perform the reach varying display of
"super reach", and then perform the losing stop display. The effect
display performed based on each of the continuous announcement
super reach losing variable display patterns 1 to 4 is different
from another like the effect display concerning set fireworks and
effect display concerning large-tube fireworks.
[0351] When the value of the continuous announcement counter is 0
in the case of a jackpot, one of a normal-mode normal reach jackpot
variable display pattern, a normal-mode super reach jackpot
variable display pattern, and a normal-mode entire-rotation reach
jackpot variable display pattern. Herein, each of the normal-mode
normal reach jackpot variable display pattern, normal-mode super
reach jackpot variable display pattern, and normal-mode
entire-rotation reach jackpot variable display pattern is the
variable display pattern to perform the normal varying display for
the first predetermined time, perform the reach varying display of
"super reach", and then perform the jackpot stop display.
[0352] When the value of the continuous announcement counter is 0
in the case of "reach" and losing, one of a normal-mode normal
reach losing variable display pattern and a normal-mode super reach
losing variable display pattern is selected. Herein, each of the
normal-mode normal reach losing variable display pattern and
normal-mode super reach losing variable display pattern is the
variable display pattern to perform the normal varying display for
the first predetermined time, perform the reach varying display of
"super reach", and then perform the losing stop display.
[0353] When the value of the continuous announcement counter is not
less than 2 in the case of losing, a successful continuation losing
variable display pattern is selected. This variable display pattern
is the variable display pattern to perform the normal varying
display for the first predetermined time and then perform the
losing stop display. When variable display is performed based on
the successful continuation losing variable display pattern,
display according to one of the successful firework making
announcement attraction pattern, successful firework setting
announcement attraction pattern, and successful firework lighting
announcement attraction pattern is performed.
[0354] When the value of the continuous announcement counter is 1
and the value of the announcement execution counter is not more
than 2 in the case of losing and "not reach", an unsuccessful
continuation losing variable display pattern is selected. This
variable display pattern is the variable display pattern to perform
the normal varying display for the first predetermined time and
then perform the losing stop display. When variable display is
performed based on the unsuccessful continuation losing variable
display pattern, display according to one of the unsuccessful
firework making announcement attraction pattern, unsuccessful
firework setting announcement attraction pattern, and unsuccessful
firework lighting announcement attraction pattern is performed.
[0355] In the case of losing other than the aforementioned cases, a
normal losing (normal-mode losing) variable display pattern is
selected. This variable display pattern is the variable display
pattern to perform the normal varying display for the first
predetermined time and then perform the losing stop display.
[0356] In Step 20-2-901, the main CPU 31 checks whether the result
of the jackpot determination in the Step 20-2-6 indicates a change
of the gaming state into the jackpot gaming state. When the result
of the jackpot determination indicates a change of the gaming state
into the jackpot gaming state, the main CPU 31 proceeds to a
process of Step 20-2-914, and when the result of the jackpot
determination does not indicate a change of the gaming state into
the jackpot gaming state, the main CPU 31 proceeds to a process of
Step 20-2-902.
[0357] In Step 20-2-902, the main CPU 31 checks whether the value
of the continuous announcement counter is less than 1. When the
value of the continuous announcement counter is not less than 1,
the main CPU 31 proceeds to a process of Step 20-2-906. When the
value of the continuous announcement counter is 0, the main CPU 31
proceeds to a process of Step 20-2-903.
[0358] In Step 20-2-903, the main CPU 31 checks whether the reach
is determined in Step 20-2-7. When "reach" is determined in Step
20-2-7, the main CPU 31 proceeds to a process of Step 20-2-904.
When "reach" is not determined in Step 20-2-7, the main CPU 31
proceeds to a process of Step 20-2-905.
[0359] In Step 20-2-904, the main CPU 31 sets the normal-mode reach
losing variable display pattern corresponding to losing in "reach"
based on the variable display pattern selection table. Herein, the
main CPU 31 selects one of the normal-mode normal reach losing
variable display pattern and normal-mode super reach losing
variable display pattern by random lottery.
[0360] In Step 20-2-905, the main CPU 31 sets the normal losing
variable display pattern based on the variable display pattern
selection table.
[0361] In Step 20-2-906, the main CPU 31 checks whether the value
of the continuous announcement counter is 1. When the value of the
continuous announcement counter is 1, the main CPU 31 proceeds to a
process of Step 20-2-909. When the value of the continuous
announcement counter is not 1, the main CPU 31 proceeds to a
process of Step 20-2-907.
[0362] In Step 20-2-907, based on the variable display pattern
selection table, the main CPU 31 sets the successful continuation
losing variable display pattern corresponding to the case of losing
when the value of the continuous announcement counter is not less
than 2.
[0363] In Step 20-2-908, the main CPU 31 increments the
announcement execution counter by 1. Thereafter, the main CPU 31
proceeds to a process of Step 20-2-913.
[0364] In Step 20-2-909, the main CPU 31 checks whether "reach" is
determined in Step 20-2-7. When "reach" is determined in Step
20-2-7, the main CPU 31 proceeds to a process of Step 20-2-910, and
when "reach" is not determined in Step 20-2-7, the main CPU 31
proceeds to Step 20-2-911.
[0365] In Step 20-2-910, based on the variable display pattern
selection table, the main CPU 31 selects the continuous
announcement super reach losing variable display pattern. Herein,
the main CPU 31 selects one of the four continuous announcement
super reach losing variable display patterns by random lottery.
[0366] In Step 20-2-911, the main CPU 31 checks whether the value
of the announcement execution counter is 3. When the value of the
announcement execution counter is 3, the main CPU 31 proceeds to
the process of Step 20-2-910. When the value of the announcement
execution counter is not 3, the main CPU 31 proceeds to a process
of Step 20-2-912.
[0367] In Step 20-2-912, based on the variable display pattern
selection table, the main CPU 31 sets the unsuccessful continuation
losing variable display pattern corresponding to the case of losing
and "not reach" when the value of the continuation announcement
counter is 1 and the value of the announcement execution counter is
not more than 2.
[0368] In Step 20-2-913, the main CPU 31 decrements the
continuation announcement counter by one.
[0369] In Step 20-2-914, the main CPU 31 checks whether the value
of the continuation announcement counter is not less than 1. When
the value of the continuation announcement counter is not less than
1, the main CPU 31 proceeds to a process of Step 20-2-915. When the
value of the continuation announcement counter is 0, the main CPU
31 proceeds to a process of Step 20-2-916.
[0370] In Step 20-2-915, based on the variable display pattern
selection table, the main CPU 31 selects the continuous
announcement super reach jackpot variable display pattern. Herein,
the main CPU 31 selects one of the four continuous announcement
super reach jackpot variable display patterns by random lottery.
Thereafter, the main CPU 31 proceeds to a process of Step
20-2-917.
[0371] In Step 20-2-916, based on the variable display pattern
selection table, the main CPU 31 selects the normal-mode reach
jackpot variable display pattern. Herein, the main CPU 31 selects
one of the normal-mode normal reach jackpot super reach,
normal-mode super reach jackpot, and normal-mode entire-rotation
reach jackpot variable display patterns by random lottery.
Thereafter, the main CPU 31 proceeds to a process of Step
20-2-917.
[0372] In Step 20-2-917, the main CPU 31 sets the value of the
continuous announcement counter to 0.
[0373] As the command reception process in the sub control circuit
40 to implement the function of the third embodiment, the following
process is performed. FIG. 32 is a flowchart showing the command
reception process of the third embodiment.
[0374] In Step 700, the sub-CPU 41 checks whether the received
command is the variable display pattern command from the main
control circuit 30. When the received command is the variable
display pattern command, the sub-CPU 41 proceeds to a process of
Step 720. When the received command is not the variable display
pattern command, the sub-CPU 41 proceeds to a process of Step
710.
[0375] In Step 710, the sub-CPU 41 sets the control data in a
predetermined work area of the sub RAM 43 corresponding to the
received command.
[0376] In Step 720, the sub-CPU 41 checks whether the variable
display pattern indicated by the received variable display pattern
command is the jackpot variable display pattern. When the variable
display pattern corresponding to the received variable display
pattern command is the jackpot variable display pattern, the
sub-CPU 41 proceeds to a process of Step 810, and when the variable
display pattern indicated by the received variable display pattern
command is not the jackpot variable display pattern, the sub-CPU 41
proceeds to a process of Step 730.
[0377] In Step 730, the sub-CPU 41 checks whether the variable
display pattern indicated by the received variable display pattern
command is one of the successful and unsuccessful continuation
losing variable display patterns. When the variable display pattern
indicated by the received variable display pattern command is one
of the successful and unsuccessful continuation losing variable
display patterns, the sub-CPU 41 proceeds to a process of Step 740.
When the variable display pattern indicated by the received
variable display pattern command is neither the successful
continuation losing variable display pattern nor unsuccessful
continuation losing variable display pattern, the sub-CPU 41
proceeds to a process of Step 760.
[0378] In Step 740, the sub-CPU 41 increments the continuous
announcement execution counter by 1. This continuous announcement
execution counter indicates the number of times that the
announcement attraction in the continuous announcement attraction
is executed in the sub control circuit 40. In other words, when the
sub-CPU 41 receives the variable display pattern command
corresponding to the successful or unsuccessful continuation losing
variable display pattern, since the announcement attraction in the
continuous announcement attraction is performed once in later
described Step 750, the sub-CPU 41 increments the continuous
announcement execution counter by 1.
[0379] In Step 750, the sub-CPU 41 reads and sets the announcement
attraction data from the sub ROM 42 according to the value of the
continuous announcement execution counter. The sub-CPU 41 then
allows the liquid crystal display device 4 to perform the
announcement attraction display based on the announcement
attraction pattern included in the set announcement attraction data
in the process of Step 210. A detailed description of this process
is as follows.
[0380] The sub ROM 42 stores an announcement attraction data
selection table shown in FIG. 33. In this selection table, each
announcement attraction data is associated with one of the
successful and unsuccessful continuation losing variable display
patterns and the value of the continuous announcement execution
counter.
[0381] The image data ROM 54 stores: announcement attraction image
data 1 necessary to perform display according to the successful
firework making announcement attraction pattern; announcement
attraction image data 2 necessary to perform display according to
the unsuccessful firework making announcement attraction pattern;
announcement attraction image data 3 necessary to perform display
according to the successful firework setting announcement
attraction pattern; announcement attraction image data 4 necessary
to perform display according to the unsuccessful firework setting
announcement attraction pattern; and announcement attraction image
data 5 necessary to perform display according to the successful
firework lighting announcement attraction pattern; and announcement
attraction image data 6 necessary to perform display according to
the unsuccessful firework lighting announcement attraction
pattern.
[0382] When the sub-CPU 41 receives the variable display pattern
command corresponding to the successful continuation losing
variable display pattern and the value of the continuous
announcement execution counter is 1, the sub-CPU 41 reads and sets
announcement attraction data 1 from the sub ROM 42 based on the
announcement attraction data selection table. In the image display
control process of Step 210, the sub-CPU 41 instructs the VDP 51 to
cause the liquid crystal display device 4 to perform the
announcement attraction display according to the successful
firework making announcement attraction pattern included in the
announcement attraction data 1. The VDP 51 executes the above
instruction, and the announcement attraction display according to
the successful firework making announcement attraction pattern is
therefore performed in the liquid crystal display device 4. For
example, in the liquid crystal display device 4, a series of images
from an image of FIG. 34A up to an image of FIG. 34B is
displayed.
[0383] In a similar way, when the sub-CPU 41 receives the variable
display pattern command corresponding to the unsuccessful
continuation losing variable display pattern and the value of the
continuous announcement execution counter is 1, the sub-CPU 41
reads and sets announcement attraction data 2 from the sub ROM 42
based on the announcement attraction data selection table. In the
image display control process of Step 210, the sub-CPU 41 instructs
the VDP 51 to cause the liquid crystal display device 4 to perform
the announcement attraction display according to the unsuccessful
firework making announcement attraction pattern included in the
announcement attraction data 2. The VDP 51 executes the above
instruction, and the announcement attraction display according to
the unsuccessful firework making announcement attraction pattern is
performed in the liquid crystal display device 4. For example, in
the liquid crystal display device 4, a series of images from an
image of FIG. 34A up to an image of FIG. 34C is displayed.
[0384] In a similar way, when the sub-CPU 41 receives the variable
display pattern command corresponding to the successful
continuation losing variable display pattern and the value of the
continuous announcement execution counter is 2, the sub-CPU 41
reads and sets announcement attraction data 3 from the sub ROM 42
based on the announcement attraction data selection table. In the
image display control process of Step 210, the sub-CPU 41 instructs
the VDP 51 to cause the liquid crystal display device 4 to perform
the announcement attraction display according to the successful
firework setting announcement attraction pattern included in the
announcement attraction data 3. The VDP 51 executes the above
instruction, and the announcement attraction display according to
the successful firework setting announcement attraction pattern is
therefore performed in the liquid crystal display device 4. For
example, in the liquid crystal display device 4, a series of images
from an image of FIG. 35A up to an image of FIG. 35B is
displayed.
[0385] In a similar way, when the sub-CPU 41 receives the variable
display pattern command corresponding to the unsuccessful
continuation losing variable display pattern and the value of the
continuous announcement execution counter is 2, the sub-CPU 41
reads and sets announcement attraction data 4 from the sub ROM 42
based on the announcement attraction data selection table. In the
image display control process of Step 210, the sub-CPU 41 instructs
the VDP 51 to cause the liquid crystal display device 4 to perform
the announcement attraction display according to the unsuccessful
firework setting announcement attraction pattern included in the
announcement attraction data 4. The VDP 51 executes the above
instruction, and the announcement attraction display according to
the unsuccessful firework setting announcement attraction pattern
is therefore performed in the liquid crystal display device 4. For
example, in the liquid crystal display device 4, a series of images
from an image of FIG. 35A up to an image of FIG. 35C is
displayed.
[0386] In a similar way, when the sub-CPU 41 receives the variable
display pattern command corresponding to the successful
continuation losing variable display pattern and the value of the
continuous announcement execution counter is 3, the sub-CPU 41
reads and sets announcement attraction data 5 from the sub ROM 42
based on the announcement attraction data selection table. In the
image display control process of Step 210, the sub-CPU 41 instructs
the VDP 51 to cause the liquid crystal display device 4 to perform
the announcement attraction display according to the successful
firework lighting announcement attraction pattern included in the
announcement attraction data 5. The VDP 51 executes the above
instruction, and the announcement attraction display according to
the successful lighting announcement attraction pattern is
therefore performed in the liquid crystal display device 4. For
example, in the liquid crystal display device 4, a series of images
from an image of FIG. 36A up to an image of FIG. 36B is
displayed.
[0387] In a similar way, when the sub-CPU 41 receives the variable
display pattern command corresponding to the unsuccessful
continuation losing variable display pattern and the value of the
continuous announcement execution counter is 3, the sub-CPU 41
reads and sets announcement attraction data 6 from the sub ROM 42
based on the announcement attraction data selection table. In the
image display control process of Step 210, the sub-CPU 41 instructs
the VDP 51 to cause the liquid crystal display device 4 to perform
the announcement attraction display according to the unsuccessful
firework lighting announcement attraction pattern included in the
announcement attraction data 6. The VDP 51 executes the above
instruction, and the announcement attraction display according to
the unsuccessful firework lighting announcement attraction pattern
is therefore performed in the liquid crystal display device 4. For
example, in the liquid crystal display device 4, a series of images
from an image of FIG. 36A up to an image of FIG. 36C is
displayed.
[0388] In Step 760, the sub-CPU 41 sets control data corresponding
to the received variable display pattern command. Based on the set
control data, the sub-CPU 41 instructs the VDP 51 to perform
variable display corresponding to the variable display pattern. VDP
51 causes the liquid crystal display device 4 to perform the
variable display corresponding to the variable display pattern.
Herein, when the variable display pattern corresponding to the
variable display pattern command received by the sub-CPU 41 is the
continuous announcement super reach losing variable display
pattern, in the liquid crystal display device 4, the normal varying
display is performed for the first predetermined time, which is
very short, and then the losing stop display is performed.
[0389] Based on the set control data, the sub-CPU 41 instructs the
VDP 51 to cause the liquid crystal display device 4 to perform
effect display according to a predetermined effect pattern (for
example, when receiving the variable display command corresponding
to the normal-mode reach losing variable display pattern, an effect
pattern to perform reach effect display). The VDP 51 executes the
above instruction, and, for example, the reach effect display or
the like is therefore performed in the liquid crystal display
device 4.
[0390] In Step 770, the sub-CPU 41 checks whether the variable
display pattern corresponding to the received variable display
pattern command is the unsuccessful continuation losing variable
display pattern. When the variable display pattern corresponding to
the received variable display pattern command is the unsuccessful
continuation losing variable display pattern, the sub-CPU 41
proceeds to Step 790, and when the variable display pattern
corresponding to the received variable display pattern command is
not the unsuccessful continuation losing variable display pattern,
the sub-CPU 41 proceeds to a process of Step 780.
[0391] In Step 780, the sub-CPU 41 sets the value of the continuous
announcement execution counter to 0.
[0392] In Step 790, the sub-CPU 41 checks whether the value of the
continuous announcement counter is 1 and the variable display
pattern corresponding to the received variable display pattern
command is the continuous announcement super reach losing variable
display pattern. When the variable display pattern corresponding to
the received variable display pattern command is the continuous
announcement super reach losing variable display pattern, the
sub-CPU 41 proceeds to a process of Step 800. When the variable
display pattern corresponding to the received variable display
pattern command is not the continuous announcement super reach
losing variable display pattern, the sub-CPU 41 terminates the
command reception process.
[0393] In Step 800, the sub-CPU 41 sets the value of the continuous
announcement execution counter to 0.
[0394] In Step 810, the sub-CPU 41 sets the value of the continuous
announcement execution counter to 0.
[0395] In Step 820, the sub-CPU 41 sets control data corresponding
to the received variable display pattern command. Based on the set
control data, the sub-CPU 41 instructs the VDP 51 to perform
variable display corresponding to the variable display pattern. The
VDP 51 causes the liquid crystal display device 4 to perform the
variable display corresponding to the variable display pattern.
[0396] Herein, when the variable display pattern corresponding to
the variable display pattern command received by the sub-CPU 41 is
the continuous announcement super reach jackpot variable display
pattern, in the liquid crystal display device 4, the normal varying
display is performed for the very short first predetermined time,
and then the jackpot stop display is performed. When the variable
display pattern corresponding to the variable display pattern
command received by the sub-CPU 41 is the continuous announcement
super reach jackpot variable display pattern, based on the set
control data, the sub-CPU 41 instructs the VDP 51 to cause the
liquid crystal display device 4 to perform effect display according
to the effect pattern to perform super reach jackpot effect
display. The VDP 51 executes the above instruction, and, for
example, reach effect display or the like is therefore performed in
the liquid crystal display device 4. When the variable display
pattern corresponding to the variable display pattern command
received by the sub-CPU 41 is the continuous announcement super
reach jackpot variable display pattern, the normal varying display
is performed for a very short time, and then as shown in FIG. 37A,
reach varying display of the special symbols (display of numerals)
and display of the effect image (display of other than numerals)
are performed. During the reach varying display, as shown in FIG.
37B, the reach varying display of the special symbols and display
of the effect image are performed, and as shown in FIG. 37C, stop
display of jackpot symbols as the special symbols and display of
the effect image are performed.
(Function and Effect)
[0397] In the third embodiment, when deciding to execute the
announcement attraction (for example, the continuous announcement
attraction), as the variable display pattern corresponding to the
determination start memory (for example, the jackpot determination
start memory), the main CPU 31 decides whether the particular
variable display pattern to execute the reach varying display after
the normal varying display (for example, the continuous
announcement super reach jackpot variable display pattern) which is
shorter than the normal varying display performed when the
announcement attraction is decided not to be executed, or the
particular variable display pattern to execute only the reach
varying display.
[0398] When the player expects the reach varying display to be
performed, therefore, the normal varying display is performed for a
short time or not performed before the reach varying display is
performed in the gaming machine. Accordingly, the player does not
feel wasting his/her time during the normal varying display and is
prevented from losing the enthusiasm for gaming.
[0399] In the third embodiment, the main CPU 31 can decide whether
to execute the continuous announcement attraction to execute the
announcement attraction to previously predict a jackpot during the
variable display of the special symbols executed based on the start
memory stored before the determination start memory (for example,
the jackpot determination start memory) is stored, and the sub-CPU
41 can execute the above announcement attraction several times. It
is therefore possible to prevent the player from losing the
enthusiasm for gaming and increase the impact of the effect.
[0400] According to the third embodiment, execution of the
announcement attraction (for example, the continuous announcement
attraction) can increase an expectation of the player for a jackpot
and prevent the player from losing the enthusiasm for gaming.
[0401] In the third embodiment, variable display based on the
continuous announcement super reach variable display pattern and
the effect thereof are performed each time the announcement
attraction in the continuous announcement attraction is performed
three times. Accordingly, the enthusiasm of the player for gaming
can be enhanced, and the interest to the game can be further
enhanced.
(Modification 1)
[0402] The variable display pattern selection table in the
aforementioned third embodiment may be modified as follows. The
main ROM 32 stores a first variable display pattern selection table
shown in FIG. 38A, a second variable display pattern selection
table shown in FIG. 38B, a third variable display pattern selection
table shown in FIG. 38C, and a fourth variable display pattern
selection table shown in FIG. 38D.
[0403] In each of the variable display pattern selection table,
each variable display pattern is associated with one of jackpot and
losing, and information about whether "reach" is attained. In the
variable display pattern deciding process of Step 20-2-9, the main
CPU 31 decides the variable display pattern using the first
variable display pattern selection table when the value of the
continuous announcement counter is 0 (or when the continuous
announcement attraction is not being executed). When the value of
the continuous announcement counter is not less than 2 (or when the
continuous announcement attraction is being executed), the main CPU
31 decides the variable display pattern using the second variable
display pattern selection table. In the variable display pattern
deciding process of Step 20-2-9, the main CPU 31 decides the
variable display pattern using the third variable display pattern
selection table when the value of the continuous announcement
counter is 1 and the value of the announcement execution counter is
2 or less (or when the continuous announcement attraction has been
performed twice or less and the variable display based on the
determination start memory is performed). The main CPU 31 decides
the variable display pattern using the fourth variable display
pattern selection table when the value of the continuous
announcement counter is 1 and the value of the announcement
execution counter is 3 (or when the continuous announcement
attraction has been performed three times and the variable display
based on the determination start memory is performed). Herein, as
shown in FIG. 38A, in some cases, the unsuccessful continuation
losing variable display pattern is selected to display images of
FIGS. 34A to 34C even when the continuous announcement attraction
is decided not to be executed. This can increase a frequency that
the continuous announcement attraction appears compared to the case
where the continuous announcement attraction is performed only when
a jackpot is determined. Accordingly, the enthusiasm of the player
for gaming can be enhanced, and the interest to the game can be
increased.
[0404] Each time that the announcement attraction in the continuous
announcement attraction is performed three times, the variable
display based on the continuous announcement super reach variable
display pattern and the effect thereof are performed. Accordingly,
the enthusiasm of the player for gaming can be enhanced, and the
interest to the game can be further increased.
[0405] In the third embodiment, the description is given of the
case of executing the continuous announcement attraction, but the
present invention is not limited to this. In various types of the
variable display of the special symbols executed based on the start
memory stored before the determination start memory is stored, the
announcement attraction may be preformed during some types of the
variable display and not performed during other types of the
variable display.
[0406] When the execution of the continuous announcement attraction
is decided, the announcement attraction may be performed, not
limited to during the variable display of the special symbols, at
another time.
(Modification 2)
[0407] In the aforementioned third embodiment and modification 1
thereof, the following modification may be made.
[0408] The main CPU 31 decides, based on the result of the jackpot
determination, the variable display pattern to execute at least one
of the normal varying display and reach varying display out of the
plurality of variable display patterns until the variable display
result of the special symbols is derived after the variable display
of the special symbols is started.
[0409] When a jackpot is determined, the main CPU 31 decides
whether to execute an announcement attraction to predict the
jackpot (hereinafter, single announcement attraction) during the
variable display performed based on the determination to be the
jackpot.
[0410] When deciding to execute the single announcement attraction,
as the variable display pattern corresponding to the variable
display of the special symbols performed based on the determination
to be the jackpot, the main CPU 31 decides whether the particular
variable display pattern to execute the normal varying display and
then execute the reach varying display or the particular variable
display pattern to execute only the normal varying display. Herein,
the duration of the normal varying display in the variable display
performed based on the particular variable display pattern is
shorter than the duration of the normal varying display in the
variable display pattern performed when the single announcement
attraction is decided not to be executed.
[0411] When the main CPU 31 decides to execute the single
announcement attraction, the sub-CPU 41 performs the single
announcement attraction during variable display performed based on
the determination to be the jackpot. Accordingly, when the single
announcement attraction is performed during the normal varying
display, subsequent variable display can be configured so that the
duration of the normal varying display is shortened or cut to
immediately perform the reach varying display.
[0412] The operations of the gaming machines of this modification
and the third embodiment are different from each other at the
following points and are the same at the other points.
[0413] In this modification, the processes from Step 122-65 to Step
122-72 are not performed, and the following processes are
performed.
[0414] In the process of Step 122-64, the start memory number
command is set.
[0415] After Step 20-2-8, the main CPU 31 performs the lottery
process to decide whether to execute the single announcement
attraction. In this process, the probability of winning the
execution of the single announcement attraction wins is, for
example, 1/2.
[0416] On the other hand, after Step 20-2-7, the main CPU 31
performs the lottery process to decide whether to execute the
single announcement attraction. In this process, the probability of
winning the execution of the single announcement attraction is, for
example, 1/200.
[0417] Subsequently, the main CPU 31 checks whether the lottery to
decide the execution of the single announcement attraction is won.
In the case of winning in the lottery to decide the execution of
the single announcement attraction, the main CPU 31 sets a single
announcement execution flag on. This single announcement execution
flag is set on when execution of the single announcement attraction
in the liquid crystal display device is decided.
[0418] The main CPU 31 then proceeds to the process of Step
20-2-9.
[0419] In the variable display pattern selection table shown in
FIG. 31, the term "continuous announcement" is replaced with the
term "single announcement". In this selection table, the single
announcement super reach jackpot variable display pattern is
selected when the single announcement execution flag is on in the
case of a jackpot. The single announcement super reach losing
variable display pattern is selected when the single announcement
execution flag is on in the case of a jackpot. The normal-mode
normal reach jackpot variable display pattern and the like are
selected when the single announcement execution flag is off in the
case of a jackpot. The normal-mode normal reach losing variable
display pattern and the like are selected when the single
announcement execution flag is off in the case of losing in
"reach". The normal-mode losing variable display pattern and the
like are selected when the single announcement execution flag is
off in the case of losing in "other than reach". In this
modification, the successful and unsuccessful continuation losing
variable display patterns are not selected.
[0420] In the variable display pattern deciding process of Step
20-2-9, the main CPU 31 checks whether the single announcement
execution flag is on. When the single announcement execution flag
is not on, the main CPU 31 performs the processes of Steps
20-2-903, 20-2-904, and 20-2-905 and terminates the variable
display pattern deciding process.
[0421] On the other hand, when the single announcement execution
flag is on, the main CPU 31 performs the process of Step 20-2-901.
When the result of the jackpot determination is to change the
gaming state into the jackpot gaming state, the main CPU 31
proceeds to the process of Step 20-2-915 with the term "continuous
announcement" replaced with the term "single announcement". When
the result of the jackpot determination is not to change the gaming
state into the jackpot gaming state, the main CPU 31 proceeds to
the process of Step 20-2-910 with the term "continuous
announcement" replaced with the term "single announcement".
Thereafter, the main CPU 31 turns off the single announcement
execution flag and then terminates the variable display pattern
deciding process.
[0422] The sub-CPU 41 performs the command reception process as
follows. First, the sub-CPU 41 checks whether the received command
is the variable display pattern command from the main control
circuit 30. When the received command is not the variable display
pattern command from the main control circuit 30, the sub-CPU 41
performs the same process as that of Step 710 and terminates the
command reception process.
[0423] When the received command is the variable display pattern
command, the sub-CPU 41 sets control data corresponding to the
received variable display pattern command. Based on the set control
data, the sub-CPU 41 instructs the VDP 51 to perform variable
display corresponding to the variable display pattern. The VDP 51
causes the liquid crystal display device 4 to perform the variable
display corresponding to the variable display pattern.
[0424] Herein, when the variable display pattern corresponding to
the variable display pattern command received by the sub-CPU 41 is
a single announcement super reach jackpot variable display pattern,
in the liquid crystal display device 4, the normal varying display
is performed for a very short first predetermined time, and the
jackpot stop display is then performed. When the variable display
pattern corresponding to the variable display pattern command
received by the sub-CPU 41 is a single announcement super reach
losing variable display pattern, in the liquid crystal display
device 4, the normal varying display is performed for a very short
first predetermined time, and the losing stop display is then
performed.
[0425] Even when the variable display pattern corresponding to the
variable display pattern command received by the sub-CPU 41 is the
single announcement super reach jackpot variable display pattern,
in the liquid crystal display device 4, for example, the reach
effect display and the like are performed.
[0426] In this modification, the aforementioned execution of the
announcement attraction (single announcement attraction) can
enhance the expectation of the player for a jackpot and prevent the
player from losing the enthusiasm for gaming.
[0427] In the third embodiment, the announcement attraction display
is different from the varying display of the special symbols, but
not limited to this, and may be display in which the display of the
special symbols varies.
[0428] The particular variable display pattern decided by the main
CPU 31 is not limited to the patterns in the case of the third
embodiment (the continuous announcement super reach jackpot
variable display pattern and continuous announcement super reach
losing variable display pattern) and may be a pattern of another
form.
Modification Example 1 of Embodiments 1 to 3
[0429] The gaming panel base may also be constituted as below.
FIGS. 39A to 39C are views showing a configuration of the gaming
panel base 32. As shown in FIGS. 39A to 39C, at least a part of the
gaming panel base 32 is formed of a transparent member 32a through
which a predetermined image displayed on the liquid crystal display
device 4 is visually recognizable when viewed from the front side.
The transparent member 32a can be formed of a water-clear acrylic
resin material, or synthetic resin such as polycarbonate resin and
polyallylate resin.
[0430] As shown in FIG. 39A, the gaming panel base 32 is disposed
at such a position where the transparent member 32a covers a part
or the entire of the liquid crystal display device 4. The
transparent member 32a is composed in such a manner that a bottom
portion thereof and an upper portion of a wood member 32b are
joined to each other. As shown in FIG. 39B, the gaming panel base
32 may also be composed in such a manner that the transparent
member 32a is fitted to a hole provided on a center portion of the
wood member 32b. As shown in FIG. 39C, the gaming panel base 32 may
also be composed in such a manner that a portion 32c on one surface
side of the transparent member is opaquely masked (painted,
printed, and so on), and only the portion 32a is made
transparent.
Modification Example 2 of Embodiments 1 to 3
[0431] The liquid crystal display device 4 of this modification
example is disposed so as to be superposed on the entire or a part
of the gaming area of the gaming panel 30a from the front surface
side of the gaming panel 30a, and is one to display a display mode
visually recognizable by the player when viewed from the front
side. A specific description will be made below of the liquid
crystal display device 4. FIG. 40 is a view showing an arrangement
relationship between the liquid crystal display device 4 of this
modification example and peripheral portions thereof.
[0432] As shown in FIG. 40, the liquid crystal display device 4 is
composed in such a manner that liquid crystal 203 is sealed between
a protection cover 201 and a protection cover 202, which have
transparency. The liquid crystal display device 4 is provided as a
part of the glass frame 10. A liquid crystal backlight (not shown)
is provided above the liquid crystal display device 4.
[0433] Here, the liquid crystal 203 is disposed on a conductive
substance having transparency. The liquid crystal 203 has the
transparency, thus making it possible for the player to visually
recognize the gaming members provided in the gaming panel 30a from
the front side. Organic EL and the like may also be used in place
of the liquid crystal.
[0434] As shown in FIG. 40, the liquid crystal display device 4 is
disposed on the front surface side of the gaming panel 30a, on
which the gaming members such as nails 17 are provided. A gaming
area 24 is provided between the liquid crystal display device 4 and
the gaming panel 30a, thus making it possible for the gaming balls
to flow down the gaming area 24.
[0435] On the liquid crystal display device 4, the above-described
images, special symbols, and the like are displayed. A specific
display control process is similar to that of the above-described
embodiment, and accordingly, a detailed description thereof will be
omitted.
[0436] Also in this modification example, the same function and
effect as those in the case of the embodiment can be obtained, and
in addition, it is not necessary to form the gaming panel 30a of
the transparent member. Accordingly, the conventional gaming panel
30a can be used as it is. The disposition of the liquid crystal
display device 4 is not limited to the front or back side of the
gaming panel 30a, and other dispositions may be adopted.
Modification Example 3 of Embodiments 1 to 3
[0437] The liquid crystal display device 4 may be replaced by a
video device by a projector system such as a digital light
processing projector (DLP). FIG. 41 is a view showing an
arrangement relationship of the video device by the projector
system. As shown in FIG. 41, the video device by the projector
system includes a projector 401, and a screen 402 provided on the
back side of the gaming panel 30a. The projector 401 is a device
capable of generating plural types of light related to the image,
and is disposed at such an angle where the generated light travels
toward the screen 402.
[0438] The screen 402 is a screen for imaging the image
corresponding to the plural types of light emitted from the
projector 401, and is disposed at such an angle where the imaged
image is visually recognizable when viewed from the front glass
11.
[0439] On the screen 402, the above-described images, special
symbols, and the like are imaged. A specific display control is
similar to that of the above-described embodiment, and accordingly,
a detailed description thereof will be omitted.
Modification Example of Embodiments 1 to 3
[0440] In this modification example, a terminal such as a personal
computer executes a simulation game program stored in a server or
the like, thus making it possible to reproduce the operation
executed by the gaming machine 1 in the above-described embodiment
on a screen thereof. Note that, in the following description, the
operation reproduced on the screen of the terminal is referred to
as a pseudo operation.
[0441] A description will be made below of a method of executing
the pseudo operation by the terminal while referring to the
drawings. In the following, a description will be made only of
differences from the above-described embodiment.
[0442] FIG. 42A is a view for explaining the method of executing
the pseudo operation by the terminal. Moreover, FIG. 42B is an
overview view showing a terminal 510 in this modification
example.
[0443] As shown in FIG. 42A, a terminal 510a and a server 500 are
connected each other through a LAN, and a terminal 510b and the
server 500 are connected to each other through a communication line
network 520.
[0444] The server 500 stores the simulation program for executing
the pseudo operation on a screen 511 of the terminal 510. Moreover,
the server 500 displays the pseudo operation on the screen 511 of
the terminal 510 by executing the simulation program.
[0445] The simulation program includes a program for executing the
main process including the special symbol control process, the
regular symbol control process, and the like, a program for
executing the system timer intervention process including the
random number update process, the switch input detection process,
and the like, a program for displaying the pseudo operation on the
screen 51 of the terminal 510, and the like.
[0446] Specifically, the simulation program includes a program for
executing a process of displaying an image showing that the gaming
balls enter any winning opening and of giving a predetermined score
when a predetermined winning condition is established, and the
like. The score refers to a predetermined value given to the
player.
[0447] The terminal 510 is connected to the server 500 through the
LAN, the communication line network 520, or the like, and displays
the pseudo operation on the screen 511 by a WEB browser and the
like. The terminal 510 may also be composed so as to execute the
simulation program without depending on the server 500 by
downloading the simulation program from the server 500.
[0448] Specifically, as shown in FIG. 42B, the terminal 510
includes the screen 511, a body unit 512, and an input unit
513.
[0449] The screen 511 displays an image of the gaming area
including the liquid crystal display device 4, the starting opening
6, and the like, displays images of a behavior of the gaming ball,
the variable display of the special symbol, and the like on the
image of the gaming area, and displays the variety of images shown
in the embodiment, and the like.
[0450] The body unit 512 is composed of a CPU, a ROM, a RAM, and
the like, and controls the respective processes in the terminal
510. The body unit 512 stores the simulation program in the case of
downloading the simulation program.
[0451] The input unit 513 is composed of a keyboard and the like,
and carries out a similar function to that of the launcher handle
unit 40a.
[0452] The terminal 510 includes a speaker which outputs the effect
sound and the voice which notify the player of the predetermined
gaming state (winning gaming state and jackpot gaming state).
[0453] The communication line network 520 is the Internet, a
satellite communication line network, and the like, which connect
the server 500 and the terminal 510 to each other.
[0454] The terminal 510 may also be composed so as to execute a
pseudo game based on the simulation program captured from a
recording medium such as a CD-ROM, a DVD-ROM, and a ROM
cartridge.
[0455] The pseudo operation may also be executed by a portable
terminal 530 shown in FIG. 43. A specific description will be made
as below. FIG. 43 is an overview view of the portable terminal 530.
As shown in FIG. 43, the portable terminal 530 includes a screen
531 having a similar function to that of the above-descried screen
511, a speaker 532 having a similar function to that of the
above-descried speaker, and input units 533 having a similar
function to that of the above-described input unit 513.
[0456] According to this modification example, the server 500 (the
terminal 510 or the portable terminal 530) executes the pseudo
operation based on the simulation program, and the effects of the
above-described embodiment and the modification examples thereof
are thus obtained.
[0457] The present invention has been described above by the
embodiments. However, the present invention is not limited to this,
and the configurations of the respective portions can be replaced
by arbitrary configurations having similar functions. The scope of
rights of this invention is defined by the scope of claims.
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