Gaming machine, gaming method, and gaming program

A gaming machine is provided which includes: at least one operation means that accepts an input operation performed by a player when pressing down on the at least one operation means; at least one display unit having a display the player is able to see through the surface of the operation means; operation-instruction-mark output means that outputs an operation instruction mark for signaling an input timing the player performs an input operation, to the display unit for each of the operation means; evaluation means that evaluates a game score of the player based on comparison between the input-timing and an operation timing the player performed the input operation, the operation-instruction-mark output means starting to control an output of the operation instruction mark a predetermined period of time ta before the input timing, so as to change a form of the operation instruction mark little by little for the predetermined period of time ta until the input timing.

TECHNICAL FIELD

The present invention relates to a gaming machine, a gaming method, and a gaming program.

BACKGROUND ART

There is a gaming machine for a so-called Whac-A-Mole game provided with a playing board having a plurality of holes from which targets randomly emerge. In the Whac-A-Mole game, a player hits mechanical moles or like targets with, for example, a hammer before the targets return to the holes. Since the targets randomly emerge from the holes of the entire board, the player is required to have good hand-eye coordination to quickly find and hit the exposed target. The gaming machine is designed to evaluate a game scores based on the number of targets the player hit during a predetermined period of time. Players are able to compete using their good hand-eye coordination represented by the game scores.

DISCLOSURE OF INVENTION

In the above Whac-A-Mole game, players simply hit the targets, but the time it takes to hit a target is not reflected in the game score. A player may hit the target at any timing before the target returns to the hole after it emerges from the hole. As a result, in the Whac-A-Mole game, a player is required to have good hand-eye coordination to hit an emerging target, but a game consisting of hitting targets is somewhat tedious.

Technical Problem

More targets require better hand-eye coordination. With too many targets, however, it is difficult for a player having excellent hand-eye coordination to hit all of the targets. The player may give up the game loosing interest in being challenged by the game. Alternatively, more targets may emerge for longer period of time, which then decreases the fun factor of the game.

The present invention is directed to provide a technology to increase the fun of the game.

To solve the above problem, a first aspect of the present invention provides a gaming machine comprising: at least one operation means that accepts an input operation when performed by a player pressing down on the at least one operation means; at least one display unit having a display the player is able to see through surface of the operation means; operation-instruction-mark output means that outputs an operation instruction mark for signaling to the player an input timing such that the player should perform the input operation using the operation means, to the display unit for each of the operation means; and evaluation means that evaluates a game score of the player based on comparison between the input timing and an operation timing that corresponds to the moment of the input operation by the player, the operation-instruction-mark output means starts to control an output of the operation instruction mark at a predetermined period of time ta before the input timing, so as to change a form of the operation instruction mark little by little for the predetermined period of time ta until the input timing.

According to the present invention, the changing of a form of an operation instruction mark is started at a predetermined period of time ta before an input timing, so that a waiting time before the input timing is indicated. This allows a player to select and estimate an input timing of operation means, and thereby the player can enjoy matching between the operation timing with the input timing. The operation instruction mark is displayed in a form that changes gradually, which is enjoyable to the player. The form of the operation instruction mark is increased or decreased in size for example until an input timing. Alternatively, the operation instruction mark may be changed into a predetermined form until an input timing.

The display of a display unit to which the operation instruction mark is output can be seen through surface of the operation means. This allows a player to check an operation instruction mark and operate the operation means in series, without moving the player's line of sight to the display unit.

According to the present invention, as described above, a player is able to estimate operation means to operate and an input timing of the operation means, and operate the operation means without moving the player's line of sight. As a result, an increase in the number of the operation means does not decreases the interest of the player to the game because a play can follow the game. Rather, the increase in the number of the operation means leads to wider varieties of the game, enhancing the interest of the player to the game. In this way, according to the present invention, the gaming machine has advantages of increased number of operation means while overcoming the disadvantages thereof.

In addition, according to the present invention, a player performs an input operation by a press-down of operation means, and thereby the player can enjoy the actual feeling of operation of the operation means according to the progression of the game.

When operation instruction marks are output to the display unit to make a player to operate a plurality of operation means at one timing, a new entertainment of the operation of a plurality of operation means at one timing is provided. The actual feeling of pressing makes it sure for the player that he/she is operating a plurality of operation means when the player should operate the plurality of operation means at the same timing. Similar effect can be obtained when a player operates a plurality of operation means at timings close to one another.

A second aspect of the present invention provides the gaming machine in the first aspect, wherein the operation-instruction-mark output means further controls the output of the operation instruction mark by changing a form of the operation instruction mark little by little even after the input timing for a predetermined period of time tb.

The operation instruction mark has a form that changes little by little even after the input timing. This allows a player to know how much the operation timing was behind the input timing, in the case where the input operation was made after the input timing.

A third aspect of the present invention provides the gaming machine in the first or second aspect, wherein the evaluation means evaluates a game score of the player based on a difference between the input timing and the operation timing.

The game score varies depending on a player's skill, and so the player enjoys the game by trying to operate the operation means at a timing as close as possible to the input timing. For example, in the case with a little difference between the input timing and the operation timing, the game machine determines that the player appropriately responds to the operation instruction mark, and provides the player with a high score.

A fourth aspect of the present invention provides the gaming machine in the third aspect, wherein the evaluation means evaluates a game score of the player based on a difference between the input timing and the operation timing in the case where the operation timing occurs during the predetermined period of time to before the input timing.

If a player can estimate an input timing but does not operate the operation means during a predetermined period of time ta before the input timing, no game score is evaluated. This gives feeling of tension to the player, resulting in enhanced entertainment of the game.

A fifth aspect of the present invention provides the gaming machine in the first aspect, wherein the operation instruction mark is composed of a combination of display patterns, each pattern being a part of the operation instruction mark, and the operation-instruction-mark output means changes the form of the operation instruction mark by outputting each of the display patterns in steps to each of a plurality of areas in the display for a predetermined period of time ta until the input timing.

Accordingly, a player can enjoy the change in the form of the operation instruction mark, in addition to check the operation instruction mark. For example, an area of an operation instruction mark to be displayed is increased as the input timing is approaching. In this case, a player can expect the input timing based on the time when the operation instruction mark has a maximum display area. The operation-instruction-mark output means may control the operation instruction mark to have a decreasing display area as the input timing is approaching.

A sixth aspect of the present invention provides the gaming machine in the first aspect, wherein the display unit is provided with an upper surface having a plurality of the operation means, and the display unit has a plurality of display areas corresponding to each of the operation means.

For example, one display unit is provided with 16 operation means, and on the display unit, operation instruction marks corresponding to each of the operation means are displayed. Only one display unit can accommodate the plurality of operation means, resulting in a reasonable cost to manufacture the game machine.

A seventh aspect of the present invention provides the gaming machine in the first aspect, wherein the display unit is provided on each of the operation means.

The display unit is provided on each of the operation means, and thereby the display unit and the operation means can be integrally formed. Accordingly, a player feels like operating the operation means while operating the display unit, as a new feeling experience.

An eighth aspect of the present invention provides the gaming machine in the first aspect further comprising the operation means has a plurality of contacts corresponding to inclinations of the pressed operation means, and the gaming machine further includes detection means disposed under the operation means to contact with the contacts when the operation means is pressed down, and the evaluation means determines whether or not the operation means with which the input operation was performed by the player matches with the operation means instructed by the operation instruction mark, based on a contact between one of the contacts and the detection means, determines a matching degree between an operation timing of the input operation by the player and the input timing, and evaluates a game score of the player based on the determination result.

When a player presses down one operation means, the operation means may be lowered vertically or may be lowered at an angle. The plurality of contacts each corresponding to the inclination of the operation means enables accurate detection of the operations of the operation means by the player.

A ninth aspect of the present invention provides the gaming machine in the first aspect, wherein the operation-instruction-mark output means sets the predetermined period of time ta for each of the operation means.

Setting the predetermined period of time ta for each of the operation means increases the varieties of input timing, and the diversity of the game. This eventually enhances the interest of a player to the game.

A tenth aspect of the present invention provides the gaming machine in the ninth aspect, wherein the operation-instruction-mark output means sets the predetermined period of time ta according to a position of the operation means.

It is more difficult for a player to check the position of operation means away from the center of the player's line of sight and the input-timing thereof than in the case of the operation means around the center of the player's line of sight. Therefore, a longer predetermined period of time ta is set for the operation means farther away from the center of the player's line of sight. This allows a player to operate the operation means away from the center of the player's line of sight comparably to the operation means around the center of the player's line of sight.

An eleventh aspect of the present invention provides the gaming machine in the ninth aspect, wherein, according to a difficulty level of the game, for example for a game of a higher difficulty level, the operation-instruction-mark output means reduces the predetermined period of time ta and reduces the waiting time between the display of an operation instruction mark and the input-timing. This increases sense of tension of a player, and the diversity of the game, enhancing the interest of a player to the game.

A twelfth aspect provides a gaming method executed by a gaming machine including at least one operation means that accepts an input operation when performed by a player by pressing down on the at least one operation means and at least one display unit having a display the player is able to see through surface of the operation means. The method includes: an operation instruction mark outputting step of outputting an operation instruction mark that indicates an input timing of an input operation using the operation means, to the display unit for each of the operation means; and an evaluation step of evaluating a game score of the player based on comparison between the input timing and an operation timing of the input operation by the player, and the operation instruction mark outputting step includes: starting to control an output of the operation instruction mark at a predetermined period of time ta before the input timing, so as to change a form of the operation instruction mark little by little for the predetermined period of time ta until the input timing.

A thirteenth aspect provides a gaming program executed by a computer terminal including at least one operation means that accepts an input operation when performed by a player pressing down on the at least one operation means and at least one display unit having a display the player is able to see through surface of the operation means. The gaming program makes the computer terminal to function as operation-instruction-mark output means that outputs an operation instruction mark for signaling an input timing to the player such that the player should perform the input operation using the operation means, to the display unit for each of the operation means, and evaluation means that evaluates a game score of the player based on comparison between the input timing and an operation timing of the input operation performed by the player, and the operation-instruction-mark output means starts to control an output of the operation instruction mark at a predetermined period of time ta before the input timing, so as to change a form of the operation instruction mark gradually for the predetermined period of time ta until the input timing.

A fourteenth aspect provides a gaming machine including: a plurality of transparent operation means that each accepts an input operation performed by a player when the player presses down on the transparent operation means: at least one display unit that is disposed under the operation means and has a display surface that the player can see through, the display having a plurality of display areas corresponding to the plurality of the operation means; operation-instruction-mark output means that outputs an operation instruction mark indicating that a selected ones of the display areas is a target, the operation-instruction-mark output means signaling an input timing of the input operation using the each of the operation means, to the display unit for each of the operation means; a plurality of contacts corresponding to each of the operation means; detection means disposed under the operation means to contact with the contacts when the operation means is pressed down; evaluation means that determines whether or not the operation means with which the input operation was performed by the player matches with the operation means instructed by the operation instruction mark based on a contact between one of the contacts and the detection means, determines a matching degree between an operation timing of the input operation by the player and the input timing, and evaluates a game score of the player based on the determination result, the operation-instruction-mark output means starts to control an output of the operation instruction mark at a predetermined period of time ta before the input timing, so as to change a form of the operation instruction mark little by little for the predetermined period of time ta until the input timing.

Because each of the operation means is provided with a plurality of contacts, when one of the plurality of contacts is brought in contact with the detection means, a press-down of the operation means by the player can be detected. As a result, operations of the operation means by a player can be accurately detected. Even in the case where a plurality of operation means is operated at timings close to one another, press-downs of the operation means can be accurately detected. For example, in the case where one operation means is pressed down at timings close to one another, the pressings may be at angles due to high speed thereof. Furthermore, in the case where a plurality of operation means are operated at timings close to one another, the situation that the pressings of the operation means are at angles due to the shifting of a player's hands for the pressing increases. For example, the situation is in the case where a plurality of operation means arranged in a matrix are operated in a vertical, horizontal, or diagonal direction in series at timings close to one another. The plurality of contacts provided for each of the operation means, however, can detect any operation of the operation means when at least one of the contacts is brought into contact with the detection means. Accordingly, even when the operation means is pressed down at an angle, the operation of the operation means by a player can be accurately detected. Similar effect can be obtained when a player operates a plurality of operation means at one timing.

Advantageous Effects

According to the present invention, a technology is provided to increase the fun of the game.

EXPLANATION OF REFERENCE

BEST MODE FOR CARRYING OUT THE INVENTION

First Embodiment

(1) Gaming Machine Terminal According to this Embodiment

FIG. 1illustrates a configuration of a gaming machine terminal100. The gaming machine terminal100includes the following components (a) to (n).

(a) CPU101: for achieving a plurality of functions which is described below, based on a control program or game data stored in an ROM103which is described below.

(b) RAM102: for temporarily storing various game data such as different variables and parameters.

(c) ROM103: for storing control programs and various parameters.

(d) Speaker108: for outputting sound such as sound effects during a game, when a demonstration display unit is displayed, when a game score is displayed, or the like.

(e) Sound Reproducer107: for generating sound data to be outputted to the speaker108.

(f) Display Unit106: for displaying operation instruction marks, decorative lights during a game, game score, demonstration display unit, and the like. The operation instruction mark indicates an input timing at which a player should perform an input operation using operation units114.
(g) Operation Units114: as one or more operation units114, one or more press-type switches are provided on the display unit106. The operation units114are made of a material that allows the display of the display unit106to be seen through the operation units114. The operation units114also function as various buttons for selection and determination of a difficulty level of the game for example.
(h) Image Processing Unit105: for generating image data to be displayed on the display unit106.
(i) Card Reader/Writer112: for reading a card ID of an inserted magnetic card. The card reader/writer112may perform writing of a player ID or a game score as needed.
(j) Coin Acceptor113: for accepting a credit by inserted coins.
(k) External device control unit110: for controlling to accept various inputs from external devices such as the card reader/writer112, the coin acceptor113, and the operation units114.
(l) External input/output control unit109: for generating control signals to external devices such as the card reader/writer112, the coin acceptor113, and the operation units114. Also, the external input/output control unit109receives detection signals from external devices, and sends the signals to the CPU101.

(2) Example of Gaming Machine Terminal

(2-1) Configuration of Gaming Machine Terminal

FIG. 2is an external perspective view of an example of the gaming machine terminal100. The gaming machine terminal100includes upper, middle and lower cubic housings115a,115b, and115c. The upper housing115ais used, for example, for decoration or signs. The middle housing115bis tilted so that a player can easily watch one surface thereof, the surface being integrally provided with the display unit106and the operation units114. The lower housing115chas the speaker108incorporated therein for sound effect for songs. Another speaker108is also installed between the housings115aand115b. Beside the housings115a,115b, and115c, the other housing116is provided with the coin acceptor113and the card reader/writer112.

FIG. 3is an external enlarged view of the operation units114and the display unit106.FIG. 4is a exploded perspective view of the operation units114and the display unit106.FIG. 5is a cross-sectional view along the line A-A′ inFIG. 4.

The display unit106has a first area106ato display operation instruction marks, and a second area106bto display decorative lights, a game score, and demonstration display unit during a game. The display unit106can be, for example, a liquid crystal display, an organic EL display or a non-organic EL display.

As one or more operation units114, one or more pressure sensitive buttons121are provided on the first area106aof the display of the display unit106. The operation units114are made of a transparent material for example so that a player can watch the display of the display unit106through the operation units114. In the depicted embodiment, 16 operation units114are arranged in a matrix of four rows and four columns. The first area106aof the display unit106is divided into sub-areas corresponding to the operation units114respectively, so that each of the substrate-areas displays an operation instruction mark corresponding to each of the operation units114. In the depicted embodiment, the first area106aof the display unit106is divided into sub-areas arranged in four rows and four columns in correspondence to the operation units114arranged in four rows and four columns. The number and arrangement of the operation units114and the sub-areas are not limited to those described above.

The buttons121are each provided thereon with an upper rubber contacts120that cushions the impact of pressing down or hitting, and protects the buttons121. The upper rubbers contact120each have a projection corresponding to the buttons121. The buttons121are each provided thereunder with a lower rubber contact122that can be brought in contact with contacts124aof a substrate124which will be described later. For example, the buttons121each are a square shaped with four corners, each of the corners being provided with a lower rubber contact122.

The buttons121are each provided thereunder, in sequence, with a frame123, the substrate124, an acrylic plate125, and a back plate126. The frame123secures each button121to be vertically movable. The substrate124has contacts124aat positions respectively corresponding to the lower rubber contacts122of each button121. Because of the plurality of lower rubber contacts122corresponding to the operation units114and the contacts124acorresponding to the lower rubber contacts122, when any of the plurality of lower rubber contacts122is brought into contact with one of the contacts124a, pressure on the operation units114by a player can be detected. This enables accurate detection of the operation of the operation units114by a player. In the case where the plurality of operation units114are operated at timings close to one another also, pressure on the operation units114can be accurately detected. For example, in the case where one of the operation units114is pressed down at timings close to one another, each pressing of operation units114may be at an angle due to high speed thereof. Furthermore, in the case where a plurality of operation units114are operated at timings close to one another, the pressing of the operation units114are at a wider angle due to the shift of a player's hands for pressing contact. For example, the angle becomes wider in the case where the plurality of operation units114arranged in a matrix are operated in a vertical, horizontal, or diagonal direction in series at timings close to one another. The plurality of lower rubber contact122provided for each of the operation units114, however, can detect any operation of the operation units114when at least one of the plurality of lower rubber contact122is brought into contact with the contacts124a. Accordingly, even when the operation units114are each pressed down at an angle, the operation of the operation units114by a player can be accurately detected. Similar effect can be obtained when a player operates the plurality of operation units114at simultaneously.

The acrylic plate125suppresses heat transfer from the display unit106to the substrate124, and protects the display unit106from damage caused by pressing or hitting of the buttons121. The base plate126defines the sub-areas corresponding to the buttons121respectively in the first area106aof the display unit106, to prevent an operation instruction mark for one sub-area from being displayed on an adjacent sub-area.

In the depicted embodiment, the single display unit106is provided thereon with the 16 operation units114, and an operation instruction mark corresponding to each of operation units114is displayed on each of the sub-areas of the display unit106. Therefore, a plurality of operation instruction marks can be displayed on a plurality of sub-areas so that, for example, a plurality of operation units114are operated simultaneously. Alternatively, a plurality of operation instruction marks can be displayed on a plurality of sub-areas so that a plurality of operation units114are operated at timings close to one another.

As described above, the single display unit106can accommodate the plurality of operation units114, resulting in a reasonable cost to manufacture the gaming machine terminal100.

(2-2) Implementation of Game

The gaming machine terminal100configured as described above, implements a game in accordance with a control program stored in the ROM203. A player inserts his/her own magnetic card into the card reader/writer112of the gaming machine terminal100, and drops a coin into the coin acceptor113. The gaming machine terminal100reads personal data from the magnetic card inserted into the card reader/writer112. When the gaming machine terminal100accepts an instruction to start a game from the player, the CPU101executes the control program to start the game. The start of the game triggers the computation of a game score.

The personal data contains “player ID”, “player's name”, “Card ID”, and “game score”. The “player ID” is information for identifying a player. The “player's name” is the name of a player. The “Card ID” is information for identifying the card belonging to a player.

(2-3) Summary of Game

Flow of the game implemented in the gaming machine terminal100is now described below. First, the gaming machine terminal100accepts a difficulty level of the game from a player that indicates difficulty of the game. Alternatively, the gaming machine terminal100can set a difficulty level of the game based on game scores the player already obtained.

Next, operation sequence data corresponding to the difficulty level is selected. The operation sequence data is a program that determines which the operation unit114is to be the next target and an input timing to hit or be pressed. According to the operation sequence data, an operation instruction mark is displayed on a sub-area corresponding to the operation unit114that is to be the next target. The gaming machine terminal100changes the shape of the operation instruction mark in each sub-area to visually inform the player of an input timing. For example, as illustrated in the operation units114ainFIG. 3, as the input timing is approaching, a display area of an operation instruction mark is increased little by little, so that the input timing is indicated to the player as a maximum display area of the operation instruction mark.

The player checks the operation instruction mark displayed on each sub-area through surface of the corresponding operation unit114. Then, the player performs an input operation on the operation unit114corresponding to the sub-area with the operation instruction mark, by pressing down or hitting the operation unit114in response to the operation instruction mark while the operation instruction mark is displayed. The gaming machine terminal100evaluates a game score of the player based on the input operation.

(3) Functional Configuration of Gaming Machine Terminal

FIG. 6illustrates a functional configuration of the gaming machine terminal100according to the present embodiment. The gaming machine terminal100includes the CPU101having game control means201, operation-instruction-mark output means202, and evaluation means203. The gaming machine terminal100includes the ROM103having an operation sequence data table211, output-form storage means212, and an association table213. The CPU101of the gaming machine terminal100uses the means and tables to implement the game and evaluate a game score which is displayed on the second area106bof the display unit106.

FIG. 7(a) is a schematic view of operation units114according to an embodiment, each operation unit114having an operation unit number.FIG. 7(b) illustrates an example of operation sequence data stored in the operation sequence data table211. For ease of illustration, as illustrated inFIG. 7(a), the operation units114arranged in four rows and four columns of the present embodiment are referred to as operation units No.1to No.16respectively. The first area106aof the display unit106is divided into sub-areas Nos.1to16corresponding to the operation units Nos.1to16respectively.

The operation sequence data table211stores a plurality of operation sequence data for each operation sequence ID. The operation sequence ID is an identifier for each operation sequence data. As illustrated inFIG. 7(b), the operation sequence data defines an operation unit114to be operated for an input (as a target) and the input timing to operate the operation unit114. Specifically, the operation sequence data stores a flag in association with a “time” for each operation unit number. The flag “1” means ON, whereas the flag “0” means OFF. For example, the operation unit No.1has the flag1at the time t3, and thereby the display unit106outputs an operation instruction mark at the sub-area No.1for an input operation of the operation unit No.1at the time t3. The operation units No.1and No.2both have a flag1at the time t5, and thereby the display unit106outputs an operation instruction mark at the sub-areas No.1and No.2for an input operation of the operation units No.1and No.2at one time at the time t5. The operation unit No.1has a flag1at the time t14, and the operation unit No.2has a flag1at the time t15, and thereby the display unit106outputs operation instruction marks respectively at the sub-areas No.1and No.2for an input operation of the operation units No.1and No.2at the times t14and t15which are close to one another. In the above description, only two operation units114of the operation units No.1and No.2are picked up, but operation instruction marks can be output so that three or more operation units114in a vertical, horizontal, or diagonal direction and so on are operated at one timing or at timings close to one another.

The output-form storage means212stores various output-forms (and shapes) for displaying the operation instruction mark. The output-forms each define a manner to change and display a form of an operation instruction mark to inform a player of an input timing of the operation units114.FIG. 8illustrates an example of the output-form storage means212. The output-form storage means212stores a program file for outputting an operation instruction mark based on the output-form, for each output-form ID. The output-form ID is an identifier for each of the output-forms.

An operation instruction mark is output based on the output-form as follows. For example, an operation instruction mark includes combinations of a plurality of display patterns. Each display pattern is output in steps a predetermined period of time ta before the input timing, so that the operation instruction mark is controlled to change the form little by little. A display pattern is a part of the operation instruction mark, and is a form displayed in for example colors, designs, characters, symbols, and a combination thereof. The form may be displayed using various levels of brightness and color saturation and so on. For such outputs of the display patterns, the program file for output-form contains, for example, definitions of a plurality of patterns, orders to display the display patterns, intervals to display the display patterns, and a predetermined period of time ta before an input timing that defines an output trigger of a display pattern. The plurality of display patterns may be stored in separate storage means, so that a display pattern is read from the storage means for execution of the program file.

The output of the operation instruction mark may be controlled after the input timing for a predetermined period of time tb, to continue to change the form little by little. In this case, the program file further contains the definition of the predetermined period of time tb after the input timing that defines end of the output of the display pattern.

FIG. 9illustrates an example of the association table213. The association table213contains records each associated with a difficulty level, an operation sequence ID, and an output-form ID of the game.

(3-2) Functions of CPU

A game controlling means201reads personal data from a magnetic card inserted into the card reader/writer, prior to implementation of the game. The personal data contains game scores a player already have.

The game controlling means201accepts a difficulty level of the game by way of the external input/output control unit109from a player using the operation units114, and determines operation sequence data according to the accepted difficulty level.

FIG. 10illustrates an example of a difficulty level selection screen. The game controlling means201displays the difficulty level selection screen illustrated inFIG. 10on the second area106bof the display unit106. The ring-shaped table220contains difficulty levels of the game in sequence. A player scrolls the ring-shaped table220by operating a predetermined operation unit114, and presses down a selection button which is one of the operation units114at a desired difficulty level of the game. The game controlling means201in this way accepts the difficulty level of the game from the player. InFIG. 10, the difficulty level “10” of the game is selected and displayed in the enlarged image. The game controlling means201determines operation sequence data based on the accepted difficulty level of the game and the association table inFIG. 9.

Alternatively, the game controlling means201may have an association table between game scores and operation sequence IDs in advance, to determine operation sequence data corresponding to the game score the player already have.

The game controlling means201receives an input operation from the player through the external input/output control unit109. Then, the game controlling means201outputs image effects onto the display unit106or sound effects from the speaker108, based on the progress of the game and input operations from the player. The game controlling means201also perform various processes for displaying a game score, determining a game end, checking a game continuation, and the like.

The operation-instruction-mark output means202receives a difficulty level of the game from the game controlling means201. The operation-instruction-mark output means202determines an operation sequence ID and an output-form ID corresponding to the difficulty level received from the game controlling means201, based on the association table213inFIG. 9. The operation-instruction-mark output means202extracts operation sequence data corresponding to the operation sequence ID, from the operation sequence data table211. The operation-instruction-mark output means202also extracts a program file corresponding to the output-form ID, from the output-form storage means212. The operation-instruction-mark output means202displays an operation instruction mark on a sub-area corresponding to each of the operation units114, based on the operation sequence data and the program file for output-form. At this point, the operation instruction mark is displayed in a form that changes little by little for a predetermined period of time to until the input timing.

FIGS. 11 to 13illustrate examples of methods for displaying operation instruction marks. An example will be used below for description, in which an input-timing for an operation unit114is defined as a time t=t10in the operation sequence table.

FIG. 11is described first. InFIG. 11, one sub-area is divided into nine areas, and a display pattern is output to each area. The area defines the boundary of each display pattern. The display interval between the outputs of display patterns from one area to another area is expressed by: (Display Interval)=(Predetermined Period of Time ta)/(Number of Divisions). Herein, the program files contains definitions of, for example, the number of divisions which is the number of areas obtained by dividing a sub-area, a display pattern displayed on each area, the order and display interval to display the display patterns on each area, a predetermined period of time ta before an input timing that defines an output trigger of a display pattern.

The operation-instruction-mark output means202divides a sub-area corresponding to one operation unit114into nine areas by a dividing line at a time t=t10−ta=ti, a predetermined period of time ta before the time t=t10. Then, the operation-instruction-mark output means202outputs a display pattern to a first area of the divided areas at a time t=t10−(8/9)ta=tii. The operation-instruction-mark output means202outputs a display pattern to a second area at a time t=t10−(7/9) ta=tiii. Serially, the operation-instruction-mark output means202outputs display patterns to subsequent areas at a time t=t10−(6/9) ta=tiv, a time t=t10−(5/9) ta=tv, up to a time t=t10. In this way, at the timings when the display patterns are output to all of the areas, the input timing of the operation unit114corresponding to the sub-area is visually presented to the player.

The operation-instruction-mark output means202may subsequently control the output of the operation instruction mark after the input timing for a predetermined period of time tb. As illustrated inFIG. 11, the operation-instruction-mark output means202deletes the display pattern at the first area at a time t=t10+(1/9)ta=txi, and deletes the display pattern at the second area at a time t=t10+(2/9) ta=txii. Herein, the following equation is used: (Predetermined Period of Time tb)=(2/9)(Predetermined Period of Time ta). Since the form of an operation instruction mark is changed little by little even after the input timing, when an operation timing by a player is made after the input timing, the player can know how late the operation timing was for the input timing.

FIG. 12is described now. InFIG. 12, one sub-area is divided into nine areas, and a display pattern is output to each area. The method for outputting a display pattern to each area is similar to that described with reference toFIG. 11in the respect that display patterns are output to the areas in steps to visually present an input timing to a player, which is not described below.

The display method illustrated inFIG. 13and those inFIGS. 11 and 12differ in the respect that the display patterns are output to the areas in steps until an input timing or the display patterns are deleted from the areas in steps. InFIG. 13, the operation-instruction-mark output means202displays display patterns at all of the nine areas at the time t=t10−ta=ti, a predetermined period of time ta before the time t=t10. The operation-instruction-mark output means202deletes the display patterns serially from the areas at the time t=t10−(8/9)ta=tii, the time t=t10−(7/9) ta=tiii, up to the time t=t10. At the timing when the display patterns are deleted from all of the areas, the input timing of the operation unit114corresponding to the sub-area is visually presented to the player. The operation-instruction-mark output means202may subsequently control the output of the operation instruction mark after the input timing for a predetermined period of time tb.

As described above, the change in the form of operation instruction mark for a predetermined period of time to before an input timing allows a player to estimate the timing to operate the operation unit114for input (timing for hitting the target). The subsequent outputs of adjacent display patterns facilitate the player to know the waiting time until the input timing. The display patterns, however, may be randomly output, different from the case where adjacent display patterns are subsequently output.

Alternatively, the first step of displaying areas by drawing dividing lines shown inFIGS. 11 and 12may be omitted.

Also, the display patterns may be displayed one by one to form an operation instruction mark without displaying the areas. In the case where an operation instruction mark is composed of five display patterns, display patterns are output in steps to present an input timing to a player. The display interval between the outputs of display patterns is expressed by: (Display Interval)=(Predetermined Period of Time ta)/(Number of Display Patterns Constituting the Operation instruction Mark).

Any method for outputting an operation instruction mark, not limited to those illustrated inFIGS. 11 to 13, may be used in which the form of the operation instruction mark is changed gradually.

A player checks the operation instruction mark displayed in the sub-areas within the display area of the display unit106through surface of the operation unit114. The player performs an input operation by pressing down or hitting the operation units114corresponding to the sub-area with the operation instruction mark, in response to displaying of the operation instruction mark. The player must then performs the input operation (pressing or hitting) the corresponding operation unit114(the target) during a predetermined period of time to before the input timing or a predetermined period of time tb after the input timing.

The pressing, hitting or press-down of the operation unit114by the player causes the lower rubber contact122illustrated inFIG. 4to be brought into contact with the contacts124a. The contact generates a signal which is transferred to the CPU101via the external device control unit110and the external input/output control unit109. Then the evaluation means203obtains information about which operation unit114was pressed down and the operation timing of the operation units114.

The evaluation means203determines an operation sequence ID corresponding to the difficulty level received from the game controlling means201, based on the association table213inFIG. 9. The evaluation means203refers to the operation sequence data of the operation sequence ID to evaluate whether or not the operation of the operation unit114corresponding to the operation instruction mark was operated, how late the operation timing was from the input timing, and the like. For example, in the case where the operation instruction mark illustrated inFIG. 11is displayed, a player is instructed to operate the operation unit114corresponding to the sub-area with the operation instruction mark for input at the time t=t10. The evaluation means203determines whether or not the operation unit114was operated, and evaluates the difference between the operation timing when the operation unit114was operated and the time t=t10inFIG. 11. The evaluation means203computes a game score of the player based on the evaluation. The game controlling means201displays the computed game score on the second area106aof the display unit106.

Because a game score is computed in the light of the difference between the input timing and the operation timing with respect to the operation unit114a player should perform an input operation, the game score depends on the skill of the player, and thereby the player tries to press or hit the operation unit114right at the input timing and can enjoy the game. For example, in the case with a small difference between the input timing and the operation timing (actual player pressing or hitting time), the evaluation means203determines that the player could appropriately respond to the operation indicting mark, and gives the player a high score. If a higher score is set for a higher difficulty level of the game, the evaluation means203computes a game score according to a difficulty level of the game.

The evaluation means203may evaluate a game score of a player in the case with an operation timing of the operation unit114by the player is during a predetermined period of time ta before the input timing. Because an operation instruction mark is displayed for the predetermined period of time ta before the input timing, the player can estimate the input timing. If, however, the player does not operate the operation unit114during the predetermined period of time ta before the input timing, no game score is evaluated. This gives feeling of tension to the player, resulting in enhanced entertainment of the game.

The evaluation means203can evaluates a game score of a player even when the operation timing of the operation unit114by the player is after the input timing during a predetermined period of time tb. This also gives feeling of tension to the player, resulting in enhanced entertainment of the game.

Alternatively, the evaluation means203may set a score corresponding to the output form of an operation instruction mark to evaluate a game score according to the output form.

If a game includes several stages to play, the evaluation means203may compute a total game score of each of the stages after the several stages are completed.

The evaluation means203transmits the game score to the game controlling means201for displaying the game score on the display unit106.

(4) Process Flow

FIG. 14is a flowchart processes performed by the gaming machine terminal100. When turned on, the gaming machine terminal100starts the following processes.

At step S1to S2: the CPU101waits for an instruction to start a game while displaying a demonstration screen (S1). For example, at step (S2), the CPU101determines whether or not a coin is dropped in and a magnetic card is inserted to the card reader/writer112. If a coin is dropped in and a card is inserted, then the process goes to step S3.

At step S3to S4: the CPU101reads in the magnetic card in the card reader/writer112(S3), and reads out personal data therefrom (S4).

At step S5to S6: the CPU101displays a difficulty level selection screen on the display unit106(S5), and determines a selection of one difficulty level (S6).

At step S7: the CPU101determines operation a program file for operation sequence data and an output form according to the difficulty level. The CPU101displays an operation instruction mark on a substrate-area corresponding to the operation unit114for input operation sequence, based on the sequence data and the program file for output form.

At steps S8to S10: the CPU101detects the input operation (pressing or hitting) using the operation unit114by the player (S8), evaluates the operation, and computes a game score (S9). The CPU101implements the game to the end (S10).

At step S11: at the end of the game, the CPU101displays the game score on the display unit106.

At step S12: the CPU101inquires the player if the player continues the game or not. If yes, the process goes back to step S5to accept a selection of a difficulty level again, whereas if no, the process goes back to step S1to display the demonstration screen.

According to the present invention, the gaming machine indicates a waiting time to an input timing by changing a form of an operation instruction mark for a predetermined period of time to before the input timing. This allows a player to estimate the timing to operate the operation unit114, and thereby the player can enjoy matching between the operation timing with the input timing.

Because the operation instruction mark is displayed in a gradually changing form, and thereby a player can enjoy the change in the form of the operation instruction mark, in addition to check the operation instruction mark. For example, an area of an operation instruction mark to be displayed is increased as the input timing (the optimal hitting or pressing time) is approaching. In this case, a player can expect the input timing based on the time when the operation instruction mark has a maximum display area. Alternatively, the operation instruction mark may have a decreasing display area as the input timing is approaching. Otherwise, the operation instruction mark may change into a predetermined form until the input timing.

The display of the display unit106where the operation instruction mark is output is visible through the operation units114. Accordingly, a player can check an operation instruction mark and press or hit (operate) the operation unit114in series without moving the player's line of sight.

According to the present invention, as described above, a player can estimate when to press or hit an operation unit114and determine an input timing to press or hit the operation unit114, and can press or hit the operation unit114without moving the player's line of sight. Therefore, even if the number of the operation units114is increased, a play can follow the game, and does not lose interest to the game. Rather, the increase in the number of the operation units114as targets leads to diversity of the game, enhancing the interest of the player to the game. In this way, according to the present invention, the gaming machine has advantages of increased number of the operation units114as targets while overcoming the disadvantages thereof.

In addition, the operation instruction marks are displayed to a plurality of sub-areas to make a player to press or hit a plurality of operation units114at one timing, and thereby a new entertainment of the operation of the plurality of operation units114simultaneously is provided.

Furthermore, a player performs an input operation by pressing down, hitting or striking an operation units114, and thereby the player can enjoy the actual feeling of operating the operation unit114according to the progression of the game. The actual feeling of pressing makes it more certain that the player is pressing or hitting a plurality of operation units114when the player should press or hit the plurality of operation units114simultaneously. Similarly, the actual feeling of pressing makes it more certain for the player that he/she is operating a plurality of operation units114when the player should operate the plurality of operation units114at times close to one another.

Other Embodiment

(a) First Modified Embodiment

In the above embodiment, the output of an operation instruction mark is controlled for a predetermined period of time ta before an input timing and for a predetermined period of time tb after the input timing. In the present modified embodiment, the predetermined periods of time ta and tb are changed according to a predetermined parameter. The predetermined parameter includes, but not limited to, a position of an operation unit114in an arrangement, and a difficulty level.

FIG. 15illustrates a functional configuration of a gaming machine terminal100according to the present modified embodiment of the present invention. The gaming machine terminal100illustrated inFIG. 15further includes a time table214in addition to the functional configuration ofFIG. 6.FIGS. 16 and 17illustrate examples of the time table214. The other configuration is similar to those of the above embodiment, which will not be described below.

(i) Position of an Operation Unit in an Arrangement and Predetermined Periods of Time ta and tb

In the time table ofFIG. 16, the operation unit numbers are associated with the predetermined periods of time ta and tb. The operation unit numbers are respectively assigned to the operation units114and indicate the positions of the operation units114in the arrangement. The centrally positioned operation units114of the operation unit No.1to4have smaller predetermined periods of time ta and tb. The operation units114of the operation unit No.5,8,11and14on the corners have larger predetermined periods of time ta and tb.

The operation-instruction-mark output means202displays an operation instruction mark on a sub-area corresponding to the operation units114to be a target to be pressed or hit (operated for input), based on the operation sequence data and the program file for output-form. At this point, the operation-instruction-mark output means202refers to the time table214, and determines the predetermined periods of time ta and tb based on the positions of the operation unit114to be targets to be pressed or hit. The operation-instruction-mark output means202implements the program file using the predetermined periods of time ta and tb, and displays the operation instruction mark on a corresponding sub-area by following the operation sequence data.

It is more difficult for a player to check the position of the operation units114away from the center of the player's line of sight and the input-timing thereof than in the case of the operation units114around the center of the player's line of sight. Therefore, the longer predetermined period of time ta and/or the longer predetermined period of time tb is set for the operation units114farther away from the center of the player's line of sight. This allows a player to press or hit (operate) the operation units114away from the center of the player's line of sight comparably to the operation units114around the center of the player's line of sight.

Because the predetermined period of time ta differs for each operation unit114, the input timing of an operation unit114with an operation instruction mark that is output later may be before the timing of the operation unit114with an operation instruction mark that is output earlier. This changes the game, which is simple with input operations (pressing or hitting) of the operation units114according to the order of the output operation instruction marks, into a game with a new element that requires consideration of the predetermined period of time ta that differs for each operation unit114. A player needs to pay more attention to the input timing of each operation unit114than in the case where the predetermined period of time ta is identical to all of the operation units114. This provides for a player feeling of tension to the game, and enhances the interest of the player to the game.

(ii) Difficulty Level of Game and Predetermined Periods of Time ta and tb

The time table inFIG. 17associates a difficulty level of the game with a predetermined period of time ta and a predetermined period of time tb. InFIG. 17, a larger number is associated with a higher difficulty level of the game, and a higher difficulty level of the game is associated with shorter predetermined periods of time ta and tb. The operation-instruction-mark output means202refers to the time table214, and determines the predetermined periods of time ta and tb according to a difficulty level of the game. Then, the operation-instruction-mark output means202implements a program file based on the determined predetermined periods of time ta and tb, and displays an operation instruction mark onto an appropriate sub-area according to the operation sequence data.

A higher difficulty level of the game with a shorter predetermined period of time ta results in a shorter waiting time from the display of an operation instruction mark until the input timing. In addition, a shorter predetermined period of time tb results in a shorter period of time for the display of the operation instruction mark after the input timing, and a shorter period of time for operating the operation unit114for input. This increases sense of tension of a player, and the diversity of the game, enhancing the interest of a player to the game.

In the above description (i) and (ii), only one of the predetermined period of time ta and the predetermined period of time tb needs to be changed, and changes in both predetermined periods of time are not required.

In the above description (i) and (ii), the predetermined periods of time ta and tb are set according to predetermined parameters. A function to change the predetermined periods of time ta and tb are set according to predetermined parameters may be stored in the ROM103. In this case, the operation-instruction-mark output means202uses the function to determine the predetermined periods of time ta and tb according to predetermined parameters, and display operation instruction marks.

Alternatively, in contrast to the above description (i), regardless of the position in an arrangement, a predetermined period of time ta and/or a predetermined period of time tb may be simply determined for each operation unit114. This also provides variation in input timings, and the diversity of the game, enhancing the interest of a player to the game.

Otherwise, the operation unit114having a high matching degree between an input timing and an operation timing may be detected to decrease the predetermined period of time ta for the operation unit114during the output of subsequent operation instruction marks. For example, the ROM103stores an association table that associates a matching degree between an input timing and an operation timing with a predetermined period of time ta. After the game starts, the evaluation means203computes the matching degree of an input timing and an operation timing for each operation unit114. For a matching degree above a predetermined value, in other words, in the case where a difference between an input timing and an operation timing (player pressing or hitting) is within a predetermined range, the evaluation means203extracts a predetermined period of time ta corresponding to the matching degree from the table. The operation-instruction-mark output means202implements a program file based on the predetermined period of time ta, and displays an operation instruction mark onto an appropriate sub-area according to the operation sequence data. The operation of the operation unit114a player could easily operate before turns to be difficult due to the decreased predetermined period of time ta. This increases sense of tension of a player, and the diversity of the game, enhancing the interest of a player to the game. Similarly, the predetermined period of time tb may be changed depending on a matching degree.

The predetermined period of time ta and/or a predetermined period of time tb may be changed during the game at any time, to provide sense of tension of a player.

In addition, a game score may be evaluated based on a score system in which a player can obtain a higher score through input operations (pressing and/or hitting) of the operation units114during a shorter predetermined period of time ta and a shorter predetermined period of time tb.

(b) Second Modified Embodiment

In the above embodiment, the gaming machine terminal100determines the output-form of an operation instruction mark. In this modified embodiment, a player can select the output-form.FIG. 18illustrates an output-form selection screen. The game controlling means201displays the difficulty level selection screen inFIG. 18onto the second area106bof the display unit106. A player presses down a selection button which is one of the operation units114at a desired output-form, through operation of the predetermined operation unit114. The operation-instruction-mark output means202outputs an operation instruction mark based on the output-form determined by the player.

(c) Third Modified Embodiment

FIG. 19is an exploded perspective view of an operation unit and a display unit, whereasFIG. 20is a cross-sectional view along the line B-B′ inFIG. 19. In the above embodiment, a plurality of operation units114are provided on one display unit106. As illustrated inFIGS. 19 and 20, however, each display unit132may be provided on the button121which is an operation unit114.

As one or more operation units114, one or more press-type buttons121are provided. On each of the buttons121, a display unit132of a size similar to that of the button121is provided. An operation instruction mark is displayed on the display unit132as in the above embodiment. The button121and the display unit132are sandwiched between upper rubber contacts120and lower rubber contacts122. Under the button121, a frame123, substrate124, and a base plate130are provided in sequence. The base plate130is also provided with a display unit131to display decorative lights during a game, a game score, and demonstration display and display for selecting a difficulty level.

A player checks the operation instruction mark displayed in display unit132through the button121which is an operation unit114. The player performs an input operation by pressing down the display unit132with the operation instruction mark and the corresponding operation units114, in response to the operation instruction mark while the operation instruction mark is displayed.

In the present modified embodiment, the display unit132is provided on each of the operation units114, and the display unit132and the operation unit114can be integrally formed. Accordingly, a player feels like operating the operation units114while operating the display unit132, as a new feeling experience.

(d) Fourth Modified Embodiment

FIG. 21illustrates a configuration of a network according to the present modified embodiment. A plurality of gaming machine terminals100may be connected to a center server300via a network400. The center server300manages personal data such as game scores, and receives and aggregates various data from each of the gaming machine terminal100.

For example, each gaming machine terminal100receives a selection of a game based on a selection of a song by a player, and transmits the selection to the center server300. The center server300aggregates the information to check if the same game is selected at the same time to send the result to the gaming machine terminal100. For example, in the case where the same game is already selected at the same time at one gaming machine terminal100, the center server300displays the scenes of the on-going game being implemented on the gaming machine terminal100on the display units106of the other gaming machine terminals100. Players can understand the existence of another player who is playing the same game, and share the game with the player.

(e) Fifth Modified Embodiment

In the above embodiment, each square operation unit114has four lower rubber contacts122at each corner thereof. Two or more lower rubber contacts122are required to accommodate for the angles at which the operation unit114is pressed down, and the number and positions of the lower rubber contacts122are not limited to those described above.

When a player presses down one operation unit114, the operation unit114may be lowered vertically or may be lowered at an angle. The plurality of lower rubber contacts122each corresponding to the inclination of the operation unit114enables accurate detection of the operations of the operation units114by the player.

(f) Sixth Modified Embodiment

In the above embodiment, a display interval is defined by the equations: (Display Interval)=(Predetermined Period of Time ta)/(Number of Divisions), and (Display Interval)=(Predetermined Period of Time ta)/(Number of Display Patterns). The display intervals, however, are not limited to those, and a display interval before an input timing may be different from that after the input timing. Alternatively, the display interval may not be constant: for example, the display interval may become shorter as an input timing is approaching. Such variation in the display interval makes the waiting time until the input timing unpredictable. This increases sense of tension of a player, and the diversity of the game, enhancing the interest of a player to the game.

(g) Seventh Modified Embodiment

The number of division of a sub-areas and the number of display patterns constituting an operation instruction mark may be changed depending on a difficulty level of a game.

(h) Eighth Modified Embodiment

Any program for implementing the above described method on a computer and any computer-readable record medium in which the program is recorded are within the scope of the present invention. Herein, the program may be a downloadable one. The record medium includes computer-readable/writable flexible disk, a hard disk, a semiconductor memory, a CD-ROM, a DVD, a magneto-optical disc (MO), and the like.

INDUSTRIAL APPLICABILITY

The gaming machine, the gaming method, and the gaming program according to the present invention are applicable to any game that outputs operation instructions to a player.