Game machine

JP2023183464A5Pending Publication Date: 2025-05-20FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2022096994
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-06-16
Publication Date
2025-05-20

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack effective presentation effects due to inconsistencies in brightness and light emission performance, particularly in the illumination devices, which affect the overall gaming experience.

Method used

The gaming machine incorporates a lottery system for profit distribution, a symbol display mechanism with variable patterns, and an illumination device with a light-transmitting portion and multiple light sources that enhance the reach effect by varying brightness and reliability as the game progresses, using a non-transparent part to reduce brightness differences and improve the appearance of transparent characters.

Benefits of technology

The solution enhances the gaming experience by providing more effective and engaging presentation effects through improved illumination and symbol display, increasing player engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that appropriately configures a ready-to-win performance in a ready-to-win variation pattern and can execute a more effective performance by improving the appearance when light is emitted by reducing a difference in brightness of a transparent part due to point lighting of an illumination device.SOLUTION: In an illumination device 40 having a transparent part 78 and a plurality of LEDs 73 that cause the transparent part 78 to emit light, a non-transparent part 78 is provided at an outer edge of the transparent part 78, and the LED 73 is placed behind the non-transparent part 78. In a ready-to-win variation pattern where a result is displayed in the final ready-to-win performance after going through one or more stages of ready-to-win performance, the reliability of reaching a jackpot (specific manner) increases as the stage of the ready-to-win performance progresses. In a ready-to-win losing variation pattern, the configuration is made so that a result display time is longer when the final ready-to-win performance is a strong ready-to-win performance than when it is a weak ready-to-win performance.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine.

Background Art

[0002] In gaming machines such as pachinko machines, lighting devices are arranged on various parts of the front side of the gaming machine body, and by emitting light in a predetermined light emission pattern in synchronization with other effect means such as image display means, movable bodies, and audio output means, it is possible to perform an effect according to the gaming state (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] As a measure for improving the effect of the gaming machine, for example, it is conceivable to improve the configuration of the reach effect in the reach variation pattern and the light emission performance of the lighting device. The present invention has been made in view of the above circumstances, and by appropriately configuring the reach effect in the reach variation pattern and reducing the brightness difference of the light transmission part due to the blinking of the lighting device to improve the appearance during light emission, an object is to provide a gaming machine capable of performing a more effective effect.

Means for Solving the Problems

[0005] The present invention comprises: a lottery means for determining whether or not to grant a prize to a player; a symbol display means for displaying symbols in a variable manner based on the lottery result by the lottery means and stopping the symbols in a specific manner if the prize is to be granted; a performance control means for executing a performance related to the lottery result, together with the variable display by the symbol display means, according to one of a plurality of variable patterns; and an illuminated device, wherein the plurality of variable patterns include a reach variation pattern in which, after the symbols enter a reach state, the result is displayed in the final reach performance after going through one or more stages of reach performance, and the reach variation pattern progresses through the stages of the reach performance The device is configured such that the reliability of achieving the specific form increases as time progresses, and the lighting device is a gaming machine having a translucent part and a plurality of light sources that emit light from the translucent part, and the reach performance includes a weak reach performance and a strong reach performance that can appear at a later stage than the weak reach performance, and in the reach variation pattern that corresponds to a miss variation in which the symbols do not become the specific form, the time for displaying the result is longer when the last reach performance is the strong reach performance than when the last reach performance is the weak reach performance, and a non-translucent part is provided on the outer edge of the translucent part, and the light sources are placed behind the non-translucent part. [Effects of the Invention]

[0006] According to the present invention, it is possible to perform more effective presentations. [Brief explanation of the drawing]

[0007] [Figure 1] This is an overall front view of a pachinko machine according to the first embodiment of the present invention. [Figure 2] This is a front view of the movable lighting device of the pachinko machine. [Figure 3] This is an exploded perspective view of the movable lighting device of the same pachinko machine. [Figure 4] This is a front cross-sectional view of the movable illuminated device of the pachinko machine. [Figure 5] This is a side cross-sectional view of the movable illuminated device of the pachinko machine. [Figure 6]This is an explanatory diagram of the LED array in the movable lighting device of the pachinko machine. [Figure 7] This is a block diagram of the control system for the same pachinko machine. [Figure 8] This is a diagram showing the selection table for the variation patterns of the pachinko machine. [Figure 9] This diagram shows the general configuration of the variation patterns of the pachinko machine. [Figure 10] This figure shows the time chart and details of the S-reach animation for the pachinko machine. [Figure 11] This diagram shows the time chart and details of the pre-SP reach animations for the pachinko machine. [Figure 12] This diagram shows the timeline and content of the post-SP reach animation (in the case of a loss) for the same pachinko machine. [Figure 13] This diagram shows the time chart and content of the special reach (in the case of a big win) sequence on the pachinko machine. [Figure 14] This is an explanatory diagram of the rainbow light emission pattern in the normal / revival jackpot moving mechanism effects of the pachinko machine. [Figure 15] This is a front view of a movable illuminated device for a pachinko machine according to a second embodiment of the present invention. [Figure 16] This is a front cross-sectional view of the movable illuminated device of the pachinko machine. [Figure 17] This is a side cross-sectional view of the movable illuminated device of the pachinko machine. [Figure 18] This is an explanatory diagram of the LED array in the movable lighting device of the pachinko machine. [Figure 19] This is a front cross-sectional view of a movable illuminated device for a pachinko machine according to a third embodiment of the present invention. [Figure 20] This is an explanatory diagram of the LED array in the movable lighting device of the pachinko machine. [Figure 21] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the fourth embodiment of the present invention. [Figure 22] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the fifth embodiment of the present invention. [Figure 23] FIG. is a time chart and production content of a pre-SP reach production of a pachinko machine according to a sixth embodiment of the present invention. [Figure 24] FIG. is a time chart and production content of a pre-SP reach production of a pachinko machine according to a seventh embodiment of the present invention. [Figure 25] FIG. is a time chart and production content of a post-SP reach production of a pachinko machine according to an eighth embodiment of the present invention. [Figure 26] FIG. is a time chart showing an S reach production and a post-SP reach production of a pachinko machine according to a ninth embodiment of the present invention. [Figure 27] FIG. is a time chart and production content of an S reach production of a pachinko machine according to a tenth embodiment of the present invention.

BEST MODE FOR CARRYING OUT THE INVENTION

[0008] Hereinafter, embodiments of the present invention will be described in detail based on the drawings. FIGS. 1 to 14 illustrate a first embodiment in which the present invention is applied to a pachinko machine. In FIG. 1, a gaming machine main body 1 includes a rectangular outer frame 2 and a front frame 4 that is pivotally attached to the front side of the outer frame 2 by a hinge 3 on one side, for example, the left side, so as to be openable and closable. On the front frame 4, a game board 5 and the like are disposed on the upper side, a launching means 6 for launching a game ball toward a game area 5a in front of the game board 5, a lower speaker SP1 and the like are disposed on the lower side, and a glass door 7 corresponding to the front side of the game board 5 and the like, and a front panel 8 corresponding to the front side of the launching means 6, the lower speaker SP1 and the like are pivotally supported by a hinge 9 on the same side as the hinge 3 so as to be openable and closable. Note that the glass door 7 and the front panel 8 may be configured as a single door body so as to be integrally opened and closed.

[0009] The glass door 7 has a glass window 7a located approximately in the center, corresponding to the game area 5a. Various display devices, such as an upper speaker SP2 and an illumination device 10, are arranged around the glass window 7a. The illumination device 10 comprises an LED board 11 with LEDs 11a arranged on its front side, and a light-emitting lens section 12 positioned in front of the LED board 11. The front side of the glass door 7 is provided with a synthetic resin glass frame cover 13 that covers the upper speaker SP2 and the like from the front, and at least a part of the glass frame cover 13 is a light-transmitting light-emitting lens section 12. The light-emitting lens section 12 is treated with a light-diffusing process, such as uneven processing, to make the internal LED board 11 and the like less visible from the front and to appropriately diffuse the light emitted from the LEDs 11a.

[0010] On the front of the front panel 8, an upper tray 15 is positioned at the top to store game balls dispensed from the dispensing mechanism (not shown) and supply them to the launching mechanism 6. Below the upper tray 15, a lower tray 16 is provided on the left end to store excess balls when the upper tray 15 is full, and a launching handle 17 for operating the launching mechanism 6 is provided on the right end. Furthermore, various operating means, such as a performance button (predetermined operating means) 19 that can be pressed by the player, are provided on the upper tray cover 18, which covers the upper tray 15 etc. from the front. Note that lighting means may also be provided on the upper tray cover 18.

[0011] On the front side of the game board 5, a guide rail 20 is mounted in a ring shape to guide the game balls launched from the launching means 6, and various game components such as a center case 21, a normal symbol starting means 22, a special symbol starting means 23, a big prize means 24, and a normal prize means 25 are arranged in the game area 5a inside the guide rail 20.

[0012] The center case 21 is positioned, for example, approximately in the center of the game area 5a and is equipped with a roughly rectangular display window 27 corresponding to an image display means 26 such as an LCD. Various display means such as a normal symbol display means 31, a special symbol display means 32, a normal reserve count display means 33, a first special reserve count display means 34, as well as a stage 35, a movable performance means 36, etc., are provided on the decorative frame 28 surrounding the display window 27.

[0013] Stage 35 is positioned horizontally on the lower front side of the image display means 26, and after allowing the game balls that have flowed into the warp entrance 35a provided on the side of the center case 21, for example on the left side, to roll freely, they are dropped forward from, for example, the central drop section in the center horizontally or the side drop sections on both the left and right sides thereof.

[0014] The movable display means 36 comprises a movable lighting device 40, a movable body guide means 41 that supports the movable lighting device 40 so that it can move, and a drive means 42 that drives the movable lighting device 40. The movable lighting device (lighting device, movable body) 40 is formed in a horizontally elongated shape in the left-right direction, and an arbitrary decoration (in this case, the letters of the game machine's title, "Kappa Legend") is formed three-dimensionally on its front side, and when an LED 73 placed inside lights up, a predetermined part (in this case, the letters of "Kappa Legend") lights up in an arbitrary color. Details of this movable lighting device 40 will be described later.

[0015] The movable body guiding means 41 supports the movable illuminated device 40 so that it can move in a predetermined direction (here, up and down) along the front side of the display screen 26a of the image display means 26. It comprises a pair of guide rails 43 arranged vertically along both the left and right sides of the display screen 26a of the image display means 26, and the left and right ends of the movable illuminated device 40 are supported by these guide rails 43 so that they can move vertically. With this movable body guiding means 41, the movable illuminated device 40 can move vertically between the upper position on the upper side of the image display means 26 and the lower position on the front side of the image display means 26, and is normally held in the upper position, which is the origin position.

[0016] The drive means 42 is, for example, a stepping motor and is located on the rear side of the decorative frame 28, and is capable of moving the movable lighting device 40 vertically according to a predetermined operating pattern via a belt or the like (not shown).

[0017] The normal symbol starting means 22 is for initiating the symbol change by the normal symbol display means 31, and is composed of a passage gate through which game balls can pass, is located on the left side of the center case 21, and includes game ball detection means (not shown) capable of detecting the passage of game balls.

[0018] The normal symbol display means 31 is for displaying normal symbols in a variable manner and is equipped with multiple light-emitting elements (e.g., LEDs) corresponding to multiple normal symbols (e.g., two types, "○" and "×"). Based on the detection of a game ball by the normal symbol starting means 22, these multiple light-emitting elements blink in a predetermined order. When the random number value for winning judgment included in the normal random number information acquired when the normal symbol starting means 22 detects the game ball matches a predetermined winning judgment value, the light-emitting element corresponding to the winning pattern (predetermined pattern), for example, the "○" side, lights up. Otherwise, the light-emitting element corresponding to the losing pattern, for example, the "×" side, lights up and stops.

[0019] The normal random number information acquired when the game ball is detected by the normal symbol starting means 22 is stored in reserve up to a predetermined upper limit, for example, 4 numbers, and is consumed sequentially each time the symbol change by the normal symbol display means 31 begins. The number of normal random number information stored (normal reserve number) is notified to the player by the normal reserve number display means 33, etc.

[0020] The special symbol activation means 23 is for initiating the symbol change by the special symbol display means 32, and includes, for example, two activation prize means 23a and 23b, an opening / closing means 46 for opening and closing the lower activation prize means 23b, and a game ball detection means (not shown) for detecting game balls that have entered the activation prize means 23a and 23b, respectively, and is arranged, for example, on the lower side of the center case 21. The upper activation prize means 23a is a non-opening type prize means that does not have an opening / closing means, and is arranged in an upward-facing opening shape directly below the central drop section of the stage 35. The lower starting prize-winning means 23b is an openable prize-winning means that can be switched by an opening / closing means 46 between an open state in which game balls can be won and a closed state in which they cannot be won (or are more difficult to win than in the open state). It is located below the upper starting prize-winning means 23a, and is configured such that in the normal prize state that occurs when the stopping symbols after the change of the normal symbol display means 31 become a winning pattern, the opening / closing means 46 changes from the closed state to the open state for a predetermined time.

[0021] The special symbol display means 32 is for displaying special symbols in a variable manner and consists of a display means such as a 7-segment type capable of displaying one or more special symbols in a variable manner, for example, one special symbol. When the special symbol starting means 23 detects a game ball (when the symbol starting condition is met), that is, when a game ball enters either of the two starting prize-winning means 23a or 23b, the special symbol is displayed in a variable manner for a predetermined time. If the jackpot judgment random value included in the special random number information acquired when the ball enters the starting prize-winning means 23a or 23b matches a predetermined jackpot judgment value, the symbol stops in a predetermined jackpot manner; otherwise, it stops in a losing manner, for example. There are one or more types of jackpot manners and losing manners for the special symbols. Each of these manners may be assigned a number symbol or the like, or a symbol that does not have a special meaning in itself, such as a combination of lines or dots, may be assigned so that the player cannot easily distinguish between the types of special symbols.

[0022] The special random number information acquired when a game ball enters the special symbol activation means 23 is stored in reserve up to a predetermined upper limit, for example, 4, and is consumed sequentially each time the symbol change by the special symbol display means 32 begins. The number of special random number information stored (special reserve number) is notified to the player by the first special reserve number display means 34, the second special reserve number display means 49 (described later), etc.

[0023] The jackpot mechanism 24 is an openable / closed jackpot mechanism equipped with an open / closed plate 47 that can be switched between an open state in which game balls can be entered and a closed state in which they cannot be entered. For example, it is located below the special symbol starting mechanism 23, and in the special bonus state that occurs when the stopping symbols after the special symbol display mechanism 32 changes to a jackpot pattern, the open / closed plate 47 opens to the front according to a predetermined opening pattern, allowing game balls that have fallen onto it to enter the mechanism.

[0024] The image display means 26 also comprises the performance symbol display means 48, the second special reserve number display means 49, etc. The performance symbol display means (symbol display means) 48 displays the performance symbol (symbol) P in parallel with the display of special symbols by the special symbol display means 32. The performance symbol P has multiple symbol rows (three in the left-right direction in the example of Figure 1) which are composed of a number symbol and multiple other symbols, and each symbol that makes up each of these symbol rows is composed of a symbol body part Pa which is composed of numbers such as 1 to 8 and others, and a character or other decorative part Pb which is attached to this symbol body part Pa. The performance symbol P can be displayed in any way, such as by enlarging or shrinking, changing the display position, erasing the decorative part Pb, etc.

[0025] The special symbol P begins to move by vertical scrolling or the like, according to a predetermined pattern, for each row of symbols, approximately simultaneously with the start of the special symbol's movement, and comes to a final stop approximately simultaneously with the special symbol's movement stop, so that the stopping symbols on the predetermined active lines are in a predetermined state. For example, with the special symbol P, if all the stopping symbols on the active lines are the same, it is a jackpot performance state (specific state), and any other state is a losing performance state. If the special symbol is in a jackpot state or a losing state, the special symbol P will be in a jackpot performance state or a losing performance state.

[0026] Furthermore, the variation patterns of the performance symbols P begin with a normal variation in which each of the three symbol rows changes. If a reach state such as "2↓2" or "7↓7" is established during the normal variation, the system is configured to proceed through one or more stages of reach performances before finally stopping. A reach variation pattern is when the normal variation develops into a reach performance and results in either a jackpot or a loss performance, while a normal variation pattern is when the normal variation does not develop into a reach performance and results in a loss performance.

[0027] In each reach animation within the reach variation pattern, an arbitrary video animation is performed by the image display means 26, etc., and a result display is provided indicating whether the variation stops in either a winning animation mode or a losing animation mode, or whether it develops into the next stage of the reach animation.

[0028] In this embodiment, as shown in Figure 9, there are four stages of reach sequences: "N reach sequence," "S reach sequence," "SP pre-reach sequence," and "SP post-reach sequence." In the N reach sequence, the possibility of a jackpot sequence is extremely low, and in most cases, it stops in a losing sequence or is controlled to develop into the next S reach sequence. The SP pre-reach sequence constitutes the first half of the SP reach sequence, and it does not end in a jackpot sequence; it stops in a losing sequence or is controlled to develop into the next SP post-reach sequence. The SP post-reach sequence is the final stage of the reach sequence and does not develop into the next reach sequence; it is controlled to end in either a jackpot sequence or a losing sequence.

[0029] In this embodiment, as shown in Figure 8(b), there are three types of reach jackpot variation patterns that end in a jackpot performance mode: the N-reach jackpot variation pattern which develops to the N-reach performance mode and ends, the S-reach jackpot variation pattern which develops to the S-reach performance mode and ends, and the SP-reach jackpot variation pattern which develops to the post-SP-reach performance mode and ends. Furthermore, there are three types of SP-reach jackpot variation patterns: SP-reach 1 to 3 jackpot variation patterns which have different SP-reach performances. As mentioned above, there are no cases where a jackpot performance mode occurs in the pre-SP-reach performance mode, so the SP-reach 1 to 3 jackpot variation patterns always develop to the post-SP-reach performance mode.

[0030] Furthermore, in this embodiment, as shown in Figure 8(a), there are five types of losing variation patterns that end in a losing animation: a normal variation pattern that ends without developing into a reach animation, an N reach losing variation pattern that develops to an N reach animation and ends, an S reach losing variation pattern that develops to an S reach animation and ends, an SP reach pre-reach animation and ends, and an SP reach post-reach losing variation pattern that develops to an SP reach post-reach animation and ends. In addition, there are four types of normal variation patterns with variation times of 15s (s = seconds, the same applies below), 10s, 5s, and 3s, four types of N reach losing variation patterns with a difference of -3, -2, -1, and +1 between the final stopping symbol and the reach symbol, and three types each of the SP reach pre-reach losing variation pattern and SP reach post-reach losing variation pattern with different SP reach animations.

[0031] The second special reserve count display means 49 is for notifying the number of special reserves, and can display reserve display images Q4~Q1 for the number of special reserves (maximum 4) and a reserve image Q0 in motion corresponding to the performance symbol P in motion at a predetermined position on the display screen 26a, for example, on the lower side. When the number of special reserves increases due to a game ball entering the special symbol starting means 23, the second special reserve count display means 49 adds one reserve display image Q1~ to the end of the queue (for example, the left end), and when a new variation of the special symbol starts and the number of special reserves decreases, for example, the reserve image Q0 in motion is erased, and the reserve display images Q1~ are shifted one by one toward the front of the queue (for example, the right side), and the leading reserve display image Q1 that is pushed out is changed to a new reserve image Q0 in motion.

[0032] In addition to the movable performance means 36, the game board 5 also has lighting devices 50 arranged on various game components such as the center case 21. The lighting device 50 comprises an LED board 51 on which LEDs 51a are arranged on the front side, and a light-emitting lens section 52 positioned in front of the LED board 51. The light-emitting lens section 52 is made up of a light-transmitting section provided in at least a part of the decorative frame 28. The light-emitting lens section 52 is treated with light-diffusing processing such as uneven processing to make the internal LED board 51 etc. difficult to see from the front and to appropriately diffuse the light emitted from the LEDs 51a.

[0033] Next, the configuration of the movable illuminated display device 40 will be described with reference to Figures 2 to 5. As shown in Figures 2 to 5, the movable illuminated display device 40 consists of a front cover body 71, a base body 72, and an LED substrate 74 on which a plurality of LEDs (light sources, light emitters) 73 are arranged. The front cover body 71 is made of a translucent synthetic resin and integrally comprises a front plate 75 and an outer peripheral plate 76 that extends backward along the outer circumference of the front plate 75. The front plate 75 of the front cover body 71 is treated with an opaque finish on the front side (opaque section 77), except for the character area corresponding to the string of characters "Kappa Legend" in horizontal Gothic font, for example. This forms a translucent character section (translucent section) 78 on the front plate 75 that constitutes the horizontal string of characters "Kappa Legend". As shown in Figure 2, this translucent character section 78 consists of a plurality (14 in this case) of translucent regions 78a to 78n that are separated from each other by the opaque section 77. For example, the character "カ" is composed of one light-transmitting region 78a, while the character "ッ" is composed of three light-transmitting regions 78b to 78d.

[0034] The opacity treatment for forming the opaque portion 77 is optional and may include plating or application of an opaque sheet. Furthermore, the opaque portion 77 does not need to be completely opaque; it is sufficient if its light transmittance is sufficiently lower than that of the translucent character portion 78. It is also desirable to apply the opacity treatment to the outer surface of the outer peripheral plate 76 of the front cover body 71.

[0035] The front panel 75 of the front cover body 71 is formed in a horizontally elongated shape that is slightly larger than the outline of the horizontally written string of characters "Kappa Legend" that constitutes the translucent character section 78, and a non-translucent border portion 77a of approximately constant width is formed to protrude forward along the outer circumference of each character that constitutes the translucent character section 78. In this embodiment, the area outside of this non-translucent border portion 77a is the non-translucent section 77, and the area inside the non-translucent border portion 77a is the translucent character section 78. Note that the non-translucent border portion 77a does not necessarily have to be formed to protrude forward, and may be formed to the same thickness as the other non-translucent sections 77.

[0036] Furthermore, as shown in Figure 5, the inner surface of the front cover body 71 is treated with lens cut processing or other light diffusion processing (light diffusion section 79) in an area corresponding to the translucent character section 78, in order to make the LED substrate 74 and the like less visible from the front and to appropriately diffuse the light emitted from the LED 73.

[0037] In Figure 5, an example is shown in which light diffusion treatment is applied not only to the area behind the translucent character portion 78 but also to the area behind the non-translucent portion 77. However, it is also possible to apply light diffusion treatment only to the area behind the translucent character portion 78 and not to the area behind the non-translucent portion 77. Furthermore, when applying light diffusion treatment to the area behind the non-translucent portion 77, it is possible to apply the light diffusion treatment only to a certain area corresponding to the front side of the LED 73, rather than to the entire non-translucent portion 77. In addition, when applying light diffusion treatment to both the translucent character portion 78 and the non-translucent portion 77, the type of light diffusion treatment (e.g., type of lens cut processing) may be different for the area behind the translucent character portion 78 and the area behind the non-translucent portion 77. In this case, the type of lens cut processing can be arbitrary, such as ball cut processing, knurling processing, diamond cut processing, ice cut processing, etc. Furthermore, with respect to the translucent character portion 78, the same or a different type of lens cut processing may be applied to the translucent character portion 78 side (i.e., the front side) as to the inner side.

[0038] The front cover body 71 is detachably fixed to the front side of the base body 72 by screws or the like. The base body 72 is made of a non-transparent synthetic resin and integrally comprises a front plate 81 formed in substantially the same shape as the outer shape of the front cover body 71 and an outer peripheral plate 82 extending rearward along the outer circumference of the front plate 81, with the front cover body 71 fixed to the front side of the front plate 81. The rear side of the front cover body 71 is substantially closed by the front plate 81 of the base body 72, thereby forming a light-emitting chamber 83 inside the front cover body 71. Rail connection parts 84 are provided on both the left and right ends of the base body 72 so as to be slidable with respect to the guide rail 43.

[0039] The LED substrate 74 comprises a substrate body 85 that is larger than the translucent character portion 78 and whose edges conform to the outer shape of the translucent character portion 78, formed to conform to the inner surface of the outer peripheral plate 76 of the front cover body 71; a plurality of LEDs 73 arranged on the front side of the substrate body 85; and a connector 86 arranged on the back side of the substrate body 85. The substrate is fixed to the front plate 81 of the base body 72 by screws or the like in a predetermined position at the rear of the light-emitting chamber 83.

[0040] The front panel 81 of the base body 72 has forward-facing bosses 87 for supporting the circuit board, and these bosses 87 support the LED circuit board 74 while maintaining a certain gap between it and the base body 72. The harness 88 connected to the connector 86 is pulled out to the rear side of the movable lighting device 40 through an opening 89 formed in the base body 72 and connected to the sub-control board 62 via an intermediate board or the like.

[0041] On the LED board 74, 3 × 10 = 30 LEDs 73 are arranged corresponding to the translucent text section 78 on the front cover body 71, i.e., the string of characters "Kappa Legend". Specifically, as shown in Figure 6, the LED board 74 has multiple LED rows (light source rows) consisting of multiple LEDs 73 (in this case, 3) arranged in the short direction of the movable lighting device 40 (in this case, the vertical direction which is the width direction of the string of characters), and multiple rows (in this case, 10 sets, A to J) arranged in the long direction of the movable lighting device 40 (in this case, the left-right direction which is the arrangement direction of the string of characters). Furthermore, the LEDs 73 on the LED board 74 are controlled to emit light using different channels for each LED row. This makes it easy to control the emission state of the LEDs 73 (emitting color, on / off, etc.) to change sequentially in the direction of the string of characters.

[0042] In Figure 4, the 30 LEDs 73 are distinguished by adding codes A to J (Figure 6) indicating the LED row to which they belong, and codes 1 to 3 indicating the number within each LED row. For example, the first LED 73 belonging to LED row A is designated as LED73A1, and the third LED 73 belonging to LED row B is designated as LED73B3.

[0043] Furthermore, all 30 LEDs 73 are positioned along the boundary between the translucent character portion 78 and the translucent border portion 77a, behind the translucent border portion 77a, such that at least a portion of each LED 73 overlaps the rear of the translucent portion 77 when viewed from the front. Specifically, the LEDs 73 (here, LEDs 73G3, 73I1, 73I2, 73J2) that correspond to the translucent portion 77 (intermediate translucent portion) sandwiched between multiple translucent character portions 78 that are close to each other are positioned behind the translucent portion 77, approximately at the center (approximately equidistant from each translucent character portion 78). Also, the LED 73 (here, 73F1) that corresponds to the translucent portion 77 that is approximately surrounded by the translucent character portion 78 is positioned behind the translucent portion 77, approximately at the center (approximately equidistant from the surrounding translucent character portions 78). In these cases, depending on the relative width of the non-transparent portion 77 and the LED 73, if the LED 73 is larger (for example, LED 73I1), a portion of the LED 73 will protrude into the translucent character portion 78. However, if the LED 73 is smaller (for example, LED 73J2, 73J3), the entire LED 73 will overlap the back of the non-transparent portion 77.

[0044] On the other hand, if the non-transparent portion 77 is sufficiently large to be in contact with the other LEDs 73, i.e., the translucent character portion 78, then the LEDs 73 that are positioned in accordance with the non-transparent portion 77 (here, LEDs 73A1 to 73A3, 73B1 to 73B3, etc.) are positioned so that the edges of the LEDs 73 substantially coincide with the boundary between the non-transparent portion 77 and the translucent character portion 78, both front and back. In this case, it is desirable that the edges of the LEDs 73 do not protrude into the translucent character portion 78, but they may be positioned to protrude to some extent.

[0045] In this way, by positioning the LED 73 behind the non-transparent section 77, the light emitted from the LED 73 directly forward does not (or does not) directly illuminate the translucent character section 78, thus eliminating spot lighting and reducing the brightness difference of the translucent character section 78.

[0046] Furthermore, in the specific light-transmitting regions (here, light-transmitting regions 78a, 78d-78f, 78h, 78i, 78n) among the multiple light-transmitting regions 78a-78n, where multiple LEDs 73 are arranged, the LEDs (specific light sources) 73 corresponding to each specific light-transmitting region are arranged as follows: That is, each LED 73 corresponding to a specific light-transmitting region is arranged such that the entire straight path to at least one of the other LEDs 73 corresponding to that specific light-transmitting region passes through the specific light-transmitting region when viewed from the front.

[0047] Specifically, among the LEDs 73A1-73A3 and 73B1-73B3 corresponding to the specific light-transmitting region 78a, for LED 73A1, the entire linear path L1 to LED 73A2 and the entire linear path L2 to LED 73A3 pass through the specific light-transmitting region 78a when viewed from the front. Similarly, for LED 73A2, the entire linear path L1 to LED 73A1 and the entire linear path L3 to LED 73B1 pass through the specific light-transmitting region 78a when viewed from the front. The same applies to the other LEDs 73A3, 73B1-B3. As a result, the light-emitting regions of multiple LEDs 73 overlap with each other within the specific light-transmitting region, making it possible to further reduce the brightness difference of the light-transmitting character portion 78 due to point illumination.

[0048] As shown in the partially enlarged view of Figure 4, the LED 73 is formed in a roughly rectangular shape, with three terminals 69a-69c and 69d-69f arranged on predetermined opposite sides 73a and 73b. From each of these terminals 69a-69c and 69d-69f, wiring patterns 70a-70c and 70d-70f are drawn straight and parallel to each other for at least a predetermined distance X in a direction perpendicular to the predetermined opposite sides 73a and 73b, and then bent in an arbitrary direction or connected directly to vias, etc. Therefore, for LEDs 73 located near the edge of the LED substrate 74, and especially for LEDs 73 whose distance to the substrate edge is less than the predetermined distance X, as shown in the partially enlarged view of Figure 4, the side 73c without terminals, which is different from the predetermined opposite sides 73a and 73b where terminals 69a-69c and 69d-69f are located, is positioned so as to face the edge of the LED substrate 74. This has the advantage of making it easier to route the wiring pattern, even though the LED 73 must be placed near the edge of the LED board 74.

[0049] As described above, the pachinko machine of this embodiment is equipped with a movable lighting device (lighting device) 40 having a translucent character section (translucent section) 78 and a plurality of LEDs (light sources) 73 that illuminate the translucent character section 78. A non-translucent section 77 is provided on the outer edge of the translucent character section 78, and the LEDs 73 are arranged behind the non-translucent section 77. Therefore, it is possible to improve the appearance when illuminated by reducing the difference in brightness of the translucent character section 78 due to the point light of the movable lighting device 40.

[0050] Furthermore, the LED 73 is positioned at the boundary between the translucent character section 78 and the non-translucent section 77, such that at least a portion of it overlaps the rear side of the non-translucent section 77 when viewed from the front with respect to the movable illuminated device 40. Moreover, in the intermediate non-translucent section of the non-translucent section 77, which is sandwiched on both sides by the translucent character section 78, the LED 73 is positioned on the rear side corresponding to approximately the center in the width direction. This makes it possible to eliminate point illumination while making the entire translucent character section 78 light up brighter and as evenly as possible.

[0051] Furthermore, the translucent character section 78 comprises a plurality of translucent regions 78a to 78n separated from each other by a non-translucent section 77. A plurality of LEDs 73 (hereinafter referred to as "specific light sources") are arranged behind the non-translucent section 77 on the outer periphery, corresponding to a specific translucent region among the plurality of translucent regions 78a to 78n. These specific light sources are arranged such that the entire straight path to at least one of the other specific light sources passes through the specific translucent region when viewed from the front of the movable lighting device 40. As a result, the light-emitting regions from the plurality of specific light sources overlap with each other within the specific translucent region, making it possible to further reduce the brightness difference of the translucent character section 78 due to point illumination.

[0052] Furthermore, since multiple LED rows (light source rows) consisting of multiple LEDs 73 arranged in the short direction of the movable lighting device 40 are arranged in the long direction of the movable lighting device 40, and each LED row is configured to control the LEDs 73 with a different channel, it is possible to easily perform light emission control that sequentially changes the light emission state (light emission color, on / off status, etc.) of the LEDs 73 in the direction of the string arrangement.

[0053] Furthermore, the LED substrate 74 is formed so that at least a portion of its edges conforms to the outline of the translucent character portion 78, and with respect to the LEDs 73 near the edges of the LED substrate 74, the side other than the predetermined opposite side on which the terminals are provided faces the edge of the LED substrate 74. This has the advantage of making it easier to route the wiring pattern, even though the LEDs 73 must be placed near the edges of the LED substrate 74.

[0054] Figure 7 is a block diagram of the control system of this pachinko machine. In Figure 7, 201 is the main control board and 202 is the performance control board. These control boards 201 and 202 are detachably mounted in appropriate locations on the back of the game board 5, housed in board cases. Note that in the block diagram of Figure 7, boards other than the main control board 201 and the performance control board 202 are omitted.

[0055] The main control board 201 comprehensively controls the game operation and includes a normal random number generation processing means 211 composed of a CPU, ROM, RAM, etc., a normal start gate check processing means 212, a normal random number storage means 213, a normal symbol processing means 214, a normal symbol display control means 215, a normal reserved number display control means 216, a normal profit state generation means 217, a special random number generation processing means 221, a special start gate check processing means 222, a special random number storage means 223, a special symbol processing means 224, a special symbol display control means 225, a first special reserved number display control means 226, a special profit state generation means 227, a special game state generation means 228, a control command transmission means 229, and the like.

[0056] The normal random number generation processing means 211 is configured to repeatedly generate a win determination random number, etc., at predetermined intervals, which is used to determine whether or not the normal symbol after variation is a winning pattern. The normal start gate check processing means 212 performs processing based on the detection of game balls by the normal symbol start means 22. Based on the detection of game balls by the normal symbol start means 22, it acquires one normal random number piece of information, such as a win determination random number piece created by the normal random number generation processing means 211, and stores that normal random number piece of information in the first-in, first-out normal random number storage means 213, up to a predetermined upper limit of the number of reserved pieces (for example, 4 pieces).

[0057] The normal symbol processing means 214 performs processing related to the display of the changing normal symbols and includes a win determination means 214a, a normal stop symbol selection means 214b, a change time selection means 214c, etc. The win determination means 214a performs a lottery to determine whether the stop symbol after the change of the normal symbols will be a win, that is, whether or not to generate a normal profit state. Provided that the normal symbol display means 31 is in a state where it can display changes and that one or more normal random number information is stored in the normal random number storage means 213 (the normal number of reserved items is one or more), it takes the first win determination random number value from the queue of normal random number information stored in the normal random number storage means 213 and makes a win / loss determination depending on whether or not that win determination random number value matches a predetermined win determination value.

[0058] The normal stop symbol selection means 214b selects the type of stop symbol after the normal symbols have changed. In this embodiment, since there is only one type of symbol corresponding to the winning and losing patterns, based on the win / loss judgment result of the win / loss judgment function, "○" is uniformly selected in the case of a win and "×" in the case of a loss. The change time selection means 214c selects the change time of the normal symbols.

[0059] The normal symbol display control means 215 controls the display of the normal symbol display means 31 based on the normal symbol processing performed by the normal symbol processing means 214. The normal symbol display means 31 starts changing the normal symbols when the normal symbol display means 31 is in a state where it can change and one or more normal random number information is stored in the normal random number storage means 213 (the normal number of reserved symbols is 1 or more). Based on the elapsed time of the change selected by the change time selection means 214c, the normal symbol change is stopped at the stop symbol selected by the normal stop symbol selection means 214b.

[0060] The normal reserved ball count display control means 216 controls the display of the normal reserved ball count display means 33. Based on the detection of game balls by the normal symbol starting means 22 and the change in normal symbols by the normal symbol display means 31, the normal reserved ball count display means 33 displays the normal reserved ball count information.

[0061] The normal profit state generating means 217 generates a normal profit state when the stop symbol after the change of the normal symbol display means 31 becomes a winning symbol based on the hit determination result of the hit determination means 214a, by changing the opening / closing means 46 of the lower special start opening 23b that constitutes the special symbol start means 23 to an open state according to, for example, one of several types of opening / closing patterns.

[0062] The special random number generation processing means 221 is configured to perform a special random number generation process that repeatedly generates a jackpot determination random number used for determining whether a jackpot is hit or miss, a symbol determination random number used for selecting the stopping symbol after the special symbol has changed, a variation pattern random number used for selecting the variation pattern, and other predetermined random numbers.

[0063] The special start gate check processing means 222 performs processing based on the entry of a game ball into the special symbol start means 23. Based on the entry of a game ball into either the start entry means 23a or 23b, it acquires special random number information consisting of a jackpot judgment random number, a symbol judgment random number, etc., created by the special random number generation processing means 221, and stores this special random number information in the special random number storage means 223 up to a predetermined upper limit of the number of reserved balls (for example, 4).

[0064] Furthermore, the special start gate check processing means 222 is equipped with a pre-read determination means 222a. This pre-read determination means 222a performs a pre-read determination process on the special random number information acquired when a game ball enters the start prize entry means 23a, 23b, at a predetermined timing before it is used for symbol variation, for example, when the special random number information is acquired. In this pre-read determination process, provided that pre-reading is not prohibited, a jackpot / miss determination result is output depending on whether the jackpot determination random number matches a predetermined jackpot determination value. This pre-read determination result is transmitted to the performance control board 202, etc., by a hold addition command that is sent based on the game ball entering either the start prize entry means 23a, 23b. In this embodiment, this pre-read determination process determines not only the jackpot determination as described above, but also the type of variation pattern.

[0065] The special symbol processing means 224 performs processing related to the display of the special symbols, and includes a jackpot determination means 224a, a jackpot / miss selection means 224b, a variation pattern selection means 224c, etc. The jackpot determination means (lottery means) 224a determines whether it is a jackpot or a miss by random number lottery, that is, whether or not to generate a special benefit state (a lottery to determine whether or not to grant a benefit to the player). Provided that the special symbol display means 32 is in a state where it can be displayed in a variation and that one or more special random number information is stored in the special random number storage means 223 (the number of special reserves is one or more), the jackpot determination random number value at the front of the queue of special random number information stored in the special random number storage means 223 is taken out, and the jackpot determination means determines whether it is a jackpot or a miss depending on whether or not that jackpot determination random number value matches a predetermined jackpot determination value.

[0066] The jackpot / loss selection means 224b selects the type of jackpot / loss. If the jackpot determination means 224a determines that it is a loss, it selects the type of loss based on the loss variation pattern selection table and the symbol determination random value shown in Figure 8(a). If the jackpot determination means 224a determines that it is a jackpot, it selects the type of jackpot based on the jackpot variation pattern selection table and the symbol determination random value shown in Figure 8(b).

[0067] Regarding misses, in this embodiment, there are two types of misses, A and B. Either A or B is selected based on the random value for symbol determination in an arbitrary distribution ratio such as 9:1, as shown in Figure 8(a). For miss A, the distribution of the variation pattern differs depending on the number of special reserves at the start of the symbol variation. As shown in Figure 8(a), the range of the random value for the variation pattern and the correspondence between multiple types of miss variation patterns are defined for each of the special reserve numbers from 0 to 3. On the other hand, for miss B, the distribution of the variation pattern does not change depending on the number of special reserves at the start of the symbol variation. As shown in Figure 8(a), only one type of correspondence between the range of the random value for the variation pattern and multiple types of variation patterns is defined.

[0068] Furthermore, regarding the jackpot, in this embodiment, there are four types: 10R normal, 5R normal, 10R probability variation, and 5R probability variation. One of these is selected based on the random value of the symbol determination, in an arbitrary distribution ratio such as 1:4:1:4, as shown in Figure 8(b). The 10R normal jackpot and the 5R normal jackpot are jackpots that generate a time-saving state as a special game state, which will be described later. In the special profit state, the jackpot winning means 24 performs a predetermined unit opening operation for 10 rounds and 5 rounds, respectively. Here, the unit opening operation is an operation that closes the jackpot winning means 24 either after a predetermined time (for example, 28 seconds) has elapsed since opening the jackpot winning means 24, or after a predetermined number of game balls (for example, 9) have entered the winning area. Furthermore, the 10R and 5R probability-increasing jackpots are jackpots that trigger a probability-increasing state as a special game state, which will be described later. In this special state, the unit release operation is performed for 10 rounds and 5 rounds, respectively.

[0069] The variation pattern selection means 224c selects a variation pattern for the performance symbol P from among several options. For example, if the result of the jackpot determination means 224a is a miss, and the jackpot / miss selection means 224b selects a miss A, then one of the multiple miss variation patterns is selected based on the number of special reserves at that time and the leading variation pattern random value in the queue of special random number information stored in the special random number storage means 223 (Figure 8(a)). If the result of the jackpot determination means 224a is a miss, and the jackpot / miss selection means 224b selects a miss B, then... If this occurs, regardless of the number of special reserves at that time, one of several losing variation patterns is selected based on the leading random variation pattern value in the queue of special random number information stored in the special random number storage means 223 (Figure 8(a)). If the result of the jackpot determination means 224a is a jackpot, one of several jackpot variation patterns is selected based on the type of jackpot selected by the jackpot / losing selection means 224b and the leading random variation pattern value in the queue of special random number information stored in the special random number storage means 223 (Figure 8(b)).

[0070] As shown in Figure 8, the reach variation patterns are configured so that the reliability of reaching a jackpot animation (specific animation) increases as the stages of the reach animation progress. However, in this embodiment, the N reach variation pattern does not result in a jackpot animation, and while the S reach variation pattern has the potential to result in a jackpot animation, the probability is extremely low (less than 1%). Furthermore, the SP reach pre-animation does not result in a jackpot animation, and if the SP reach variation pattern results in a jackpot animation, it always progresses to the SP reach post-animation.

[0071] The special symbol display control means 225 controls the display of the special symbol display means 32. When the special symbol display means 32 is in a state where it can display variations and one or more special random number pieces are stored in the special random number storage means 223 (the number of special reserved pieces is one or more), the special symbol display means 32 starts the variation of the special symbol. Based on the elapsed variation time corresponding to the variation pattern selected by the variation pattern selection means 224c, the variation of the special symbol is stopped in a predetermined way if the result of the jackpot determination means 224a is a miss, for example, in a predetermined miss pattern if the result of the jackpot determination means 224a is a jackpot, and in a jackpot pattern corresponding to the type of jackpot selected by the jackpot / miss selection means 224b if the result of the jackpot determination means 224a is a jackpot.

[0072] The first special reserved ball count display control means 226 controls the display of the first special reserved ball count display means 34. Based on the detection of game balls by the special symbol starting means 23 and the changes in special symbols by the special symbol display means 32, the first special reserved ball count display means 34 displays special reserved ball count information.

[0073] The special benefit state generation means 227 generates a special benefit state in which the big prize means 24 opens according to a predetermined opening pattern. When the result of the big win determination means 224a is a big win and the stopping symbols after the special symbols displayed by the special symbol display means 32 change to a big win pattern, the unit opening operation of the big prize means 24 is repeated for, for example, 5 rounds or 10 rounds, according to the type of big win selected by the big win / miss selection means 224b (Figure 8(b)).

[0074] The special game state generation means 228 is for generating a special game state that is advantageous to the player after a special benefit state has occurred. For example, depending on the type of jackpot selected by the jackpot / miss selection means 224b, it is configured to generate a time-saving state in the case of a 10R normal or 5R normal jackpot, and a probability change state in the case of a 10R probability change or 5R probability change jackpot.

[0075] During the time-saving state, for example, the variation time of the special symbol display means 32 for special symbols is switched to a shortened variation time that is shorter than the normal variation time. For ordinary symbols, the probability of winning is switched from the normal probability (e.g., 1 / 10) to the high probability (e.g., 1 / 1.3), the variation time is switched from the normal variation time (e.g., 27 seconds) to the shortened variation time (e.g., 2.7 seconds), and the opening and closing pattern of the opening and closing means 46 of the lower special start opening 23b is switched from the normal opening and closing pattern (e.g., 0.2 seconds x 1 opening) to the special opening and closing pattern (e.g., 2 seconds x 3 openings). The time-saving state starts when the special profit state ends and ends when, for example, the special symbol has varied a predetermined number of times (e.g., 50 times), or when the next special profit state occurs before then.

[0076] During the probability variation state, in addition to the same switching mechanisms as in the time-saving state, the number of jackpot determination values ​​increases, so that the probability of special symbols resulting in a jackpot is switched to a high probability (e.g., 1 / 60) which is higher than the normal probability (e.g., 1 / 319). Note that the probability variation state starts when the special profit state ends and ends when, for example, the next special profit state occurs.

[0077] The control command transmission means 229 is for transmitting predetermined control commands to the performance control board 202, etc., to provide control commands. It has the function of transmitting a hold-add command to the performance control board 202 when the number of special hold items increases, specifying the addition of special hold items. Based on the special symbol processing by the special symbol processing means 224, it transmits a hold-subtract command to the performance control board 202 in this order when the special symbol starts to change, a change-pattern command to specify the change pattern of the performance symbol P, and a special symbol command to specify the stopping pattern of the special symbol. It also has the function of transmitting a change-stop command to the performance control board 202 when the change of the special symbol ends to instruct the change to stop.

[0078] The performance control board (performance control means) 202 controls performances using various performance means such as LEDs 11a, 51a, 73, speakers SP1, SP2, movable performance means 36, and image display means 26, and includes a hold addition command reception processing means 231, a variation pattern command reception processing means 232, and a game performance control means 233. In this embodiment, the movable performance means 36 is placed only on the game board 5, but the movable performance means may be placed on the front frame 4, or on both the game board 5 and the front frame 4.

[0079] The pending addition command reception processing means 231 is responsible for processing when the number of special pending items increases. It includes a pre-read performance lottery means 231a, etc. When a pending addition command is received from the main control board 201, the pre-read performance lottery means 231a performs a lottery related to the pre-read performance, except in cases such as pre-reading being prohibited. Depending on the lottery result, a pending change performance scenario is set in which pending display images Q1~ are added one by one on the screen of the image display means 26.

[0080] Here, "pre-reading effect" refers to an effect based on the pre-reading judgment result, and includes "pre-reading consecutive effect" and "pre-reading hold change effect." A "pre-reading consecutive effect" is an effect that, based on the pre-reading judgment result by the pre-reading judgment means 222a, executes the same type of effect for multiple symbol changes up to the symbol change (target change) corresponding to the special random number information that was the subject of the pre-reading judgment. For example, if there are two types of effect types, "rain" and "thunder," available as pre-reading consecutive effects, if the pre-reading effect lottery means 231a, based on the pre-reading judgment result, draws a lottery for either of them, then the image of "rain" or "thunder" will be used as the background image for multiple effect symbol changes up to the target change corresponding to that special random number information. This allows the player to predict whether or not a jackpot will occur at the target change based on whether "rain" or "thunder" appears as the background image of the consecutive effect.

[0081] Furthermore, the "pre-read hold change effect" displays hold display images Q1 to Q4 and the hold image Q0 during variation in a predetermined display manner based on the pre-read judgment result of the pre-read judgment means 222a, and the hold change effect scenario is selected according to the lottery result of this pre-read hold change effect. For example, there are multiple types of hold display manners for the pre-read hold change effect, such as "elephant," "lion," and "giraffe," and if the lottery of the pre-read effect lottery means 231a based on the pre-read judgment result is successful in selecting one of them, then, for example, when a new hold display image is added to the display, or at a predetermined timing thereafter, that hold display image is displayed in the predetermined display manner that was selected. As a result, the player can predict whether or not a big win will occur in the variation corresponding to the hold display image, depending on whether the display manner of the hold display image is "elephant," "lion," "giraffe," or something else.

[0082] Furthermore, the target of the pre-announcement effect is not limited to whether or not it will result in a jackpot; it can also be the type of variation pattern (for example, whether or not it will develop into an SP reach).

[0083] When the variable pattern command receiving processing means 232 receives a command, it performs processing when starting the symbol variation by the special symbol display means 32. It includes a symbol variation content determination means 232a, etc. When the main control board 201 receives a hold subtraction command, a variable pattern command, and a special symbol command within a certain time, for example, the symbol variation content determination means 232a selects the specific variation content of the effect symbol P and the selection regarding the preview effect, and sets a variable pattern scenario, a preview effect scenario, a hold change effect scenario, etc. according to the results and the like. In the hold change effect scenario in this case, for example, the hold image Q0 during variation is erased, and the hold display images Q1~ are shifted one by one toward the front side of the queue (for example, the right side of the screen), and the pushed-out leading hold display image Q1 is moved to a predetermined position and changed to a new hold image Q0 during variation.

[0084] The symbol variation content determination means 232a determines the specific effect content of the variable pattern based on the variable pattern command received from the main control board 201. For example, when the SP reach big win variable pattern is specified by the variable pattern command, it determines whether the result display in the last SP reach effect is a revival big win or a normal big win, etc.

[0085] Also, the symbol variation content determination means 232a conducts a lottery on whether to execute one or more types of preview effects, and when executing, further conducts a lottery on the preview effect content, etc. Here, the preview effect is an effect that suggests the occurrence of a predetermined event such as a big win mode or an SP reach, and so-called "SU preview", "timer preview", "premium preview", "pseudo continuous effect", "button effect", etc. correspond to it.

[0086] Note that for various presentation scenarios such as the variable pattern scenario, the preview presentation scenario, the suspended change presentation scenario, etc., for each line at every elapsed time (ms) from the start of execution of the scenario, presentation contents by various presentation means, that is, LED11a, 51a, 73, speakers SP1, SP2, the movable presentation means 36, the image display means 26, etc. are set. This presentation scenario is executed by the in-game presentation control means 233 by sequentially starting the presentations set for each line at the timing set for each line.

[0087] Next, the presentation content by the variable pattern of the presentation symbol P in this embodiment, particularly the reach variable pattern, will be specifically described. Before that, the outline of the variable pattern will be described. As shown in FIG. 9, in the variable pattern of the presentation symbol P, first, normal variation is performed. In this normal variation, all (three) symbol columns move in parallel at high speed and then stop (temporarily stop) with the same symbol in the first (for example, left) and the second (for example, right) symbol columns, and a reach state is established, or it stops and is determined in a losing presentation mode without going through the reach state. The former is the reach variable pattern, and the latter is the normal variable pattern. In this embodiment, four types of normal variable patterns with different variable times are prepared (FIG. 8(a)).

[0088] In the case of the reach variable pattern (when the reach state is established in the normal variation), the N-reach presentation is performed after the normal variation. In the N-reach presentation, after an arbitrary video presentation is executed, a development result display indicating a transition (development) to the next S-reach presentation, a jackpot result display indicating that the presentation symbol P becomes a jackpot presentation mode (specific mode), and a losing result display indicating that the presentation symbol P does not become a jackpot presentation mode (becomes a losing presentation mode) are displayed. In this embodiment, at a branch point during the N-reach presentation, any one of these multiple types of result displays is executed. As is clear from FIG. 8, in the N-reach presentation of this embodiment, no jackpot result display is performed (that is, the N-reach jackpot variable pattern is not selected). When the presentation ends with the N-reach presentation, a losing result display is always performed, and it becomes a losing presentation mode (N-reach losing variable pattern).

[0089] If a development result display is shown at the end of the N-Reach performance, the S-Reach performance will follow. In this S-Reach performance, after an arbitrary video performance is executed, one of the following result displays will be shown: a development result display indicating that the performance will proceed to the next SP-Reach performance; a jackpot result display indicating that the performance symbol P will result in a jackpot performance (specific form); or a miss result display indicating that the performance symbol P will not result in a jackpot performance (specific form) (i.e., a miss performance). In this embodiment, one of these multiple result displays will be executed at a branching point during the S-Reach performance. As is clear from Figure 8, the probability of a jackpot being displayed in the S-reach sequence of this embodiment is not zero, but is extremely low (in the example in Figure 8, assuming a jackpot probability of 1 / 319, the jackpot reliability in the S-reach variation pattern is approximately 0.08%, the appearance rate of the S-reach variation pattern is approximately 1.6%, and the frequency of a jackpot occurring in the S-reach variation pattern is approximately 1 / 80000). When the S-reach sequence ends, there is a high probability that a losing result will be displayed, resulting in a losing sequence (S-reach losing variation pattern). The probability of a jackpot being displayed in the S-reach sequence (jackpot reliability) is preferably less than 1%, more preferably less than 0.5%, even more preferably less than 0.2%, and may even be 0.

[0090] If a development result display is shown at the end of the S-Reach performance, the SP-Reach pre-performance will then be performed. In this SP-Reach pre-performance, after an arbitrary video performance is executed, either a development result display indicating that the performance will transition (develop) to the next SP-Reach post-performance, or a loss result display indicating that the performance symbol P will not result in a jackpot performance (specific performance) (i.e., a loss performance), will be shown. In this embodiment, at one branching point during the SP-Reach performance, one of these multiple result displays will be executed. As is clear from Figure 8, in this embodiment, a jackpot result display is not shown in the SP-Reach pre-performance (i.e., the SP-Reach pre-jackpot variation pattern is not selected), and if the performance ends with the SP-Reach pre-performance, a loss result display is always shown, resulting in a loss performance (SP-Reach pre-loss variation pattern).

[0091] If a development result display is shown at the end of the pre-SP reach performance, the post-SP reach performance will then be performed. In this post-SP reach performance, after an arbitrary video performance is executed, either a jackpot result display indicating that the performance symbol P will result in a jackpot performance (specific performance), or a miss result display indicating that the performance symbol P will not result in a jackpot performance (specific performance) (i.e., a miss performance), will be shown. In this embodiment, since there is no reach performance following the post-SP reach performance, a development result display will not be shown in this post-SP reach performance.

[0092] Next, we will specifically explain the S-reach effect, the pre-SP-reach effect, and the post-SP-reach effect, which are among the multiple types of reach effects of this embodiment. First, we will explain a specific example of the S-reach effect based on Figure 10, etc. As shown in Figure 10, the effect period of the S-reach effect consists of a reach video display period for executing the video effect unique to S-reach, and a result display period that follows the reach video display period, in which one of the following is executed: development result display, jackpot result display, or miss result display.

[0093] Furthermore, immediately before the results are displayed, that is, towards the end of the reach video display period, a pre-results display sequence is performed to suggest the appearance of the results. This pre-results display sequence consists of a build-up period to heighten the player's anticipation for the results, and a pause period (i.e., a waiting period) to create a sense of anticipation when transitioning from the build-up period to the results display.

[0094] When the S-reach animation begins (during the reach video display period), as shown in Figure 10(a1), the image display means 26 displays the S-reach video, and any sound output or LED light effect is performed in synchronization with the S-reach video. In the S-reach video, reduced-size (retracted) reach symbol images Ps such as "7 7", reach animation images 242a with characters, and other images are displayed in front of the special background 241a for the S-reach.

[0095] Subsequently, as the build-up period near the end of the reach video display period begins (Figure 10(a2)), the reach animation image 242a changes to a build-up animation image 243a. This build-up animation image 243a performs the final stage of the animation before the third (for example, the center) row of symbols, which is still changing, stops. In the example in Figures 10(a2) to (a3), the first character repeatedly hits the first stop symbol candidate (here, "7"), which constitutes a winning animation pattern (i.e., the same as the reach symbols), with a hammer, while the second character repeatedly hits the second stop symbol candidate (here, "6"), which constitutes a losing animation pattern (i.e., different from the reach symbols), competing to see who can destroy the stop symbol candidate first.

[0096] This build-up animation image 243a is designed to gradually build up over time. For example, the attack pitch of each character gradually increases, and the damage to each potential stop symbol progresses gradually. The build-up period ends just before one of the potential stop symbols is destroyed (Figure 10(a3)). In the example in Figure 10, the length of the build-up period is set to 3 seconds. When the build-up period ends, the build-up animation image 243a becomes static (Figure 10(a3)), and this static state is maintained during the subsequent build-up period. In the example in Figure 10, the length of the build-up period is set to 1 second.

[0097] Then, when the build-up period ends, at that branching point, either the development result display, the jackpot result display, or the miss result display starts, continuing from the previously paused build-up animation image 243a (result display period). In this way, by making the branching for jackpot / miss / development at a single point, the animation can be performed more efficiently compared to when the branching for development or not is made after the jackpot / miss branching. In particular, in the S-reach animation of this embodiment, the probability of the jackpot result display being performed is extremely low (less than 1%), so the effect of the animation is low even if the build-up for jackpot / miss is performed independently, and it is possible to perform the animation efficiently by including the build-up for development or not.

[0098] The jackpot result display features a jackpot result animation. In this animation, the second stop symbol candidate, "6," is destroyed and disappears (Figure 10(c1)), and the middle symbol stops on the remaining first stop symbol candidate, "7" (Figure 10(c2)). In the example in Figure 10, the length of the jackpot result animation is set to 7 seconds.

[0099] In the losing result display, a losing result animation is performed first. In this losing result animation, the first stop symbol candidate, "7", is destroyed and disappears (Figure 10(d1)), and the middle symbol stops on the remaining second stop symbol candidate, "6" (Figure 10(d2)). After that, a background return animation (Figure 10(d3)) returns from special background 241a to normal background 240, and then the display transitions to the normal screen display (Figure 10(d4)) where the losing animation pattern such as "7-6-7" is displayed. In the example in Figure 10, the lengths of the losing result animation, background return animation, and normal screen display that make up the losing result display are set to 3s, 1s, and 2s respectively, and the total time is shorter than the 7s of the jackpot result display.

[0100] Furthermore, a development animation is performed when the development result is displayed. In this development animation, both "7" and "6", which are candidates for the first and second stop symbols, are destroyed and disappear simultaneously (Figure 10(b1)), and then a development notification image 244a such as "Development" indicating development to an SP Reach is displayed (Figure 10(b2)). In the example in Figure 10, the length of the development animation is set to 4s, which is shorter than the 7s for the jackpot result display and the 6s for the loss result display, but the length of the development animation can be the same as or longer than the loss result display.

[0101] Next, a specific example of an SP reach pre-performance will be explained based on Figure 11, etc. As shown in Figure 11, the performance period of an SP reach pre-performance consists of a reach video display period for executing a video performance unique to SP reaches, and a result display period that follows the reach video display period, in which either a development result display or a loss result display (a jackpot result display is not included). In addition, immediately before the result display period, that is, towards the end of the reach video display period, a result display pre-performance is executed to suggest the appearance of the result display. This result display pre-performance consists of a build-up period and a waiting period (i.e., a standby period), similar to the case of an S reach performance (Figure 10). Note that this SP reach pre-performance is an example of a non-winning reach performance that does not result in a jackpot performance (specific performance).

[0102] When the SP pre-reach animation begins (reach video display period), as shown in Figure 11(a1), the image display means 26 displays the SP pre-reach video, and any sound output or LED light effect is performed in synchronization with the SP pre-reach video. In the SP pre-reach video, reduced-size (retracted) reach symbol images Ps such as "7 7", reach animation images 242b with characters, and other images are displayed in front of the special background 241b for the SP pre-reach.

[0103] Subsequently, when the build-up period at the end of the reach video display period begins (Figure 11(a2)), the reach animation image 242b changes to the build-up animation image 243b. In the examples of Figures 11(a2) to (a3), the build-up animation image 243b shows the monster (enemy) character being attacked with a cannon. However, in the pre-SP reach animation (non-winning reach animation) of this embodiment, as mentioned above, the jackpot result display does not appear, so it is desirable that the animation during this build-up period (pre-result display animation) does not evoke the idea of ​​a jackpot so as not to give the player unnecessary expectations. Therefore, in this embodiment, an explanatory display 245 indicating that the game will move to the next reach animation when a specific result display such as "the game will progress if you defeat the monster" appears is displayed in parallel with the build-up animation image 243b (Figures 11(a2), (a3)). This prevents players from mistakenly believing they've won a jackpot even when a monster (enemy) is defeated, thus preventing unnecessary disappointment despite favorable outcomes (developments) for the player. In the example in Figure 11, the length of the build-up period is set to 3s, the same as in the S-reach animation (Figure 10).

[0104] Furthermore, the explanatory display 245 may be composed of an explanation of the action, such as "Attack the monster," and an explanation of the result, such as "Success leads to XX," and these may be displayed simultaneously or alternately.

[0105] Once the build-up period ends, the build-up animation image 243b becomes static (Figure 11(a3)), and this static state is maintained throughout the subsequent build-up period. The explanatory display 245 continues to be displayed during this build-up period. In the example in Figure 11, the length of the build-up period is set to 1 s, the same as the S-reach animation (Figure 10).

[0106] Then, once the build-up period ends and the results display period begins, either the advanced result display or the losing result display will start, continuing from the previously paused teasing animation image 243b.

[0107] In the case of a losing result, a losing result animation is performed first. In this losing result animation, the attack on the monster fails (Figure 11(c1)), and consequently the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 11(c2)). After that, a background return animation (Figure 11(c3)) returns from the special background 241b to the normal background 240, and then the game transitions to the normal screen display (Figure 11(c4)) where the losing animation pattern such as "7-6-7" is displayed. Note that in the example in Figure 11, the length of the losing result animation is 4s, which is longer than the 3s in the case of the S-reach animation (Figure 10), but the length of the background return animation and the normal screen display are 1s and 2s respectively, which are the same as in the case of the S-reach animation.

[0108] Furthermore, a development animation is performed when the development result is displayed. In this development animation, the attack is successful and the monster is defeated (Figure 11(b1)), and then a development notification image 244b, such as "Development," indicating the development to the SP Reach post-animation, is displayed (Figure 11(b2)). In the example in Figure 11, the length of the development animation is set to 4s, the same as in the S Reach animation, but the length of the development animation in the SP Reach pre-animation may be longer than the length of the development animation in the S Reach animation. Also, the length of the development animation may be the same as or longer than the length of the failure result display.

[0109] In addition to the development animation (normal development animation) shown in Figure 11, a revival development animation may also be implemented to display a development notification image after a revival animation has been performed either after or during the display of a losing result. In the case of this revival development animation, the timing of the revival animation may be before or after the background return animation in the display of a losing result, but it is preferable to perform it before the background return animation.

[0110] Next, specific examples of SP reach post-performance (specific reach performance) will be explained based on Figures 12 and 13. Figure 12 shows the case where a losing result is displayed, and Figure 13 shows the case where a winning result is displayed. As shown in Figures 12 and 13, the performance period of an SP reach post-performance consists of a reach video display period for executing a video performance unique to SP reaches, and a result display period that follows the reach video display period for executing either a winning result display (Figure 13) or a losing result display (Figure 12) (development result display is not included).

[0111] Furthermore, immediately before the result display period, that is, towards the end of the reach video display period, a pre-result display effect is performed to suggest the appearance of the result. This pre-result display effect in the post-SP reach effect is a so-called button effect, and includes an operation validity period suggestion effect that indicates the arrival of the operation validity period during which the operation of the effect button 19 becomes effective, and the operation validity period begins after the operation validity period suggestion effect ends.

[0112] When the SP Reach Post-Performance starts (Reach Video Display Period), as shown in Figure 12(a1), the SP Reach Post-Performance video is displayed on the image display means 26, and arbitrary sound output and LED light effects are performed in synchronization with the SP Reach Post-Performance video. In the SP Reach Post-Performance video, reduced-size (retracted) images of reach symbols such as "7 7", reach performance images 242c with characters, and other images are displayed in front of the special background 241c for SP Reach Post-Performance.

[0113] Subsequently, towards the end of the reach video display period, an indication of successful operation begins. This indication of successful operation is configured to fade in (form the target image) of the target button 19, which is the target of operation during the valid operation period, onto the screen. In the examples of Figures 12(a2) to (a4), the fade-in of the target image 246 is such that it rotates and approaches from a distance. The display manner of the target image 246 during the indication of successful operation is arbitrary, but it must be at least different from the display manner during the valid operation period so that the player does not mistakenly believe that it is the valid operation period. The fade-in of the target image 246 is completed, for example, at the end of the indication of successful operation, i.e., at the start of the valid operation period (Figure 12(a4)). Thus, the indication of successful operation is the sequence from when the target image begins to be formed (displayed) on the screen until it is formed, and the target image during that time is the indication of successful operation image.

[0114] In this embodiment, at the start of the operation validity period, that is, approximately simultaneously with the completion of the fade-in (formation of the operation target image 246), an operation mode notification image 247 consisting of the word "PUSH!" and an arrow image to notify the operation mode, and a progress notification image 248 to notify the progress of the operation validity period are newly displayed (Figure 12(a4)). The progress notification image 248 is configured such that the length of a strip-shaped gauge decreases from 100% to 0% as the operation validity period progresses (Figure 12(a5)). In the example in Figure 12, the operation validity period from the start to the end is set to 3s, and the duration of the preceding operation validity indication effect is set to 4s, which is longer than the operation validity period.

[0115] If the player presses the performance button 19 during this operation valid period, thereby fulfilling the conditions for executing the performance, the operation valid period ends at that point, and the result display (either a losing result display or a winning result display) begins. Thus, while the start timing of the result display changes depending on the player's operation, the variation time is already determined, so it is necessary to perform a time adjustment (described later) during the result display to absorb the change in the player's operation timing (i.e., the start timing of the result display). Here, if the time required for this time adjustment is long, it will feel unnatural in the performance, so in that sense, it is desirable for the operation valid period to be short, but if the operation valid period is short, the possibility of the player missing the opportunity to operate increases. Therefore, in this embodiment, in order to suppress the unnaturalness of the performance due to time adjustment, the operation valid period is made as short as possible (3s in this case), and in order to prevent the player from missing the opportunity to operate as a result, an operation validity indication performance (4s in this case) that is longer than the operation valid period (3s) is executed immediately before the operation valid period ends.

[0116] Regarding the conditions for executing the performance button 19, possible conditions include a one-hit execution condition that is met when the performance button 19 is operated once, a rapid-fire execution condition that is met when the performance button 19 is operated multiple times in succession, and a long-press execution condition that is met when the performance button 19 remains in an operated state. However, in this embodiment, the one-hit execution condition is adopted.

[0117] Figures 12(A1) and (A2) are both time charts for displaying a losing result. Figure 12(A1) shows the earliest start timing, i.e., the case where the performance button 19 is operated approximately simultaneously with the start of the operation validity period, while Figure 12(A2) shows the latest start timing, i.e., the case where the performance button 19 is operated approximately simultaneously with the end of the operation validity period. If the performance button 19 is not operated during the operation validity period (i.e., the operation condition is not met), the system may be configured to start displaying the same or a different losing result at the end of the operation validity period, as would have occurred if the performance button 19 had been operated.

[0118] As shown in Figures 12(A1) and (A2), when a losing result is displayed, a losing result animation is performed first. In this losing result animation, after the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 12(b1)), a loop waiting animation is performed for a length corresponding to the timing of the operation of the animation button 19, i.e., the start timing of the losing result display (Figure 12(b2)). This loop waiting animation adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.

[0119] As shown in Figure 12(A1), the loop waiting animation time is maximized (3 seconds in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 12(A2), the loop waiting animation time is minimized (0 seconds in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest). Thus, in the display of a losing result in this embodiment, the loop waiting animation for time adjustment is performed after the losing result animation is executed and before switching to the normal screen display (in this case, before the background return animation). As a result, even if the loop waiting animation time is long, the tempo from the end of the losing result display (background return animation, normal screen display) to the next variation is not disrupted, and the sense of incongruity caused by time adjustment is suppressed.

[0120] The loop standby effect is configured on the image display means 26 to repeatedly play video data for loop standby that is connected to the previous video, for example. Furthermore, the LED 11a51a, 73, etc., are configured to light up in a pattern corresponding to a loss when the effect button 19 is operated (using light pattern data for one-time playback), and then repeat a predetermined light pattern until the end of the loop standby effect (using light pattern data for loop playback). Regarding the audio output from speakers SP1 and SP2, when the effect button 19 is operated, a sound effect corresponding to a loss is output (using sound effect data for one-time playback), and then either remain silent until the end of the loop standby effect, or repeat the output of a predetermined sound effect (using sound effect data for loop playback). This loop standby effect is repeated until a change stop command is received from the main control board 201.

[0121] After that, the background returns from special background 241c back to normal background 240, and then the game transitions to the normal screen display showing a losing animation such as "7-6-7". In the example in Figure 12, the shortest length of the losing result animation is 5s, which is longer than the S-reach animation (3s) and the SP-reach pre-animation animation (4s), but the length of the background returns animation and the normal screen display are 1s and 2s respectively, which are the same as the S-reach animation and the SP-reach pre-animation animation.

[0122] Furthermore, in the example shown in Figure 12, the effective operation time (3 seconds in this case) is shorter than the animation time for the losing result animation (a minimum of 5 seconds in this case). This makes it possible to keep the animation time for the loop waiting animation for time adjustment to less than half of the animation time for the losing result animation, thereby suppressing the sense of incongruity caused by time adjustment.

[0123] As described above, in this embodiment, when comparing the case where the last reach animation is a weak reach animation (e.g., an S reach animation) (Figure 10) with the case where a strong reach animation (e.g., a post-SP reach animation) can appear at a later stage (i.e., has a higher probability of resulting in a jackpot than a weak reach animation) (Figure 12), the display time for the result is set to be longer in the case of a strong reach animation than in the case of a weak reach animation. This makes it possible to shorten the display time for the result in reach animation patterns with low jackpot reliability and low player expectations, thereby increasing the tempo, and to lengthen the display time for the result in reach animation patterns with high jackpot reliability and high player expectations, thereby enhancing the effect of the animation.

[0124] Furthermore, in this embodiment, the duration of the losing result animation is longer in the case of a strong reach animation (e.g., the animation after an SP reach) than in the case of a weak reach animation (e.g., an S reach animation), but the duration of the background return animation and the normal screen display are the same. If the result display time is set to be longer in the case of a strong reach animation than in the case of a weak reach animation, one of the background return animation and the normal screen display may be the same in the case of a weak reach animation and a strong reach animation, while the other of the background return animation and the normal screen display, as well as the losing result animation, may be different in the case of a weak reach animation and a strong reach animation.

[0125] Furthermore, Figures 13(A1), (A2), (B1), and (B2) are all time charts for displaying jackpot results, but Figures 13(A1) and (A2) show the normal jackpot result display, while Figures 13(B1) and (B2) show the revival jackpot result display. Here, the revival jackpot result display (Figures 13(B1), (B2)) is configured to execute the revival jackpot result display after executing the losing result display, followed by a revival jackpot movable body display involving the movement of a movable body, whereas the normal jackpot result display (Figures 13(A1), (A2)) is configured to execute the normal jackpot result display after a normal jackpot movable body display involving the movement of a movable body, without executing the losing result display.

[0126] Furthermore, whether to execute the normal jackpot result display shown in Figures 13(A1) and (A2) or the revival jackpot result display shown in Figures 13(B1) and (B2) is determined by the symbol variation content determination means 232a (Figure 7) on the performance control board 202 when it receives a variation pattern command corresponding to a specific variation pattern (for example, the SP Reach 1 jackpot variation pattern) from the main control board 201. Therefore, the variation time is the same for both the normal jackpot result display and the revival jackpot result display, and consequently, the performance time and the end timing of each result display are also the same. In other words, the time from the timing of the win / loss branch (the timing when the performance button 19 is operated and the result display starts) until the symbols stop in a confirmed state is the same for both the normal jackpot result display and the revival jackpot result display.

[0127] Furthermore, of Figures 13(A1) and (A2) which show the normal jackpot result display, Figure 13(A1) shows the earliest start timing, i.e., the case where the performance button 19 is operated approximately simultaneously with the start of the operation valid period, and Figure 13(A2) shows the latest start timing, i.e., the case where the performance button 19 is operated approximately simultaneously with the end of the operation valid period. Similarly, of Figures 13(B1) and (B2) which show the revival jackpot result display, Figure 13(B1) shows the earliest start timing, i.e., the case where the performance button 19 is operated approximately simultaneously with the start of the operation valid period, and Figure 13(B2) shows the latest start timing, i.e., the case where the performance button 19 is operated approximately simultaneously with the end of the operation valid period. Note that if the performance button 19 is not operated during the operation valid period (if the operation conditions are not met), the system may be configured to start displaying the same or a different jackpot result at the end of the operation valid period as if the performance button 19 had been operated.

[0128] As shown in Figures 13(A1) and (A2), in the normal jackpot result display, the normal jackpot movable body effect is performed first. In this normal jackpot movable body effect, as shown in Figures 13(b1) to (b3), the movable illuminated device 40 operates in a predetermined normal jackpot operation pattern, and an arbitrary image effect corresponding to the operation of the movable illuminated device 40 is displayed on the image display means 26, the middle symbol stops at the same symbol as the reach symbol (in this case, "7"), and the LEDs 11a, 51a, 73, etc. illuminate in a predetermined normal jackpot illumination pattern. In the example in Figure 13, the normal jackpot operation pattern is configured such that the movable illuminated device 40 descends at high speed from the origin position (upper position) to the lower position in front of the image display means 26 (Figure 13(b1)), stops for a predetermined time, and then returns to the origin position at low speed (Figures 13(b2), (b3)).

[0129] Furthermore, the normal jackpot illumination pattern is a so-called rainbow illumination pattern, and as shown in Figure 14(a), the light-emitting part of the movable light display device 40, i.e., the letters "Kappa Legend," are illuminated in rainbow colors flowing in a predetermined direction (for example, left and right). This rainbow illumination pattern is configured to cycle at a predetermined interval, and one cycle of illumination data is executed a predetermined number of times during the 5 seconds from the start to the end of the normal jackpot movable body performance. Note that not only the LED 73 of the movable light display device 40, but also the LEDs 11a and 51a on the game board 5 side and the front frame 4 side may be illuminated with the same rainbow illumination pattern. In addition, when the performance button 19 is operated, i.e., at the start of the normal jackpot movable body performance, the illumination may be set to light up in the illumination mode corresponding to a normal jackpot (for example, rainbow flashing), and then the illumination with the rainbow illumination pattern may be repeated.

[0130] After the regular jackpot animation ends, the regular jackpot result animation is performed. In this regular jackpot result animation, a celebration animation (Figure 13(b4)) is performed to celebrate the jackpot, followed by a loop waiting animation of a length corresponding to the timing of the operation of the animation button 19, i.e., the start timing of the regular jackpot result display (Figure 13(b5)). This loop waiting animation adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.

[0131] As shown in Figure 13(A1), the loop waiting animation time is maximized (3 seconds in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 13(A2), the loop waiting animation time is minimized (0 seconds in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest). Thus, in the normal jackpot result display of this embodiment, the loop waiting animation for time adjustment is performed at the end of the jackpot result animation, which is performed after the normal movable body animation, that is, before the jackpot is confirmed. As a result, the movable body animation that notifies that a jackpot has been won and the result animation that celebrates the jackpot are executed in succession, starting from the timing of the button press, and this series of events is not affected by the loop waiting animation, making it possible to suppress any sense of incongruity caused by time adjustment without compromising the exhilarating feeling of the animation.

[0132] The loop standby effect is configured on the image display means 26 to repeatedly play video data for loop standby, for example, that is connected to the previous video. Furthermore, the LED lighting effects using LEDs 11a, 51a, 73, etc., are activated when the effect button 19 is operated, illuminating in a manner corresponding to a normal jackpot (e.g., rainbow flashing) (using light pattern data for one-time playback), and then repeating a predetermined light pattern (rainbow flashing pattern) until the end of the loop standby effect (using light pattern data for loop playback). Regarding the audio output from speakers SP1 and SP2, when the effect button 19 is operated, a sound effect corresponding to a normal jackpot is output (using sound effect data for one-time playback), and then either remaining silent until the end of the loop standby effect, or repeatedly outputting a predetermined sound effect (using sound effect data for loop playback). This loop standby effect is repeated until a variation stop command is received from the main control board 201.

[0133] In the example shown in Figure 13, the length of the normal jackpot movable body animation in the normal jackpot result display is set to 5s, and the minimum length of the normal jackpot result animation is set to 8s.

[0134] Furthermore, as shown in Figures 13(B1) and (B2), the revival jackpot result display first performs the same effects as the losing result display shown in Figures 12(A1) and (A2). That is, after the losing result effect (Figures 13(c1) and (c2)) is performed first, a background return effect (Figure 13(c3)) returns from the special background 241b to the normal background 240, and then the display transitions to the normal screen display (Figure 13(c4)) where a losing effect pattern such as "7-6-7" is displayed. In the losing result effect, after the middle symbol stops on "6", which is different from the reach symbol (here, "7") (Figure 13(c1)), a loop waiting effect of a length corresponding to the timing of operation of the effect button 19, i.e., the start timing of the losing result display is executed (Figure 13(c2)). This loop waiting effect adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.

[0135] As shown in Figure 13(B1), the loop waiting animation time is the longest (3s in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 13(B2), the loop waiting animation time is the shortest (0 in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest).

[0136] The loop standby effect is configured on the image display means 26 to repeatedly play video data for loop standby that is connected to the previous video, for example. Furthermore, the LED lighting effects using LEDs 11a, 51a, 73, etc., are activated when the effect button 19 is pressed, illuminating in a manner corresponding to a loss (using single-playback lighting pattern data), and then repeating a predetermined lighting pattern until the end of the loop standby effect (using loop-playback lighting pattern data). Regarding the audio output from speakers SP1 and SP2, when the effect button 19 is pressed, a sound effect corresponding to a loss is output (using single-playback sound effect data), and then either silence is maintained until the end of the loop standby effect, or a predetermined sound effect is repeatedly output (using loop-playback sound effect data). This loop standby effect is repeated until a variation stop command is received from the main control board 201.

[0137] In the example shown in Figure 13, the shortest duration of the losing result animation in the revival jackpot result display is 5 seconds, and the durations of the background return animation and the normal screen display are 1 second and 2 seconds, respectively, which are the same as in the case of the losing result display (Figures 12(A1) and (A2)).

[0138] Following the normal screen display, a revival jackpot movable body animation is performed. In this revival jackpot movable body animation, as shown in Figures 13(c5) to (c7), the movable illuminated device 40 operates in a predetermined revival jackpot operation pattern, and the image display means 26 displays an arbitrary image animation corresponding to the movement of the movable body. At the same time, the middle symbol, which had temporarily stopped at "6" which is different from the reach symbol, changes to the same symbol as the reach symbol (in this case, "7"), and LEDs 11a, 51a, 735, etc., light up in a predetermined revival jackpot illumination pattern. Note that the animation time (3s) for this revival jackpot movable body animation is shorter than the animation time (5s) for the normal jackpot movable body animation.

[0139] In the example shown in Figure 13, the revival jackpot operation pattern is configured such that the movable electric display device 40 descends at high speed from its origin position (upper position) to the lower position in front of the image display means 26 (Figure 13(c5)), stops for a predetermined time, and then returns to the origin position at a low speed (Figure 13(c6), (c7)). Thus, the revival jackpot operation pattern is almost the same as the normal jackpot operation pattern (Figure 13(b1)~(b3)) in terms of the operation of the movable electric display device 40, but the performance time is different. This difference in performance time is adjusted by, for example, varying the stopping time at the lower position and the movement speed (for example, the speed of return to the origin position).

[0140] Furthermore, the content of the animation images displayed on the image display means 26 during the revival jackpot movable body animation differs from the content of the animation images displayed on the image display means 26 during the normal jackpot movable body animation. This difference in the content of the animation images between the revival jackpot movable body animation and the normal jackpot movable body animation may be based solely on differences in the operation of the movable lighting device 40 due to differences in animation duration (differences in stopping time at the lower position and movement speed), or it may go beyond differences in the operation of the movable lighting device 40, such as the appearance of different characters.

[0141] Furthermore, the revival jackpot lighting pattern is a so-called rainbow lighting pattern, and as shown in Figure 14(b), the light-emitting part of the movable electric display device 40, that is, the letters "Kappa Legend," light up in rainbow colors flowing in a predetermined direction (for example, left and right). The revival jackpot lighting pattern shown in Figure 14(b) and the normal jackpot lighting pattern shown in Figure 14(a) are executed at the same cycle using common lighting pattern data, and the only difference between the two is the number of repetitions based on the length of the performance time. Note that not only the LED 73 on the movable electric display device 40, but also the LEDs 11a and 51a on the other game board 5 and the front frame 4 may be made to light up with the same rainbow lighting pattern.

[0142] In this way, by using the same movable lighting device 40 to perform different effects for the regular jackpot movable mechanism effect and the revival jackpot movable mechanism effect, it is possible to reduce costs while enhancing the effect of the effects.

[0143] After the revival jackpot moving mechanism animation ends, a revival jackpot result animation (Figure 13(c8)) is performed, which celebrates the jackpot. In the example in Figure 13, the animation time for this revival jackpot moving mechanism animation is 2 seconds, which is shorter than the animation time for the normal jackpot moving mechanism animation (minimum 8 seconds).

[0144] As explained above, in the revival jackpot result display of this embodiment, the loop waiting animation for time adjustment is performed after the loss result animation is executed and before switching to the normal screen display (in this case, before the background return animation), so that the revival jackpot result animation is executed after the time adjustment is complete. As a result, even if the loop waiting animation takes a long time, the connection from button operation to the loss result animation is not impaired, and the sequence from the movable body animation that notifies that it is a jackpot to the result animation that celebrates the jackpot is not affected. Therefore, it is possible to suppress the sense of incongruity caused by time adjustment without compromising the exhilarating feeling of the animation.

[0145] In addition, in the post-SP reach effect of the present embodiment, the end timings of the normal jackpot result display and the revival jackpot result display are the same. If the timings of the button operations by the player are the same, the effect times of both are also the same.

[0146] Figs. 15 to 18 illustrate a second embodiment of the present invention. By partially modifying the first embodiment, a non-translucent character portion made of a non-translucent portion is provided in the translucent portion, and an example in which LEDs are arranged on the rear side of the non-translucent character portion is shown. The difference between this embodiment and the first embodiment is only in the arrangement of the translucent portion / non-translucent portion in the movable electric ornament device, and the accompanying arrangement of the LEDs and the shape of the movable electric ornament device. Hereinafter, the configuration of the movable electric ornament device will be described centering on the differences from the first embodiment.

[0147] As shown in Figs. 15 to 17, the movable electric ornament device 250 of the present embodiment is composed of a front cover body 251, a base body 252, and an LED substrate 254 on which a plurality of LEDs (light sources) 253 are arranged, similar to the movable electric ornament device 40 of the first embodiment. The front cover body 251 is made of a synthetic resin having translucency, and integrally includes a front panel 255 and an outer peripheral plate 256 extending rearward along the outer periphery of the front panel 255. On the front panel 255 of the front cover body 251, a non-translucent treatment is applied to the front side with respect to a character area (non-translucent character portion 257a) corresponding to a character string of "Kappa Legend" in, for example, a horizontally written Gothic font, and a frame area (non-translucent frame portion 257b) surrounding each of those characters. As a result, on the front panel 255, characters of "カ", "ッ", "パ", "伝", "説" constituting the non-translucent character portion 257a are formed in each of the five translucent portions 258 formed in a rectangular shape. Note that the front panel 255 of the front cover body 251 is formed in a horizontally long rectangular shape along the outer shape of the non-translucent frame portion 257b.

[0148] The non-translucent treatment for forming the non-translucent portions 257a and 257b may be arbitrary, such as plating treatment, pasting of a non-translucent sheet, etc. Also, the non-translucent portions 257a and 257b do not require complete non-translucency, and it is sufficient that the light transmittance is sufficiently smaller than that of the translucent portion 258. It is also desirable to apply the non-translucent treatment to the outer surface side of the outer peripheral plate 256 of the front cover body 251.

[0149] Furthermore, as shown in Figure 17, the inner surface of the front cover body 251 is treated with lens cut processing or other light diffusion processing (light diffusion section 259) in an area corresponding to the light-transmitting section 258, in order to make the LED substrate 254 etc. less visible from the front and to appropriately diffuse the light emitted from the LED 253.

[0150] In Figure 17, an example is shown in which light diffusion treatment is applied not only to the area behind the light-transmitting portion 258 but also to the areas behind the non-transmitting portions 257a and 257b. However, it is also possible to apply light diffusion treatment only to the area behind the light-transmitting portion 258 and not to the areas behind the non-transmitting portions 257a and 257b. Furthermore, when light diffusion treatment is applied to the areas behind the non-transmitting portions 257a and 257b, it is possible to apply the light diffusion treatment only to a certain area corresponding to the front of the LED 253, rather than to the entire non-transmitting portions 257a and 257b. In addition, when light diffusion treatment is applied to both the light-transmitting portion 258 and the non-transmitting portions 257a and 257b, the type of light diffusion treatment (e.g., type of lens cut processing) may be different for the area behind the light-transmitting portion 258 and the area behind the non-transmitting portions 257a and 257b. In this case, the type of lens cut can be any type, such as ball cut, knurling, diamond cut, or ice cut. Furthermore, the light-transmitting portion 258 may also be treated with the same or a different type of lens cut as the inner surface.

[0151] The front cover body 251 is detachably fixed to the front side of the base body 252 by screws or the like. The base body 252 is made of a non-transparent synthetic resin and integrally comprises a front plate 261 formed in substantially the same shape as the outer shape of the front cover body 251, and an outer peripheral plate 262 extending rearward along the outer circumference of the front plate 261, with the front cover body 251 fixed to the front side of the front plate 261. The rear side of the front cover body 251 is substantially closed by the front plate 261 of the base body 252, thereby forming a light-emitting chamber 263 inside the front cover body 251. Rail connection parts 264 are provided on both the left and right ends of the base body 252 so as to be slidable with respect to the guide rail 43.

[0152] The LED substrate 254 comprises a substrate body 265 formed in a horizontally elongated rectangular shape along the inner surface of the outer peripheral plate 256 of the front cover body 251, a plurality of LEDs 253 arranged on the front side of the substrate body 265, and a connector 266 arranged on the back side of the substrate body 265. The substrate 254 is positioned at a predetermined rear position within the light-emitting chamber 263 and is detachably fixed to the front plate 261 of the base body 252 by screws or the like.

[0153] The front panel 261 of the base body 252 has forward-facing bosses 267 for supporting the circuit board, and these bosses 267 support the LED circuit board 254 while maintaining a certain gap between it and the base body 252. The harness 268 connected to the connector 266 is pulled out to the rear side of the movable lighting device 250 through an opening 269 formed in the base body 252 and connected to the performance control board 202 via an intermediate board or the like.

[0154] On the LED board 254, 3 × 9 = 27 LEDs 253 are arranged corresponding to the non-transparent text section 257a on the front cover body 251 side, i.e., the string of characters "Kappa Legend". Specifically, as shown in Figure 18, the LED board 254 has multiple LED rows (light source rows) consisting of multiple LEDs 253 (in this case, 3) arranged in the short direction of the movable lighting device 250 (in this case, the vertical direction which is the width direction of the string of characters), and multiple rows (in this case, 9 sets A to I) arranged in the long direction of the movable lighting device 250 (in this case, the left-right direction which is the arrangement direction of the string of characters). Furthermore, the LEDs 253 on the LED board 254 are controlled to emit light using different channels for each LED row. This makes it easy to control the emission state of the LEDs 253 (emitting color, on / off, etc.) to change sequentially in the direction of the string of characters.

[0155] In Figure 16, the 27 LEDs 253 are distinguished by adding codes A to I (Figure 18) indicating the LED row to which they belong, and codes 1 to 3 indicating the number within each LED row. For example, the first LED 253 belonging to LED row A is designated as LED253A1, and the third LED 253 belonging to LED row B is designated as LED253B3.

[0156] Furthermore, all 27 LEDs 253 are positioned behind the non-transparent character section 257a, and their position is approximately in the center of the width of the non-transparent character section 257a when viewed from the front. As a result, the light emitted from the LEDs 253 directly forward does not (or does not) illuminate the translucent section 258, making it possible to eliminate point illumination and reduce the brightness difference of the translucent section 258, as well as making the silhouette of the non-transparent character section 257a stand out more clearly.

[0157] Figures 19 and 20 illustrate a third embodiment of the present invention, showing an example in which the LED 253 is arranged not only on the rear side of the non-transparent character portion 257a but also on the rear side of the non-transparent frame portion 257b, with some modifications from the second embodiment. The only difference between this embodiment and the second embodiment is the arrangement of the LED 253. The following will focus on the differences from the second embodiment.

[0158] In this embodiment, the LED substrate 254 has 3 × 16 = 48 LEDs 253 arranged in correspondence with the non-transparent character portion 257a and the non-transparent frame portion 257b on the front cover body 251. That is, as shown in Figure 20, the LED substrate 254 has multiple LED rows (light source rows) consisting of multiple (in this case, 3) LEDs 253 arranged in the short direction of the movable illuminated device 250 (in this case, the vertical direction which is the width direction of the string), and multiple (in this case, 16 pairs, A to P) arranged in the long direction of the movable illuminated device 250 (in this case, the left-right direction which is the arrangement direction of the string). The LEDs 253 on the LED substrate 254 are controlled to emit light using different channels for each LED row. This makes it easy to perform light emission control that sequentially changes the light emission state of the LEDs 253 (light emission color, on / off mode, etc.) in the arrangement direction of the string.

[0159] In Figure 19, the 48 LEDs 253 are distinguished by adding the codes A to P, which indicate the LED row they belong to, and the codes 1 to 3, which indicate the number within each LED row. For example, the first LED 253 belonging to LED row A is designated as LED253A1, and the third LED 253 belonging to LED row B is designated as LED253B3.

[0160] Furthermore, all 48 LEDs 253 are positioned behind either the non-transparent character section 257a or the non-transparent frame section 257b. The LEDs 253 corresponding to the non-transparent character section 257a, which are located inside the translucent section 258 (for example, LEDs 253B2, 253B3), are positioned approximately in the center of the non-transparent character section 257a in the width direction when viewed from the front. Furthermore, among the LEDs 253 corresponding to the non-transparent frame portions 257b located outside the light-transmitting portion 258, the LEDs 253 that correspond to the non-transparent frame portions 257b sandwiched between the two light-transmitting portions 258 (for example, LEDs 253D2, 253G2, etc.) are positioned behind the non-transparent frame portion 257b, approximately at the center (approximately equidistant from each non-transparent frame portion 257b). For the other LEDs 253, i.e., when a non-transparent frame portion 257b of sufficient width is in contact with the light-transmitting portion 258, the LEDs 253 that correspond to that non-transparent frame portion 257b (here, LEDs 253A1~253A3, 253B1, 253C3, etc.) are positioned so that the edges of the LEDs 253 approximately coincide with the boundary between the non-transparent frame portion 257b and the light-transmitting portion 258, both front and back. In all cases, it is desirable that the edges of the LED 253 do not protrude into the light-transmitting portion 258, but they may be positioned to protrude slightly.

[0161] By arranging the LEDs 253 in this manner, the light emitted directly forward from the LEDs 253 does not (or does not) directly illuminate the translucent portion 258. This eliminates point illumination and reduces the brightness difference of the translucent portion 258, while also making the silhouette of the non-translucent character portion 257a stand out more clearly.

[0162] As shown in the enlarged section of Figure 19, the LED 253 is formed in a roughly rectangular shape, with three terminals 69a-69c and 69d-69f arranged on predetermined opposite sides 253a and 253b. From each of these terminals 69a-69c and 69d-69f, wiring patterns 70a-70c and 70d-70f are drawn straight and parallel to each other for at least a predetermined distance X in a direction perpendicular to the predetermined opposite sides 253a and 253b, and then bent in an arbitrary direction or connected directly to vias, etc. Therefore, for LEDs 253 (LEDs 253A1 to 253A3, 253B1, etc.) that are positioned near the edge of the horizontally elongated rectangular LED substrate 254 and whose distance to the substrate edge is less than a predetermined distance X, as shown in the partially enlarged view of Figure 19, the LEDs are positioned such that the side 253c, which does not have terminals and is different from the predetermined opposite sides 253a and 253b on which terminals 69a to 69c and 69d to 69f are provided, faces the edge of the LED substrate 254. Note that the LEDs 253 are positioned to avoid the vicinity of the corners of the LED substrate 254 (for example, LED 253A1). This has the advantage that even when it is necessary to position the LEDs 253 near the edge of the LED substrate 254, as in this embodiment, the routing of the wiring pattern becomes easier.

[0163] Figure 21 illustrates a fourth embodiment of the present invention, showing an example in which the first (to third) embodiments are partially modified to perform a pre-result display animation for an SP reach, which is an example of a non-winning reach animation. This animation is configured to perform a teasing animation using symbols other than the reach symbol and the symbols immediately before and after it as the final stopping symbols, thereby preventing the audience from imagining that the symbols will result in a winning animation (specific animation).

[0164] Figure 21 corresponds to Figure 11 of the first embodiment. In the SP pre-reach animation of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 21(a1) → (a2)), the reach animation image 242d changes to the build-up animation image 243d. The build-up animation image 243d performs the final stage of animation before the third (for example, the center) row of symbols, which is still changing, stops. In the example of Figures 21(a2)~(a3), the first character repeatedly hits the first stop symbol candidate (here, "5"), which is -2 from the reach symbol (here, "7"), with a hammer, and the second character repeatedly hits the second stop symbol candidate (here, "4"), which is -3 from the reach symbol (here, "7"), with a hammer, competing to see which character can destroy the stop symbol candidate first.

[0165] Thus, in the pre-result display sequence of the SP reach sequence in this embodiment, a build-up sequence is performed using a symbol other than the reach symbol (in this case, "7") and the symbols immediately before and after it (in this case, "6" and "8") as the final stopping symbol.

[0166] When the build-up period ends, the build-up animation image 243d becomes static (Figure 21(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 243d.

[0167] In the losing result display, a losing result animation is performed first. In this losing result animation, the first stop symbol candidate "5" is destroyed (Figure 21(c1)), and the middle symbol stops on the remaining second stop symbol candidate "4" (Figure 21(c2)). After that, the background returns to normal (Figure 21(c3)) and the screen returns to normal (Figure 21(c4)). In the development result display, a development animation is performed. In this development animation, the second stop symbol candidate "4" is destroyed (Figure 21(b1)), and then a development notification image 244d such as "Development" indicating development after an SP reach is displayed (Figure 21(b2)).

[0168] Thus, in the pre-result display sequence of the SP reach sequence in this embodiment, a teasing sequence is performed using symbols other than the reach symbol and the symbols immediately before and after it as the final stopping symbols. Therefore, regardless of the outcome of the teasing sequence, the player will not mistakenly believe that they have won the jackpot, thus preventing unnecessary disappointment for the player.

[0169] In this embodiment as well, similar to the first embodiment, an explanatory display indicating that the game will proceed to the next reach animation when a specific result display such as "destroy 4 will lead to development" appears may be displayed in parallel with the hype animation image 103d.

[0170] Figure 22 illustrates a fifth embodiment of the present invention, showing an example in which the first (to third) embodiments are partially modified to perform an effect in which, in the pre-result display effect of the pre-SP reach effect, which is an example of a non-winning reach effect, the effect is configured such that the effect does not suggest that the symbols will become a jackpot effect (specific effect) by not using the success (win) effect result among multiple types of effect results, including success (win) and failure (loss).

[0171] Figure 22 corresponds to Figure 11 of the first embodiment. In the pre-reach animation of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 22(a1)→(a2)), the reach animation image 242e changes to the build-up animation image 243e. In the example of Figures 22(a2)~(a3), the build-up animation image 243e depicts a kappa (ally) who has been defeated by a monster (enemy) trying to stand up again.

[0172] When the build-up period ends, the build-up animation image 243e becomes static (Figure 22(a3)), and this static state of the build-up animation image 243e is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 243e.

[0173] In the losing result display, a losing result animation is performed first. In this losing result animation, the fallen kappa is unable to stand up and loses (fails) (Figure 22(c1)), and consequently the middle symbol stops at "6", which is different from the winning symbol (in this case, "7") (Figure 22(c2)). After that, the background returns to normal (Figure 22(c3)) and then the screen returns to normal display (Figure 22(c4)).

[0174] Furthermore, a development animation is performed when the development result is displayed. In this development animation, the kappa stands up again (Figure 22(b1)), and then a development notification image 244e, such as "Development," indicating development after an SP reach, is displayed (Figure 22(b2)). Thus, in this embodiment, the development animation does not mean that the kappa has won the battle against the monster just because it stands up, so players will not mistakenly think that they have won the jackpot, thus preventing unnecessary disappointment for the player.

[0175] In this embodiment as well, similar to the first embodiment, an explanatory display indicating that the game will proceed to the next reach animation if a specific result display appears, such as "If it can stand up, it will progress," may be displayed in parallel with the hype animation image 243e.

[0176] Figure 23 illustrates a sixth embodiment of the present invention, which is a modified version of the first (to third) embodiments, in which, in the display of the result of the pre-SP reach effect, which is an example of a non-winning reach effect, the LEDs are illuminated with a light pattern other than the specific light pattern (rainbow light pattern) used in the display of the jackpot result in other reach effects, thereby executing an effect that does not suggest that the symbols will become a jackpot effect (specific effect).

[0177] Figure 23 corresponds to Figure 11 of the first embodiment. In the SP reach pre-performance of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 23(a1)→(a2)), the reach performance image 242f changes to the build-up performance image 243f. In the example of Figures 23(a2)~(a3), the build-up performance image 243f shows a monster (enemy) character being attacked with a cannon. In this embodiment, an explanatory display indicating that the next reach performance will begin when a specific result display such as "If you defeat the monster it will progress" appears is not executed in parallel with the build-up performance image 243f, but such an explanatory display may be displayed as in the first embodiment.

[0178] When the build-up period ends, the build-up animation image 243f becomes static (Figure 23(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 243f.

[0179] In the losing result display, a losing result animation is performed first. In this losing result animation, the attack on the monster fails (Figure 23(c1)), and consequently the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 23(c2)). After that, the background returns to normal (Figure 23(c3)) and then the screen returns to normal display (Figure 23(c4)).

[0180] Furthermore, a development animation is performed when the development result is displayed. In this development animation, a development movable body animation (Figure 23(b1)~(b3)) is performed. In this development movable body animation, the movable illuminated device 40 operates in a predetermined development operation pattern, and the image display means 26 displays an arbitrary image animation corresponding to the operation of the movable illuminated device 40 (in this case, an animation showing the attack succeeding and the monster being defeated), and a development notification image 244f such as "Development" indicating development to the SP reach post animation is displayed, and the LED 73 of the movable illuminated device 40 lights up in a predetermined development light emission pattern.

[0181] In the example shown in Figure 23, the development operation pattern is configured such that the movable illuminated device 40 descends at high speed from its origin position (upper position) to the lower position in front of the image display means 26 (Figure 23(b1)), stops for a predetermined time, and then returns to the origin position at a low speed (Figures 23(b2), (b3)). Thus, the development operation pattern is almost the same as the normal jackpot operation pattern (Figures 13(b1) to (b3)) in terms of the operation of the movable illuminated device 40, but the duration of the performance is different. This difference in performance duration is adjusted by, for example, varying the stopping time at the lower position and the movement speed (for example, the speed of return to the origin position).

[0182] Furthermore, the content of the animation images displayed on the image display means 26 during the development movable body animation differs from the content of the animation images displayed on the image display means 26 during the normal jackpot movable body animation (Figure 13). In addition, the development light emission pattern is a different light emission pattern (including cases where no light is emitted) from the normal jackpot light emission pattern, i.e., the rainbow light emission pattern (specific light emission pattern).

[0183] Thus, in this embodiment, the LED 73 of the movable lighting device 40 is configured to emit light in an advanced light pattern different from the normal jackpot light pattern (in this case, the rainbow light pattern). Therefore, even though the movable lighting device 40 is operated in an advanced operation pattern that is almost the same as the normal jackpot operation pattern and operation content in the normal jackpot result presentation, players will not mistake this for a jackpot and will not be unnecessarily disappointed.

[0184] Figure 24 illustrates a seventh embodiment of the present invention, showing an example in which the first (to third) embodiments are partially modified to display an explanatory display indicating that the next reach animation will be performed when a specific result display appears, even before the pre-result animation (teasing animation, build-up period).

[0185] Figure 24 corresponds to Figure 11 of the first embodiment. As shown in Figure 24, in the SP reach pre-performance of this embodiment, the reach title 301 is first displayed on the image display means 26 (Figure 24(a1)), and then an explanatory display 245 such as "Defeating the monster will advance the performance" is displayed largely in the center of the screen for a predetermined time (for example, about 2 seconds) (Figure 24(a2)). After the explanatory display 245 is reduced in size and moved to the periphery of the screen (for example, the top) (Figure 24(a3)), the reach performance proceeds with reach performance images 242b, etc., featuring characters, etc.

[0186] Subsequently, as the build-up period near the end of the reach video display period begins (Figure 24(a4)), the explanatory display 245 continues to be displayed, and the reach animation image 242b changes to the build-up animation image 243b. In the examples of Figures 24(a4) to (a5), as in the case of Figure 11, the build-up animation image 243b shows the monster (enemy) character being attacked with a cannon.

[0187] Once the build-up period ends, the build-up animation image 243b becomes static (Figure 24(a5)), and this static state is maintained throughout the subsequent build-up period. The explanatory display 245 continues to be displayed during this build-up period. The animation for the result display period after the build-up period ends is the same as in the first embodiment (Figure 11), so its explanation is omitted here.

[0188] As explained above, the explanatory display stating that the game will proceed to the next reach animation when a specific result is displayed may be configured to be displayed not only during the pre-result animation (teasing animation, build-up period), but also before that.

[0189] Figure 25 illustrates an eighth embodiment of the present invention, showing an example in which the first (to third) embodiments are partially modified to form an image to be operated on during the operation validity indication performance, and the operation validity period starts after a predetermined time has elapsed from the completion of the formation of the image to be operated on.

[0190] Figure 25 corresponds to Figures 12 and 13 of the first embodiment. As shown in Figure 25, in the SP reach post-performance of this embodiment, an operation valid indication performance is started at the end of the reach video display period. In the operation valid indication performance of this embodiment, the performance period (4s) consists of a button formation period (3s) and a post-button formation waiting period (1s) that follows the button formation period. The button formation period is the period for forming the operation target image 246 that indicates the performance button 19. As shown in Figures 25(a2) to (a4), for example, the transparency of the operation target image 246 on the screen gradually decreases from 100% and becomes clearer, and at the end of the button formation period, the transparency reaches 0% and the operation target image 246 is completed (Figure 25(a4)). However, this button formation process is arbitrary. The post-button formation waiting period is the waiting time from the completion of the formation of the operation target image 246 until the start of the operation valid period, during which the display state of the operation target image 246 at the time of formation completion is maintained.

[0191] Furthermore, a gauge formation waiting period (0.5s) is provided in the latter half of the button formation waiting period. This gauge formation waiting period is a period during which the progress notification image 248, which notifies the progress of the operation valid period, is maintained in a waiting state (for example, when the gauge is stopped at 100%). It starts one hour (0.5s in this case) after the button formation waiting period has started, and the progress notification image 248 is displayed on the screen at the start of this period (Figure 25(a5)).

[0192] The gauge formation waiting period (and the button formation waiting period) ends two hours (0.5 seconds in this case) after the start of the gauge formation waiting period, and the operation valid period begins. When the operation valid period begins, an operation mode notification image 247 consisting of the word "PUSH!" and an arrow image is displayed to notify the operation mode (Figure 25(a6)), and the progress notification image 248 gauge changes begin (Figures 25(a6)~(a7)).

[0193] As described above, in the present embodiment, the operation valid period is configured to start after a predetermined time has elapsed since the formation of the operation target image 246 during the operation valid suggestion effect. Moreover, after the first time (0.5 s) has elapsed since the formation of the operation target image 246, the progress notification image 248 is displayed in a state of waiting to start, and the operation valid period is configured to start after the second time (0.5 s) has elapsed since the start of the display of the progress notification image 248. Therefore, even if the operation valid time is shortened to suppress the sense of incongruity of the effect due to subsequent time adjustment, it is possible to more reliably prevent the loss of the player's operation opportunity due to this.

[0194] FIG. 26 illustrates a ninth embodiment of the present invention, in which a part of the first to third embodiments is modified, and an example is shown in which the effect time of the operation valid suggestion effect in the strong reach effect (here, the effect after the SP reach) is made longer than the effect time of the operation valid suggestion effect in the weak reach effect (here, the S reach effect). As described above, the strong reach effect is a reach effect with a higher expectation degree of a specific aspect than the weak reach effect.

[0195] FIG. 26(b) is a time chart regarding the operation valid suggestion effect and the operation valid period in the effect after the SP reach (an example of the strong reach effect) of the present embodiment, which is the same as the first embodiment (FIG. 12). Further, FIG. 26(a) is a time chart regarding the operation valid suggestion effect and the operation valid period in the S reach effect (an example of the weak reach effect) of the present embodiment. In the first embodiment (FIG. 10), the effect before the result display of the S reach effect was not a button effect, but in the S reach effect of the present embodiment (FIG. 26(a)), it is assumed that a button effect is executed in the same manner as the effect after the SP reach, and an operation valid suggestion effect and an operation valid period are provided before the result display period.

[0196] As is clear from FIGS. 26(a) and (b), in the present embodiment, the performance time of the operation validity suggestion performance in the post-SP reach performance (strong reach performance) (here, 4 s) is longer than the performance time of the operation validity suggestion performance in the S reach performance (weak reach performance) (here, 2 s). Also, the operation validity time from the start to the end of the operation validity period is the same for both the S reach performance and the post-SP reach performance (both are 3 s), and the performance time of the pre-result display performance combining the operation validity suggestion performance and the operation validity period is longer for the post-SP reach performance (strong reach performance) than for the S reach performance (weak reach performance). Note that the performance time of the operation validity suggestion performance in the post-SP reach performance (4 s) is longer than the operation validity time (3 s), whereas the performance time of the operation validity suggestion performance in the S reach performance (2 s) is shorter than the operation validity time (3 s).

[0197] Thus, in the present embodiment, regarding the post-SP reach performance (strong reach performance), similar to the first embodiment, in order to suppress the sense of incongruity of the performance due to subsequent time adjustment, the operation validity time (here, 3 s) is made as short as possible, and an operation validity suggestion performance (here, 4 s), which is longer than the operation validity time (3 s), is executed immediately before the operation validity period in order to surely prevent the loss of the player's operation opportunity. However, regarding the S reach performance (weak reach performance), the operation validity suggestion performance (here, ......

[0198] FIG. 27 illustrates the tenth embodiment of the present invention. By partially modifying the first to third embodiments, it is possible to execute a development notice performance indicating the development (or the high possibility thereof) to the next reach performance before the pre-result display performance, and the content of the pre-result display performance is made different according to whether or not the development notice performance appears. An example of such a configuration is shown.

[0199] FIG. 27 corresponds to FIG. 10 of the first embodiment, and shows the content of the pre-result display performance in the S-reach performance when a development notice performance indicating that it develops (or is highly likely to develop) until the SP-reach post-performance (the next reach performance after the next reach performance) during the normal variation in the symbol variation is executed. Note that it is assumed that the content of the pre-result display performance in the S-reach performance when the development notice performance is not executed is the same as that in the first embodiment (FIG. 10).

[0200] In the example of FIG. 27, during the normal variation in the symbol variation, a notice image 302 indicating a blue signal is displayed on the screen (development notice performance). This notice image 302 indicating a blue signal shows that it develops until the SP-reach post-performance (a predetermined reach performance) in the symbol variation, and when this notice image 302 is displayed, it will develop until the SP-reach post-performance with a 100% probability thereafter.

[0201] And when this notice image 302 is displayed, in the reach performance until reaching the SP-reach post-performance, unlike the case where the notice image 302 is not displayed (FIG. 10), a pre-result display performance with content assuming development is executed. That is, the exciting performance images 243g shown in FIGS. 27(a3) to (a4) are for both the first stop symbol candidate (here, "7") that constitutes the big win performance mode (i.e., the same as the reach symbol) and the second stop symbol candidate (here, "6") that constitutes the losing performance mode (i.e., different from the reach symbol), and the content is that a character sets a bomb and ignites it.

[0202] When the fanning period ends, at that time the fanning effect image 243g becomes stationary (Fig. 27(a4)), and during the subsequent waiting period, the stationary state of the fanning effect image 243g is maintained. Then, when the waiting period ends and the result display period begins, the development result display starts in a form connected from the fanning effect image 243g that had been paused. In this development effect, both the "7" and "6", which are the first and second stop symbol candidates, are simultaneously exploded (Fig. 27(b1)), and then a development notification image 244a such as "Development" indicating the development to the SP reach is displayed (Fig. 27(b2)). Note that the content of the development result display may be the same as when the preview image 302 is not displayed (Fig. 10) (i.e., using common effect data).

[0203] As described above, by varying the content of the pre-result display according to whether a development preview effect indicating development to a predetermined (next) reach effect appears or not, it becomes possible to execute a more appropriate pre-result display according to whether it is clear that development to a predetermined reach effect will occur or not.

[0204] As described above, the embodiments of the present invention have been described in detail, but the present invention is not limited to these embodiments, and various modifications are possible without departing from the spirit of the present invention. For example, regarding the configuration of the movable electric ornament device in the embodiment, it can be similarly applied to an electric ornament device 50 fixedly arranged on a game part on the game board 5 such as the center case 21, or an electric ornament device 10 fixedly arranged on the front frame 4 side. Of course, it can be similarly applied when a movable electric ornament device is provided on the front frame 4 side.

[0205] In the first embodiment, an example where the light-transmitting part has a character shape (light-transmitting character part 78) is shown, but the light-transmitting part in this case is not limited to a character shape, and it may be any shape such as a graphic like a logo mark or a pattern like a character. Also, in the second and third embodiments, an example where a non-light-transmitting part with a character shape (non-light-transmitting character part 257a) is arranged inside the light-transmitting part is shown, but the non-light-transmitting part in this case is not limited to a character shape, and it may be any shape such as a graphic like a logo mark or a pattern like a character.

[0206] In this embodiment, the light-transmitting portion and the non-light-transmitting portion are formed by applying a non-light-transmitting treatment to a part of the light-transmitting front cover body 71,251. However, the light-transmitting portion and the non-light-transmitting portion may also be formed by combining, for example, a non-light-transmitting first member and a light-transmitting second member (for example, by fitting the second member to the back side of the first member having a character-shaped opening).

[0207] In this embodiment, an example is shown in which the lighting device is positioned facing the front of the gaming machine body 1. However, the lighting device may also be positioned diagonally to the front of the gaming machine body 1, for example, by positioning the lighting device on the upper side of the front frame 4 diagonally downward, so that the front faces the player. In this case, it is desirable that the LEDs (light sources) of the lighting device be positioned behind the non-transparent part in a front view of the lighting device itself, rather than in a front view of the gaming machine body 1.

[0208] In this embodiment, three LEDs belong to the same channel's LED row, but two or four or more may also be used.

[0209] As a variation of the fifth embodiment (Figure 22), a battle-type performance may be performed in the pre-result display of a non-winning reach performance, configured to result in either a draw or a loss, and in the case of a draw, the performance may proceed to the next reach performance, thereby performing a performance that does not suggest that the symbols will become a winning performance type (specific type).

[0210] In the eighth embodiment (Figure 25), an example was shown in which the progress notification image 248 is displayed 1 hour (0.5 s) after the completion of the formation of the target image 246 (end of the button formation period). However, the progress notification image 248 may be displayed approximately simultaneously with the completion of the formation of the target image 246, and the progress notification image 248 may be displayed in a waiting state during the subsequent waiting period after button formation.

[0211] In the ninth embodiment (Fig. 26), an example was shown in which the performance time of the operation validity suggestion effect is set to be longer than the operation validity time in the case of a strong reach effect, and shorter than the operation validity time in the case of a weak reach effect. However, the performance time of the operation validity suggestion effect and the operation validity time may be set to be approximately the same in either the case of a weak reach effect or a strong reach effect.

[0212] In the tenth embodiment (Fig. 27), even when a development notice effect appears, it is configured to excite and execute the pre-result display effect for building up excitement. However, when a development notice effect appears, it may be configured to perform a development result display without exciting and executing the pre-result display effect for building up excitement. Also, in the tenth embodiment (Fig. 27), the development notice effect is configured to be executed during normal variation. However, the development notice effect may be configured to be executed after a reach (for example, during an N-reach effect).

[0213] Also, in the tenth embodiment (Fig. 27), an example of executing the development notice effect during the symbol variation was shown. However, the development notice effect may be executed as a preview effect before the start of the symbol variation (target variation). This preview effect may be either the preview continuous effect or the preview hold change effect described above. When the preview continuous effect is used as the development notice effect, it is conceivable to use a background image of "snow" in multiple performance symbol variations until the target variation, on the condition that a preview determination result indicating that the target variation will be an SP reach variation pattern is obtained. Also, when the preview hold change effect is used as the development notice effect, it is conceivable to set the hold display image corresponding to the target variation to a specific image such as "● (red circle)" on the condition that a preview determination result indicating that the target variation will be an SP reach variation pattern is obtained.

[0214] The fourth to tenth embodiments are each a partial modification of the first to third embodiments, but two or more of the fourth to tenth embodiments may be appropriately combined. Also, two or more of the first to tenth embodiments may be appropriately combined.

[0215] Furthermore, the present invention can be implemented in various pinball games such as arrangement ball machines and mahjong ball games, as well as in games other than pinball games such as slot machines. [Explanation of Symbols]

[0216] 40 Movable lighting device 48. Means for displaying the performance symbols (means for displaying symbols) 73 LED (light source) 77 Non-transparent part 78 Transparent text area (transparent area) 78a ~78n transparent area 202 Performance control board (performance control means) 224a Jackpot determination means (lottery means) 253 LED (light source) 257a Non-transparent text area (non-transparent area) 257b Non-transparent frame part (non-transparent part) 258 Translucent part

Claims

[Claim 1] a lottery means for drawing lots to determine whether or not to award a benefit to a player; a symbol display means for variably displaying symbols based on the result of the lottery by the lottery means and for stopping the symbols in a specific manner when the benefit is awarded; a performance control means for executing a performance relating to the lottery result in accordance with one of a plurality of variation patterns together with the variation display by the symbol display means; an illumination device; The plurality of types of variation patterns include a reach variation pattern in which, after the symbol reaches a reach state, one or more stages of reach performance are performed, and a result is displayed in the final reach performance, The reach fluctuation pattern is configured so that the reliability of the specific pattern increases as the reach performance stage progresses, The illumination device has a light-transmitting portion and a plurality of light sources that cause the light-transmitting portion to emit light. In gaming machines, The reach effects include a weak reach effect and a strong reach effect that can appear later than the weak reach effect, Among the reach variation patterns, in a reach failure variation pattern corresponding to a failure variation in which the symbol does not become the specific mode, the result display time is configured to be longer when the final reach performance is the strong reach performance than when the final reach performance is the weak reach performance, a non-transmitting portion is provided on the outer edge of the transmitting portion; The light source is disposed behind the non-transmitting portion. A gaming machine characterized by: