Game machine
Patent Information
- Application Number
- JP2022096997
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-06-16
- Publication Date
- 2025-05-20
- Estimated Expiration
- 2042-06-16
AI Technical Summary
The rising costs of gaming machines due to increased part prices necessitate measures to reduce prices while maintaining game novelty and player engagement, and adhesive sheets must have sufficient adhesive strength for reuse without leaving residue.
A gaming machine design with a lottery mechanism for variable symbol display and performance control, using adhesive sheets with partial glue layers to ensure easy reapplication and minimize residue, combined with decorative stickers that maintain transparency and functionality.
The solution effectively suppresses price increases by promoting reuse and enhancing game performance, ensuring adhesive sheets maintain adhesive strength and transparency for easy replacement, thus reducing costs and maintaining player interest.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] A gaming machine such as a pachinko machine draws a lottery to determine whether or not to award a benefit to a player, and displays a varying pattern based on the result of the lottery, and when a benefit is awarded, stops the pattern in a specific manner, and while the pattern is changing, performs a presentation related to the result of the lottery according to one of a plurality of variation patterns. Furthermore, in this type of gaming machine, decorative and other adhesive sheets are attached to various parts of the gaming machine body, such as gaming components within the gaming area (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-55292 Summary of the Invention [Problem to be solved by the invention]
[0004] Recently, the price of parts has risen due to a decrease in the supply of parts, which has led to a rise in the price of gaming machines. Against this background, measures to control the price of gaming machines are required. One possible solution to the rising prices of gaming machines is to reuse not only gaming parts but also software, including effects, and to reuse them in other machines. When reusing effects, it is necessary to enhance the effects more than before so that the novelty does not wear off and players do not get bored. Furthermore, when promoting the reuse of gaming parts, it is important to ensure that the adhesive sheets have a certain level of adhesive strength, are easy to replace, and do not leave any adhesive residue. The present invention has been made in view of the above circumstances, and aims to suppress the price hike of gaming machines in a more appropriate manner. [Means for solving the problem]
[0005] The present invention comprises lottery means for drawing a lottery as to whether or not to award a benefit to a player, pattern display means for variably displaying a pattern based on the result of the lottery drawn by the lottery means and stopping the pattern in a specific manner if the benefit is awarded, and effect control means for executing an effect relating to the result of the lottery in accordance with one of a plurality of types of variation patterns together with the variable display by the pattern display means, wherein the plurality of types of variation patterns include a reach variation pattern in which, after the pattern reaches a reach state, one or a plurality of stages of reach variation are performed and a result is displayed in the final reach variation, and the reach variation pattern is arranged so that the reliability of the specific manner becomes higher as the stages of the reach variation progress. In the gaming machine, an adhesive sheet having an adhesive layer on the back surface is attached to a transparent attachment portion, the reach effects include a weak reach effect and a strong reach effect that can appear at a later stage than the weak reach effect, and in the reach variation patterns, in a reach miss variation pattern corresponding to a miss variation in which the pattern does not become the specific mode, the last reach effect is configured so that the result display time is longer in the strong reach effect than in the weak reach effect, the adhesive sheet has a transparent portion and a non-transparent portion, and the adhesive layer is provided with glued portions where glue is attached and non-glued portions where glue is not attached, and the non-glued portions are provided in at least a part of the area corresponding to the transparent portion. [Effects of the Invention]
[0006] According to the present invention, it is possible to more appropriately suppress price increases of gaming machines. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is an overall front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. [Figure 3] FIG. 2 is an exploded perspective view of the glass door of the pachinko machine. [Figure 4] FIG. [Figure 5] FIG. 2 is a front view of the game board of the pachinko machine. [Figure 6] FIG. 2 is a plan cross-sectional view of the game board of the pachinko machine. [Figure 7] FIG. 2 is a front view of the movable effect means and rear support member that make up the game board of the pachinko machine. [Figure 8] 1 is a perspective view of a transparent main body plate and guide rails that constitute the game board of the pachinko machine. FIG. [Figure 9] FIG. 2 is a perspective view of the game components arranged on the game board of the pachinko machine and the decorative stickers attached thereto. [Figure 10] FIG. 10 is a diagram showing the appearance of warning stickers S1 to S7 of the pachinko machine. [Figure 11] 1A and 1B are diagrams showing the plate configuration (A) and arrangement (B) of the warning sticker S1 of the pachinko machine, and the appearance of each plate. [Figure 12] 1A and 1B are diagrams showing the plate configuration (A) and arrangement (B) of the decorative sticker S11 of the pachinko machine, and the appearance of each plate. [Figure 13] 10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of the decorative sticker S12 of the pachinko machine, and the appearance of each plate. [Figure 14] 10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of the decorative sticker S13 of the pachinko machine, and the appearance of each plate. [Figure 15] 10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of the decorative sticker S14 of the pachinko machine, and the appearance of each plate. [Figure 16] 10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of the decorative sticker S15 of the pachinko machine, and the appearance of each plate. [Figure 17] 1A and 1B are diagrams showing the plate configuration (A) and arrangement (B) of the decorative sticker S16 of the pachinko machine, and the appearance of each plate. [Figure 18] This is a diagram showing the appearance of the performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23 of the same pachinko machine. [Figure 19]10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of the performance information display sticker S21 of the pachinko machine, and the appearance of each plate. [Figure 20] 10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of the external terminal information display sticker S22 of the pachinko machine, and the appearance of each plate. [Figure 21] 10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of the main board information display sticker S23 of the pachinko machine, and the appearance of each plate. [Figure 22] 10A and 10B are diagrams showing the plate configuration (A) and arrangement (B) of a decorative sticker S11 for a pachinko machine according to a second embodiment of the present invention, and the aspects of each plate. [Figure 23] 10A and 10B are diagrams showing examples of arrangement of adhesive portions (outer peripheral region) when a decorative sticker has a notch on the outer periphery. [Figure 24] FIG. 10 is a diagram showing an example in which the color arrangement of some of the multiple types of warning stickers is changed. [Figure 25] FIG. 10 is an overall front view of a pachinko machine according to a third embodiment of the present invention. [Figure 26] FIG. 2 is a block diagram of the control system of the pachinko machine. [Figure 27] FIG. 10 is a diagram showing a variation pattern selection table for the pachinko machine. [Figure 28] FIG. 2 is a diagram showing the general configuration of the fluctuation pattern of the pachinko machine. [Figure 29] This is a diagram showing the time chart and performance details of the S reach performance of the same pachinko machine. [Figure 30] This is a diagram showing the time chart and performance content of the SP pre-reach performance of the same pachinko machine. [Figure 31] This is a diagram showing the time chart and presentation content of the SP reach post-presentation (in the case of a miss) of the same pachinko machine. [Figure 32] This is a diagram showing the time chart and presentation content of the SP post-reach presentation (in the case of a jackpot) of the same pachinko machine. [Figure 33] This is an explanatory diagram of the rainbow light emission pattern in the normal / revival jackpot moving body performance of the same pachinko machine. [Figure 34]FIG. 10 is a diagram showing a time chart and the content of the SP pre-reach performance of a pachinko machine according to a fourth embodiment of the present invention. [Figure 35] FIG. 10 is a diagram showing a time chart and the content of the SP pre-reach performance of a pachinko machine according to a fifth embodiment of the present invention. [Figure 36] FIG. 13 is a diagram showing a time chart and the content of the SP pre-reach performance of a pachinko machine according to the sixth embodiment of the present invention. [Figure 37] FIG. 13 is a diagram showing a time chart and the content of the SP pre-reach performance of a pachinko machine according to the seventh embodiment of the present invention. [Figure 38] FIG. 13 is a diagram showing a time chart and the content of the post-SP reach performance of a pachinko machine according to the eighth embodiment of the present invention. [Figure 39] FIG. 13 is a diagram showing a time chart of the S reach effect and the post-SP reach effect of the pachinko machine according to the ninth embodiment of the present invention. [Figure 40] FIG. 13 is a diagram showing a time chart and the content of the S reach effect of a pachinko machine according to the 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 with reference to the drawings. Figures 1 to 21 illustrate a first embodiment in which the present invention is adopted in a pachinko machine. In Figures 1 and 2, a gaming machine main body 1 includes an outer frame 2 and a front frame 3 arranged in front of the outer frame 2. The front frame 3 is pivotally attached to the outer frame 2 via a first hinge 4 in the up-down direction arranged at one end in the left-right direction, for example, at the left end, so as to be openable, closable, and detachable, and can be locked in a closed state relative to the outer frame 2 by a locking means 5 provided on the opposite side in the left-right direction from the first hinge 4, for example, at the right end.
[0009] The front frame 3 includes an inner frame 6 and a glass door 7 arranged in front of the inner frame 6. The glass door 7 is pivotally attached to the inner frame 6 via a second hinge 8 in the vertical direction arranged at one end in the left-right direction, for example, at the left end, so as to be openable, closable, and detachable, and can be locked in the closed state relative to the inner frame 6 by a locking means 5.
[0010] As shown in Figure 2, the outer frame 2 is rectangular and made up of a pair of left and right vertical frame members 2a, 2b and a pair of upper and lower horizontal frame members 2c, 2d. A front cover member 9 made of synthetic resin is attached to the lower front side of the outer frame 2, connecting the lower front sides of the left and right vertical frame members 2a, 2b along the front edge of the lower horizontal frame member 2d. The front cover member 9 protrudes forward beyond the left and right vertical frame members 2a, 2b, with the inner frame 6 disposed above it. Furthermore, an upper outer frame hinge fitting 11 constituting the first hinge 4 is disposed on the upper left side of the outer frame 2, and a lower outer frame hinge fitting 12 is disposed above the front cover member 9 on the lower left side.
[0011] The inner frame 6 is made of synthetic resin and integrally comprises a rectangular frame portion 13 that is above the front cover member 9 and can substantially abut against the front edge of the outer frame 2, a game board mounting portion 14 provided on the upper side within this frame portion 13, and a lower mounting portion 15 provided on the lower side within the frame portion 13. A game board 16 is detachably mounted on the game board mounting portion 14 from the front side, and a launching means 17, a lower speaker 18, etc. are disposed on the front side of the lower mounting portion 15. In addition, the inner frame 6 is provided with a main body frame upper hinge metal fitting 19 that constitutes the first hinge 4 and a main body frame upper hinge metal fitting 20 that constitutes the second hinge 8 at the upper left, and a main body frame lower hinge metal fitting 21 that constitutes the first and second hinges 4, 8 at the lower left.
[0012] The glass door 7 is provided with a door base 22 made of resin and formed in a rectangular shape corresponding to the front side of the inner frame 6. A window hole 24a of a glass window 24 is formed in this door base 22 corresponding to the front side of a play area 23 formed on the game board 16, and various presentation means such as a plurality of (four in this case) upper speakers 25, a frame first movable body 26, a frame second movable body 27, and a blower means 28 are arranged around the window hole 24a.
[0013] A side unit 30 is attached to the upper front side of the door base 22 on at least a portion of the periphery of the window hole 24a, for example, an inverted L-shaped portion corresponding to the upper and right sides of the window hole 24a, and an upper decorative cover 31 is attached to the remaining portion, for example, the left side of the window hole 24a. As shown in Figures 2 and 3, the side unit 30 can be easily attached and detached by operating the fixing screws 30a and fixing levers 30b on the back of the front frame 3 with the glass door 7 open, without using any special tools. Typically, the front frame 3 is shared by multiple models, and a different game board 16 is attached to this front frame 3 to achieve the gameplay and design unique to each model. However, in this pachinko machine, a portion of the front side of the front frame 3 is made into the side unit 30, which is easier to attach and detach than the other parts. This side unit 30 is given a design that is integrated with the game board 16 and unique functions, allowing for greater flexibility in design and function for each model while standardizing most of the front frame 3.
[0014] The side unit 30 of this embodiment is equipped with a first frame movable body 26, a second frame movable body 27, a blower 28, and the like. The first frame movable body 26 is formed in a predetermined three-dimensional shape (here, a butterfly shape) and can slide in approximately the front and rear direction when driven by a drive means (not shown). The second frame movable body 27 is formed in a predetermined three-dimensional shape and can slide in approximately the front and rear direction when driven by a drive means (not shown), and can be pushed in by a player. The blower 28 can blow air toward the player's hand that is touching the second frame movable body 27 when the player operates the second frame movable body 27.
[0015] Arranged on the lower front side of the door base 22 are an upper tray 33 that stores game balls paid out from the payout means 32 located on the rear side of the inner frame 6 and supplies them to the launching means 17, a lower tray 34 that stores surplus balls when the upper tray 33 is full, a launch handle 35 that is operated to activate the launching means 17, and moreover a lower decorative cover 36 that substantially covers the upper tray 33, lower tray 34, etc. from the front side is attached. The lower decorative cover 36 is formed in a forward-facing bulge, and on its upper side there are provided an operation button 37 for effects and various other operating means.
[0016] 2, a glass unit 40 that substantially covers the window hole 24a from the rear side is detachably attached to the back side of the door base 22, and a vertical hinge end reinforcing plate 41a that is arranged along the edge of the first and second hinges 4, 8, a vertical opening / closing end reinforcing plate 41b that is arranged along the edge of the opening / closing end, and a horizontal lower reinforcing plate 41c that is arranged below the window hole 24a are detachably fixed by screws, etc. Also, a glass door upper hinge fitting 42a that constitutes the second hinge 8 is arranged on the upper left of the door base 22, and a glass door lower hinge fitting 42b is arranged on the lower left.
[0017] In addition, a ball feeding unit 43a, a lower tray guide unit 43b, etc. are attached to the back side of the lower reinforcing sheet metal 41c. The ball feeding unit 43a is for supplying the game balls in the upper tray 33 one by one to the launching means 17, and is arranged corresponding to the front side of the launching means 17. The lower tray guide unit 43b is for guiding surplus balls when the upper tray 33 is full, and foul balls that have been launched by the launching means 17 but have returned without reaching the playing area 23, to the lower tray 34, and is arranged adjacent to the ball feeding unit 43a on the side of its first and second hinges 4, 8.
[0018] 1 to 3, multiple information display stickers are attached to the glass door 7. Specifically, a warning sticker S1 regarding the installation and removal of the side unit 30 is attached to the top surface of the side unit 30, a warning sticker S2 regarding airflow is attached near the air blowing means 28 on the front surface of the side unit 30, and a warning sticker S3 regarding the operation of the movable body is attached near the frame second movable body 27 on the front surface of the side unit 30. A warning sticker S4 regarding the operation of the operation button 37 is attached near the operation button 37 on the lower decorative cover 36. A warning sticker S5 regarding injuries caused by metal parts is attached in a predetermined location on the back surface of the glass door 7, for example, on or near the lower tray guide unit 43b. Details of these warning stickers S1 to S5 will be described later.
[0019] The gaming board 16 is a so-called transparent gaming board having a transparent main body plate 50 of approximately uniform thickness made of transparent resin such as polycarbonate, and as shown in Figures 5 to 9, a guide rail 51, a central display frame unit 53, a start winning unit 54, a big winning unit 55, a normal winning unit 56, an LCD display means (image display means) 57, a movable performance means 58, etc. are attached to the transparent main body plate 50. In addition, at any position on the unit components 53 to 56, etc., there are provided a normal pattern starting means 61, a first special pattern starting means 62, a second special pattern starting means 63, a first big prize means 64, a second big prize means 65, multiple (here, three) normal prize means 66 to 68, a normal pattern display means 69, a normal reserved number display means 70, a first special pattern display means 71, a second special pattern display means 72, multiple (here, three) outlets 73a to 73c, a right-hit notification means 60, etc.
[0020] The liquid crystal display means 57, the movable effect means 58, etc. are disposed on the rear side of the transparent main body plate 50 via a rear support member 74. As shown in Figures 6 and 7, the rear support member 74 integrally comprises a rear wall portion 75 disposed rearward of the transparent main body plate 50 and substantially parallel to the transparent main body plate 50, and a peripheral wall portion 76 extending substantially forward from the outer periphery of the rear wall portion 75, and is fixed by screws or the like with the front edge side of the peripheral wall portion 76 abutting against the back side of the transparent main body plate 50. A substantially rectangular opening 75a is formed in the rear wall portion 75, and the liquid crystal display means 57 is detachably fixed to the back side of the rear wall portion 75 with the display screen 57a corresponding to the opening 75a.
[0021] The movable performance means 58 includes a movable body 77, a movable body guide means 78 that movably supports the movable body 77, and a drive means 79 that drives the movable body 77. The movable body 77 is formed in a horizontally elongated shape, and has an optional decoration (not shown) such as a logo indicating the model name on its front side, and an LED board 81 having a large number of LEDs 81a on its front side is arranged inside.
[0022] The movable body guide means 78 supports the movable body 77 in a state where it can move in a predetermined direction (here, the up-and-down direction) along the front side of the display screen 57a of the liquid crystal display means 57, and is arranged in an elongated shape in the up-and-down direction along both the left and right sides of the liquid crystal display means 57, and is detachably fixed to the front side of the rear wall portion 75 of the rear support member 74. The movable body guide means 78 is equipped with a pair of left and right guide rails 82 arranged in the up-and-down direction, and each of the guide rails 82 supports both left and right ends of the movable body 77 so that it can move up and down. The movable body guide means 78 allows the movable body 77 to move up and down between an upper position above the liquid crystal display means 57 and a lower position in front of the liquid crystal display means 57, and is normally held in the upper position, which is the original position.
[0023] The driving means 79 is configured by, for example, a stepping motor, and is detachably fixed to the rear side of the rear support member 74 corresponding to the rear side of the movable body guiding means 78, and is capable of moving the movable body 77 up and down according to a predetermined operation pattern. In front of the movable body guiding means 78, an LED board 83 having a large number of LEDs 83a on the front side is arranged.
[0024] The guide rail 51 is for guiding the game balls launched from the launching means 17, and is arranged in a substantially circular shape on the front side of the transparent main body plate 50 so as to surround the periphery of the game area 23, and is composed of a plurality of, for example, three, first to third rail members 51a to 51c as shown in Figures 5, 6, 8, etc. At least the main body portions of the first to third rail members 51a to 51c are made of transparent or translucent synthetic resin.
[0025] The first rail member 51a is formed in a generally arcuate shape, extending from the lower left side of the transparent main body plate 50, passing through approximately the center of the left edge and approximately the center of the upper edge, to the upper right part. The first rail member 51a integrally comprises a front wall portion 84 parallel to the transparent main body plate 50 and a peripheral wall portion 85 of a generally constant width protruding rearward from the peripheral portion of the front wall portion 84, and is detachably fixed to the transparent main body plate 50 with the rear end side of the peripheral wall portion 85 abutting against the front surface of the transparent main body plate 50. The peripheral wall portion 85a of the first rail member 51a on the playing area 23 side is formed in a generally arcuate shape when viewed from the front, and game balls launched by the launching means 17 are guided by this peripheral wall portion 85a and rise toward the playing area 23. A metal plate may be disposed on at least a portion of the peripheral wall portion 85a.
[0026] The second rail member 51b is formed in the shape of a plate with a constant width in the front-to-rear direction that stands upright approximately vertically on the front side of the transparent main body plate 50, and is arranged in a substantially arc shape parallel to the inside of the first rail member 51a from the upper left to the lower left of the transparent main body plate 50. The portion sandwiched between the first rail member 51a and the second rail member 51b forms a launch guide passage 86 that guides game balls launched by the launching means 17 to the game area 23. At least a portion of this second rail member 51b may be made of a metal plate.
[0027] The third rail member 51c is formed in a generally L-shape in front view along the right and bottom edges of the transparent main body plate 50 so as to connect the upper right end of the first rail member 51a and the lower left end of the second rail member 51b, and integrally comprises a front wall 87 parallel to the transparent main body plate 50 and a peripheral wall 88 of a generally constant width protruding rearward from the peripheral edge of the front wall 87, with the rear end of the peripheral wall 88 abutting against the front surface of the transparent main body plate 50 and removably fixed to the transparent main body plate 50. A metal plate may be disposed on at least a portion of the peripheral wall 88a on the playing area 23 side.
[0028] 8, one or more (here, three) mounting holes 50a-50c are formed in the transparent main body plate 50 in a region corresponding to the game area 23, penetrating the plate in the front-rear direction. The central display frame unit 53 and the special prize unit 55 are detachably fixed to the mounting hole 50a, the starting prize unit 54 to the mounting hole 50b, and the regular prize unit 56 to the mounting hole 50c from the front side. Note that multiple unit components, such as the central display frame unit 53 and the special prize unit 55, may be integrally formed. Furthermore, even if multiple unit components (for example, the central display frame unit 53 and the special prize unit 55) are separate, they may be integrated and then mounted in one of the mounting holes 50a-50c, or they may be mounted separately in the mounting holes 50a-50c.
[0029] The transparent main body plate 50 has a main body decorative portion 89 formed in a predetermined area on at least one of the front and back sides, here on the back side. This main body decorative portion 89 is a two-dimensional decoration consisting of a color illustration or the like, which is formed by printing directly on the surface of the transparent main body plate 50. By providing this on the back side of the transparent main body plate 50, deterioration due to rubbing of the balls can be prevented. At least a portion of this main body decorative portion 89 is translucent, allowing light from LEDs 83a (FIGS. 6 and 7) and the like arranged on the back side of the transparent main body plate 50 to pass through. Alternatively, this main body decorative portion 89 may be formed on an adhesive sheet and attached to the front and / or back side of the transparent main body plate 50. This facilitates reuse of the transparent main body plate 50 and commonality across multiple models.
[0030] 5, 6, 9, etc., the central display frame unit 53 forms a display frame for the liquid crystal display means 57 and the movable presentation means 58, and has an opening window 91 formed in approximately the center corresponding to the rear liquid crystal display means 57, and is located on the upper side in approximately the center of the game area 23. This central display frame unit 53 is made almost entirely of transparent synthetic resin, and is equipped with a front mounting plate 92 that is located outside the mounting hole 50a along the front surface of the transparent main body plate 50 and allows game balls to pass in front of it, a decorative frame 93 that is located in a roughly gate-like shape in front view extending from both the left and right sides in front of the liquid crystal display means 57 to the upper side, and that protrudes forward on the inner peripheral side of the front mounting plate 92, and a stage 94 that is located between the left and right lower end portions of the decorative frame 93. The game balls that are launched by the launching means 17 and enter the upper side of the game area 23 via the launch guide passage 86 are divided to the left and right at the top of the decorative frame 93 and flow down either the left flow path 95a on the left side of the central display frame unit 53 or the right flow path 95b on the right side.
[0031] A warp inlet 96 into which game balls can flow is provided on at least one side of the left downflow path 95a side or the right downflow path 95b side, for example, on the left downflow path 95a side, of the central display frame unit 53. A game ball that flows into the warp inlet 96 while flowing down the left downflow path 95a rolls freely in the left-right direction on the stage 94, and then falls to the front from either a central drop section 97 provided corresponding to the left-right center of the game area 23 or from another section.
[0032] Below the central display frame unit 53, a start winning unit 54 is located approximately in the center in the left-right direction, a big winning unit 55 is located on the right side, and a regular winning unit 56 is located on the left side, all of which are arranged along the inside of the guide rail 51. The start winning unit 54, the big winning unit 55, and the regular winning unit 56 are all formed almost entirely from transparent synthetic resin.
[0033] The normal symbol starting means 61 is for starting the variable display of normal symbols by the normal symbol display means 69, and is arranged on the right flow-down path 95b. This normal symbol starting means 61 is provided on the central display frame unit 53, and as shown in Figures 5 and 9, it is equipped with a gate portion 101 protruding from the front side of the front mounting plate 92, and a gaming ball detection switch 102 that detects gaming balls passing through this gate portion 101.
[0034] The normal symbol display means 69 is configured to display a variable normal symbol and is composed of multiple (two) LEDs 69a, 69b. When the normal symbol start means 61 detects a gaming ball, i.e., when the gaming ball passes through the gate unit 101 and the gaming ball detection switch 102 detects the gaming ball, the two LEDs 69a, 69b constituting the normal symbol illuminate in a normal variation illumination pattern. If the winning random number value included in the normal random number information acquired when the normal symbol start means 61 detects the gaming ball matches a predetermined winning determination value, the normal symbol display means 69 stops fluctuating in a winning state; otherwise, the normal symbol display means 69 stops fluctuating in a losing state. The two LEDs 69a, 69b constituting the normal symbol can display one or more winning states and one or more losing states by combining their lighting states (e.g., on / off). In this embodiment, as shown in Figures 5 and 9, the normal symbol display means 69 is disposed on the decorative frame 93 on the right side of the central display frame unit 53. The LEDs 69a and 69b that constitute the normal symbol display means 69 are an example of an indicator light-emitting body that indicates information by the light emission mode.
[0035] Furthermore, the normal random number information acquired when the normal symbol start means 61 detects a gaming ball is reserved and stored up to a predetermined upper limit of reserved number, for example, four, and each time a normal symbol becomes available for variation, one piece is consumed to cause the normal symbol to vary. The number of stored normal random number information (normal reserved number) is notified to the player by the normal reserved number display means 70 or the like. The normal reserved number display means 70 is made up of a plurality (four) of LEDs 70a to 70d, and is arranged on the decorative frame 93 on the right side of the central display frame unit 53 (FIGS. 5 and 9). The LEDs 70a to 70d that make up the normal reserved number display means 70 are an example of an indicator light-emitting element that notifies information by light-emitting pattern.
[0036] The first special symbol starting means 62 is for starting the symbol variation by the first special symbol display means 71, and is configured by a non-operating winning means having no opening / closing means, and is disposed on the starting winning unit 54. As shown in FIGS. 5 and 9 , the starting winning unit 54 has a winning gutter 105 formed on its lower side in a forward-protruding manner corresponding to the central drop section 97 of the stage 94, and the first special symbol starting means 62 has a first starting winning opening 106 formed in the winning gutter 105 and an upward-opening first starting winning opening 106, and a game ball detection switch 107 for detecting a game ball that has won in the first starting winning opening 106. The first special symbol starting means 62 has a winning route from the warp entrance 96 on the left flow path 95a side through the stage 94, and so on, so that a game ball flowing down the left flow path 95a has a higher probability of winning than a game ball flowing down the right flow path 95b. When a gaming ball enters the first start winning hole 106, a predetermined number of gaming balls (for example, four) are paid out as prize balls per winning.
[0037] The second special symbol starting means 63 is for starting the symbol variation by the second special symbol display means 72, and is composed of an actuation winning means that can be changed between an open state in which the gaming ball can win a prize and a closed state in which it is impossible to win a prize (or it is more difficult to win a prize than in the open state), and is arranged downstream of the normal symbol starting means 61 in the right flow path 95b. The second special symbol starting means 63 is arranged on the central display frame unit 53, and as shown in Figures 5 and 9, it is equipped with a second start winning port 108 formed in the front mounting plate 92, a movable part 109 that opens and closes this second start winning port 108, and a gaming ball detection switch 110 that detects a gaming ball that has won in the second start winning port 108, and when the stopped symbol after the variation of the normal symbol display means 69 is in a winning state and a normal profit state occurs, the movable part 109 changes from a closed state to an open state for a predetermined time according to a predetermined opening and closing pattern. When a gaming ball enters the second start winning hole 108, a predetermined number of gaming balls (for example, two) per winning are paid out as prize balls.
[0038] The first special symbol display means 71 is composed of a light-emitting element such as a 7-segment LED capable of variably displaying the first special symbol. When the first special symbol start means 62 detects a gaming ball, i.e., when the gaming ball enters the first start winning slot 106 and the gaming ball detection switch 107 detects the gaming ball, the first special symbol is variably displayed for a predetermined period of time. If the jackpot determination random number value included in the first special random number information acquired upon the entry of the gaming ball into the first start winning slot 106 matches a predetermined jackpot determination value, the first special symbol stops in a jackpot state; if the first special random number value matches a predetermined small jackpot determination value, the first special symbol stops in a small jackpot state; otherwise, the first special symbol stops in a miss state. If the stopped symbol after the first special symbol display means 71 changes to a jackpot state, a jackpot state occurs; if the stopped symbol changes to a small jackpot state, a small jackpot state occurs. In this embodiment, the first special symbol display means 71 is located on the left decorative frame 93 of the central display frame unit 53 (FIGS. 5 and 9). The 7-segment LED constituting the first special symbol display means 71 is an example of an indicator light-emitting body that indicates information by its light-emitting mode.
[0039] The second special symbol display means 72 is composed of a light-emitting element such as a 7-segment LED capable of variably displaying the second special symbol. When the second special symbol start means 63 detects a gaming ball, i.e., when the gaming ball enters the second start winning slot 108 and the gaming ball detection switch 110 detects the gaming ball, the second special symbol is variably displayed for a predetermined period of time. If the jackpot determination random number value included in the second special random number information acquired upon entry into the second start winning slot 108 matches a predetermined jackpot determination value, the second special symbol stops in a jackpot state; if the second special random number value matches a predetermined minor jackpot determination value, the second special symbol stops in a minor jackpot state; otherwise, the second special symbol stops in a miss state. If the stopped symbol after the second special symbol display means 72 changes to a jackpot state, a jackpot state occurs; if the stopped symbol changes to a minor jackpot state, a minor jackpot state occurs. In this embodiment, the second special symbol display means 72 is located on the right decorative frame 93 of the central display frame unit 53 (FIGS. 5 and 9). The 7-segment LED constituting the second special symbol display means 72 is an example of an indicator light-emitting body that indicates information by its light-emitting mode.
[0040] Furthermore, when the first and second special symbols are varied by the first and second special symbol display means 71, 72, a symbol variation display is simultaneously performed on the liquid crystal display means 57 by the effect symbol 111. As shown in Fig. 5, the effect symbol 111 has a plurality of symbol rows (here, three in the left-right direction) each consisting of a plurality of symbols such as number symbols, and each symbol constituting each symbol row is composed of a symbol main body 111a consisting of numbers such as 1 to 8 and the like, and a character or other decorative part 111b attached to this symbol main body 111a. The display mode of the effect symbol 111 can be arbitrarily changed by enlarging or reducing it, changing the display position, erasing the decorative part 111b, etc.
[0041] The effect symbols 111 start to vary by vertical scrolling or the like for each symbol row according to a predetermined variation pattern at approximately the same time as the first and second special symbols start to vary, and finally stop at approximately the same time as the first and second special symbols stop varying so that the stopped symbols on a predetermined effective line become a predetermined pattern. Note that with the effect symbols 111, when all the stopped symbols on the effective line are the same, it is a big win effect, and otherwise it is a small win effect or a miss effect, and when the first and second special symbols become a big win effect, a small win effect, or a miss effect, the first and second special symbols become a big win effect, a small win effect, or a miss effect.
[0042] In addition, the first and second special random number information acquired at the time of winning in the first and second special symbol start means 62, 63 are reserved and stored up to a predetermined upper limit of reserved numbers, for example, up to four each, and when it becomes possible to change the first and second special symbols, if the reserved memory on the second special symbol side is one or more, one reserved memory of the second special symbol is consumed to change the second special symbol, and if only the reserved memory on the first special symbol side is one or more, one reserved memory of the first special symbol is consumed to change the first special symbol. In this way, in this embodiment, the first special symbol and the second special symbol are not both changing, and when there are reserved memories on both the first special symbol side and the second special symbol side, the change of the second special symbol is given priority.
[0043] In this embodiment, during normal game modes (excluding special game modes described below), the player makes a left-hand hit, aiming at the first special symbol activation means 62, and during special game modes (time-saving mode), the player makes a right-hand hit, aiming at the normal symbol activation means 61 and the second special symbol activation means 63. Therefore, during normal game modes, the first special symbol primarily changes, and during special game modes (time-saving mode), the second special symbol primarily changes. In this embodiment, the right-hit notification means 60 can notify the player of a right-hit period (such as during a special game mode or a jackpot). The right-hit notification means 60 is comprised of a single LED 60a, located on the right decorative frame 93 of the central display frame unit 53 (FIGS. 5 and 9). It is configured to light up during the right-hit period and to be off during other periods. The LED 60a constituting the right-hit notification means 60 is an example of an indicator light-emitting element that notifies information by its light-emitting pattern.
[0044] The number of first and second special random number information pieces stored in reserve (first and second special reserve numbers) is notified to the player by the liquid crystal display means 57, etc. As shown in Fig. 5, the liquid crystal display means 57 is capable of displaying first and second reserve images X1 to X4, Y1 to Y4, and a changing reserve image Z, which indicate the first and second special reserve numbers. That is, when the number of first and second special reserved items increases based on the first and second special pattern starting means 62, 63 detecting a game ball, one additional first and second reserved image X1~, Y1~ is displayed on the liquid crystal display means 57, and when the number of first and second special reserved items decreases based on the start of a new variation of the first and second special patterns by the first and second special pattern display means 71, 72, for example, the varying reserved image Z is erased and the first and second reserved images X1~, Y1~ are shifted one by one toward the front of the queue (for example, to the right side of the screen), and the pushed-out leading first and second reserved images X1, Y1 are moved, for example, to a predetermined position and changed into a new varying reserved image Z.
[0045] In addition, there are two types of probability of winning a jackpot (jackpot probability) in the jackpot determination (random number lottery) performed based on the detection of the game ball by the first and second special pattern starting means 62, 63: low probability and high probability.The high probability is set during the special game state described below, and the low probability is set otherwise.
[0046] Also, if the jackpot determination result is a miss, one or more types of misses are selected, if the jackpot determination result is a small hit, one or more types of small hits are selected, and if the jackpot determination result is a jackpot, one or more types of jackpots (for example, two types: a probability variable jackpot and a non-probability variable jackpot) are selected. Here, a probability variable jackpot is a jackpot that will generate a probability variable state as a special game state after the jackpot state ends, and a non-probability variable jackpot is a jackpot that will generate, for example, a time-saving state as a special game state after the jackpot state ends, and these allocations are made based on the jackpot pattern random number value, etc.
[0047] During the time-saving state, the fluctuation times of the first and second special symbol display means 71, 72 for the first and second special symbols are switched to a shortened fluctuation time, which is shorter than the normal fluctuation time. Furthermore, for the normal symbols, the win probability is switched from a normal probability to a high probability, the fluctuation time is switched from a normal fluctuation time to a shortened fluctuation time, and the opening / closing pattern of the second special symbol activation means 63 in the normal win state is switched from a normal opening / closing pattern (e.g., 0.2 seconds x 1 opening) to a special opening / closing pattern (e.g., 2 seconds x 3 openings). The time-saving state begins when the jackpot state ends and ends, for example, when the first and second special symbols have changed a predetermined number of times (e.g., 50 times) or when the next jackpot game occurs. During the probability-changing state, in addition to the same switching as in the time-saving state, the jackpot probability is switched from a low probability to a high probability. The probability-changing state begins when the jackpot state ends and ends, for example, when the next jackpot state occurs.
[0048] The first large prize winning means 64 is an actuation winning means that can be changed between an open state, in which a game ball can enter the first large prize opening 64a, and a closed state, in which a game ball cannot enter, by the operation of an opening / closing member 112, and is equipped with a game ball detection switch 113 that detects a game ball that has entered the first large prize opening 64a, and when the stopped symbols after the first and second special symbol display means 71, 72 change become a jackpot pattern or when a jackpot state occurs due to a V-type winning, which will be described later, the opening / closing member 112 opens according to one or more types of jackpot opening patterns. When a game ball enters the first large prize opening 64a, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls for each winning.
[0049] 5 and 9, the first special prize means 64 is disposed at the upper side of the special prize unit 55, and a first special prize opening 64a is disposed in the middle of a first inclined rolling path 114 formed on the right flow path 95b side and downstream of the normal symbol starting means 61 and the second special symbol starting means 63. The first inclined rolling path 114 is formed in a downwardly sloping shape that slopes toward the inside of the game area 23 (here, the left side) in the left-right direction. The first special prize opening 64a is elongated along the first inclined rolling path 114 and is formed in the bottom wall of the first inclined rolling path 114 with an upward opening.
[0050] The opening / closing member 112 is an approximately plate-shaped body formed in a downwardly sloping shape to the left along the first inclined rolling path 114, and can be slid back and forth by driving an opening / closing drive means (not shown).When in the closed state, it protrudes forward from the surface of the game board 16 to close the first large prize opening 64a and guides game balls that have flowed down from the upstream side toward the downstream side (here, the left side) of the first inclined rolling path 114, and when in the open state, it retracts behind the surface of the game board 16 to open the first large prize opening 64a.
[0051] Furthermore, a normal winning means 66 is disposed on the upstream end side of the first inclined rolling path 114 in the big winning unit 55. This normal winning means 66 is equipped with a normal winning opening 66a through which gaming balls can enter, and a gaming ball detection switch 115 that detects gaming balls that have entered this normal winning opening 66a. When a gaming ball enters the normal winning opening 66a, a predetermined number of gaming balls are paid out as prize balls for each win.
[0052] The second large prize winning means 65 is an actuation winning means that can be changed between an open state in which a gaming ball can enter the second large prize opening 65a and a closed state in which a gaming ball cannot enter by the operation of an opening / closing member 116, and as shown in Figure 5, is provided with a gaming ball detection switch 117 that detects a gaming ball that has entered the second large prize opening 65a, and when the stopped symbols after the first and second special symbol display means 71, 72 change become a small prize state and a small prize state occurs, the opening / closing member 116 opens according to a predetermined small prize opening pattern. When a gaming ball enters the second large prize opening 65a, a predetermined number of gaming balls (for example, three) are paid out as prize balls for each prize.
[0053] The second special prize winning means 65 includes a specific area 118a, a normal area 118b, a movable distribution means 119 that distributes a game ball that has entered the second special prize winning opening 65a between the specific area 118a and the normal area 118b, a specific game ball detection switch 120a that detects a game ball that has flowed into the specific area 118a, and a normal game ball detection switch 120b that detects a game ball that has flowed into the normal area 118b. A game ball that has entered the second special prize winning opening 65a is detected by the game ball detection switch 117, and then flows down the distribution guide path 119a to the distribution means 119. The distribution means 119 then guides the game ball to either the specific area 118a or the normal area 118b, and after being detected by either the specific game ball detection switch 120a or the normal game ball detection switch 120b, the game ball is guided to the rear of the game board 16. A gaming ball that has entered the second large winning hole 65a is guided to the specific area 118a by the distribution means 119, and when the specific gaming ball detection switch 120a detects the gaming ball (hereinafter referred to as V entry), a big win state occurs.
[0054] 5, the second large prize means 65 is disposed below the first large prize means 64 in the large prize unit 55, and the second large prize opening 65a is disposed midway along the second inclined rolling path 121 formed on the downstream side (here, the lower side) of the first inclined rolling path 114. The first inclined rolling path 114 branches off at its downstream end (left end) into the second inclined rolling path 121 facing right and a branch path 122 facing left. A gaming ball that passes through the first inclined rolling path 114 will flow down to the second inclined rolling path 121 with a high probability, and it is rare for it to flow down to the branch path 122. However, a gaming ball that flows down to the branch path 122 will either win a prize in a prize hole such as the first start prize hole 106, or will be discharged to the rear of the gaming board 16 via the first outlet 73a located at the most downstream side of the gaming area 23, i.e., the lower center of the gaming area 23 (here, below the first special pattern start means 62).
[0055] The second inclined rolling path 121 is formed in a downward sloping shape that slopes toward the outside (here, the right side) of the game area 23 in the left-right direction. The second large winning opening 65a is elongated along the second inclined rolling path 121 and is formed in the bottom wall of the second inclined rolling path 121 with an upward opening.
[0056] The opening / closing member 116 is an approximately plate-shaped body formed in a downward sloping shape to the right along the second inclined rolling path 121, and can be slid back and forth by driving an opening / closing driving means (not shown).When in the closed state, it protrudes forward from the surface of the game board 16 to close the second large winning opening 65a and guides game balls that have flowed down from the upstream side toward the downstream side (here, the right side) of the second inclined rolling path 121, and when in the open state, it retracts behind the surface of the game board 16 to open the second large winning opening 65a.
[0057] In addition, a second outlet 73b is arranged on the downstream end side (right end side) of the second inclined rolling path 121. The second outlet 73b is provided in the big prize unit 55 together with the second big prize means 65, etc., and the game balls that have passed through the second inclined rolling path 121 are discharged to the rear side of the game board 16 through this second outlet 73b.
[0058] 5 and 9, the normal winning unit 56 is provided with a plurality of, for example, two normal winning means 67, 68, and a third outlet 73c is provided upstream of the normal winning means 67, 68. The normal winning means 67, 68 are provided with normal winning ports 67a, 68a through which gaming balls can enter, and gaming ball detection switches 123, 124 that detect gaming balls that have entered the normal winning ports 67a, 68a. When a gaming ball enters the normal winning port 67a, 68a, a predetermined number of gaming balls are paid out as prize balls for each winning.
[0059] As shown in Figures 5, 9, etc., the central display frame unit 53, the start winning unit 54, the big winning unit 55, the regular winning unit 56, etc., arranged within the game area 23, have decorative stickers (decorative adhesive sheets) affixed to transparent attachment portions provided on the front side thereof.
[0060] That is, in the central display frame unit 53, transparent attachment portions 131-133 are formed on the front side of the upper, right, and left portions of the decorative frame 93, and decorative stickers (decorative attachment sheets) S11-S13 are attached to these attachment portions 131-133, respectively. Furthermore, in the start winning unit 54, a transparent attachment portion 134 is formed on the front side of the winning trough 105, and a decorative sticker (decorative attachment sheet) S14 is attached to this attachment portion 134. Furthermore, in the big winning unit 55, a transparent attachment portion 135 is formed on the front side, and a decorative sticker (decorative attachment sheet) S15 is attached to this attachment portion 135. Furthermore, in the big winning unit 55, an LED board 125 on which a plurality of LEDs 125a are arranged is attached behind the attachment portion 135.
[0061] Furthermore, the normal winning unit 56 has a transparent attachment portion 136 formed on the front side, and a decorative sticker (decorative attachment sheet) S16 is attached to the attachment portion 136. Furthermore, a performance information display sticker S21 that displays performance information of the gaming machine is attached to a predetermined position outside the gaming area 23, for example, on the front side of the third rail member 51c. The decorative stickers S11 to S16 and the performance information display sticker S21 will be described in detail later.
[0062] As shown in Figure 4, etc., a main control board case 142 containing a main control board 141, a presentation interface board case 147 containing a liquid crystal interface board 144, a liquid crystal control board 145, a ROM board 146, etc. are removably attached to the back side of the rear case 138 located on the back side of the game board 16.
[0063] In addition, a back cover 148 that can be opened and closed to cover the back side of the game board 16 is attached removably to the back side of the front frame 3, and a game ball tank 149 and tank rail 150 are attached above it, and a payout means 32 and a payout passage 151 are attached to one of the left and right sides, so that when a game ball enters a winning hole such as the first large winning hole 64a, or when a ball lending command is received from an automatic ball lending machine (not shown), the game ball in the game ball tank 149 is paid out by the payout means 32 via the tank rail 150, and the game ball is guided to the upper tray 33 via the payout passage 151. The back cover 148 is made of transparent synthetic resin and is arranged to cover almost the entire performance board case 147 and a portion of the upper side of the main control board case 142 from the rear. Additionally, an external terminal board 152a is disposed above the tank rail 150 and is equipped with a plurality of external terminals 152 for outputting various signals to an external hall computer or the like.
[0064] In addition, a board mounting stand 153 is arranged on the lower back side of the front frame 3, i.e., on the back side of the lower mounting section 15, and a power supply board case 155 storing a power supply board 154 and a dispensing launch board case 157 storing a dispensing launch control board 156 are each detachably mounted on the back side of this board mounting stand 153.
[0065] In addition, multiple information display stickers are affixed to the back side of the front frame 3. That is, an external terminal information display sticker S22 displaying information about the external terminals 152 is affixed, for example, to the back side near the external terminal board 152a. Also, a caution sticker S6 regarding the opening of the back cover, etc. is affixed to the back side of the rear cover 148, and a caution sticker S7 regarding high temperatures is affixed to the back side of the power supply board case 155. Also, a main board information display sticker S23 displaying the board management number and board opening information is affixed to the back side of the main control board case 142, and so on. Information display stickers are affixed to each board case.
[0066] Next, the stickers attached to the various parts of the gaming machine will be described in detail. First, the attention-call stickers S1 to S7, which are stickers for displaying information, will be described.
[0067] As shown in FIG. 10, the warning stickers S1-S7 have a first display area a1 for attracting the attention of the target (e.g., amusement hall employees or players) and indicating that the sticker sheet is intended to warn the target, and a second display area a2 for indicating the content of the warning. The first display area a1 has black text displayed on a yellow background, while the second display area a2 has white text displayed on a black background. The first display area a1 displays a first warning symbol s1 and a second warning symbol s2. The first warning symbol s1 is configured as a solid black triangle with an exclamation mark (the same yellow as the background) placed inside it. The second warning symbol s2 is configured as the word "Caution" written in black Gothic font. Note that warning stickers S1, S5, S6, and S7 are intended for amusement hall employees, while the other warning stickers S2, S3, and S4 are intended for players.
[0068] The warning sticker S1 is used to warn players about the installation and removal of the side unit 30. As shown in FIGS. 1 to 3, the sticker S1 is attached to a predetermined location on the side unit 30, such as the top surface (a non-transparent surface). As shown in FIG. 10(A), the sticker S1 is shaped like a horizontally elongated rectangle, with a first display area a1 along the top edge and a second display area a2 below it. The predetermined location for the warning sticker S1 is preferably a location that is visible during installation and removal of the side unit 30, but is not visible or difficult to see when viewed from the front by a player playing a game. The first display area a1 displays a first warning symbol s1 on each of the left and right ends, with a second warning symbol s2 displayed in the center between them. The second display area a2 displays a horizontally written Gothic font that reads, "Be careful not to get your fingers pinched on the side when replacing the unit. Be careful not to get your fingers pinched!" along with a pictorial symbol indicating finger pinching, both in white.
[0069] The warning sticker S2 is used to warn players about the wind, and is attached near the air blowing means 28 on the front side of the side unit 30 in a position visible to the player (a non-transparent attachment portion) as shown in FIG. 1. As shown in FIG. 10(B), the sticker is formed in a horizontally elongated, approximately rectangular shape, with a predetermined width area on the left end being the first display section a1 and an area to the right of that being the second display section a2. The first display section a1 displays the first warning symbol s1 and the second warning symbol s2 adjacent to each other on the left and right. The second display section a2 displays the words "Be careful, wind will blow" in white Gothic typeface.
[0070] The warning sticker S3 is used to warn players about the movement and operation of the movable body. As shown in FIG. 1, it is attached to a position (non-translucent attachment area) near the frame second movable body 27 on the front side of the side unit 30 where it can be seen by the player. As shown in FIG. 10(C), it is formed into an arbitrary vertical shape to fit the shape of the attachment area, with the upper area being the first display area a1 and the lower area being the second display area a2. The first display area a1 displays the first warning symbol s1 and the second warning symbol s2 adjacent to each other above and below. The second display area a2 displays the following vertically written white Gothic font text: "Beware of gimmicks popping out and sudden movements and vibrations. Be careful not to get your hands or fingers pinched."
[0071] The warning sticker S4 is used to warn players about the operation of the upper movable body and the operation of the operation button 37. As shown in FIG. 1, it is attached to the lower decorative cover 36 near the operation button 37 in a position visible to the player (a non-transparent attachment portion). As shown in FIG. 10(D), it is formed in a horizontally elongated, approximately rectangular shape, with a fixed width area along the top edge designated as the first display section a1 and a region below that designated as the second display section a2. Similar to the warning sticker S1, the first display section a1 displays a first warning symbol s1 on both the left and right ends, with the second warning symbol s2 displayed in the center between them. The second display section a2 also displays horizontally written white Gothic characters reading, "Watch out for overhead props popping out. Do not press the buttons too hard as they may be damaged."
[0072] The warning sticker S5 is used to warn against injuries caused by metal parts, and is attached to a predetermined location on the back of the glass door 7, such as the lower tray guide unit 43b or its vicinity, as shown in Figure 2. As shown in Figure 10(E), it is formed in a horizontally elongated, approximately rectangular shape, with a fixed width area along the top edge consisting of a first display section a1 and a second display section a2 below it. Similar to the warning stickers S1, the first display section a1 displays a first warning symbol s1 on both the left and right ends, with a second warning symbol s2 displayed in the center between them. The second display section a2 also displays the words "Be careful of the edges of metal parts" in white Gothic typeface.
[0073] The caution sticker S6 is used to warn about dangerous areas and the opening of the rear cover 148. As shown in Fig. 4, it is attached to a predetermined location on the rear side of the front frame 3, for example, on the back side of the rear cover 148. As shown in Fig. 10(F), it is formed in a horizontally elongated, approximately rectangular shape, with a fixed width area along the top edge forming a first display section a1 and a second display section a2 below it. Similar to the caution stickers S1 and the like, the first display section a1 displays a first caution symbol s1 on both the left and right ends, with the second caution symbol s2 displayed in the center between them. The second display section a2 also displays horizontally written white Gothic characters reading, "Be careful of electric shock and edges. Be careful when opening the rear cover."
[0074] The warning sticker S7 is used to warn about high-temperature areas, and as shown in Fig. 4, it is affixed to the back side of the power supply board case 155, which houses a power supply board equipped with electronic components that generate heat above a predetermined temperature (e.g., 50°C). As shown in Fig. 10(G), it is formed in a horizontally elongated, approximately rectangular shape, with a first display section a1 along the top edge and a second display section a2 below it. Similar to the warning stickers S1 and others, the first display section a1 displays a first warning symbol s1 on each of the left and right ends, with the second warning symbol s2 displayed in the center between them. The second display section a2 also displays the words "Caution: Power Supply Board High Temperature" in white Gothic typeface.
[0075] Although the above warning stickers S1 to S7 differ in external shape, size, display content and layout, they all share the same basic structure, i.e., the number of printing plates, number of colors used, adhesive placement, etc. Since the effectiveness of warning stickers will be diminished if they are placed indiscriminately, it is desirable to limit warning sticker placement to areas where it is truly necessary, for example, to affix high temperature warning sticker S7 only to circuit board cases etc. that have areas that reach a predetermined temperature or higher, and not to affix it to other circuit board cases etc.
[0076] Figure 11 shows the basic structure of a warning sticker S1 as an example. As shown in Figures 11(A) and (B), the warning sticker S1 has a white main body sheet made of a material such as PET or paper, and the front (upper) side is printed with two colors, yellow (Y plate) and black (K plate), by silk printing or the like, and the back side is provided with a full-surface adhesive layer (glue plate) with adhesive applied to the entire surface. The configurations of each plate (plates 1 to 3) are as shown in Figures 11(a) to (c). In this way, the warning stickers S1 to S7 have three printing plates, two printed colors (excluding the base color white), a full-surface adhesive layer, and are non-transparent and non-light-transmitting.
[0077] As described above, the warning stickers S1 to S7 are unlikely to be replaced even if the parts are reused. Also, because warning stickers S1 to S4 are likely to be touched by players and warning stickers S5 to S7 by hall staff, a full adhesive layer is used, prioritizing cost and difficulty in peeling over ease of peeling. In that sense, it is desirable to use a glue with relatively strong adhesive strength. Furthermore, because warning stickers S1 to S7 do not have transparent portions, there is no need to use a highly transparent glue, which also helps keep costs down.
[0078] Furthermore, because the purpose of the warning stickers S1-S7 is to draw attention, not to be decorative, the number of colors and editions are kept to a minimum to keep costs down, while the contrast between black and yellow / white makes them highly visible. Furthermore, the number and types of colors (yellow, black, white) used by multiple (here, all) warning stickers S1-S7 are standardized, and common symbols (first warning symbol s1 and second warning symbol s2) are used. Furthermore, this color combination (yellow, black, white) is not used on other types of adhesive sheets, making it easy to recognize that they are warning stickers. Furthermore, the warning stickers S1-S7 are standardized not only in their overall color combination (yellow, black, white), but also in their division into a first display section a1 and a second display section a2, and the color arrangement of the first and second display sections a1 and a2. It should be noted that the first display section a1 may display either the first or second warning symbol s1 or s2, for example, only the first warning symbol s1.
[0079] Next, the decorative stickers S11 to S16, which are decorative adhesive sheets, will be described. Note that, as shown in Figures 5 and 9, the decorative stickers S11 to S16 are all placed within the play area 23 of the game board 16.
[0080] The decorative sticker S11 is attached to a colorless and transparent attachment portion 131 formed on the upper front side of the decorative frame 93 of the central display frame unit 53, as shown in Fig. 9. This decorative sticker S11 is made by printing on the back (bottom) side of a colorless and transparent main body sheet made of a material such as PET, using four silk screens (CMYK colors), a white silk screen (100%), and an adhesive screen, as shown in Figs. 12(A) and (B). In this way, the decorative sticker S11 has six printing screens and five printed colors.
[0081] The first to fourth plates are cyan (C), magenta (M), yellow (Y), and black (K), respectively, and a full-color illustration is formed using these three primary colors plus black. Of course, if black can be expressed using only the three primary colors, the fourth plate (black) can be omitted, but since it is not possible to express complete black using only the three primary colors, it is preferable to use a separate black plate.
[0082] As shown in Figure 12(a), the illustration (decoration) on the decorative sticker S11 is composed of a first decorative part 161 consisting of plains, trees growing there, and mountains behind them, and a second decorative part 162 consisting of a sun floating in the sky with the word "SUN" on either side of it.The part that corresponds to the sky is an undecorated non-decorative part 163, except for the second decorative part 162.
[0083] The fifth plate is whitened from the back of the decoration with 100% white. As shown in FIG. 12(b), this area corresponds to the first decorative portion 161, while the second decorative portion 162 and non-decorative portion 163 are not whitened. This 100% white whitening makes the area (here, the area corresponding to the first decorative portion 161) almost opaque (a light blocking rate of 90% or more). While the 100% white whitened area has a slight translucency, it can be considered substantially opaque, and therefore, in this embodiment, it is described as a non-transparent plate (i.e., a light-blocking plate). In the non-whitened area, the non-decorative portion 163 remains colorless and transparent, while the second decorative portion 162 is translucent and colored transparent or colored opaque (here, colored opaque) depending on the type and shade of color. As a result, light from the light emitting means such as the LED 81a arranged on the rear side of the transparent main body plate 50 passes through the transparent attachment portion 131, etc., and then passes through the second decorative portion 162 and the non-decorative portion 163.
[0084] The sixth plate is an adhesive plate, and the adhesive layer of this decorative sticker S11 is a partial adhesive layer having an adhesive portion 164 where adhesive is attached and an adhesive-free portion 165 where no adhesive is attached, as shown in Figure 12(c). The adhesive portion 164 is formed in an area that combines a peripheral region 164a of approximately constant width along the periphery of the transparent sheet (the area outside the dotted line in Figure 12(c)) and a decorative region 164b that corresponds to the decorated decorative portion (first decorative portion 161 and second decorative portion 162). In this decorative sticker S11, the decorative region 164b is also a non-transparent portion.
[0085] In this way, decorative sticker S11 employs a partial adhesive layer in which peripheral region 164a along the periphery and decorative region 164b (which is also a non-transparent portion) corresponding to decorated decorative portions 161, 162 are adhesive portions 164, and the remaining portions are adhesive-free portions 165. This reduces the overall adhesive strength compared to when a full adhesive layer is employed, even if the adhesive strength of the adhesive is the same, and also increases the stability of application compared to when an adhesive portion is provided only in the peripheral region, making it possible to improve the workability of re-application when reusing central display frame unit 53, while maintaining the adhesive strength of the adhesive sheet at a certain level or higher. Furthermore, because adhesive does not adhere to non-decorative portions or transparent portions except for peripheral region 164a, the translucency and transparency of the non-decorative and transparent portions can be maintained at a high level.
[0086] As shown in Fig. 9, the decorative sticker S12 is attached to a colorless and transparent attachment portion 132 formed on the front right side of the decorative frame 93 of the central display frame unit 53. As shown in Figs. 13(A) and (B), this decorative sticker S12 has a colorless and transparent main body sheet made of a material such as PET, and the back (bottom) side is printed with a 4-screen silkscreen (CMYK colors) + a white (100%) silkscreen + a black backing plate + a white (50%) silkscreen + an adhesive plate, and furthermore, a hologram is disposed between the 5th screen (100% white silkscreen) and the 6th screen (black backing plate). Thus, the decorative sticker S12 has 8 printing screens (excluding the hologram) and 6 printing colors (when the black of the 4-screen silkscreen and the black backing plate are the same color and the 100% white and 50% white are different colors).
[0087] The first to fourth plates are cyan (C), magenta (M), yellow (Y), and black (K), respectively, and a full-color illustration is formed using these three primary colors plus black. As shown in Figure 13(a), the illustration (decoration) on the decorative sticker S12 is made up of a first decorative portion 171 consisting of children, butterflies, dragonflies, and trees, and a second decorative portion 172 which is the background of these.
[0088] In addition, within the area of the first decorative section 171, non-decorative sections 173 to 175 that are not decorated are provided. The non-decorative section (light-emitting section) 173 corresponds to the LEDs (light-emitting elements for notification) 69a, 69b that constitute the normal symbol display means 69 and the LEDs (light-emitting elements for notification) 70a to 70d that constitute the normal reserved number display means 70, and is composed of a predetermined number (6) of circular areas arranged in close proximity to each other. The non-decorative section (light-emitting section) 174 corresponds to the 7-segment LED (light-emitting element for notification) that constitutes the second special symbol display means 72, and is composed of a single rectangular area. The non-decorative section (light-emitting section) 175 corresponds to the LED (light-emitting element for notification) 60a that constitutes the right-hit notification means 60, and is composed of a single triangular area.
[0089] The fifth and seventh plates are whitened from the back of the decoration, with the fifth plate being 100% white and the seventh plate being 50% white. The fifth plate (100% whitened) area corresponds to the first decorative portion 171, excluding the non-decorative portions 173-175, as shown in FIG. 13(b), and the non-decorative portions 173-175 and the second decorative portion 172 are not whitened 100%. This whitened area (100%) results in an opaque area that transmits almost no light. The seventh plate (50% whitened) area corresponds to the non-decorative portions (light-emitting portions) 173-175, as shown in FIG. 13(d). This whitened area (50%) results in the non-decorative portions 173-175 being translucent but opaque (transparent, non-transparent). In this way, the fifth plate (100% white printing) and the seventh plate (50% white printing) have the same color (white) but different light transmittances.
[0090] The sixth plate is a black backing plate (light-shielding plate) used to fix and block the hologram, and corresponds to the entire area except for the non-decorative areas 173-175, as shown in Figure 13(c). The hologram layer is formed by any method, such as transfer printing, but the areas corresponding to the non-decorative areas 173-175 are designed to be peeled off. In this way, almost the entire surface of the decorative sticker S12 is non-transparent, and even in the non-decorative areas 173-175, which are only slightly translucent, light from light-emitting means such as LED 83a located behind the transparent main body plate 50 is hardly transmitted through them because an indicator light-emitting element is located behind them.
[0091] The eighth plate is an adhesive plate, and the adhesive layer of this decorative sticker S12 is a partial adhesive layer having an adhesive portion 176 where adhesive is attached and an adhesive-free portion 177 where no adhesive is attached, as shown in Figure 13(e). The adhesive-free portion 177 is made up of a first adhesive-free portion 177a corresponding to the non-decorative portion 173, a second adhesive-free portion 177b corresponding to the non-decorative portion 174, and a third adhesive-free portion 177c corresponding to the non-decorative portion 175, and the entire area other than the first to third adhesive-free portions 177a to 177c is adhesive portion 176.
[0092] The first to third glueless portions 177a to 177c are each slightly larger than the non-decorative portions 173 to 175, and the first glueless portion 177a is made up of six circular regions that connect to each other and correspond to the non-decorative portion 173 to form one region (light-emitting region), while the third glueless portion 177c is made up of one circular region that includes the triangular region of the non-decorative portion 175. The first glueless portion 177a may be made up of multiple (six) independent regions that individually correspond to the non-decorative portions 173.
[0093] In this way, in the decorative sticker S12, the areas corresponding to the LEDs 69a, 69b that constitute the normal symbol display means 69, the LEDs 70a-70d that constitute the normal reserved number display means 70, the 7-segment LED that constitutes the second special symbol display means 72, and the LED 60a that constitutes the right-hit notification means 60 are non-decorative sections 173-175, and the non-decorative sections 173-175 are white (50%), so the LEDs behind can be hidden while the light from those LEDs can be transmitted, making it possible to achieve both good appearance and notification function by light emission. In addition, the areas corresponding to the non-decorative sections 173-175 are non-pasteurized sections 177a-177c, so that the reduction in translucency due to glue can be prevented. Furthermore, because a hologram layer is placed between the fifth and sixth plates, the area that is not 100% white-out (fifth plate), i.e., the area of the second decorative part 172, which is the background part, reflects light in a complex, sparkling manner, giving it a three-dimensional appearance, thereby making the first decorative part 171 stand out.
[0094] The non-decorative portion 174 corresponding to the 7-segment LED may be colorless and transparent without being whitened (50%). Also, glue-free portions may be provided in areas other than the non-decorative portions 173 to 175, for example, the outer peripheral area + α (for example, an area with 100% whitened) along the outer periphery may be made glued.
[0095] As shown in Fig. 9, the decorative sticker S13 is attached to a colorless and transparent attachment portion 133 formed on the left front side of the decorative frame 93 of the central display frame unit 53. As shown in Figs. 14(A) and (B), this decorative sticker S13 is printed on the back (bottom) side of a colorless and transparent main body sheet made of a material such as PET, with four silk screens (CMYK colors) + 100% white silk screen + 50% white silk screen + glue screen. In this way, the decorative sticker S13 has seven printing screens and six printing colors (when 100% white and 50% white are different colors).
[0096] The first to fourth versions are cyan (C), magenta (M), yellow (Y), and black (K), respectively, and a full-color illustration is formed using these three primary colors plus black. As shown in FIG. 14(a), the illustration (decoration) on the decorative sticker S13 is composed of a first decorative portion 181 consisting of a butterfly, a dragonfly, a stag beetle, and a tree, and a second decorative portion 182, which is the background portion of these. In addition, a non-decorative portion 183, which is not decorated, is provided within the area of the first decorative portion 181. The non-decorative portion (light-emitting portion) 183 corresponds to the 7-segment LED (light-emitting element for notification) that constitutes the first special pattern display means 71, and is composed of a single rectangular area.
[0097] The fifth and sixth plates are whitened from the back of the decoration, with the fifth plate being 100% white and the sixth plate being 50% white. The fifth plate (100% whitened) area corresponds to the first decorative portion 181 excluding the non-decorative portion 183, as shown in Figure 14(b), and the non-decorative portion 183 and the second decorative portion 182 are not whitened 100%. When this white (100%) whitening is applied, the area exhibits opaqueness, allowing almost no light to pass through. The sixth plate (50% whitened) area corresponds to the non-decorative portion 183 (light-emitting portion), as shown in Figure 14(c). When this white (50%) whitening is applied, the area (non-decorative portion 183) retains a certain degree of translucency but becomes opaque (transparent portion, non-transparent portion).
[0098] The second decorative portion 182, which is neither 100% white nor 50% white, has translucency (transparent portion) and is colored transparent (transparent portion) or colored opaque (non-transparent portion) depending on the type and shade of color. As a result, light from the light-emitting means such as LED 83a arranged on the rear side of the transparent main body plate 50 passes through the transparent attachment portion 133, etc., and then passes through the second decorative portion 182. The translucency of the non-decorative portion (specific translucent portion) 183 corresponding to the 7-segment LED (light-emitting portion) is smaller than the translucency of the second decorative portion (non-specific translucent portion) 182.
[0099] The seventh plate is an adhesive plate, and the adhesive layer of this decorative sticker S13 is a partial adhesive layer having an adhesive portion 184 where adhesive is attached and an adhesive-free portion 185 where no adhesive is attached, as shown in Figure 14(d). The adhesive portion 184 is formed in an area that combines a peripheral region 184a of approximately constant width along the periphery of the transparent sheet (the area outside the dashed dotted line in Figure 14(d)) and a non-transparent region 184b that is whitened (100%). Note that the non-decorative portion 183 corresponding to the 7-segment LED is excluded from the adhesive portion 184 (peripheral region 184a), even if at least a part of it is within the area of approximately constant width along the periphery of the transparent sheet.
[0100] In this way, decorative sticker S13 employs a partial adhesive layer in which peripheral region 184a along the periphery and non-translucent region 184b with whitened (100%) are adhesive portions 184, and the remaining portions are non-translucent portions 185. Therefore, even if the adhesive strength of the adhesive is the same, the overall adhesive strength can be reduced compared to when a full adhesive layer is employed, and the stability of application can be increased compared to when an adhesive portion is provided only in the peripheral region, making it possible to improve the workability when re-applying when reusing central display frame unit 53 while maintaining the adhesive strength of the adhesive sheet at a certain level or higher. Furthermore, because glue does not adhere to second decorative portion 182, which is a translucent region, except for peripheral region 184a, the translucency of the translucent portion can be maintained at a high level. In addition, the area corresponding to the 7-segment LED that constitutes the first special pattern display means 71 is made into a non-decorative section 183, and the area of this non-decorative section 183 is whitened with white (50%), so that the LED behind it can be concealed while the light from that LED can be transmitted, making it possible to achieve both good looks and an alarm function through light emission.
[0101] Furthermore, the area corresponding to the non-decorative portion 183 is an adhesive-free portion 185, which prevents the deterioration of translucency due to adhesive. Note that the non-decorative portion 183 corresponding to the 7-segment LED may be colorless and transparent without being whitened (50%) (i.e., omitting the sixth plate).
[0102] The decorative sticker S14 is affixed to a colorless and transparent attachment portion 134 formed on the front side of the winning trough 105 of the starting winning unit 54, as shown in Figure 9. This decorative sticker S14 is printed on the back (bottom) side of a colorless and transparent main body sheet made of a material such as PET, as shown in Figures 15(A) and (B), using a silk magenta (M) plate, a silk black (K) plate, a silk white (100%) plate, and an adhesive plate. In this way, the decorative sticker S14 has four printing plates and three printing colors.
[0103] The first plate is magenta (M) and forms the character "summer" in approximately the center of the transparent sheet, as shown in Figure 15(a). The second plate is black (K) and forms the outline of the character "summer" as shown in Figure 15(b). The third plate is white (100%) and is applied from the back of the decoration, and as shown in Figure 15(c), this area coincides with the area of the character "summer" formed by the first and second plates. This white (100%) application makes that area (here, the area of the character "summer") opaque, meaning that almost no light passes through. The surrounding area, where this white application is not applied, remains colorless and transparent.
[0104] The fourth plate is an adhesive plate, and the adhesive layer of this decorative sticker S14 is a full adhesive layer with no non-glued areas, as shown in Figure 15(d). This decorative sticker S14 has a small area, and if a partial adhesive layer (peripheral region + α (non-transparent portion, decorative portion, non-transparent portion)) similar to that of the larger decorative stickers S11 to S13 were used, the cost would be higher even though the adhesive area would not be much different from that of a full adhesive layer. Therefore, a full adhesive layer is used from the perspective of cost-effectiveness. Of course, it is also possible to use a partial adhesive layer in which the peripheral region + α (decorative portion, non-transparent portion, non-transparent portion) is adhesive, or only the peripheral region is adhesive. In addition, an LED may be placed behind the attachment portion 134 to which the decorative sticker S14 is attached.
[0105] The decorative sticker S15 is attached to a colorless and transparent attachment portion 135 formed on the front side of the big prize unit 55, as shown in Fig. 9. This decorative sticker S15 is printed on the back (bottom) side of a colorless and transparent main body sheet made of a material such as PET, as shown in Figs. 16(A) and (B), using four silk screens (CMYK colors), a white silk screen (100%), and an adhesive screen. In this way, the decorative sticker S15 has six printing screens and five printing colors.
[0106] The first to fourth plates are cyan (C), magenta (M), yellow (Y), and black (K), respectively, and a full-color illustration is formed using these three primary colors plus black. As shown in FIG. 16(a), the illustration (decoration) on the decorative sticker S15 is composed of a first decorative portion 191 on the upper side and a second decorative portion 192 on the lower side, sandwiching the front area of the second inclined rolling path 121 (see FIG. 5) in the large prize unit 55, and the front area of the second inclined rolling path 121 is a first non-decorative portion 193 that is not decorated. The first decorative portion 191 is composed of a first main decorative portion 191a consisting of a child, a butterfly, and a tree, and a first background decorative portion 191b that is the background portion thereof. Within the second decorative portion 192, there are provided a second non-decorative portion 194 corresponding to the front side of the sorting guide passage 119a and sorting means 119 (see FIG. 5), and a character decorative portion 192a that forms the characters "SUMMER VACATION."
[0107] The fifth plate is white (100%) printed from the back of the decoration, and its area corresponds to the first main decorative portion 191a, the second non-decorative portion 194 in the second decorative portion 192, and the area excluding the character decoration portion 192a, as shown in Figure 16(b). The area corresponding to the character decoration portion 192a is a semi-whitened area in which dots of various sizes and shapes (circular in this case) are distributed in a predetermined pattern to create a varying density of whitened areas. When this white (100%) printing is applied, the area exhibits opaqueness, allowing almost no light to pass through.
[0108] In the region where this whitening is not performed, the first non-decorative portion 193 and the second non-decorative portion 194 remain colorless and transparent, while the first background decorative portion 191b is translucent and becomes colored transparent or colored opaque depending on the type and shade of color. Furthermore, in the semi-whitened region, the whitened dots in the character decorative portion 192a are opaque, while the gaps therebetween become translucent and become colored transparent or colored opaque depending on the type and shade of color. In this way, the character decorative portion 192a can be substantially changed in light transmittance while using whitening with a constant light transmittance.
[0109] In this way, in the decorative sticker S15, the first non-decorative portion 193 and the second non-decorative portion 194 corresponding to the front sides of the second inclined rolling path 121, the sorting guide path 119a, and the sorting means 119 (all of which are game ball passing portions) are transparent portions, and the passage of the game balls can be seen from the front side through these transparent portions. Also, light from the light-emitting means such as the LED 125a arranged on the rear side of the big winning unit 55 passes through the transparent attachment portion 135, etc., and then passes through the first background decorative portion 191b, the first non-decorative portion 193, the second non-decorative portion 194, etc.
[0110] The sixth plate is an adhesive plate, and the adhesive layer of this decorative sticker S15 is a partial adhesive layer having an adhesive portion 195 where adhesive is attached and an adhesive-free portion 196 where no adhesive is attached, as shown in Figure 16(c). The adhesive portion 195 is formed in an area that combines a peripheral area 195a of approximately constant width along the periphery of the transparent sheet (the area outside the dashed line in Figure 16(c)) and a non-transparent area 195b (also a non-transparent area) that corresponds to the area where whitening (100%) is applied (excluding the character decoration portion 192a, which is a semi-whitening area). In this decorative sticker S15, the non-transparent area 195b is also part of the decorative area.
[0111] In this way, decorative sticker S15 employs a partial adhesive layer in which peripheral region 195a along the periphery and non-translucent region 195b corresponding to part of the whitened (100%) region are adhesive portions 195, and the remaining portions are non-glued portions 196. Therefore, even if the adhesive strength of the adhesive is the same, the overall adhesive strength can be reduced compared to when a full adhesive layer is employed, and the stability of the attachment can be increased compared to when an adhesive portion is provided only in the peripheral region, and while maintaining the adhesive strength of the attachment sheet at a certain level or higher, it is possible to improve the workability when re-attaching the large prize unit 55 when reusing it. Furthermore, since the first background decorative portion 191b, which is a translucent region, except for peripheral region 195a, corresponds to non-glued portion 196, a high level of translucency can be maintained. In addition, the areas (transparent areas) corresponding to the first and second non-decorative parts 193, 194 are also glue-free parts 196 except for the outer peripheral area 195a, which prevents a decrease in transparency due to glue and maintains high visibility of the game balls in the second inclined rolling path 121, the distribution guide path 119a, and the distribution means 119.
[0112] The decorative sticker S16 is attached to a colorless and transparent attachment portion 136 formed on the front side of the normal winning unit 56, as shown in Fig. 9. This decorative sticker S16 is printed on the back (bottom) side of a colorless and transparent main body sheet made of a material such as PET, as shown in Figs. 17(A) and (B), using four silk screens (CMYK colors), a white silk screen (100%), and an adhesive screen. In this way, the decorative sticker S13 has six printing screens and five printing colors.
[0113] The first to fourth plates are cyan (C), magenta (M), yellow (Y), and black (K), respectively, and a full-color illustration is formed using these three primary colors plus black. As shown in Figure 17(a), the illustration (decoration) on the decorative sticker S16 is composed of a first decorative portion 201 consisting of a ladybug and a dragonfly, and a second decorative portion 202 that is the background to these.
[0114] The fifth version is white (100%) painted from the back of the decoration, and as shown in Figure 17(b), this area coincides with the first decorative part 201. When this white (100%) is painted, the area becomes opaque, meaning that almost no light passes through. The area of the second decorative part 202, where this whitening is not done, is translucent and becomes colored transparent or colored opaque depending on the type and shade of color.
[0115] The fourth plate is an adhesive plate, and the adhesive layer of this decorative sticker S16 is a full adhesive layer with no non-glued areas, as shown in Figure 17(c). This decorative sticker S16 is elongated and relatively small in area, and if a partial adhesive layer (peripheral region + α (non-transparent portion, decorative portion, non-transparent portion)) similar to that of the other decorative stickers S11 to S13, S15, etc. were to be used, the cost would be higher even though the adhesive area would not be much different from that of a full adhesive layer. Therefore, a full adhesive layer is used from the perspective of cost-effectiveness. Of course, it is also possible to use a partial adhesive layer in which the peripheral region + α (decorative portion, non-transparent portion, non-transparent portion) is adhesive, or only the peripheral region is adhesive. In addition, an LED may be placed behind the attachment portion 136 to which the decorative sticker S16 is attached.
[0116] The adhesive strength of the adhesive used in the decorative stickers S11 to S16 is weaker than that of the adhesive used in the warning stickers S1 to S7 described above, and the performance information display sticker S21, external terminal information display sticker S22, main board information display sticker S23, etc., which will be described later. This makes replacement easier and also makes it less likely that adhesive residue will remain.
[0117] Next, the performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23, which are adhesive sheets for displaying information, will be described. The performance information display sticker S21 displays the performance information of the gaming machine, and as shown in Figures 5 and 8, it is attached to a predetermined position outside the playing area 23 on the gaming board 16, for example, on the lower front side of the third rail member 51c, and as shown in Figure 18(A), it is formed in a horizontally long trapezoidal shape with the upper edge side sloping upward to the right to match the shape of the third rail member 51c, and in addition to the model name 211 of the gaming machine, prize ball number information 212, jackpot probability information 213, two-dimensional code 214, etc. are displayed in black letters on a white background.
[0118] As shown in Figures 19(A) and (B), this performance information display sticker S21 has a white main sheet made of a material such as PET or paper, with one black (K) plate (one color) printed on the front (upper) side by silk printing or the like, and a full adhesive layer (glue plate) with adhesive applied to the entire back side. The appearance of each plate (first and second plates) is as shown in Figures 19(a) and (b). In this way, the performance information display sticker S21 has two printing plates, one printed color (excluding the white base color), a full adhesive layer, and its entire surface is opaque and non-transparent. Note that no LEDs are located on the back side of the performance information display sticker S21.
[0119] This performance information display sticker S21 displays the performance information of the gaming machine, and therefore may be replaced if the parts are reused, but since it is not intended for decoration and is placed outside the gaming area 23, in this embodiment a full adhesive layer is used to prioritize cost, etc. Also, since it is sufficient to ensure that the information is easy to read and appearance is not important, costs are kept down by keeping the number of plates and colors as small as possible.
[0120] The external terminal information display sticker S22 displays information about the external terminals, and is attached near the external terminal board 152a (a non-transparent attachment portion) on the back side of the front frame 3 as shown in Fig. 4. As shown in Fig. 18(B), it is formed in a horizontally elongated rectangular shape corresponding to the external terminal board 152a, and for each of the multiple (12) external terminals 152, the terminal color and the corresponding type of output signal are displayed in black letters on a yellow background. Of the 12 external terminals 152, the two on the left are first external terminals under the control of the payout / launch control board 156, and the remaining 10 are second external terminals under the control of the main control board 141. Therefore, the external terminal information display sticker S22 attached to the front frame 3 displays specific types of output signals, such as "prize ball" and "door / frame open," for the two first external terminals, and displays terminal numbers, such as "information terminal 1" to "information terminal 10," for the remaining 10 second external terminals instead of the type of output signal. Information about the type of output signal output from the second external terminal is displayed at any position on the game board 16, for example, on an external terminal information display sticker (not shown) affixed to the back side of the main control board case 142.
[0121] As shown in Figures 20(A) and (B), the external terminal information display sticker S22 has a yellow main body sheet made of a material such as PET or paper, and the front (upper) side is printed with one black (K) plate (one color) by silk printing or the like, and the back side is provided with a full adhesive layer (adhesive plate) with adhesive applied to the entire surface. The appearance of each plate (first and second plates) is as shown in Figures 20(a) and (b). As such, the external terminal information display sticker S22 has two printing plates, one printing color (excluding the base color yellow), a full adhesive layer, and its entire surface is opaque and non-transparent. Note that no LEDs are located on the back side of the external terminal information display sticker S22.
[0122] This external terminal information display sticker S22 is affixed to the front frame 3 side and displays information about the first external terminal under the control of the dispensing / firing control board 156, so it is unlikely to need to be replaced, and therefore in this embodiment a full adhesive layer is used, prioritizing cost and resistance to peeling. Also, since it is sufficient to ensure that the information is easy to read and appearance is not important, costs are kept down by keeping the number of plates and colors as small as possible.
[0123] The main board information display sticker S23 displays information related to the main control board 141, is attached to the back side of the transparent main control board case 142 as shown in Fig. 4, and is formed in a substantially rectangular shape from a transparent sheet as shown in Fig. 18(C). This main board information display sticker S23 has a control number display area 221 for displaying the main board control number, etc., and multiple sets of opening information entry areas 222 for entering the opener and the date of opening, which are formed as solid white areas, with the words "main board control number" displayed near the control number display area 221, and a number indicating the order of opening and the words "opener" and "date of opening" displayed in black near the opening information entry area 222.
[0124] As shown in FIGS. 21(A) and 21(B), the main board information display sticker S23 is made of a colorless and transparent main sheet made of a material such as PET, and its front (upper) side is printed in white (100%) by silk printing or the like. The back side is printed in black (K) and has a full adhesive layer (adhesive plate) with adhesive applied to the entire surface. The configurations of each plate (plates 1 to 3) are as shown in FIGS. 21(a) to 21(c). In this embodiment, the white (100%) plate constituting the opening information entry area 222, etc., is arranged on the front (upper) side of the main sheet, considering that information will be written later by hand or the like in the opening information entry area 222. Note that the main board control number for each model will be printed in the control number display area 221 in a separate process performed later. As described above, the main board information display sticker S23 has three printing plates, two printing colors, and a full adhesive layer, at least a portion of which is translucent and at least a portion of which is transparent.
[0125] This main board information display sticker S23 is affixed to the main control board case 142 on the back of the gaming machine body and displays information about the main control board 141, so it is unlikely to be replaced. Therefore, in this embodiment, a full adhesive layer is used, prioritizing cost and resistance to peeling. Also, since it is not intended for decorative purposes and only requires that the information be easily readable, costs are kept to a minimum by keeping the number of versions and colors as small as possible. Although no LEDs are located on the rear side of the main board information display sticker S23, a transparent sheet is used so that the electronic components mounted on the rear board can be seen.
[0126] As described above, in this pachinko machine, decorative stickers (sticker sheets) S11-S16, each having an adhesive layer on its back surface, are attached to the transparent attachment portions 131-136, respectively. Of these decorative stickers S11-S16, decorative stickers S11-S13 and S15 have adhesive areas with and without adhesive on the adhesive layer. As shown in Fig. 12, decorative sticker S11 has adhesive-free areas in at least a portion of the areas corresponding to the transparent, translucent, and non-decorative portions, and adhesive areas in at least a portion of the areas along the periphery of the sticker sheet and in the areas corresponding to the non-transparent, non-translucent, and decorative portions. As shown in Fig. 13, decorative sticker S12 has adhesive-free areas in at least a portion of the areas corresponding to the translucent and non-decorative portions. As shown in Fig. 14, the decorative sticker S13 has non-adhesive portions in at least a portion of the area corresponding to the translucent portion and the non-decorative portion, and adhesive portions in at least a portion of the area along the periphery of the adhesive sheet and in the area corresponding to the non-translucent portion and the decorative portion. As shown in Fig. 16, the decorative sticker S15 has non-adhesive portions in at least a portion of the area corresponding to the transparent portion, the translucent portion and the non-decorative portion, and adhesive portions in at least a portion of the area along the periphery of the adhesive sheet and in the area corresponding to the non-transparent portion, the non-translucent portion and the decorative portion, and a transparent portion is disposed in front of the game ball passing portion through which the game balls pass, i.e., the second inclined rolling path 121, the sorting guide path 119a and the sorting means 119.
[0127] In addition, for the decorative sticker S12, non-decorative portions (light-emitting portions) 173-175 corresponding to the LEDs (light-emitting elements for notification) 69a, 69b constituting the normal symbol display means 69, the LEDs (light-emitting elements for notification) 70a-70d constituting the normal reserved number display means 70, the 7-segment LED (light-emitting element for notification) constituting the second special symbol display means 72, and the LED (light-emitting element for notification) 60a constituting the right-hit notification means 60 are provided, and the areas corresponding to the non-decorative portions (light-emitting portions) 173-175 are provided as translucent portions and non-pasteurized portions. Similarly, for the decorative sticker S13, a non-decorative portion (light-emitting portion) 183 corresponding to the 7-segment LED (light-emitting element for notification) constituting the first special symbol display means 71 is provided, and the area corresponding to the non-decorative portion (light-emitting portion) 183 is provided as a translucent portion and non-pasteurized portion.
[0128] In addition, the decorative stickers S11 to S13, S15 (first adhesive sheets for decoration) have a partial adhesive layer with adhesive parts where glue is attached and adhesive-free parts where glue is not attached, whereas the performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets for information display) have a full adhesive layer with no adhesive-free parts.
[0129] In addition, the decorative stickers S11 to S13, S15 (first adhesive sheets attached to the attachment area within the play area) have a partial adhesive layer with adhesive areas where glue is attached and adhesive-free areas where glue is not attached, whereas the warning stickers S1 to S7, performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets attached to attachment areas outside the play area) have a full adhesive layer with no adhesive-free areas.
[0130] In addition, the decorative stickers S11 to S13, S15 (first adhesive sheets attached to the attachment portion on the front side of the gaming machine body) have a partial adhesive layer with adhesive portions where glue is attached and adhesive-free portions where glue is not attached, whereas the warning stickers S5 to S7, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets attached to the attachment portion on the back side of the gaming machine body) have a full adhesive layer with no adhesive-free portions.
[0131] In addition, the decorative stickers S11 and S15 (first adhesive sheets having transparent portions) have a partial adhesive layer with adhesive portions where glue is attached and adhesive-free portions where glue is not attached, whereas the warning stickers S1 to S7, performance information display sticker S21, and external terminal information display sticker S22 (none of which are second adhesive sheets having transparent portions) have a full adhesive layer with no adhesive-free portions.
[0132] In addition, the decorative stickers S11 to S13, S15 (first adhesive sheets having translucent portions) have a partial adhesive layer with adhesive portions where glue is attached and adhesive-free portions where glue is not attached, whereas the warning stickers S1 to S7, performance information display sticker S21, and external terminal information display sticker S22 (second adhesive sheets having no translucent portions) have a full adhesive layer with no adhesive-free portions.
[0133] In addition, the decorative stickers S11 to S13, S15 (first adhesive sheets that are attached to the attachment parts that the player cannot touch) have a partial adhesive layer with adhesive parts that have glue attached and adhesive-free parts that do not have glue attached, whereas the warning stickers S1 to S4 (second adhesive sheets that are attached to the attachment parts that the player can touch) have a full adhesive layer with no adhesive-free parts.
[0134] The adhesive strength of the adhesive layer is stronger for the performance information display sticker S21, the external terminal information display sticker S22, and the main board information display sticker S23 (all second adhesive sheets for displaying information) than for the decorative stickers S11 to S13, S15 (first adhesive sheets for decoration), and stronger for the warning stickers S1 to S7, the performance information display sticker S21, the external terminal information display sticker S22, and the main board information display sticker S23 (all second adhesive sheets attached to adhesive parts outside the game area) than for the decorative stickers S11 to S13, S15 (first adhesive sheets attached to adhesive parts on the front side of the game machine main body). The warning stickers S1 to S7, performance information display sticker S21, and external terminal information display sticker S22 (second adhesive sheets none of which have transparent parts) are stronger than the decorative stickers S11 and S15 (first adhesive sheets with transparent parts), the warning stickers S1 to S7, performance information display sticker S21, and external terminal information display sticker S22 (second adhesive sheets none of which have translucent parts) are stronger than the decorative stickers S11 to S13 and S15 (first adhesive sheets with translucent parts), and the warning stickers S1 to S4 (second adhesive sheets affixed to adhesive parts that can be touched by the player) are stronger than the decorative stickers S11 to S13 and S15 (first adhesive sheets affixed to adhesive parts that cannot be touched by the player).
[0135] Furthermore, when comparing decorative stickers S11 to S13, S15 (first adhesive sheet) with decorative stickers S14, S16, which have a smaller area, the latter use fewer colors and fewer printing plates, while the former are printed in five or more colors: cyan, magenta, yellow, black, and white.
[0136] Furthermore, when comparing the decorative stickers S11-S16 (first adhesive sheets attached to translucent attachment parts) with the warning stickers S1-S4 and external terminal information display sticker S22 (second adhesive sheets attached to non-translucent attachment parts), the latter use fewer colors and fewer printing plates. In decorative sticker S15, an LED 125a is arranged on the rear side of a translucent attachment part 135, and at least a part of the color printing area of decorative sticker S15, i.e., the first background decorative part 191b, etc., is made translucent to transmit light from the rear LED 125a. In addition, decorative stickers S12 and S13 use multiple plates of the same color but with different light transmittances (100% white, 50% white).
[0137] Furthermore, when comparing the decorative stickers S11 to S16 (first decorative adhesive sheets) with the warning stickers S1 to S7, performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23 (all second information display sheets), the latter use fewer colors and fewer printing plates. Furthermore, the number of colors (here, three) and types of colors (yellow, black, and white) used are the same for the multiple types of warning stickers S1 to S7.
[0138] Furthermore, the multiple types of warning stickers (warning sticker sheets) S1 to S7, which differ in shape and / or the content of the warning information displayed, use the same number of colors and common symbols (first warning symbol s1, second warning symbol s2). The color combination (yellow, black, white) used in the warning stickers S1 to S7 is not used in the other sticker sheets. The warning stickers S1 to S4 are attached to areas that can be touched by players, and have a full adhesive layer with adhesive covering almost the entire surface.
[0139] 22 illustrates a second embodiment of the present invention, in which the decorative seal S11 in the first embodiment is partially modified to include a glossy plate. The only difference between this embodiment and the first embodiment is that a glossy plate has been added to the decorative seal S11.
[0140] Figure 22 corresponds to Figure 12 relating to the first embodiment, and a silver or other pasta glossy plate (new fifth plate) is placed between the silk 4 plate (CMYK colors) and the silk white (100%) plate. The aspects of the plates other than the glossy plate are the same as in the first embodiment. As such, the decorative sticker S11 of this embodiment has seven printing plates and six printing colors (including gloss).
[0141] The area (glossy area) of the fifth plate (glossy plate) coincides with the area of the second decorative portion 162. That is, a glossy layer is placed behind the second decorative portion 162. As a result, the area of the second decorative portion 162 is given a glossy appearance while retaining its original color, and reflects light to give it a sparkling appearance.
[0142] The glossy plate may be placed above the color plate. In this case, the glossy area will conceal the color behind it. Special plates other than the pasta gloss plate, such as a chijimi plate or a embossed plate, may also be used.
[0143] Next, a third embodiment of the present invention will be described in detail with reference to the drawings. Figures 25 to 33 illustrate a third embodiment in which the present invention is applied to a pachinko machine. In Figure 25, a gaming machine main body 501 includes a rectangular outer frame 502 and a front frame 504 pivotally mounted on either the left or right side of the outer frame 502 via a hinge 503, for example, on the left side, so as to be able to open and close freely. In front of the front frame 504, a game board 505 and other components are disposed on the upper side, and a launching means 506 and other components that launch game balls toward a game area 505a in front of the game board 505 are disposed on the lower side. A glass door 507 is disposed in front of the game board 505 and other components, and a front panel 508 is disposed in front of the launching means 506 and other components, both of which are pivotally supported by a hinge 509 on the same side as the hinge 503 so as to be able to open and close freely. The glass door 507 and the front panel 508 may be configured to be able to open and close as a single unit.
[0144] An upper tray 510 is arranged on the upper side in front of the front panel 508, which stores game balls paid out from a payout means (not shown) and supplies them to the launching means 506, and below the upper tray 510, a lower tray 511 is provided on the left end side for storing surplus balls when the upper tray 510 is full, and a launch handle 512 is provided on the right end side for operating the launching means 506. Furthermore, an effect button (predetermined operating means) 514 that can be pressed by the player is provided on an upper tray cover 513 that covers the upper tray 510 etc. from the front.
[0145] A guide rail 515 that guides the game balls launched from the launching means 506 is attached in a ring shape to the front side of the game board 505, and various game components such as a center case 517, a normal pattern starting means 518, a special pattern starting means 519, a big prize means 520, and a normal prize means 521 are arranged in the game area 505a inside the guide rail 515.
[0146] The center case 517 is located, for example, approximately in the center of the game area 505a, and is provided with an approximately rectangular display window 523 corresponding to an image display means 522 such as a liquid crystal type, and on a decorative frame 524 surrounding the display window 523, various display means such as a normal pattern display means 525, a special pattern display means 526, a normal reserved number display means 527, a first special reserved number display means 528, etc., as well as a stage 529, a movable performance means 530, etc. are provided.
[0147] The stage 529 is arranged in the left-right direction at the lower front side of the image display means 522, and allows game balls that flow into the side of the center case 517, for example, the warp entrance 529a located on the left side, to roll freely, and then drops them to the front, for example, from a central drop section in the center of the left-right direction or from a side drop section on either side of that.
[0148] The movable effect means 530 includes a movable body 531, a movable body guide means 532 that movably supports the movable body 531, and a drive means 533 that drives the movable body 531. Any decorative body (here, the characters "Kappa Densetsu", which is the title of the gaming machine) is formed, for example, three-dimensionally on the movable body 531, and when an LED 571 arranged on the rear side (or inside) is turned on, a predetermined portion (here, the characters "Kappa Densetsu") is illuminated in any color.
[0149] Movable body guide means 532 supports movable body 531 in a state where it can move in a predetermined direction, for example, up and down, along the front side of display screen 522a of image display means 522, and is provided with a pair of guide rails 534 arranged in the up and down direction along both the left and right sides of display screen 522a of image display means 522, and both left and right ends of movable body 531 are supported so as to be movable up and down by each of these guide rails 534. This movable body guide means 532 allows movable body 531 to move up and down between an upper position above image display means 522 and a lower position in front of image display means 522, and is normally held in the upper position which is the original position.
[0150] The driving means 533 is composed of, for example, a stepping motor and is arranged on the rear side of the decorative frame 524, and is capable of moving the movable body 531 in the vertical direction according to a predetermined operating pattern via a belt or the like (not shown).
[0151] The normal pattern starting means 518 is used to start the pattern change by the normal pattern display means 525, and is composed of a passing gate through which the game ball can pass, is located on the left side of the center case 517, and is equipped with a game ball detection means (not shown) that can detect the passage of the game ball.
[0152] The normal pattern display means 525 is used to variably display normal patterns, and is provided with a plurality of light-emitting elements (e.g., LEDs) corresponding to a plurality of normal patterns (e.g., two types, "○" and "X"). Based on the detection of a gaming ball by the normal pattern starting means 518, these multiple light-emitting elements blink to emit light in a predetermined sequence, and if the winning determination random number value contained in the normal random number information acquired when the normal pattern starting means 518 detects a gaming ball matches a predetermined winning determination value, the light-emitting element on the "○" side, for example, corresponding to a winning mode (predetermined mode), lights up, and otherwise the light-emitting element on the "X" side, for example, corresponding to a losing mode, lights up and stops.
[0153] The normal random number information acquired when the normal symbol starting means 518 detects a gaming ball is reserved and stored up to a predetermined upper limit, for example, four pieces, and is consumed sequentially each time a pattern change is started by the normal symbol display means 525. The number of stored normal random number information (normal reserved number) is notified to the player by the normal reserved number display means 527 or the like.
[0154] The special symbol starting means 519 is used to start the variation of symbols by the special symbol display means 526, and is provided with, for example, two upper and lower starting winning means 519a, 519b, an opening / closing means 536 for opening and closing the lower starting winning means 519b, and a game ball detection means (not shown) for detecting the game balls that have won in the starting winning means 519a, 519b, and is arranged, for example, below the center case 517. The upper starting winning means 519a is a non-opening / closing type winning means that does not have an opening / closing means or the like, and is arranged with an upward opening directly below the central drop section of the stage 529. The lower start winning means 519b is an opening / closing type winning means that can be switched by the opening / closing means 536 between an open state in which the game ball can win a prize and a closed state in which it is not possible to win a prize (or it is more difficult to win a prize than in the open state), and is arranged below the upper start winning means 519a, and is configured so that the opening / closing means 536 changes from a closed state to an open state for a predetermined time in the normal profit state that occurs when the stopped pattern after the change of the normal pattern display means 525 becomes a winning pattern.
[0155] The special symbol display means 526 is configured to variably display one or more special symbols, such as a 7-segment display capable of variably displaying one or more special symbols. When the special symbol start means 519 detects a game ball (when the symbol start condition is met), i.e., when a game ball enters either of the upper and lower start winning means 519a, 519b, the special symbol is variably displayed for a predetermined period of time. If the jackpot determination random number value included in the special random number information acquired upon entry into the start winning means 519a, 519b matches a predetermined jackpot determination value, the game stops in a predetermined jackpot mode. If the value does not match, the game stops in, for example, a loss mode. The special symbol has one or more jackpot modes and one or more loss modes. Each mode may be assigned a numerical symbol or the like, or a symbol with no special meaning by itself, such as a combination of lines or dots, may be assigned so that the player cannot easily distinguish the type of special symbol.
[0156] The special random number information acquired when the game ball enters the special symbol starting means 519 is reserved and stored up to a predetermined upper limit, for example, up to four pieces, and is consumed sequentially each time a pattern change is started by the special symbol display means 526. The number of stored special random number information (special reserved number) is notified to the player by the first special reserved number display means 528, etc.
[0157] The big prize winning means 520 is an open / close type winning means equipped with an opening / closing plate 537 that can be switched between an open state in which game balls can win and a closed state in which game balls cannot win, and is arranged, for example, below the special pattern starting means 519, and in a special profit state that occurs when the stopped pattern after the change of the special pattern display means 526 becomes a big win state, the opening / closing plate 537 opens to the front according to a predetermined opening pattern, allowing game balls that fall onto it to win inside.
[0158] The image display means 522 also comprises a performance symbol display means 538, a second special reserved number display means 539, etc. The performance symbol display means (symbol display means) 538 displays a performance symbol (symbol) P in a variable manner in parallel with the variable display of the special symbol by the special symbol display means 526. The performance symbol P has a plurality of symbol rows (three in the left and right direction in the example of FIG. 25) consisting of a plurality of symbols including number symbols, and each symbol constituting each symbol row is composed of a symbol main body Pa consisting of numbers such as 1 to 8, etc., and a character or other decorative part Pb attached to this symbol main body Pa. The display mode of the performance symbol P can be arbitrarily changed by enlarging or reducing it, changing the display position, erasing the decorative part Pb, etc.
[0159] The effect symbol P starts to vary by vertical scrolling or the like for each symbol row according to a predetermined variation pattern at approximately the same time as the start of variation of the special symbol, and finally stops at approximately the same time as the special symbol stops varying so that the stopped symbols on a predetermined effective line become a predetermined mode. Note that with the effect symbol P, for example, when all the stopped symbols on an effective line are the same, it is a jackpot effect mode (specific mode), and otherwise it is a miss effect mode, and when the special symbol becomes a jackpot mode or a miss mode, the effect symbol P becomes a jackpot effect mode or a miss effect mode.
[0160] The fluctuation pattern of the performance symbol P is configured to start with a normal fluctuation in which each of the three symbol rows fluctuates, and when a reach state such as "2↓2" or "7↓7" is established during this normal fluctuation, it goes through one or more stages of reach performance before finally stopping, and the reach fluctuation pattern is when the normal fluctuation develops into a reach performance and becomes a jackpot performance mode or a miss performance mode, while the normal fluctuation pattern is when the normal fluctuation develops into a miss performance mode without developing into a reach performance mode.
[0161] In each reach effect in the reach variation pattern, an arbitrary image effect is performed by the image display means 522, etc., and a result is displayed to indicate whether the variation will stop in either a jackpot effect mode or a miss effect mode, or whether it will develop into the next stage of reach effect.
[0162] In this embodiment, as shown in FIG. 28, four stages of reach effects are provided: "N reach effect," "S reach effect," "SP pre-reach effect," and "SP post-reach effect." In the N reach effect, the possibility of it becoming a jackpot effect is extremely low, and in most cases, it is controlled to stop in a miss effect mode or develop into the next S reach effect. In addition, the SP pre-reach effect constitutes the first half of the SP reach effect, and it does not end in a jackpot effect mode here, but is controlled to stop in a miss effect mode or develop into the next SP post-reach effect. The SP post-reach effect is the final stage of reach effect, and does not develop into the next reach effect, but is controlled to end in either a jackpot effect mode or a miss effect mode.
[0163] In this embodiment, as shown in Fig. 27 (b), as the reach jackpot fluctuation pattern that finally stops in the jackpot performance mode, there are three types: an N reach jackpot fluctuation pattern that develops and ends up to the N reach performance, an S reach jackpot fluctuation pattern that develops and ends up to the S reach performance, and an SP reach jackpot fluctuation pattern that develops and ends up to the SP reach post performance.Furthermore, as the SP reach jackpot fluctuation pattern, there are three types of SP reach 1 to 3 jackpot fluctuation patterns that have different SP reach performances.As mentioned above, since there is no case where the SP reach pre-performance becomes a jackpot performance mode, the SP reach 1 to 3 jackpot fluctuation patterns always develop up to the SP reach post performance.
[0164] 27(a), in this embodiment, as the failure variation pattern that finally stops in the failure performance mode, there are five types provided: a normal variation pattern that ends without developing into a reach performance, an N reach failure variation pattern that develops and ends up in an N reach performance, an S reach failure variation pattern that develops and ends up in an S reach performance, an SP before reach failure variation pattern that develops and ends up in an SP before reach performance, and an SP after reach failure variation pattern that develops and ends up in an SP after reach performance. In addition, the normal variation pattern has four types of variation times: 15s (s = seconds, the same below), 10s, 5s, and 3s, and the N reach failure variation pattern has four types of differences between the final stop symbol and the reach symbol: -3, -2, -1, and +1, and the SP before reach failure variation pattern and the SP after reach failure variation pattern have three types each with different SP reach performance.
[0165] The second special reserved number display means 539 is for notifying the number of special reserved items, and is capable of displaying reserved display images Q4 to Q1 for the number of special reserved items (maximum of four) and a changing reserved image Q0 corresponding to the changing performance symbol P at a predetermined position on the display screen 522a, for example, at the bottom. When the number of special reserved items increases due to the entry of a game ball into the special symbol start means 519, the second special reserved number display means 539 displays one additional reserved display image Q1 to the end of the queue (for example, on the left end), and when a new change of the special symbol starts and the number of special reserved items decreases, for example, it erases the changing reserved image Q0 and shifts the reserved display image Q1 to the front of the queue (for example, to the right), and changes the pushed-out front reserved display image Q1 to the new changing reserved image Q0.
[0166] Figure 26 is a block diagram of the control system of this pachinko machine. In Figure 26, 541 is a main control board, and 542 is a performance control board, and these control boards 541, 542 are detachably mounted in a board case at an appropriate location on the back of the game board 505. Note that in the block diagram of Figure 26, boards other than the main control board 541 and the performance control board 542 are omitted.
[0167] The main control board 541 controls the overall game operation, and is equipped with a normal random number creation processing means 551, a normal start port check processing means 552, a normal random number storage means 553, a normal pattern processing means 554, a normal pattern display control means 555, a normal reserved number display control means 556, a normal profit state generation means 557, a special random number creation processing means 561, a special start port check processing means 562, a special random number storage means 563, a special pattern processing means 564, a special pattern display control means 565, a first special reserved number display control means 566, a special profit state generation means 567, a special game state generation means 568, a control command transmission means 569, etc.
[0168] The normal random number creation processing means 551 is configured to repeatedly generate a winning determination random number, etc., at predetermined time intervals, which is used to determine whether or not the normal symbol after the change is a winning pattern. The normal start port check processing means 552 performs processing based on the detection of a gaming ball by the normal symbol start means 518, and is configured to obtain one piece of normal random number information, such as a winning determination random number value, created by the normal random number creation processing means 551 based on the detection of a gaming ball by the normal symbol start means 518, and store the normal random number information in a first-in, first-out normal random number storage means 553, with a predetermined upper limit on the number of reserved pieces (for example, four pieces).
[0169] The normal symbol processing means 554 performs processing related to the variable display of the normal symbol, and is equipped with a win determination means 554a, a normal stop symbol selection means 554b, a variable time selection means 554c, etc. The win determination means 554a performs a lottery to determine whether or not the stopped symbol after the variable normal symbol is a win, that is, whether or not a normal profit state will be generated, and is configured to take out the first win determination random number value from the queue of normal random number information stored in the normal random number storage means 553 on the condition that the normal symbol display means 525 is in a state where variable display is possible and one or more normal random number information is stored in the normal random number storage means 553 (the normal reserved number is one or more), and to determine whether or not the win determination random number value matches a predetermined win determination value.
[0170] The normal stop symbol selection means 554b selects the type of stop symbol after the normal symbol changes. In this embodiment, since only one type of symbol corresponds to each of the winning and losing modes, based on the winning / losing judgment result by the winning judgment function, "○" is selected in the case of a winning judgment, and "×" is selected in the case of a losing judgment. In addition, the fluctuation time selection means 554c selects the fluctuation time of the normal symbol.
[0171] The normal pattern display control means 555 controls the display of the normal pattern display means 525 based on the normal pattern processing by the normal pattern processing means 554, and starts the variation of the normal pattern by the normal pattern display means 525 on the condition that the normal pattern display means 525 is in a state where it can display a variable pattern and one or more normal random number information is stored in the normal random number storage means 553 (the number of normal reserved numbers is 1 or more), and stops the variation of the normal pattern at the stopping pattern selected by the normal stopping pattern selection means 554b based on the elapse of the variation time selected by the variation time selection means 554c.
[0172] The normal reserved number display control means 556 controls the display of the normal reserved number display means 527, and causes the normal reserved number display means 527 to display normal reserved number information based on the detection of a game ball by the normal pattern start means 518 and the change in the normal pattern by the normal pattern display means 525.
[0173] The normal profit state generating means 557 is configured to generate a normal profit state by changing the opening / closing means 536 of the lower special starting port 519b constituting the special pattern starting means 519 to an open state, for example, according to one of a plurality of opening / closing patterns, when the stopped pattern after the change of the normal pattern display means 525 becomes a winning pattern based on the judgment result by the winning judgment means 554a being a winning judgment.
[0174] The special random number creation processing means 561 is configured to perform special random number creation processing that repeatedly generates jackpot determination random numbers used to determine jackpot / miss, pattern determination random numbers used to select the stopping pattern after the special pattern changes, fluctuation pattern random numbers used to select the fluctuation pattern, and other specified random numbers.
[0175] The special start port check processing means 562 performs processing based on the entry of a game ball into the special pattern start means 519, and is configured to obtain special random number information consisting of a jackpot determination random number value, a pattern determination random number value, etc. created by the special random number creation processing means 561 based on the entry of a game ball into either the start entry means 519a or 519b, and store the special random number information in the special random number storage means 563 up to a predetermined upper limit of the number of reserved items (for example, 4).
[0176] The special start gate check processing means 562 also includes a look-ahead determination means 562a. This look-ahead determination means 562a executes a look-ahead determination process on the special random number information acquired when a gaming ball enters the start winning means 519a or 519b at a predetermined timing before the special random number information is used to change the symbols, for example, at the time of acquisition of the special random number information. This look-ahead determination process outputs a jackpot / loss determination result based on whether the jackpot determination random number value matches a predetermined jackpot determination value, provided that look-ahead is not prohibited. This look-ahead determination result is transmitted to the performance control board 542, etc., via a pending addition command transmitted based on the entry of a gaming ball into either the start winning means 519a or 519b. In this embodiment, this look-ahead determination process not only determines the jackpot described above, but also determines the type of change pattern.
[0177] The special symbol processing means 564 performs processing related to the variable display of special symbols, and is equipped with a jackpot determination means 564a, a jackpot / loss selection means 564b, a variable pattern selection means 564c, etc. The jackpot determination means (lottery means) 564a determines whether or not a jackpot / loss occurs by random number lottery, that is, determines whether or not a special advantage state will occur (lottery to determine whether or not an advantage will be given to the player), and is configured to take out the jackpot determination random number value at the top of the queue of special random number information stored in the special random number storage means 563, on the condition that the special symbol display means 526 is in a state where variable display is possible and one or more special random number information is stored in the special random number storage means 563 (the number of special reserved pieces is one or more), and to determine whether or not a jackpot / loss occurs depending on whether or not the jackpot determination random number value matches a predetermined jackpot determination value.
[0178] The jackpot / loss selection means 564b selects the type of jackpot / loss, and if the judgment result by the jackpot judgment means 564a is a miss, it selects the type of miss based on the miss variation pattern selection table shown in Figure 27(a) and the pattern judgment random number value, and if the judgment result by the jackpot judgment means 564a is a jackpot, it selects the type of jackpot based on the jackpot variation pattern selection table shown in Figure 27(b) and the pattern judgment random number value.
[0179] Regarding the loss, in this embodiment, two types, loss A and loss B, are provided, and either loss A or B is selected at an arbitrary allocation ratio such as 9:1 based on the pattern determination random number value as shown in Figure 27 (a). Loss A has a different allocation of variation patterns depending on the number of special reserved symbols at the start of the pattern variation, and as shown in Figure 27 (a), for each of the special reserved numbers 0 to 3, a correspondence relationship between the range of variation pattern random number values and multiple types of loss variation patterns is specified. On the other hand, loss B has a variation pattern whose allocation does not change depending on the number of special reserved symbols at the start of the pattern variation, and as shown in Figure 27 (a), only one correspondence relationship between the range of variation pattern random number values and multiple types of variation patterns is specified.
[0180] In this embodiment, four types of jackpots are provided: 10R normal, 5R normal, 10R special probability, and 5R special probability. One of these is selected at an arbitrary distribution ratio, such as 1:4:1:4, based on the symbol-determining random number value, as shown in FIG. 27(b). The 10R normal jackpot and the 5R normal jackpot are jackpots that trigger a time-saving state as a special game state, which will be described later. In the special advantage state, the special winning means 520 performs a predetermined unit opening operation for 10 rounds and 5 rounds, respectively. Here, the unit opening operation is, for example, an operation that closes the special winning means 520 after a predetermined time (e.g., 28 seconds) has elapsed since the special winning means 520 was opened, or after a predetermined number of game balls (e.g., 9 balls) have been won by that time. In addition, the 10R special jackpot and 5R special jackpot are jackpots that will generate a special jackpot state as a special game state described below, and in the special profit state, the unit opening operation will be performed for 10 rounds and 5 rounds, respectively.
[0181] The variation pattern selection means 564c selects a variation pattern of the performance symbol P from a plurality of patterns. For example, when the result of the judgment by the jackpot judgment means 564a is a miss and the miss A is selected by the jackpot / miss selection means 564b, one of a plurality of miss variation patterns is selected based on the number of special reserved items at that time and the random number value of the variation pattern at the head of the queue of special random number information stored in the special random number storage means 563 (FIG. 27(a)). When the result of the judgment by the jackpot judgment means 564a is a miss and the miss B is selected by the jackpot / miss selection means 564b, In this case, regardless of the number of special reserved items at that time, one of a plurality of miss fluctuation patterns is selected based on the random number value of the fluctuation pattern at the head of the queue of special random number information stored in the special random number storage means 563 (Figure 27(a)), and if the judgment result by the jackpot judgment means 564a is a jackpot, one of a plurality of jackpot fluctuation patterns is selected based on the type of jackpot selected by the jackpot / miss selection means 564b and the random number value of the fluctuation pattern at the head of the queue of special random number information stored in the special random number storage means 563 (Figure 27(b)).
[0182] As shown in Figure 27, the reach variation pattern is configured so that the reliability of becoming a jackpot presentation mode (specific mode) increases as the reach presentation stage progresses, but in this embodiment, the N reach variation pattern will never become a jackpot presentation mode, and although the S reach variation pattern may become a jackpot presentation mode, the probability is extremely low (less than 1%). Also, the SP pre-reach presentation will never become a jackpot presentation mode, and if the SP reach variation pattern becomes a jackpot presentation mode, it will always develop into the SP post-reach presentation.
[0183] The special pattern display control means 565 controls the display of the special pattern display means 526, and, on the condition that the special pattern display means 526 is in a state where it can display changes and one or more special random number information is stored in the special random number storage means 563 (the number of special reserved numbers is one or more), it starts the change of the special pattern by the special pattern display means 526, and based on the lapse of the change time corresponding to the change pattern selected by the change pattern selection means 564c, stops the change of the special pattern in a predetermined miss mode if the judgment result of the jackpot judgment means 564a is a miss, or in a jackpot mode according to the type of jackpot selected by the jackpot / miss selection means 564b if the judgment result of the jackpot judgment means 564a is a jackpot.
[0184] The first special reserve number display control means 566 controls the display of the first special reserve number display means 528, and causes the first special reserve number display means 528 to display special reserve number information based on the detection of a game ball by the special pattern start means 519 and the change in the special pattern by the special pattern display means 526.
[0185] The special advantage state generating means 567 generates a special advantage state in which the big win means 520 opens according to a predetermined opening pattern, and when the stopped pattern after the variation of the special pattern by the special pattern display means 526 becomes a big win based on the judgment result by the big win judgment means 564a being a big win, the unit opening operation by the big win means 520 is repeatedly executed for, for example, 5 rounds or 10 rounds depending on the type of big win selected by the big win / lose selection means 564b (Figure 27(b)).
[0186] The special game state generating means 568 is for generating a special game state advantageous to the player after the occurrence of a special profit state, and is configured to generate a time-shortened state in the case of a 10R normal or 5R normal jackpot, or a special jackpot state in the case of a 10R special jackpot or 5R special jackpot, depending on the type of jackpot selected by the jackpot / miss selecting means 564b.
[0187] During the time-saving state, for example, the fluctuation time of the special symbol display means 526 for special symbols is switched to a shortened fluctuation time that is shorter than the normal fluctuation time, and for normal symbols, the winning probability is switched from a normal probability (e.g., 1 / 10) to a high probability (e.g., 1 / 1.3), the fluctuation time is switched from a normal fluctuation time (e.g., 27 seconds) to a shortened fluctuation time (e.g., 2.7 seconds), and the opening / closing pattern of the opening / closing means 536 of the lower special starting port 519b is switched from a normal opening / closing pattern (e.g., 0.2 seconds x 1 opening) to a special opening / closing pattern (e.g., 2 seconds x 3 openings). The time-saving state begins when the special advantage state ends, and ends, for example, when the special symbol changes a predetermined number of times (e.g., 50 times) or when the next special advantage state occurs.
[0188] During the probability variation state, in addition to the same switching as in the time-saving state, for example, by increasing the number of jackpot determination values, the probability that the special symbol will be in the jackpot state is switched to a higher probability (for example, 1 / 60) than the normal probability (for example, 1 / 319). The probability variation state starts when the special advantage state ends, and ends, for example, when the next special advantage state occurs.
[0189] The control command sending means 569 is used to send predetermined control commands to the performance control board 542 etc. to give control instructions, and has the function of sending a hold addition command to the performance control board 542 side which specifies the addition of the number of special holds when the number of special holds increases, a hold subtraction command which specifies the subtraction of the number of special holds when the special pattern starts to change based on the special pattern processing by the special pattern processing means 564, a change pattern command which specifies the change pattern of the performance pattern P, and a special pattern command which specifies the stopping pattern mode of the special pattern in this order to the performance control board 542 side, and a change stop command which instructs the change to stop to the performance control board 542 side when the change of the special pattern has finished.
[0190] The performance control board (performance control means) 542 controls the performances by various performance means such as LEDs 571, speakers 572, movable performance means 530, and image display means 522, and is equipped with a processing means 581 for processing when a reserved addition command is received, a processing means 582 for processing when a variable pattern command is received, and a performance control means 583 during play. The LEDs 571 are arranged in large numbers on the game board 505 and front frame 504, as well as in the center case 517 including the movable body 531 of the movable performance means 530, and two speakers 572 are arranged on the upper part of the front frame 504 and one speaker on the lower part (FIG. 25). In this embodiment, the movable performance means 530 is arranged only on the game board 505, but the movable performance means may be arranged on the front frame 504, or may be arranged on both the game board 505 and the front frame 504.
[0191] The processing means 581 when a hold addition command is received performs processing when the number of special holds increases, and is equipped with a pre-reading performance lottery means 581a, etc., and when a hold addition command is received from the main control board 541, except in cases where pre-reading is prohibited, the pre-reading performance lottery means 581a conducts a lottery regarding the pre-reading performance, and depending on the lottery result, etc., sets a hold change performance scenario in which one additional hold display image Q1~ is displayed on the screen of the image display means 522.
[0192] Here, "pre-reading effects" refer to effects based on the results of pre-reading judgment, such as "pre-reading continuous effects" and "pre-reading pending change effects." "Pre-reading continuous effects" are effects that, based on the results of pre-reading judgment by the pre-reading judgment means 562a, execute the same 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 two types of effect modes, "rain" and "thunder," are prepared for the pre-reading continuous succession, if one of these effects is selected by the pre-reading effect lottery means 581a based on the results of pre-reading judgment, an image of "rain" or "thunder" will be used as the background image for the multiple symbol changes up to the target change corresponding to the special random number information. This allows the player to predict whether the target change will result in a jackpot depending on whether "rain" or "thunder" appears as the background image for the continuous effects.
[0193] Furthermore, the "pre-read hold change effect" displays the hold display images Q1-Q4 and the changing hold image Q0 in a predetermined display mode based on the result of the pre-read determination by the pre-read determination means 562a, and the hold change effect scenario is selected according to the lottery results of this pre-read hold change effect. For example, there are multiple hold display modes for the pre-read hold change effect, such as "elephant," "lion," and "giraffe." If one of these is selected by lottery by the pre-read effect lottery means 581a based on the pre-read determination result, the hold display image is displayed in the predetermined display mode selected, for example, when a new hold display image is additionally displayed, or at a predetermined timing thereafter. This allows the player to predict whether the change corresponding to the hold display image will result in a jackpot, depending on whether the display mode of the hold display image is "elephant," "lion," "giraffe," or something else.
[0194] In addition, the subject of the prediction by the pre-reading performance is not limited to whether or not there will be a jackpot, but may also be the type of fluctuation pattern (for example, whether or not it will develop into an SP reach), etc.
[0195] The processing means 582 when receiving a variation pattern command performs processing when starting a pattern variation by the special pattern display means 526, and is provided with a pattern variation content determining means 582a, etc., and when a reserved subtraction command, a variation pattern command, and a special pattern command are received from the main control board 541, for example, within a certain period of time, the pattern variation content determining means 582a makes a selection regarding the specific variation content of the performance pattern P and the preview performance, and sets a variation pattern scenario, a preview performance scenario, a reserve change performance scenario, etc., according to the results of these, etc. In the reserve change performance scenario in this case, for example, the changing reserved image Q0 is erased, the reserved display images Q1~ are shifted one by one toward the front of the queue (for example, to the right side of the screen), and the pushed-out leading reserved display image Q1 is moved, for example, to a predetermined position and changed to a new changing reserved image Q0.
[0196] The symbol variation content determining means 582a determines the specific presentation content of the variation pattern based on the variation pattern command etc. received from the main control board 541. For example, when the SP reach jackpot variation pattern is specified by the variation pattern command, it determines whether the result display in the last SP reach presentation will be a revival jackpot or a normal jackpot.
[0197] Furthermore, the symbol variation content determination means 582a performs a lottery to determine whether or not to execute one or more types of preview effects, and if executed, performs a lottery to determine the preview effect content, etc. Here, the preview effect is an effect that suggests the appearance of a predetermined event such as a jackpot mode or an SP reach, and includes the so-called "SU preview," "timer preview," "premium preview," "pseudo consecutive effects," "button effects," etc.
[0198] In addition, various presentation scenarios such as a variation pattern scenario, a notice presentation scenario, and a hold change presentation scenario are set, for example, in each row for each elapsed time (ms) from the start of execution of the scenario, with each presentation content set by various presentation means, that is, LED 571, speaker 572, movable presentation means 530, image display means 522, etc. This presentation scenario is executed by in-game presentation control means 583 by sequentially starting the presentation set in each row at the timing set for each row.
[0199] Next, we will specifically explain the variation patterns of the performance symbols P in this embodiment, especially the performance contents of the reach variation pattern, but before that, we will explain the outline of the variation pattern. As shown in Figure 28, in the variation pattern of the performance symbols P, normal variation is performed first. In this normal variation, after all (three) pattern rows vary in parallel at high speed, the first (e.g., left) and second (e.g., right) pattern rows stop (temporarily stop) with the same pattern and a reach state is established, or they stop and are confirmed in a miss performance mode without passing through the reach state. The former is a reach variation pattern, and the latter is a normal variation pattern. In this embodiment, four types of normal variation patterns with different variation times are prepared (Figure 27(a)).
[0200] In the case of a reach variation pattern (when a reach state is established in a normal variation), an N reach effect is performed after the normal variation. In the N reach effect, after an arbitrary video effect is executed, one of the following result displays is performed: a development result display indicating a transition (development) to the next S reach effect, a jackpot result display indicating that the effect pattern P will become a jackpot effect mode (specific mode), or a miss result display indicating that the effect pattern P will not become a jackpot effect mode (specific mode) (a miss effect mode will occur). In this embodiment, at one branching point during the N reach effect, one of these multiple types of result displays is executed. Note that, as is clear from FIG. 27, in the N reach effect of this embodiment, a jackpot result display is not performed (i.e., the N reach jackpot variation pattern is not selected), and when the N reach effect ends, a miss result display is always performed and the effect becomes a miss effect mode (N reach miss variation pattern).
[0201] When a development result display is performed at the end of the N reach effect, an S reach effect is subsequently performed. In this S reach effect, after an arbitrary video effect is performed, one of the following result displays is performed: a development result display indicating a transition (development) to the next SP reach effect, a jackpot result display indicating that the effect pattern P will become a jackpot effect mode (specific mode), or a miss result display indicating that the effect pattern P will not become a jackpot effect mode (specific mode) (a miss effect mode will occur). In this embodiment, one of these multiple types of result displays is performed at one branching point during the S reach effect. As is clear from Figure 27, the probability that a jackpot result will be displayed in the S reach presentation of this embodiment is not zero, but is extremely low (in the example of Figure 27, if the jackpot probability is 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 in the S reach variation pattern is approximately 1 / 80,000), and if the game ends with an S reach presentation, there is a high probability that a miss result will be displayed, resulting in a miss presentation mode (S reach miss variation pattern).The probability that a jackpot result will be displayed in the S reach presentation (jackpot reliability) is preferably less than 1%, more preferably less than 0.5%, even more preferably less than 0.2%, and may be 0.
[0202] When a development result display is performed at the end of the S reach performance, a SP reach pre-performance is subsequently performed. In this S reach pre-performance, after an arbitrary video performance is performed, either a development result display indicating a transition (development) to the next SP reach post-performance, or a miss result display indicating that the performance pattern P does not become a jackpot performance mode (specific mode) (becomes a miss performance mode) is displayed. In this embodiment, at a branching point during the SP reach performance, one of these multiple types of result displays is executed. Note that, as is clear from FIG. 27, in the SP reach pre-performance of this embodiment, a jackpot result display is not performed (i.e., the SP reach pre-jackpot variation pattern is not selected), and when the SP reach pre-performance ends, a miss result display is always performed, resulting in a miss performance mode (SP reach pre-miss variation pattern).
[0203] When a development result display is performed at the end of the SP pre-reach performance, the SP post-reach performance is subsequently performed. In this SP post-reach performance, after an arbitrary video performance is performed, either a jackpot result display indicating that the performance symbol P will become a jackpot performance mode (specific mode) or a miss result display indicating that the performance symbol P will not become a jackpot performance mode (specific mode) (will become a miss performance mode) is displayed. In this embodiment, since there is no reach performance following the SP post-reach performance, the development result display is not performed in this SP post-reach performance.
[0204] Next, of the multiple types of reach effects in this embodiment, the S reach effect, the SP pre-reach effect, and the SP post-reach effect will be specifically explained. First, a specific example of the S reach effect will be explained based on Fig. 29 etc. As shown in Fig. 29, the effect period of the S reach effect is composed of a reach image display period for executing an image effect specific to the S reach, and a result display period following the reach image display period for executing either a development result display, a jackpot result display, or a miss result display.
[0205] In addition, just before the result display period, i.e., at the end of the reach image display period, a pre-result display effect is executed to suggest the appearance of the result display. This pre-result display effect is composed of an excitement period to build up the player's anticipation for the result display, and a delay period (i.e., a waiting period) to create a delay during the transition from the excitement period to the result display.
[0206] When the S reach effect starts (reach image display period), as shown in Fig. 29(a1), the image display means 522 displays the S reach image, and in synchronization with the S reach image, optional audio output and LED light emission effects are performed. In the S reach image, a reduced (retracted) reach pattern image Ps such as "7 7", a reach effect image 602a of characters, etc., and other images are displayed in front of a special background 601a for S reach.
[0207] After that, when the exciting period at the end of the reach video display period begins (Fig. 29(a2)), the reach effect image 602a that had been there until then changes to an exciting effect image 603a. This exciting effect image 603a performs the final stage of effect before the third (for example, the center) still-changing symbol row stops, and in the example of Fig. 29(a2)-(a3), the first character repeatedly hits with a hammer the first candidate stopped symbol (here, "7") that will constitute a jackpot effect (i.e., the same as the reach symbol), and the second character repeatedly hits with a hammer the second candidate stopped symbol (here, "6") that will constitute a miss effect (i.e., different from the reach symbol), and the content is a competition to see which one can destroy the candidate stopped symbol first.
[0208] This provocative effect image 603a is configured to gradually build up over time, for example, by gradually increasing the striking pitch of each character and gradually increasing the damage to each candidate stopped symbol, until the provocative period ends just before one of the candidate stopped symbols is destroyed (FIG. 29(a3)). In the example of FIG. 29, the length of the provocative period is set to 3 seconds. When the provocative period ends, the provocative effect image 603a becomes stationary at that point (FIG. 29(a3)), and the stationary state of the provocative effect image 603a is maintained during the subsequent charge period. In the example of FIG. 29, the length of the charge period is set to 1 second.
[0209] Then, when the waiting period ends, at that branching point, either the development result display, the jackpot result display, or the loss result display starts in a manner that connects to the paused teasing effect image 603a (result display period). In this way, by branching into jackpot / loss / development at a single point, it is possible to perform the effect more efficiently than when branching into development or non-development after branching into jackpot / loss. In particular, since the probability of a jackpot result display being performed in the S reach effect of this embodiment is extremely low (less than 1%), the effect of teasing the jackpot / loss independently is low, and by teasing the development or non-development together, an efficient effect is possible.
[0210] In the jackpot result display, a jackpot result performance is performed. In this jackpot result performance, the second stop symbol candidate "6" is destroyed and disappears (Fig. 29(c1)), and the remaining first stop symbol candidate "7" stops as the middle symbol (Fig. 29(c2)). In the example of Fig. 29, the length of the jackpot result performance is set to 7 seconds.
[0211] In the losing result display, a losing result effect is first performed. In this losing result effect, the first candidate stop symbol "7" is destroyed and disappears (Fig. 29(d1)), and the middle symbol stops at the remaining second candidate stop symbol "6" (Fig. 29(d2)). After that, a background return effect (Fig. 29(d3)) occurs in which the special background 601a returns to the normal background 600, and then the display transitions to the normal screen display (Fig. 29(d4)), in which a losing effect mode such as "7·6·7" is displayed. In the example of Fig. 29, the lengths of the losing result effect, background return effect, and normal screen display that make up the losing result display are set to 3 seconds, 1 second, and 2 seconds, respectively, and the total time is shorter than the 7 seconds of the jackpot result display.
[0212] In addition, a development effect is performed in the development result display. In this development effect, both the first and second stop symbol candidates "7" and "6" are simultaneously destroyed and disappear (Fig. 29(b1)), and then a development notification image 604a such as "Development" indicating the development to SP Reach is displayed (Fig. 29(b2)). In the example of Fig. 29, the length of the development effect is set to 4 seconds, which is shorter than the 7 seconds for the jackpot result display and the 6 seconds for the loss result display, but the length of the development effect may be the same as or longer than the loss result display.
[0213] Next, a specific example of the SP pre-reach effect will be explained based on FIG. 30 and the like. As shown in FIG. 30, the effect period of the SP pre-reach effect is composed of a reach image display period for executing a video effect specific to the SP pre-reach, and a result display period following the reach image display period, in which either a development result display or a miss result display (a jackpot result display is not included). Also, just before the result display period, i.e., at the end of the reach image display period, a pre-result display effect is executed, which suggests the appearance of a result display. This pre-result display effect, like the S reach effect (FIG. 29), is composed of a provocation period and a delay period (i.e., a waiting period). Note that this SP pre-reach effect is an example of a non-win reach effect that does not become a jackpot effect mode (specific mode).
[0214] When the SP pre-reach performance starts (reach image display period), as shown in Fig. 30(a1), the image display means 522 displays the SP pre-reach image, and in synchronization with the SP pre-reach image, any audio output or LED light emission performance is performed. In the SP pre-reach image, a reduced (retracted) reach pattern image Ps such as "7 7", a reach performance image 602b of characters, etc., and other images are displayed in front of a special background 601b for SP pre-reach.
[0215] Then, when the excitement period at the end of the reach video display period begins (FIG. 30(a2)), the reach effect image 602b that had been there until then changes to an excitement effect image 603b. In the examples of FIGS. 30(a2) to (a3), the excitement effect image 603b depicts a monster (enemy) character being attacked with a cannon. Since the pre-SP reach effect (non-win reach effect) of this embodiment does not display a jackpot result as described above, it is desirable that the effect during this excitement period (pre-result display effect) not be evocative of a jackpot so as not to create unnecessary expectations in the player. Therefore, in this embodiment, when a specific result display such as "Development by defeating the monster" appears, an explanatory display 605 indicating that the game will move to the next reach effect is displayed in parallel with the excitement effect image 603b (FIGS. 30(a2) and (a3)). This prevents the player from mistaking the defeat of the monster (enemy) for a big win, and prevents the player from feeling unnecessarily disappointed despite a favorable outcome (development). In the example of Figure 30, the length of the excitement period is set to 3 seconds, the same as the S reach effect (Figure 29).
[0216] The explanatory display 605 may be configured to be composed of an explanation of the effect such as "Attack the monster" and an explanation of the result such as "If successful, the game will progress to XX", and these may be displayed simultaneously or alternately.
[0217] When the provocation period ends, the provocation effect image 603b becomes still at that point (Fig. 30(a3)), and the still state of the provocation effect image 603b is maintained during the subsequent charge period. The explanation display 605 continues to be displayed during this charge period. In the example of Fig. 30, the length of the charge period is set to 1 second, the same as the S reach effect (Fig. 29).
[0218] Then, when the charging period ends and the result display period begins, either the development result display or the failure result display starts in a manner that connects to the teasing effect image 603b that was paused.
[0219] In the miss result display, a miss result effect is first performed. In this miss result effect, the attack on the monster ends in failure (Fig. 30(c1)), and the center symbol stops at "6" (Fig. 30(c2)), which is different from the reach symbol (here, "7"). After that, a background return effect occurs in which the special background 601b returns to the normal background 600, and then the screen transitions to the normal screen display, where a miss result pattern such as "7·6·7" is displayed. In the example of Fig. 30, the length of the miss result effect is 4 seconds, which is longer than the 3 seconds in the S reach effect (Fig. 29), but the lengths of the background return effect and the normal screen display are 1 second and 2 seconds, respectively, the same as in the S reach effect.
[0220] Furthermore, a development effect is performed in the development result display. In this development effect, the attack is successful and the monster is defeated (Fig. 30(b1)), after which a development notification image 604b such as "Development" is displayed, indicating the development to the SP post-reach effect (Fig. 30(b2)). In the example of Fig. 30, the length of the development effect is set to 4 seconds, the same as in the S reach effect, but the length of the development effect in the SP pre-reach effect may be longer than the length of the development effect in the S reach effect. Also, the length of the development effect may be the same as that of the failure result display, or it may be longer.
[0221] In addition to the development result display (normal development effect) as shown in Fig. 30, a revival development effect may be executed in which a development notification image is displayed via a revival effect after or during the display of a failure result. In the case of this revival development effect, the execution timing of the revival effect may be before or after the background return effect in the display of a failure result, but it is preferable that it be executed before the background return effect.
[0222] Next, a specific example of the SP post-reach effect (specific reach effect) will be explained based on Figures 31 and 32. Note that Figure 31 shows the case where a miss result display is executed, and Figure 32 shows the case where a jackpot result display is executed. As shown in Figures 31 and 32, the effect period of the SP post-reach effect is made up of a reach image display period for executing an image effect specific to after the SP reach, and a result display period following the reach image display period for executing either a jackpot result display (Figure 32) or a miss result display (Figure 31) (development result display is not included).
[0223] Also, just before the result display period, i.e., at the end of the reach image display period, a pre-result display effect is performed to suggest the appearance of the result display. This pre-result display effect in the SP post-reach effect is a so-called button effect, and includes an operation valid period suggestion effect that suggests the arrival of an operation valid period in which operation of the effect button 514 is valid, and the operation valid period starts after the operation valid period suggestion effect ends.
[0224] When the SP after-reach performance starts (reach image display period), as shown in Fig. 31(a1), the image display means 522 displays the SP after-reach image, and in synchronization with the SP after-reach image, any audio output or LED light emission performance is performed. In the SP after-reach image, a reduced (retracted) reach symbol image Ps such as "7 7", a reach performance image 602c of characters, etc., and other images are displayed in front of a special background 601c for after the SP reach.
[0225] Thereafter, at the end of the reach video display period, a valid operation suggestion effect is started. This valid operation suggestion effect is configured to fade in (form a valid operation image) on the screen an operation target image 606 indicating the effect button 514, which is the operation target during the valid operation period. In the example of FIGS. 31(a2) to 31(a4), this fade-in of the operation target image 606 is effected as if the operation target image 606 were rotating from a distance and approaching. Note that the display mode of the operation target image 606 during the valid operation suggestion effect is arbitrary, but it must be at least different from the display mode during the valid operation period so that the player does not mistakenly believe that the valid operation period is in progress. Note that the fade-in of the operation target image 606 is completed, for example, at the end of the valid operation suggestion effect, i.e., at the start of the valid operation period (FIG. 31(a4)). In this way, the effect from when the operation target image starts to be formed (displayed) on the screen until it is formed is the valid operation suggestion effect, and the operation target image during that time becomes the valid operation suggestion image.
[0226] Furthermore, in this embodiment, at the start of the valid operation period, i.e., substantially simultaneously with the completion of fading in of the operation target image 606 (formation of the operation target image), an operation mode notification image 607 consisting of the characters "PUSH!" and an arrow image, etc., for notifying the operation mode, and a progress status notification image 608 for notifying the progress status of the valid operation period are newly displayed (Fig. 31(a4)). The progress status notification image 608 is configured so that the length of a strip-shaped gauge decreases from 100% to 0% as time passes during the valid operation period (Fig. 31(a5)). In the example of Fig. 31, the valid operation time from the start to the expiration of the valid operation period is set to 3 seconds, and the duration of the previous valid operation suggestion effect is set to 4 seconds, which is longer than the valid operation time.
[0227] If the player presses the effect button 514 during this valid operation period, thereby satisfying the effect execution conditions, the valid operation period ends at that point, and the result display (either a miss result display or a jackpot result display) begins. While the timing of the start of the result display varies depending on the player's operation, the variable time is already set. Therefore, a time adjustment (described below) must be performed during the result display to accommodate changes in the player's operation timing (i.e., the start timing of the result display). If the time required for this time adjustment is long, the effect will appear unnatural. Therefore, a short valid operation period is desirable. However, a short valid operation period increases the likelihood that the player will miss an opportunity to operate. Therefore, in this embodiment, the valid operation period is set as short as possible (3 seconds in this case) to minimize the unnatural effect of the effect due to the time adjustment. To prevent the player from missing an opportunity to operate as a result, a valid operation suggestion effect (4 seconds in this case) longer than the valid operation period (3 seconds) is executed immediately before the valid operation period.
[0228] Possible effect execution conditions for the effect button 514 include a single-hit execution condition that is met when the effect button 514 is operated once, a rapid-hit execution condition that is met when the effect button 514 is operated multiple times in succession, and a long-press execution condition that is met when the effect button 514 remains operated for a long time, but in this embodiment, the single-hit execution condition is adopted.
[0229] Figures 31(A1) and (A2) are both time charts for displaying a losing result, with Figure 31(A1) showing the earliest start timing, i.e., when the effect button 514 is operated at approximately the same time as the start of the valid operation period, and Figure 31(A2) showing the latest start timing, i.e., when the effect button 514 is operated at approximately the same time as the expiration of the valid operation period. Note that if the effect button 514 is not operated during the valid operation period (if the operation conditions are not met), the same or a different losing result display may be started at the expiration of the valid operation period as when the effect button 514 is operated.
[0230] As shown in Figures 31(A1) and (A2), in the losing result display, a losing result effect is first performed. In this losing result effect, after the center symbol stops at "6" which is different from the reach symbol (here, "7") (Figure 31(b1)), a loop standby effect is executed (Figure 31(b2)) whose length corresponds to the operation timing of the effect button 514, i.e., the start timing of the losing result display. This loop standby effect adjusts the time so that the end timing of the result display does not change even if the start timing of the result display changes.
[0231] As shown in FIG. 31(A1), the duration of the loop standby effect is the longest (here, 3 seconds) when the button operation is performed approximately simultaneously (earliest) with the start of the valid operation period, and as shown in FIG. 31(A2), the duration of the loop standby effect is the shortest (here, 0 seconds) when the button operation is performed approximately simultaneously (latest) with the expiration of the valid operation period. In this way, in the failure result display of this embodiment, the loop standby effect for time adjustment is performed after the failure result display is executed and before switching to the normal screen display (here, before the background return effect). This makes it possible to suppress the sense of incongruity caused by the time adjustment, without impairing the tempo from the end of the failure result display (background return effect, normal screen display) to the next change, even if the duration of the loop standby effect is long.
[0232] The loop standby effect is configured to repeatedly play, on the image display means 522, video data for loop standby that is connected to the previous video, for example. The light-emitting effect by the LED 571 is caused to emit light in a light-emitting pattern corresponding to a loss (using light-emitting pattern data for one-time playback) when the effect button 514 is operated, and then a predetermined light-emitting pattern is repeated until the end of the loop standby effect (using light-emitting pattern data for loop playback). The sound output from the speaker 572 is configured to output a sound effect corresponding to a loss (using sound effect data for one-time playback) when the effect button 514 is operated, and then either silence is output until the end of the loop standby effect, or the output of a predetermined sound effect is repeated (using sound effect data for loop playback). This loop standby effect is repeated until a fluctuation stop command is received from the main control board 541.
[0233] After that, after a background return effect in which the special background 601c returns to the normal background 600, the screen transitions to the normal screen display in which a miss effect such as "7·6·7" is displayed. Note that in the example of Figure 31, the shortest length of the miss result effect is 5 seconds, which is longer than the S reach effect (3 seconds) and the SP pre-reach effect (4 seconds), but the lengths of the background return effect and the normal screen display are 1 second and 2 seconds, respectively, the same as the S reach effect and the SP pre-reach effect.
[0234] 31, the effective operation time (here, 3 seconds) is shorter than the presentation time of the failure result presentation (here, the shortest 5 seconds). This allows the presentation time of the loop standby presentation for time adjustment to be less than half of the presentation time of the failure result presentation, making it possible to suppress the sense of incongruity caused by the time adjustment.
[0235] As described above, in this embodiment, in a reach-miss effect pattern, when the final reach effect is a weak reach effect (e.g., an S reach effect) (FIG. 29) and a strong reach effect (e.g., an SP reach effect) (FIG. 31) that can appear later (i.e., has a higher probability of winning a jackpot than a weak reach effect), the result display time is set to be longer for the strong reach effect than for the weak reach effect. This makes it possible to shorten the result display time to increase the tempo for reach fluctuation patterns with low jackpot reliability and low player expectations, and to lengthen the result display time to enhance the effect of the effect for reach fluctuation patterns with high jackpot reliability and high player expectations. Furthermore, by enhancing the effect of the effect in this way, players are less likely to tire of the effect even if the effect is used in other machines, which ultimately reduces the cost of the gaming machine.
[0236] Furthermore, in this embodiment, the duration of the miss result effect is longer in the case of a strong reach effect (for example, an SP post-reach effect) than in the case of a weak reach effect (for example, an S reach effect), but the duration of the background return effect and the normal screen display are the same. Note that, when setting the result display duration to be longer in the case of a strong reach effect than in the case of a weak reach effect, one of the background return effect and the normal screen display may be the same in the case of a weak reach effect and in the case of a strong reach effect, and the other of the background return effect and the normal screen display and the miss result effect may be different in the case of a weak reach effect and in the case of a strong reach effect.
[0237] 32(A1), (A2), (B1), and (B2) are all time charts for displaying a jackpot result, with Fig. 32(A1) and (A2) showing a normal jackpot result display and Fig. 32(B1) and (B2) showing a revival jackpot result display. Here, the revival jackpot result display (Fig. 32(B1), (B2)) is configured to execute a miss result presentation followed by a revival jackpot movable body presentation involving the movement of the movable body, while the normal jackpot result display (Fig. 32(A1), (A2)) is configured to execute a normal jackpot result presentation followed by a normal jackpot movable body presentation involving the movement of the movable body, without executing a miss result presentation.
[0238] Whether to execute the normal jackpot result display shown in Figures 32(A1) and (A2) or the revival jackpot result display shown in Figures 32(B1) and (B2) is determined by the pattern change content determination means 582a (Figure 26) on the presentation control board 542 when a change pattern command corresponding to a specific change pattern (for example, an SP reach 1 jackpot change pattern) is received from the main control board 541. Therefore, the change time is the same for the normal jackpot result display and the revival jackpot result display, and therefore the presentation time for the normal jackpot result display and the revival jackpot result display, and the end timing of each result display are also the same. In other words, the time from the timing of the win / lose branch (the timing when the presentation button 514 is operated and the result display begins) to the time when the pattern is confirmed and stopped is the same for the normal jackpot result display and the revival jackpot result display.
[0239] 32(A1) and (A2), which show the normal jackpot result display, Fig. 32(A1) shows the earliest start timing, i.e., when the effect button 514 is operated almost simultaneously with the start of the valid operation period, and Fig. 32(A2) shows the latest start timing, i.e., when the effect button 514 is operated almost simultaneously with the expiration of the valid operation period. Similarly, Fig. 32(B1) and (B2), which show the revival jackpot result display, Fig. 32(B1) shows the earliest start timing, i.e., when the effect button 514 is operated almost simultaneously with the start of the valid operation period, and Fig. 32(B2) shows the latest start timing, i.e., when the effect button 514 is operated almost simultaneously with the expiration of the valid operation period. Note that if the effect button 514 is not operated during the valid operation period (if the operation condition is not met), the same or a different jackpot result display may be started at the expiration of the valid operation period.
[0240] As shown in Figures 32(A1) and (A2), in the normal jackpot result display, a normal jackpot movable body effect is first performed. In this normal jackpot movable body effect, as shown in Figures 32(b1) to (b3), movable body 531 operates in a predetermined normal jackpot operation pattern, and on image display means 522, an arbitrary image effect corresponding to the operation of movable body 531 is performed, and the center symbol stops with the same symbol as the reach symbol (here, "7"), and LED 571 emits light in a predetermined normal jackpot light-emitting pattern. In the example of Figure 32, the normal jackpot operation pattern is configured so that movable body 531 rapidly descends from the origin position (upper position) to a lower position in front of image display means 522 (Figure 32(b1)), stops for a predetermined time, and then slowly returns to the origin position (Figures 32(b2) and (b3)).
[0241] The normal jackpot light-emitting pattern is a so-called rainbow light-emitting pattern, and as shown in FIG. 33(a), the light-emitting portion of the movable body 531, i.e., the characters "Kappa Legend," emit light in a rainbow of colors flowing in a predetermined direction (e.g., left and right). This rainbow light-emitting pattern is configured to circulate at a predetermined cycle, and one cycle of light-emitting data is repeatedly executed a predetermined number of times during the 5 seconds from the start to the end of the normal jackpot movable body effect. It should be noted that not only the LED of the movable body 531, but also the other LEDs on the game board 505 and front frame 504 may be illuminated in a similar rainbow light-emitting pattern. Furthermore, when the effect button 514 is operated, i.e., at the start of the normal jackpot movable body effect, light may be emitted in a light-emitting mode corresponding to the normal jackpot (e.g., rainbow flashing), and then light may be repeatedly illuminated in the rainbow light-emitting pattern.
[0242] After the normal jackpot moving body effect ends, the normal jackpot result effect is performed. In this normal jackpot result effect, after a celebration effect (Fig. 32(b4)) to celebrate the jackpot is performed, a loop standby effect of a length corresponding to the operation timing of the effect button 514, i.e., the start timing of the normal jackpot result display is executed (Fig. 32(b5)). This loop standby effect adjusts the time so that the end timing of the result display does not change even if the start timing of the result display changes.
[0243] As shown in FIG. 32(A1), when the button is operated at approximately the same time (earliest) as the start of the valid operation period, the loop standby effect lasts the longest (here, 3 seconds). As shown in FIG. 32(A2), when the button is operated at approximately the same time (latest) as the expiration of the valid operation period, the loop standby effect lasts the shortest (here, 0 seconds). In this way, in the normal jackpot result display of this embodiment, the loop standby effect for time adjustment is performed at the end of the jackpot result effect that is performed after the normal movable body effect, i.e., before the jackpot is confirmed. As a result, starting from the timing of the button operation, the movable body effect that notifies the player of a jackpot and the result effect celebrating the jackpot are continuously executed. This series of events is not affected by the loop standby effect, making it possible to suppress the sense of incongruity caused by time adjustment without impairing the exhilarating feeling of the effect.
[0244] The loop standby effect is configured to repeatedly play, on the image display means 522, video data for loop standby connected to the previous video, for example. Regarding the light-emitting effect by the LED 571, when the effect button 514 is operated, the LED 571 emits light in a light-emitting pattern (e.g., rainbow flashing) corresponding to a normal jackpot (using light-emitting pattern data for one-time playback), and then repeats a predetermined light-emitting pattern (rainbow light-emitting pattern) until the end of the loop standby effect (using light-emitting pattern data for loop playback). Regarding the audio output from the speaker 572, when the effect button 514 is operated, the speaker 572 outputs a sound effect corresponding to a normal jackpot (using sound effect data for one-time playback), and then remains silent until the end of the loop standby effect, or repeats the output of a predetermined sound effect (using sound effect data for loop playback). This loop standby effect is repeated until a fluctuation stop command is received from the main control board 541.
[0245] In the example of Figure 32, the length of the normal jackpot moving body presentation in the normal jackpot result display is set to 5 seconds, and the minimum length of the normal jackpot result presentation is set to 8 seconds.
[0246] As shown in Figures 32(B1) and (B2), the revival jackpot result display first displays the same effects as the failure result display shown in Figures 31(A1) and (A2). That is, after the failure result display (Figures 32(c1) and (c2)) is first displayed, a background return display (Figure 32(c3)) in which the special background 601b returns to the normal background 600 is displayed, followed by a normal screen display (Figure 32(c4)) in which a failure display pattern such as "7·6·7" is displayed. In the failure result display, after the center symbol stops at "6" (Figure 32(c1)), which is different from the reach symbol (here, "7"), a loop standby effect is executed (Figure 32(c2)) with a length corresponding to the operation timing of the effect button 514, i.e., the start timing of the failure result display. This loop standby effect adjusts the time so that the end timing of the result display does not change even if the start timing of the result display changes.
[0247] As shown in Figure 32 (B1), if the button operation is performed at approximately the same time (earliest) as the start of the valid operation period, the duration of the loop standby effect will be the longest (here, 3 seconds), and as shown in Figure 32 (B2), if the button operation is performed at approximately the same time (latest) as the expiration of the valid operation period, the duration of the loop standby effect will be the shortest (here, 0 seconds).
[0248] The loop standby effect is configured to repeatedly play, on the image display means 522, video data for loop standby that is connected to the previous video, for example. The light-emitting effect by the LED 571 is caused to emit light in a light-emitting pattern corresponding to a loss (using light-emitting pattern data for one-time playback) when the effect button 514 is operated, and then a predetermined light-emitting pattern is repeated until the end of the loop standby effect (using light-emitting pattern data for loop playback). The sound output from the speaker 572 is configured to output a sound effect corresponding to a loss (using sound effect data for one-time playback) when the effect button 514 is operated, and then either silence is output until the end of the loop standby effect, or the output of a predetermined sound effect is repeated (using sound effect data for loop playback). This loop standby effect is repeated until a fluctuation stop command is received from the main control board 541.
[0249] In the example of Figure 32, the minimum length of the miss result display in the revival jackpot result display is 5 seconds, and the lengths of the background return display and normal screen display are 1 second and 2 seconds, respectively, both of which are the same as in the miss result display (Figures 31 (A1), (A2)).
[0250] After the normal screen display, a revival jackpot moving body effect is performed. In this revival jackpot moving body effect, as shown in Figure 32 (c5) to (c7), the moving body 531 operates in a predetermined revival jackpot movement pattern, and the image display means 522 performs an arbitrary image effect corresponding to the movement of the moving body, and the center symbol that had temporarily stopped at "6" different from the reach symbol changes to the same symbol as the reach symbol (here, "7"), and the LED 571 emits light in a predetermined revival jackpot light-emitting pattern. Note that the performance time (3 seconds) of this revival jackpot moving body effect is shorter than the performance time (5 seconds) of the normal jackpot moving body effect.
[0251] In the example of Figure 32, the revival jackpot operation pattern is configured so that the movable body 531 descends at high speed from the origin position (upper position) to a lower position in front of the image display means 522 (Figure 32(c5)), stops for a predetermined time, and then returns to the origin position at a low speed (Figures 32(c6), (c7)). In this way, the revival jackpot operation pattern is substantially the same as the normal jackpot operation pattern (Figures 32(b1) to (b3)) in terms of the operation content of the movable body 531, but the presentation time is different. This difference in presentation time is adjusted, for example, by varying the stop time at the lower position and the movement speed (for example, the return speed to the origin position).
[0252] Furthermore, the content of the effect image displayed on image display means 522 during the revival jackpot moving body effect is different from the content of the effect image displayed on image display means 522 during the normal jackpot moving body effect. The difference in the content of the effect image between the revival jackpot moving body effect and the normal jackpot moving body effect may be based only on the difference in the operation of movable body 531 due to the difference in the effect time (difference in the stopping time at the lower position or the moving speed), or may be based on something beyond the difference in the operation of movable body 531, such as the appearance of a different character.
[0253] The revival jackpot light-up pattern is a so-called rainbow light-up pattern, and as shown in Figure 33(b), the light-emitting portion of the movable body 531, i.e., the characters "Kappa Legend," light up in a rainbow of colors flowing in a predetermined direction (for example, left and right). The revival jackpot light-up pattern shown in Figure 33(b) and the normal jackpot light-up pattern shown in Figure 33(a) are executed at the same cycle using common light-up pattern data; the only difference between the two is the number of repetitions based on the length of the presentation time. It should be noted that not only the LED on the movable body 531, but also the LEDs on the game board 505 and front frame 504 may be illuminated in a similar rainbow light-up pattern.
[0254] In this way, by using the same movable body 531 to perform different effects for the normal jackpot movable body effect and the revival jackpot movable body effect, it is possible to reduce costs while increasing the effect of the effect.
[0255] After the revival jackpot moving body performance ends, a revival jackpot result performance (Fig. 32 (c8)) is performed to celebrate the jackpot. In the example of Fig. 32, the performance time of this revival jackpot moving body performance is 2 seconds, which is shorter than the performance time of the normal jackpot moving body performance (minimum 8 seconds).
[0256] As explained above, in the revival jackpot result display of this embodiment, the loop standby effect for time adjustment is performed after the miss result effect is executed and before switching to the normal screen display (here, before the background return effect), so that the revival jackpot result effect is executed after the time adjustment is completed. As a result, even if the time of the loop standby effect is long, the connection from the button operation to the miss result effect is not lost, and the series of flows from the movable body effect that notifies the player of a jackpot to the result effect that celebrates the jackpot is not affected, so it is possible to suppress the sense of incongruity caused by the time adjustment without losing the exhilaration of the effect.
[0257] In addition, in the post-SP reach performance of this embodiment, the end timing of the normal jackpot result display and the revival jackpot result display is the same, and if the timing of the button operation by the player is the same, the performance time for both is also the same.
[0258] Figure 34 illustrates a fourth embodiment of the present invention, in which the third embodiment is partially modified so that in the pre-result display performance of the SP pre-reach performance, which is an example of a non-winning reach performance, a provocative performance is executed using a pattern other than the reach pattern and the patterns immediately before and after it as the final stopping pattern, thereby executing a performance that does not suggest that the pattern will become a jackpot performance pattern (specific pattern).
[0259] Fig. 34 corresponds to Fig. 30 of the third embodiment. In the SP pre-reach performance of this embodiment, when the excitement period at the end of the reach video display period begins (Fig. 34(a1)→(a2)), the reach performance image 602d up to that point changes to an excitement performance image 603d. The excitement performance image 603d is a performance of the final stage before the third (for example, the center) still-changing symbol row stops, and in the example of Fig. 34(a2) to (a3), the first character repeatedly hits the first candidate stopped symbol (here, "5"), which is -2 different from the reach symbol (here, "7"), and the second character repeatedly hits the second candidate stopped symbol (here, "4"), which is -3 different from the reach symbol (here, "7"), with a hammer, competing to see which character can destroy the candidate stopped symbol first.
[0260] In this way, in the pre-result display performance in the SP pre-reach performance of this embodiment, a provocative performance is executed using a pattern other than the reach pattern (here, "7") and the patterns immediately before and after it (here, "6" and "8") as the final stopping pattern.
[0261] When the hype period ends, the hype effect image 603d becomes still at that point (FIG. 34(a3)), and the still state of the hype effect image 603d is maintained during the subsequent delay period. Then, when the delay period ends and the result display period begins, either the development result display or the failure result display starts in a manner that connects to the hype effect image 603d that was paused.
[0262] In the losing result display, a losing result effect is first performed. In this losing result effect, the first candidate stopping symbol "5" is destroyed (Fig. 34(c1)), and the middle symbol stops on the remaining second candidate stopping symbol "4" (Fig. 34(c2)). After that, a background return effect (Fig. 34(c3)) is performed, and then the normal screen display (Fig. 34(c4)) is displayed. In addition, in the development result display, a development effect is performed. In this development effect, the second candidate stopping symbol "4" is destroyed (Fig. 34(b1)), and then a development notification image 604d such as "development" indicating the development after the SP reach is displayed (Fig. 34(b2)).
[0263] In this way, in the pre-result display performance in the SP pre-reach performance of this embodiment, a teasing performance is executed using a pattern other than the reach pattern and the pattern immediately before and after it as the final stopping pattern, so that no matter what the result of the teasing performance is, the player will not mistake it for a jackpot, and it is possible to prevent the player from feeling unnecessarily disappointed.
[0264] In this embodiment, as in the third embodiment, if a specific result display such as "Destroy 4 to progress" appears, an explanatory display indicating that the game will move to the next reach effect may be executed in parallel with the teasing effect image 603d.
[0265] Figure 35 illustrates a fifth embodiment of the present invention, in which the third embodiment is partially modified so that in the pre-result display performance of the SP pre-reach performance, which is an example of a non-winning reach performance, the success (win) performance result is not used among multiple types of performance results including success (win) and failure (lose), thereby executing a performance that does not suggest that the pattern will become a jackpot performance form (specific form).
[0266] Figure 35 corresponds to Figure 30 of the third embodiment. In the SP pre-reach performance of this embodiment, when the excitement period at the end of the reach video display period begins (Figure 35(a1) -> (a2)), the reach performance image 602e up to that point changes to an excitement performance image 603e. In the example of Figures 35(a2) to (a3), the excitement performance image 603e shows a kappa (ally) who has been defeated by a monster (enemy) trying to get back up.
[0267] When the hype period ends, the hype effect image 603e becomes still at that point (FIG. 35(a3)), and the still state of the hype effect image 603e is maintained during the subsequent delay period. Then, when the delay period ends and the result display period begins, either the development result display or the failure result display starts in a manner that connects to the hype effect image 603e that was paused.
[0268] When the losing result is displayed, the losing result effect is first performed. In this losing result effect, the fallen kappa cannot get up and loses (fails) (Fig. 35(c1)), and the center symbol stops at "6" (Fig. 35(c2)), which is different from the reach symbol (here, "7") (Fig. 35(c3)). After that, the background returns to the display (Fig. 35(c3)), and the screen transitions to the normal screen display (Fig. 35(c4)).
[0269] Furthermore, a development effect is performed in the development result display. In this development effect, the kappa stands up again (Fig. 35(b1)), and then a development notification image 604e such as "Development" indicating the development after the SP reach is displayed (Fig. 35(b2)). As such, in the development effect of this embodiment, the kappa simply standing up does not mean that the player has won the game against the monster, so the player will not mistake this for a jackpot, and it is possible to prevent the player from feeling unnecessarily disappointed.
[0270] In this embodiment, as in the third embodiment, when a specific result display such as "If you can stand up, it will progress" appears, an explanatory display indicating that the game will move to the next reach effect may be executed in parallel with the teasing effect image 603e.
[0271] Figure 36 illustrates a sixth embodiment of the present invention, in which the third embodiment is partially modified so that, in the result display of the SP pre-reach effect, which is an example of a non-winning reach effect, the LED is illuminated in a light pattern other than the specific light pattern (rainbow light pattern) used in the jackpot result display in other reach effects, thereby executing an effect that does not suggest that the pattern will become a jackpot effect (specific mode).
[0272] FIG. 36 corresponds to FIG. 30 of the third embodiment. In the SP pre-reach performance of this embodiment, when the excitement period at the end of the reach video display period begins (FIG. 36(a1)→(a2)), the reach performance image 602f up to that point changes to an excitement performance image 603f. In the example of FIGS. 36(a2) to (a3), the excitement performance image 603f shows a monster (enemy) character being attacked with a cannon. In this embodiment, when a specific result display such as "Development if the monster is defeated" appears, an explanatory display indicating that the game will move to the next reach performance is not executed in parallel with the excitement performance image 603f, but such an explanatory display may be displayed as in the third embodiment.
[0273] When the teasing period ends, the teasing effect image 603f becomes still at that point (FIG. 36(a3)), and the still state of the teasing effect image 603f is maintained during the subsequent delay period. Then, when the delay period ends and the result display period begins, either the development result display or the failure result display starts in a manner that connects to the teasing effect image 603f that was paused.
[0274] When the result of a miss is displayed, the first thing that happens is a miss effect. In this miss effect, the attack on the monster ends in failure (Fig. 36(c1)), and the center symbol stops at "6" (Fig. 36(c2)), which is different from the reach symbol (here, "7") (Fig. 36(c3)). After that, the background returns to the display (Fig. 36(c3)), and the screen transitions to the normal screen display (Fig. 36(c4)).
[0275] Furthermore, a development effect is performed in the development result display. In this development effect, a development movable body effect (Fig. 36(b1) to (b3)) is performed. In this development movable body effect, the movable body 531 moves in a predetermined development movement pattern, and the image display means 522 displays an arbitrary image effect corresponding to the movement of the movable body 531 (here, the attack is successful and the monster is defeated), and a development notification image 604f such as "Development" indicating the development to the SP Reach Post-effect is displayed, and the LED 571 of the movable body 531 emits light in a predetermined development light-emitting pattern.
[0276] In the example of Figure 36, the development motion pattern is configured so that the movable body 531 descends at high speed from the origin position (upper position) to a lower position in front of the image display means 522 (Figure 36(b1)), stops for a predetermined time, and then returns to the origin position at a low speed (Figures 36(b2), (b3)). In this way, the development motion pattern is substantially the same as the normal jackpot motion pattern (Figures 32(b1) to (b3)) in terms of the motion content of the movable body 531, but the duration of the performance is different. This difference in the duration of the performance is adjusted, for example, by varying the duration of the stop at the lower position and the movement speed (for example, the speed of returning to the origin position).
[0277] In addition, the content of the effect image displayed on the image display means 522 during the development movable body effect is different from the content of the effect image displayed on the image display means 522 during the normal jackpot movable body effect (Fig. 32). In addition, the development light emitting pattern is a light emitting pattern (including the case where light is not emitted) that is different from the normal jackpot light emitting pattern, i.e., the rainbow light emitting pattern (specific light emitting pattern).
[0278] In this way, in this embodiment, the LED 571 of the movable body 531 is configured to emit light in an advanced light pattern that is different from the normal jackpot light pattern (here, a rainbow light pattern). Therefore, even though the movable body 531 is operated in an advanced operation pattern whose operation content is approximately the same as the normal jackpot operation pattern in the normal jackpot result presentation, the player will not mistake this for a jackpot, and it is possible to prevent the player from feeling unnecessarily disappointed.
[0279] Figure 37 illustrates a seventh embodiment of the present invention, which is a partial modification of the third embodiment, in which an explanatory display indicating that the game will move to the next reach effect when a specific result display appears is displayed before the pre-result display effect (hype effect, tame period).
[0280] Fig. 37 corresponds to Fig. 30 of the third embodiment. As shown in Fig. 37, in the SP pre-reach performance of this embodiment, a reach title 611 is first displayed on the image display means 522 (Fig. 37(a1)), and then an explanatory display 605 such as "Development will occur if you defeat the monster" is displayed large in the approximate center of the screen for a predetermined time (for example, about 2 seconds) (Fig. 37(a2)). Then, after the explanatory display 605 is reduced in size and retreated to the periphery (for example, the top) of the screen (Fig. 37(a3)), the reach performance progresses with reach performance image 602b of characters and the like.
[0281] Thereafter, when the excitement period at the end of the reach video display period begins (Fig. 37(a4)), the reach effect image 602b changes to an excitement effect image 603b while continuing to display the explanation display 605. In the examples of Fig. 37(a4) to (a5), as in Fig. 30, the excitement effect image 603b shows a monster (enemy) character being attacked with a cannon.
[0282] When the hype period ends, the hype effect image 603b becomes still at that point (Fig. 37(a5)), and the still state of the hype effect image 603b is maintained during the subsequent delay period. Note that the explanation display 605 continues to be displayed during this delay period. The effects during the result display period after the delay period end are the same as those in the third embodiment (Fig. 30), so a description thereof will be omitted here.
[0283] As explained above, the explanatory display indicating that when a specific result display appears, the game will move to the next reach effect may be configured to be displayed not only during the effect before the result display (hype effect, tame period), but also before that.
[0284] Figure 38 illustrates an eighth embodiment of the present invention, in which the third embodiment is partially modified so that an image to be operated is formed during the operation validity indication presentation, and the valid operation period begins a predetermined time after the completion of the formation of the image to be operated.
[0285] FIG. 38 corresponds to FIGS. 31 and 32 of the third embodiment. As shown in FIG. 38, in the post-SP reach effect of this embodiment, an effective operation suggestion effect begins at the end of the reach image display period. In the effective operation suggestion effect of this embodiment, the effect period (4 s) is composed of a button formation period (3 s) and a post-button formation waiting period (1 s) following the button formation period. The button formation period is a period during which an operation target image 606 representing the effect button 514 is formed. As shown in FIGS. 38(a2) to (a4), for example, the transparency of the operation target image 606 on the screen gradually decreases from 100% and becomes gradually clearer, and at the end of the button formation period, the transparency reaches 0% and the operation target image 606 is completed (FIG. 38(a4)). However, this button formation process is arbitrary. The post-button formation waiting period is a waiting time from the completion of the formation of the operation target image 606 to the start of the effective operation period, during which the display state of the operation target image 606 at the time of completion of formation is maintained.
[0286] In addition, a waiting period after gauge formation (0.5 seconds) is provided in the latter half of the waiting period after button formation. This waiting period after gauge formation is a period during which the progress status notification image 608 for notifying the progress status of the valid operation period is maintained in a start waiting state (for example, a state in which the gauge is stopped at 100%), and starts a first time (here, 0.5 seconds) after the start of the waiting period after button formation, at which point the progress status notification image 608 is displayed on the screen (FIG. 38(a5)).
[0287] The waiting period after gauge formation (and the waiting period after button formation) ends after a second time (here, 0.5 seconds) has elapsed since the start of the waiting period after gauge formation, and the valid operation period begins. When the valid operation period begins, an operation mode notification image 607 consisting of the word "PUSH!" and an arrow image, etc., to notify the operation mode is displayed (Fig. 38(a6)), and the gauge of the progress status notification image 608 begins to change (Figs. 38(a6) to (a7)).
[0288] As explained above, in this embodiment, the valid operation period is configured to start a predetermined time after the completion of the formation of the operation target image 606 during the valid operation suggestion presentation, and further, the progress status notification image 608 is displayed in a state waiting to start a first time (0.5 seconds) after the completion of the formation of the operation target image 606, and the valid operation period is configured to start a second time (0.5 seconds) after the start of the display of the progress status notification image 608. Therefore, even if the valid operation period is shortened to prevent the presentation from feeling unnatural due to subsequent time adjustments, it is possible to more reliably prevent the player from losing an opportunity to operate as a result.
[0289] 39 illustrates a ninth embodiment of the present invention, in which the third embodiment is partially modified so that the presentation time of the effective operation suggestion presentation in the strong reach presentation (here, the post-SP reach presentation) is longer than the presentation time of the effective operation suggestion presentation in the weak reach presentation (here, the S reach presentation). As mentioned above, the strong reach presentation is a reach presentation that has a higher expectation of becoming a specific pattern than the weak reach presentation.
[0290] Figure 39(b) is a time chart relating to the effective operation suggestion effect and the effective operation period in the post-SP reach effect (an example of a strong reach effect) of this embodiment, which is the same as that of the third embodiment (Figure 31). Also, Figure 39(a) is a time chart relating to the effective operation suggestion effect and the effective operation period in the S reach effect (an example of a weak reach effect) of this embodiment. In the third embodiment (Figure 29), the effect before the result display of the S reach effect was not a button effect, but in the S reach effect of this embodiment (Figure 39(a)), a button effect is executed in the same way as in the post-SP reach effect, and an effective operation suggestion effect and an effective operation period are provided before the result display period.
[0291] As is clear from Figures 39(a) and (b), in this embodiment, the presentation time (here, 4 seconds) of the effective operation suggestion effect in the SP post-reach effect (strong reach effect) is longer than the presentation time (here, 2 seconds) of the effective operation suggestion effect in the S reach effect (weak reach effect). Furthermore, the effective operation time from the start to the expiration of the effective operation period is the same for the S reach effect and the SP post-reach effect (both 3 seconds), and the presentation time of the pre-display effect, which is the combination of the effective operation suggestion effect and the effective operation period, is longer in the SP post-reach effect (strong reach effect) than in the S reach effect (weak reach effect). Furthermore, the presentation time (4 seconds) of the effective operation suggestion effect in the SP post-reach effect is longer than the effective operation time (3 seconds), whereas the presentation time (2 seconds) of the effective operation suggestion effect in the S reach effect is shorter than the effective operation time (3 seconds).
[0292] In this embodiment, as with the third embodiment, with regard to the SP post-reach effect (strong reach effect), the effective operation time (here 3 seconds) is made as short as possible to suppress the awkwardness of the effect due to subsequent time adjustments, and in order to reliably prevent the player from losing their opportunity to operate as a result, an effective operation suggestion effect (here 4 seconds) longer than the effective operation time (3 seconds) is executed immediately before the effective operation period, but with regard to the S reach effect (weak reach effect), the effective operation suggestion effect (here 2 seconds) is made shorter than the effective operation time (3 seconds) to prioritize increasing the effect of the reach effect over losing the player's opportunity to operate.
[0293] Figure 40 illustrates a tenth embodiment of the present invention, in which the third embodiment is partially modified so that a development preview effect can be executed before the pre-result display effect, indicating that the game will develop into the next reach effect (or that there is a high possibility of this happening), and the content of the pre-result display effect is configured to differ depending on whether or not the development preview effect appears.
[0294] Figure 40 corresponds to Figure 29 of the third embodiment, and shows the content of the pre-result display effect in the S reach effect when a development notice effect is executed during normal variation in the pattern variation (before the reach state is reached) indicating that the pattern will develop (or there is a high possibility that the pattern will develop) into an SP reach post effect (the reach effect after the reach effect of the next reach effect). Note that the content of the pre-result display effect in the S reach effect when a development notice effect is not executed is the same as that in the third embodiment (Figure 29).
[0295] In the example of Figure 40, during the normal variation of the symbol variation, a preview image 612 showing a green light is displayed on the screen (development preview effect). This preview image 612 of the green light indicates that the symbol variation will develop into an SP reach post-effect (a predetermined reach effect), and when the preview image 612 is displayed, there is a 100% probability that the effect will develop into an SP reach post-effect.
[0296] When this notice image 612 is displayed, in the reach performance until the SP post-reach performance is reached, a pre-result display performance that assumes development is executed, unlike when the notice image 612 is not displayed (Fig. 29). That is, the teasing performance image 603g shown in Fig. 40(a3) to (a4) is a content in which a character plants and ignites bombs on both the first stop symbol candidate (here, "7") that will constitute a jackpot performance mode (i.e., the same as the reach symbol) and the second stop symbol candidate (here, "6") that will constitute a loss performance mode (i.e., different from the reach symbol).
[0297] When the teasing period ends, the teasing effect image 603g becomes static at that point (Fig. 40(a4)), and the static state of the teasing effect image 603g is maintained during the subsequent charge period. Then, when the charge period ends and the result display period begins, the development result display starts by connecting from the teasing effect image 603g that was paused. In this development effect, both the first and second candidate stop symbols, "7" and "6," are simultaneously exploded (Fig. 40(b1)), and then a development notification image 604a such as "Development," which indicates development to an SP reach, is displayed (Fig. 40(b2)). Note that the content of the development result display may be the same as when the preview image 612 is not displayed (Fig. 29) (i.e., common effect data is used).
[0298] As explained above, by varying the content of the pre-result display performance depending on whether or not a development preview performance appears, which indicates that the game will develop to a specified (next) reach performance, it is possible to execute a more appropriate pre-result display performance depending on whether or not it is clear that the game will develop to a specified reach performance.
[0299] Although the embodiments of the present invention have been described in detail above, the present invention is not limited to these embodiments, and various modifications are possible within the scope of the present invention. For example, although the first and second embodiments and the third to tenth embodiments are embodied as completely different gaming machines, it goes without saying that the former and latter can be embodied as the same gaming machine by appropriately combining them. For example, the gaming machines according to the first and second embodiments can be configured to perform effects similar to those of the gaming machines according to the third to tenth embodiments. In this case, the two gaming machines can be appropriately adapted to take into account their differences, such as by changing the movable body 77 shown in FIG. 5 to a configuration similar to that of the movable body 531 decorated with the "Kappa Legend" design shown in FIG. 25.
[0300] When a partial adhesive layer is used, it is desirable for the adhesive portion of the peripheral region to be arranged continuously and with a constant width along the periphery of the main sheet, but partial discontinuities or variations in width are also acceptable. For example, if the periphery of the main sheet has a U-shaped or other notch, it is desirable for the adhesive portion to be arranged with a constant width along the notch, as shown in Figure 23(A). However, as shown in Figures 23(B) and (C), discontinuities or narrow portions in the adhesive portion of the peripheral region may occur depending on the size and shape of the notch. If ease of removal is prioritized, Figures 23(B) and (C) are more advantageous than Figure 23(A). Furthermore, a portion of the peripheral region may be non-adhesive, or the width of the adhesive portion in a portion of the peripheral region may be narrow (narrow portion). This makes it easier to remove the adhesive sheet by inserting a tool into the non-adhesive or narrow portion.
[0301] In the embodiment, a full adhesive layer is used for the decorative stickers S14 and S16, which have a relatively small area, among the decorative stickers S11 to S16, but in such cases, a glue with lower adhesive strength may be used for the full adhesive layer than for the partial adhesive layer. Also, a partial adhesive layer may be used for the decorative stickers S14 and S16.
[0302] In the embodiment, as shown in Fig. 10, a common color arrangement is used for all of the multiple types of caution stickers S1 to S7, but multiple types of color arrangements may also be used. However, even in this case, it is desirable that the color combination (yellow, black, and white) be common and that color combination not be used on other attachment sheets. Fig. 24 shows an example in which different color arrangements are used for caution stickers S5 to S7 among the caution stickers S1 to S7 shown in Fig. 10. The caution stickers S5 to S7 shown in Fig. 24 have a white background, black characters, etc., and a black border around the periphery of the main sheet. In addition, the first caution symbol s1' is configured as a black "!" in a yellow triangle with a black border.
[0303] In the warning sticker S5 shown in Figure 24(A), the first display section a1 formed in an area of a certain width along the top edge displays the first warning symbol s1' and the second warning symbol s2 consisting of the word "Caution" in black Gothic font, and below that, the second display section a2 displays the horizontal text "Be careful of the edges of metal parts" in black Gothic font.
[0304] The caution sticker S6 shown in Fig. 24(B) is not divided into two areas, the first display area a1 and the second display area a2, and the second caution symbol s2 is not displayed, but the first caution symbol s1' is displayed at the beginning of two types of character strings indicating the precautions to take, "Be careful of electric shock and edges" and "Be careful when opening the back cover." The caution sticker S7 shown in Fig. 24(C) is also not divided into two areas, the first display area a1 and the second display area a2, and the second caution symbol s2 is not displayed, but the first caution symbol s1' is displayed next to the character string indicating the precautions to take, "Be careful of high temperatures on the power supply board."
[0305] In addition, the warning sticker shown in Figure 24 uses the same color combination (yellow, black, white) as the warning sticker shown in Figure 10, so as with Figure 11, a white main sheet made of a material such as PET or paper is printed on the front (top) side using two colors, yellow (Y plate) and black (K plate), using silk printing or the like, and a full adhesive layer (glue plate) with adhesive applied to the entire back side is provided.
[0306] In the embodiment, the main board information display sticker S23 is shown as an example using two colors, white and black, but only one of white and black may be used. Also, while white printing is performed on both the top and back sides of the main body sheet, the white printing may be performed on only one of the top and back sides. Also, information display adhesive sheets similar to the main board information display sticker S23 may be attached to other board cases.
[0307] As a modified example of the fifth embodiment (Figure 35), a battle-type presentation may be performed before the result of the non-winning reach presentation is displayed, and the presentation may be configured to result in either a draw or a loss, and in the event of a draw, the presentation may be developed into the next reach presentation, thereby executing a presentation that does not suggest that the pattern will become a jackpot presentation mode (specific mode).
[0308] In the eighth embodiment (FIG. 38), an example is shown in which the progress status notification image 608 is displayed after the first time (0.5 seconds) has elapsed since the completion of the formation of the operation target image 606 (end of the button formation period), but the progress status notification image 608 may be displayed almost simultaneously with the completion of the formation of the operation target image 606, and the progress status notification image 608 may be displayed in a state of waiting for start during the subsequent waiting period after button formation.
[0309] In the ninth embodiment (Figure 39), an example is shown in which the presentation time of the effective operation suggestion presentation is longer than the effective operation time in the case of a strong reach presentation, and the presentation time of the effective operation suggestion presentation is shorter than the effective operation time in the case of a weak reach presentation, but the presentation time of the effective operation suggestion presentation and the effective operation time may be set to be approximately the same in either the case of a weak reach presentation or a strong reach presentation.
[0310] In the tenth embodiment (Fig. 40), even when a development notice effect appears, the effect before displaying the results of the hype and tame is executed, but when a development notice effect appears, the development result may be displayed without executing the effect before displaying the results of the hype and tame. Also, in the tenth embodiment (Fig. 40), the development notice effect is executed during normal fluctuation, but the development notice effect may be executed after a reach (for example, during an N reach effect).
[0311] Furthermore, in the tenth embodiment (FIG. 40), an example was shown in which a development notice effect was executed during the symbol change, but the development notice effect may also be executed as a look-ahead effect executed before the start of the symbol change (target change). This look-ahead effect may be either the look-ahead continuous effect or the look-ahead pending change effect described above. When the look-ahead continuous effect is used as a development notice effect, it is possible to use a "snow" background image for multiple symbol changes leading up to the target change, provided that a look-ahead determination result indicates that the target change will be an SP reach change pattern. Furthermore, when the look-ahead pending change effect is used as a development notice effect, it is possible to use a specific image such as "● (red circle)" as the pending display image corresponding to the target change, provided that a look-ahead determination result indicates that the target change will be an SP reach change pattern.
[0312] The fourth to tenth embodiments are each a partial modification of the third embodiment, but two or more of the fourth to tenth embodiments may be combined as appropriate. Also, two or more of the first to tenth embodiments may be combined as appropriate.
[0313] Although the embodiment shows an example in which the present invention is applied to a pachinko machine, it can also be applied to various gaming machines such as slot machines, arrange ball machines, mahjong ball gaming machines, etc. [Explanation of symbols]
[0314] S1 ~S7 Warning sticker (sticker sheet) S11 ~S16 Decorative sticker (sticker sheet) S21 Performance Information Display Sticker (sticker sheet) S22 External terminal information display sticker (sticker sheet) S23 Main board information display sticker (sticker sheet) 131 ~136 Attached part 538 Production pattern display means (pattern display means) 542 Performance control board (performance control means) 564a Jackpot determination means (lottery means)
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; and a performance control means for executing the 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, 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, An adhesive sheet with an adhesive layer on the back side was attached to a transparent target area. 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, the adhesive sheet has a transparent portion and a non-transparent portion, The adhesive layer is provided with an adhesive portion where adhesive is attached and an adhesive-free portion where adhesive is not attached, The adhesive-free portion is provided in at least a part of the area corresponding to the transparent portion. A gaming machine characterized by: