Game machine
Patent Information
- Application Number
- JP2022096999
- 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 prices of gaming machines due to increased part costs necessitate measures to reduce costs while maintaining player engagement and performance.
Incorporation of a lottery mechanism with variable symbol display and fluctuation patterns, along with decorative adhesive sheets featuring attention-calling information and varying reach effects, to enhance player interaction and optimize component reuse.
This approach effectively suppresses price increases by optimizing hardware and software components, enhancing player engagement, and allowing for reuse of parts across models.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] A gaming machine such as a pachinko machine performs a lottery on whether to give a profit to a player, variably displays a pattern based on the lottery result, and when giving a profit, stops the pattern in a specific manner. During the pattern variation, an effect related to the lottery result is executed according to one of a plurality of variation patterns. In this type of gaming machine, decorative and other various sticker sheets are attached to each part of the gaming machine body, such as gaming parts in the gaming area (Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Recently, with the decrease in the supply amount of components, the prices of parts have increased, and as a result, the prices of gaming machines have soared. Against such a background, measures for suppressing the prices of gaming machines are required. As measures against the soaring prices of gaming machines, it is conceivable to optimize the components of the gaming machines, such as decorative and other sticker sheets attached in many places on the gaming machines, to eliminate waste, and not only on the hardware side but also on the software side including effects, to promote reuse and diversion to other models. Here, regarding the latter, it is necessary to enhance the effect of the effect more than before so that the player does not get tired even if the effect is diverted. The present invention has been made in view of the above circumstances, and an object thereof is to suppress the soaring prices of gaming machines in a more appropriate manner.
Means for Solving the Problems
[0005] The present invention comprises a lottery means for determining whether or not to grant a prize to a player, a symbol display means for displaying symbols in a variable manner based on the lottery result by the lottery means and stopping the symbols in a specific manner when the prize is to be granted, and a performance control means for executing a performance related to the lottery result in accordance with one of a plurality of variable patterns, wherein the plurality of variable patterns include a reach variation pattern in which, after the symbols enter a reach state, the result is displayed in the final reach performance after going through one or more stages of reach performance, the reach variation pattern is configured such that the reliability of reaching the specific manner increases as the stages of the reach performance progress, and a sticker sheet having an adhesive layer on the back is attached to a predetermined attachment part, and the sticker sheet is a decorative sticker sheet with decorations on at least a part thereof, wherein the reach performance includes a weak reach performance and There is a strong reach effect that can appear at a later stage than the weak reach effect, and in the reach variation pattern that corresponds to a miss variation in which the symbols do not become the specific form, the time for displaying the result is longer when the last reach effect is the strong reach effect than when the last reach effect is the weak reach effect, and the specific decorative adhesive sheet among the decorative adhesive sheets is equipped with a warning information display section that displays warning information, and a non-transparent section is formed in a part of the transparent sheet that constitutes the specific decorative adhesive sheet, and the warning information display section is provided in the non-transparent section, and the adhesive sheet includes a warning information adhesive sheet that is not a decorative adhesive sheet and is equipped with a warning information display section that displays warning information, the warning information adhesive sheet is printed on a non-transparent sheet of a predetermined color, and the specific decorative adhesive sheet is printed on a colorless transparent sheet. [Effects of the Invention]
[0006] According to the present invention, it is possible to more effectively suppress price increases for gaming machines. [Brief explanation of the drawing]
[0007] [Figure 1] This is an overall front view of a pachinko machine according to the first embodiment of the present invention. [Figure 2] This is a disassembled perspective view of the same pachinko machine. [Figure 3] This is a disassembled perspective view of the glass door of the same pachinko machine. [Figure 4] This is a rear view of the same pachinko machine. [Figure 5] This is a front view of the game board of the pachinko machine. [Figure 6] This is a plan view cross-sectional view of the game board of the pachinko machine. [Figure 7] This is a front view of the movable display mechanism and rear support member that constitute the game board of the pachinko machine. [Figure 8] This is a perspective view of the transparent main body plate and guide rails that make up the game board of the pachinko machine. [Figure 9] This is a perspective view of the game components arranged on the game board of the pachinko machine and the decorative stickers attached to them. [Figure 10] This diagram shows the appearance of the warning stickers S1 to S7 on the pachinko machine. [Figure 11] This figure shows the layout (A), arrangement (B), and form of each section of the warning sticker S1 for the pachinko machine. [Figure 12] This figure shows the plate configuration (A), its arrangement (B), and the form of each plate of the decorative sticker S11 for the pachinko machine. [Figure 13] This figure shows the plate configuration (A), its arrangement (B), and the form of each plate of the decorative sticker S12 for the pachinko machine. [Figure 14] This figure shows the plate configuration (A), its arrangement (B), and the form of each plate of the decorative sticker S13 for the pachinko machine. [Figure 15] This figure shows the plate configuration (A), its arrangement (B), and the form of each plate of the decorative sticker S14 for the pachinko machine. [Figure 16] This figure shows the plate configuration (A), its arrangement (B), and the form of each plate of the decorative sticker S15 for the pachinko machine. [Figure 17]It is an enlarged front view of the main part of the game board of the pachinko machine. [Figure 18] It is a diagram showing the appearance of the first attention - calling information display part (a) and the second attention - calling information display part (b) in the decorative sticker S16 of the pachinko machine. [Figure 19] It is a diagram showing the plate composition (A), its arrangement (B), and the aspect of each plate of the decorative sticker S16 of the pachinko machine. [Figure 20] It is a diagram showing the appearance of the performance information display sticker S21, the external terminal information display sticker S22, and the main board information display sticker S23 of the pachinko machine. [Figure 21] It is a diagram showing the plate composition (A), its arrangement (B), and the aspect of each plate of the performance information display sticker S21 of the pachinko machine. [Figure 22] It is a diagram showing the plate composition (A), its arrangement (B), and the aspect of each plate of the external terminal information display sticker S22 of the pachinko machine. [Figure 23] It is a diagram showing the plate composition (A), its arrangement (B), and the aspect of each plate of the main board information display sticker S23 of the pachinko machine. [Figure 24] It is an enlarged front view (a) of the main part of the rear support member of the pachinko machine according to the second embodiment of the present invention, an enlarged side cross - sectional view (b) of the main part, and a diagram (c) showing the appearance of the attention - calling information display part in the decorative sticker S17. [Figure 25] It is a diagram showing the plate composition (A), its arrangement (B), and the aspect of each plate of the decorative sticker S17 of the pachinko machine. [Figure 26] It is a diagram showing the plate composition (A), its arrangement (B), and the aspect of each plate of the decorative sticker S11 of the pachinko machine according to the third embodiment of the present invention. [Figure 27] It is a diagram showing an example of the arrangement of the pasted part (outer peripheral area) when there is a notch in the outer periphery of the decorative sticker. [Figure 28] It is a diagram showing an example in which the color arrangement is changed for a part of a plurality of types of attention - calling stickers. [Figure 29] It is an overall front view of the pachinko machine according to the fourth embodiment of the present invention. [Figure 30] It is a block diagram of the control system of the pachinko machine. [Figure 31] This is a diagram showing the selection table for the variation patterns of the pachinko machine. [Figure 32] This diagram shows the general configuration of the variation patterns of the pachinko machine. [Figure 33] This figure shows the time chart and details of the S-reach animation for the pachinko machine. [Figure 34] This diagram shows the time chart and details of the pre-SP reach animations for the pachinko machine. [Figure 35] This diagram shows the timeline and content of the post-SP reach animation (in the case of a loss) for the same pachinko machine. [Figure 36] This diagram shows the time chart and content of the special reach (in the case of a big win) sequence on the pachinko machine. [Figure 37] This is an explanatory diagram of the rainbow light emission pattern in the normal / revival jackpot moving mechanism effects of the pachinko machine. [Figure 38] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the fifth embodiment of the present invention. [Figure 39] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the sixth embodiment of the present invention. [Figure 40] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the seventh embodiment of the present invention. [Figure 41] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the eighth embodiment of the present invention. [Figure 42] This figure shows the time chart and content of the post-SP reach performance of a pachinko machine according to the ninth embodiment of the present invention. [Figure 43] This figure shows a time chart of the S-reach performance and the post-SP-reach performance of a pachinko machine according to the 10th embodiment of the present invention. [Figure 44] This figure shows the time chart and content of the S-reach performance of a pachinko machine according to the 11th embodiment of the present invention. [Best Mode for Carrying Out the Invention]
[0008] The embodiments of the invention will be described in detail below with reference to the drawings. Figures 1 to 23 illustrate a first embodiment in which the present invention is applied to a pachinko machine. In Figures 1 and 2, the gaming machine body 1 comprises an outer frame 2 and a front frame 3 positioned in front of the outer frame 2. The front frame 3 is pivotally attached to the outer frame 2 so as to be able to open and close and to be detached via a first hinge 4 in the vertical direction, which is located on one end in the left-right direction, for example on the left end. The front frame 3 can be locked in the closed position relative to the outer frame 2 by a locking means 5 provided on the opposite side of the first hinge 4 in the left-right direction, for example on the right end.
[0009] The front frame 3 comprises an inner frame 6 and a glass door 7 positioned 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, positioned at one end in the left-right direction, for example, on the left end, so as to be able to open, close, and detachably attached, and can be locked in the closed position relative to the inner frame 6 by a locking means 5.
[0010] As shown in Figure 2, the outer frame 2 is formed in a rectangular shape by 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 of the outer frame 2, connecting the lower front 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 further forward than the left and right vertical frame members 2a, 2b, and the inner frame 6 is positioned above it. In addition, the outer frame 2 has an upper outer frame hinge fitting 11 which constitutes the first hinge 4, for example, on the upper left, and a lower outer frame hinge fitting 12 which is positioned above the front cover member 9 on the lower left.
[0011] The inner frame 6 is made of synthetic resin and integrally comprises a rectangular frame portion 13 that can substantially abut against the front edge of the outer frame 2 above the front cover member 9, a game board mounting portion 14 provided on the upper side of the frame portion 13, and a lower mounting portion 15 provided on the lower side of the frame portion 13. The game board 16 is detachably mounted on the game board mounting portion 14 from the front, and the launching means 17, lower speaker 18, etc. are arranged on the front side of the lower mounting portion 15. The inner frame 6 also has a main frame upper hinge fitting 19 that constitutes the first hinge 4 and a main frame upper hinge fitting 20 that constitutes the second hinge 8 located on the upper left, and a main frame lower hinge fitting 21 that constitutes the first, second hinges 4 and 8 located on the lower left.
[0012] The glass door (opening / closing door) 7 is equipped with a rectangular resin door base 22 that corresponds to the front side of the inner frame 6. A window opening 24a for the glass window 24 is formed in this door base 22, corresponding to the front side of the game area 23 formed in the game board 16, and various performance means such as multiple (in this case, four) upper speakers 25, a first movable frame 26, a second movable frame 27, and a blower 28 are arranged around the window opening 24a.
[0013] On the upper front side of the door base 22, a side unit 30 is attached to at least a portion of the outer circumference of the window opening 24a, for example, an inverted L-shaped portion corresponding to the upper and right sides of the window opening 24a, and an upper decorative cover 31 is attached to the remaining portion, for example, the left side of the window opening 24a. As shown in Figures 2 and 3, the side unit 30 can be easily attached and detached with the glass door 7 open by operating the fixing screws 30a and fixing lever 30b on the back of the front frame 3 without using any special tools. Normally, the front frame 3 is used in common for multiple models, and by attaching a different game board 16 to this front frame 3 for each model, a gameplay and design unique to that model is realized. However, in this pachinko machine, a portion of the front side of the front frame 3 is made into a side unit 30 that can be easily attached and detached compared to other parts, and by giving this side unit 30 a design that is integrated with the game board 16 and a unique function, it is possible to increase the freedom of design and function for each model while keeping most of the front frame 3 common.
[0014] The side unit 30 of this embodiment is equipped with a first movable frame 26, a second movable frame 27, a blower 28, and the like. The first movable frame 26 is formed in a predetermined three-dimensional shape (in this case, the shape of a butterfly) and can slide in a substantially forward and backward direction by being driven by a drive means (not shown). The second movable frame 27 is formed in a predetermined three-dimensional shape and can slide in a substantially forward and backward direction by being driven by a drive means (not shown), and can also be pushed in by the player. The blower 28 can blow air towards the player's hand that is touching the second movable frame 27 at the time the player operates the second movable frame 27.
[0015] The lower front side of the door base 22 is equipped with an upper tray 33 for storing game balls dispensed from the dispensing mechanism 32 located at the rear of the inner frame 6 and supplying them to the launching mechanism 17, a lower tray 34 for storing excess balls when the upper tray 33 is full, and a launching handle 35 for operating the launching mechanism 17. Furthermore, a lower decorative cover 36 is attached that substantially covers the upper tray 33, lower tray 34, etc. from the front. The lower decorative cover 36 is formed in a forward-facing bulge shape, and on its upper side are provided operation buttons 37 for effects and various other operation means.
[0016] As shown in Figure 2, a glass unit 40 that substantially covers the window opening 24a from the rear is detachably attached to the rear side of the door base 22. In addition, a vertical hinge end reinforcing plate 41a, which is positioned along the edges on the first and second hinges 4 and 8 sides, a vertical opening / closing end reinforcing plate 41b, which is positioned along the edge on the opening / closing end side, and a horizontal lower reinforcing plate 41c, which is positioned below the window opening 24a, are detachably fixed by screws or the like. Furthermore, the glass door upper hinge fitting 42a, which constitutes the second hinge 8, is positioned on the upper left of the door base 22, and the glass door lower hinge fitting 42b is positioned on the lower left of the same door base 22.
[0017] Furthermore, a ball feeding unit 43a, a lower tray guide unit 43b, etc., are mounted on the rear side of the lower reinforcing plate 41c. The ball feeding unit 43a is for supplying game balls from the upper tray 33 one by one to the launching means 17, and is positioned corresponding to the front side of the launching means 17. The lower tray guide unit 43b is for guiding excess 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 game area 23, to the lower tray 34, and is positioned adjacent to the ball feeding unit 43a on the side of its first and second hinges 4 and 8.
[0018] As shown in Figures 1 to 3, multiple information display stickers are affixed to the glass door 7. Specifically, a warning sticker S1 regarding the attachment and detachment of the side unit 30 is affixed to the upper surface of the side unit 30, a warning sticker S2 regarding ventilation is affixed near the ventilation means 28 on the front of the side unit 30, and a warning sticker S3 regarding the operation of the movable body is affixed near the second movable frame 27 on the front of the side unit 30. In addition, a warning sticker S4 regarding the operation of the operation button 37 is affixed near the operation button 37 on the lower decorative cover 36. Furthermore, a warning sticker S5 regarding injuries from metal parts is affixed to a predetermined location on the back of the glass door 7, for example, the lower tray guide unit 43b or its vicinity. Details of these warning stickers S1 to S5 will be described later.
[0019] The game board 16 is a so-called transparent game board equipped with a transparent main body plate 50 of approximately constant thickness made of a transparent resin such as polycarbonate. As shown in Figures 5 to 9, multiple game components such as guide rails 51, a central display frame unit 53, a starting prize unit 54, a big prize unit 55, a regular prize unit 56, a liquid crystal display means (image display means) 57, and a movable performance means 58 are attached to the transparent main body plate 50. Furthermore, at any position on the unit components 53 to 56, a normal symbol starting means 61, a first special symbol starting means 62, a second special symbol starting means 63, a first major prize winning means 64, a second major prize winning means 65, multiple (in this case, three) normal prize winning means 66 to 68, a normal symbol display means 69, a normal reserve quantity display means 70, a first special symbol display means 71, a second special symbol display means 72, multiple (in this case, three) out ports 73a to 73c, a right-hand shooting notification means 60, etc. are provided.
[0020] The liquid crystal display means 57, the movable display means 58, etc., are arranged 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 arranged behind 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 circumference of the rear wall portion 75. The front edge of the peripheral wall portion 76 is fixed to the rear side of the transparent main body plate 50 by screws or the like with the peripheral wall portion 76 in contact with the rear side. 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 rear side of the rear wall portion 75 with the display screen 57a corresponding to the opening 75a.
[0021] The movable performance means 58 comprises a movable body 77, a movable body guide means 78 that supports the movable body 77 so that it can move, and a drive means 79 that drives the movable body 77. The movable body 77 is formed in a horizontally elongated shape in the left-right direction, and its front side is decorated with an arbitrary decoration such as a logo indicating the model name (not shown), and an LED board 81 having a large number of LEDs 81a is arranged inside on the front side.
[0022] The movable body guiding means 78 supports the movable body 77 so that it can move in a predetermined direction (here, vertically) along the front side of the display screen 57a of the liquid crystal display means 57. The movable body guiding means 78 is arranged in an elongated shape in the vertical 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 guiding means 78 includes a pair of left and right guide rails 82 arranged in the vertical direction, and the left and right ends of the movable body 77 are supported by these guide rails 82 so that they can move vertically. With this movable body guiding means 78, the movable body 77 can move vertically between the upper position above the liquid crystal display means 57 and the lower position in front of the liquid crystal display means 57, and is normally held in the upper position, which is the origin position.
[0023] The drive means 79 is configured, for example, by 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 guide means 78, and is capable of moving the movable body 77 in the vertical direction according to a predetermined operating pattern. An LED board 83 having a large number of LEDs 83a on its front side is arranged in front of the movable body guide means 78.
[0024] The guide rail 51 is for guiding the game balls launched from the launching means 17, and is arranged in a roughly ring shape on the front side of the transparent main body plate 50 so as to surround the perimeter of the game area 23. As shown in Figures 5, 6, 8, etc., it is composed of multiple, for example, three, first to third rail members 51a to 51c. At least the main body portion of the first to third rail members 51a to 51c is made of transparent or translucent synthetic resin.
[0025] The first rail member 51a is formed in a roughly curved shape from the lower left side of the transparent main body plate 50, through approximately the center of the left edge and the approximately center of the upper edge, to the upper right side. It integrally comprises a front wall portion 84 parallel to the transparent main body plate 50 and a peripheral wall portion 85 of approximately constant width projecting backward from the peripheral edge of the front wall portion 84. The rear end of the peripheral wall portion 85 is fixed to the transparent main body plate 50 in a manner that allows it to be detachably attached to the transparent main body plate 50 with the rear end of the peripheral wall portion 85 in contact with the front surface of the transparent main body plate 50. The peripheral wall portion 85a on the game area 23 side of the first rail member 51a is formed in a roughly arc shape when viewed from the front, and the game ball launched by the launching means 17 is guided by this peripheral wall portion 85a and rises toward the game area 23. A metal plate may be placed on at least a portion of this peripheral wall portion 85a.
[0026] The second rail member 51b is formed as a plate with a constant width in the front-to-back direction, erected substantially 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 is a launch guide passage (ball passage) 86 that guides the game balls launched by the launching means 17 into the game area 23. At least a part of this second rail member 51b may be made of a metal plate.
[0027] The third rail member 51c is formed in a roughly L-shape when viewed from the front, along the right edge and lower edge 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. It integrally comprises a front wall portion 87 parallel to the transparent main body plate 50 and a peripheral wall portion 88 of a roughly constant width projecting backward from the peripheral edge of the front wall portion 87. The rear end of the peripheral wall portion 88 is fixed to the transparent main body plate 50 in a manner that allows it to be detachably attached to the transparent main body plate 50 with the rear end of the peripheral wall portion 88 in contact with the front surface of the transparent main body plate 50. A metal plate may be placed on at least a portion of the peripheral wall portion 88a on the game area 23 side.
[0028] As shown in Figure 8, the transparent main body plate 50 has one or more mounting holes 50a to 50c formed in a penetrating direction in the front-to-back direction within the area corresponding to the game area 23. The central display frame unit 53 and the big prize unit 55 are fixed to mounting hole 50a, the start prize unit 54 to mounting hole 50b, and the normal prize unit 56 to mounting hole 50c, each detachably fixed from the front. Multiple unit components, such as the central display frame unit 53 and the big prize unit 55, may be formed as a single unit. Alternatively, even if multiple unit components (for example, the central display frame unit 53 and the big prize unit 55) are separate, they may be configured to be integrated with each other and then mounted to one of the mounting holes 50a to 50c, or they may be configured to be mounted separately to the mounting holes 50a to 50c.
[0029] The transparent main body plate 50 has a decorative body section 89 formed on at least one of its front and back sides, in this case on a predetermined area of the back side. This decorative body section 89 is a two-dimensional decoration consisting of a color illustration or the like, and is formed by directly printing it onto the surface of the transparent main body plate 50. By providing it on the back side of the transparent main body plate 50, deterioration due to friction of the sphere can be prevented. At least a part of this decorative body section 89 is translucent, allowing light from an LED 83a (Figures 6 and 7) or the like, which is located on the rear side of the transparent main body plate 50, to pass through. Alternatively, this decorative body section 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 makes it easy to reuse the transparent main body plate 50 and to standardize it across multiple models.
[0030] The central display frame unit 53 constitutes the display frame for the liquid crystal display means 57 and the movable performance means 58. As shown in Figures 5, 6, and 9, an opening window 91 corresponding to the rear liquid crystal display means 57 is formed approximately in the center, and it is positioned on the upper side approximately in the center of the game area 23. The central display frame unit 53 is made of transparent synthetic resin for almost its entirety and includes a front mounting plate 92 positioned outside the mounting hole 50a along the front surface of the transparent main body plate 50, through which game balls can pass; a decorative frame 93 positioned in a roughly gate shape in front of the liquid crystal display means 57, extending from both the left and right sides to the upper side, and projecting forward from the inner circumference of the front mounting plate 92; and a stage 94 positioned between the left and right lower ends of the decorative frame 93. The game balls, launched by the launching means 17 and entering the upper part of the game area 23 via the launching guide passage 86, are split 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] The central display frame unit 53 is provided with a warp inlet 96 into which game balls can flow, on at least one side of the left-flow path 95a and the right-flow path 95b, for example, on the left-flow path 95a side. Game balls that flow down the left-flow path 95a and enter the warp inlet 96 roll freely in the left-right direction on the stage 94, and then fall forward from either the central drop section 97, which is provided corresponding to the left-right center of the game area 23, or from the other parts.
[0032] Below the central display frame unit 53, the starting prize unit 54 is positioned approximately in the center in the left-right direction, the big prize unit 55 is on the right, and the regular prize unit 56 is on the left, each positioned along the inside of the guide rail 51. The starting prize unit 54, the big prize unit 55, and the regular prize unit 56 are all formed almost entirely from transparent synthetic resin.
[0033] The normal symbol starting means 61 is for initiating the display of the normal symbols by the normal symbol display means 69, and is located on the rightward downward 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, includes a gate portion 101 protruding from the front side of the front mounting plate 92, and a game ball detection switch 102 for detecting game balls passing through this gate portion 101.
[0034] The normal symbol display means 69 is for displaying a normal symbol in a variable manner and is composed of multiple (2) LEDs 69a and 69b. When the normal symbol starting means 61 detects a game ball, that is, when a game ball passes through the gate section 101 and the game ball detection switch 102 detects the game ball, the two LEDs 69a and 69b that constitute the normal symbol light up in a normal variable light pattern. After that, if the random value for winning judgment included in the normal random number information acquired when the normal symbol starting means 61 detects the game ball matches a predetermined winning judgment value, the variable stops in a winning manner; otherwise, it stops in a losing manner. The two LEDs 69a and 69b that constitute the normal symbol can display one or more winning manners and one or more losing manners by combining their light-emitting manners (e.g., on / off). In this embodiment, as shown in Figures 5 and 9, the normal symbol display means 69 is located on the right decorative frame 93 of the central display frame unit 53. The LEDs 69a and 69b that constitute the ordinary pattern display means 69 are examples of light-emitting elements for notification that convey information through their light emission patterns.
[0035] Furthermore, the normal random number information acquired when the game ball is detected by the normal symbol starting means 61 is stored in reserve up to a predetermined upper limit, for example, 4 units, and one unit is consumed each time the normal symbols become changeable, causing the normal symbols to change. The number of normal random number information units stored (normal reserve units) is notified to the player by the normal reserve unit display means 70, etc. The normal reserve unit display means 70 consists of multiple (4) LEDs 70a to 70d and is arranged on the right decorative frame 93 of the central display frame unit 53 (Figures 5 and 9). The LEDs 70a to 70d that make up the normal reserve unit display means 70 are examples of light-emitting elements for notification that notify information by their emission patterns.
[0036] The first special symbol starting means 62 is for initiating the symbol change by the first special symbol display means 71, and is composed of a non-operational prize-winning means that does not have an opening / closing mechanism, and is located on the starting prize-winning unit 54. As shown in Figures 5 and 9, the starting prize-winning unit 54 has a prize-winning trough 105 formed to protrude forward on its lower side, corresponding to the central drop section 97 of the stage 94, and the first special symbol starting means 62 is equipped with an upward-facing opening first starting prize-winning opening 106 formed in the prize-winning trough 105, and a game ball detection switch 107 for detecting game balls that have entered this first starting prize-winning opening 106. The first special symbol starting means 62 has a higher probability of winning if the game ball has flowed down the left-side down path 95a than if it has flowed down the right-side down path 95b, due to the existence of a route from the warp entrance 96 on the left-side down path 95a through the stage 94 to win a prize. When a game ball enters the first starting prize slot 106, a predetermined number of game balls (for example, 4 balls) are paid out as prize balls for each entry.
[0037] The second special symbol starting means 63 is for initiating the symbol change by the second special symbol display means 72, and is composed of an operable prize-winning means that can change between an open state in which a game ball can be won and a closed state in which a game ball cannot be won (or is more difficult to win than in the open state), and is located downstream of the normal symbol starting means 61 in the rightward flow path 95b. The second special symbol starting means 63 is located on the central display frame unit 53, and as shown in Figures 5 and 9, it comprises a second starting prize-winning opening 108 formed on the front mounting plate 92, a movable part 109 that opens and closes the second starting prize-winning opening 108, and a game ball detection switch 110 that detects a game ball that has entered the second starting prize-winning opening 108, and when the stopped symbol after the change of the normal symbol display means 69 becomes a winning pattern and a normal winning 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 game ball enters the second starting prize slot 108, a predetermined number of game balls (for example, 2 balls) are paid out as prize balls for each entry.
[0038] The first special symbol display means 71 is composed of a light-emitting element such as a 7-segment LED capable of displaying the first special symbol in a variable manner. The first special symbol is displayed in a variable manner for a predetermined time, provided that the first special symbol starting means 62 detects a game ball, that is, a game ball enters the first starting prize entry 106 and the game ball detection switch 107 detects the game ball. The first special symbol is displayed in a variable manner for a predetermined time, and if the jackpot judgment random number value included in the first special random number information acquired when the ball enters the first starting prize entry 106 matches a predetermined jackpot judgment value, it stops in a jackpot manner; if it matches a minor win judgment value, it stops in a minor win manner; and otherwise, it stops in a losing manner. If the stopped symbol after the variation of the first special symbol display means 71 is in a jackpot manner, a jackpot state occurs; if it is in a minor win state, a minor win 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 (Figures 5 and 9). The 7-segment LED constituting the first special pattern display means 71 is an example of a light-emitting element for notification that conveys information through its light emission pattern.
[0039] The second special symbol display means 72 is composed of a light-emitting element such as a 7-segment LED capable of displaying a second special symbol in a variable manner. The second special symbol is displayed in a variable manner for a predetermined time, provided that the second special symbol starting means 63 detects a game ball, that is, a game ball enters the second starting prize entry point 108 and the game ball detection switch 110 detects the game ball. The second special symbol is displayed in a variable manner for a predetermined time, and if the jackpot judgment random number value included in the second special random number information acquired when the ball enters the second starting prize entry point 108 matches a predetermined jackpot judgment value, it stops in a jackpot manner if it matches a minor win judgment value, and in a losing manner otherwise. If the stopped symbol after the variable of the second special symbol display means 72 is in a jackpot manner, a jackpot state occurs, and if it is in a minor win state, a minor win 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 (Figures 5 and 9). The 7-segment LED constituting the second special pattern display means 72 is an example of a light-emitting element for notification that conveys information through its light emission pattern.
[0040] Furthermore, when the first and second special symbols are changed by the first and second special symbol display means 71 and 72, the symbol change is displayed on the liquid crystal display means 57 in parallel with this. As shown in Figure 5, the performance symbol 111 has multiple symbol rows (in this case, three in the left-right direction) composed of a number symbol and multiple other symbols, and each symbol constituting each of these symbol rows is composed of a symbol body part 111a consisting of numbers such as 1 to 8 and others, and a character or other decorative part 111b attached to this symbol body part 111a. The performance symbol 111 can be arbitrarily changed in its display mode, such as by enlarging or shrinking it, changing its display position, or erasing the decorative part 111b.
[0041] The performance symbols 111 begin to move vertically, etc., in each symbol row according to a predetermined movement pattern, approximately simultaneously with the start of movement of the first and second special symbols, and come to a final stop approximately simultaneously with the stop of movement of the first and second special symbols, so that the stopping symbols on the predetermined active lines are in a predetermined state. In the performance symbols 111, if all the stopping symbols on the active lines are the same, it is a jackpot performance pattern, and otherwise it is a minor win performance pattern or a losing performance pattern. If the first and second special symbols are in a jackpot, minor win, or losing state, the first and second special symbols will be in a jackpot, minor win, or losing state.
[0042] Furthermore, the first and second special random number information acquired when a win occurs in the first and second special symbol starting means 62 and 63 is stored in reserve up to a predetermined upper limit, for example, 4 for each. When the first and second special symbols become capable of changing, if there is 1 or more reserved memories for the second special symbol, one reserved memory for the second special symbol is consumed and the second special symbol is changed. If only the reserved memories for the first special symbol are 1 or more, one reserved memory for the first special symbol is consumed and the first special symbol is changed. Thus, in this embodiment, the first and second special symbols are never changing at the same time, and if there are reserved memories for both the first and second special symbols, the second special symbol is given priority in changing.
[0043] In this embodiment, during normal gameplay, except during the special game state described later, the player aims left at the first special symbol starting means 62, and during the special game state (time-saving state), the player aims right at the normal symbol starting means 61 and the second special symbol starting means 63. Therefore, during normal gameplay, the first special symbol mainly changes, and during the special game state (time-saving state), the second special symbol mainly changes. In this embodiment, the right-hand shooting notification means 60 can notify the player that it is a right-hand shooting period (special game state, jackpot state, etc.) in which the player should shoot to the right. The right-hand shooting notification means 60 consists of one LED 60a and is positioned on the right decorative frame 93 of the central display frame unit 53 (Figures 5 and 9). It is configured to light up during the right-hand shooting period and turn off during other periods. The LED 60a constituting the right-hand shooting notification means 60 is an example of a notification light-emitting body that notifies information by its light emission pattern.
[0044] The number of first and second special random number information items stored in reserve (first and second special reserve number) is notified to the player by the liquid crystal display means 57, etc. As shown in Figure 5, the liquid crystal display means 57 is capable of displaying first and second reserve images X1~X4, Y1~Y4, and a reserve image Z that is currently changing, which indicate the first and second special reserve numbers. Specifically, when the number of first and second special reserved balls increases based on the detection of game balls by the first and second special symbol starting means 62 and 63, one additional first and second reserved image X1~, Y1~ is displayed on the liquid crystal display means 57. Conversely, when the number of first and second special reserved balls decreases based on the start of a new variation of the first and second special symbols by the first and second special symbol display means 71 and 72, for example, the variation-in-progress 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, the right side of the screen), while the leading first and second reserved images X1, Y1 that have been pushed out are moved to a predetermined position, for example, and changed into a new variation-in-progress reserved image Z.
[0045] Furthermore, the probability of winning a jackpot (jackpot probability) determined by the jackpot determination (random number drawing) based on the detection of game balls by the first and second special symbol starting means 62 and 63 has two types: low probability and high probability. The probability is set to high during the probability variation state, one of the special game states described later, and to low probability at all other times.
[0046] Furthermore, if the jackpot determination result is a miss, one or more types of misses are selected; if the jackpot determination result is a minor win, one or more types of minor wins are selected; and if the jackpot determination result is a jackpot, one or more types of jackpots (for example, two types: a probability-increasing jackpot and a non-probability-increasing jackpot) are selected. Here, a probability-increasing jackpot is a jackpot that generates a probability-increasing state as a special game state after the jackpot state ends, and a non-probability-increasing jackpot is a jackpot that generates a special game state, for example, a time-saving state, after the jackpot state ends. The distribution of these is based on the random values of the jackpot symbols, etc.
[0047] During the time-saving state, the fluctuation time of the first and second special symbol display means 71 and 72 is switched to a shortened fluctuation time, which is shorter than the normal fluctuation time, for the first and second special symbols. In addition, for the regular symbols, the probability of winning is switched from the normal probability to the high probability, the fluctuation time is switched from the normal fluctuation time to the shortened fluctuation time, and the opening and closing pattern of the second special symbol starting means 63 in the normal profit state is switched from the normal opening and closing pattern (e.g., 0.2 seconds x 1 opening) to the special opening and closing pattern (e.g., 2 seconds x 3 openings). The time-saving state starts when the jackpot state ends and ends when, for example, the first and second special symbols have fluctuated a predetermined number of times (e.g., 50 times), or when the next jackpot game occurs before that. During the probability variation state, in addition to the same switching as in the time-saving state, for example, the probability of winning is switched from the low probability to the high probability. The probability variation state starts when the jackpot state ends and ends when, for example, the next jackpot state occurs.
[0048] The first major prize-winning means 64 is an operable prize-winning means that can change between an open state in which game balls can enter the first major prize-winning opening 64a and a closed state in which they cannot be entered by the operation of an opening / closing member 112. It is equipped with a game ball detection switch 113 that detects game balls that have entered the first major prize-winning opening 64a. When the stopping symbols after the first and second special symbol display means 71 and 72 change to a jackpot pattern, or when a jackpot state is generated by a V-winning (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 major prize-winning opening 64a, a predetermined number of game balls (for example, 14 balls) are dispensed as prize balls for each winning entry.
[0049] As shown in Figures 5 and 9, the first major prize mechanism 64 is located on the upper side of the major prize unit 55, and the first major prize opening 64a is located in the middle of the first inclined rolling path 114, which is formed on the rightward downward flow path 95b side and downstream of the normal symbol starting mechanism 61 and the second special symbol starting mechanism 63. The first inclined rolling path 114 is formed in a leftward sloping shape, inclined towards the inside of the game area 23 (in this case, the left side) in the left-right direction. The first major prize opening 64a is elongated along the first inclined rolling path 114 and is formed as an upward opening in the bottom wall of the first inclined rolling path 114.
[0050] The opening / closing member 112 is a roughly plate-shaped body formed in a downward sloping shape to the left along the first inclined rolling path 114, and is capable of sliding in the front-rear direction by the drive of an opening / closing drive mechanism (not shown). When closed, it protrudes forward of the surface of the game board 16 to close the first large prize opening 64a and guides the game balls flowing down from the upstream side toward the downstream side (in this case, the left side) of the first inclined rolling path 114. When open, it retracts behind the surface of the game board 16 to open the first large prize opening 64a.
[0051] Furthermore, a normal prize-winning mechanism 66 is located at the upstream end of the first inclined rolling path 114 in the grand prize-winning unit 55. This normal prize-winning mechanism 66 includes a normal prize-winning opening 66a into which game balls can be entered, and a game ball detection switch 115 for detecting game balls that have entered the normal prize-winning opening 66a. When a game ball enters the normal prize-winning opening 66a, a predetermined number of game balls are dispensed as prize balls for each entry.
[0052] The second major prize-winning mechanism 65 is an operable prize-winning mechanism that can change between an open state in which game balls can enter the second major prize-winning opening 65a and a closed state in which game balls cannot enter by the operation of an opening / closing member 116. As shown in Figure 5, it is equipped with a game ball detection switch 117 that detects game balls that have entered the second major prize-winning opening 65a. When the stopping symbols after the first and second special symbol display means 71 and 72 have changed to a minor win pattern and a minor win state occurs, the opening / closing member 116 opens according to a predetermined minor win opening pattern. When a game ball enters the second major prize-winning opening 65a, a predetermined number of game balls (for example, 3 balls) are dispensed as prize balls for each win.
[0053] The second major prize-winning mechanism 65 includes a specific area 118a, a normal area 118b, a movable distribution mechanism 119 that distributes game balls that have entered the second major prize-winning opening 65a between the specific area 118a and the normal area 118b, a specific game ball detection switch 120a that detects game balls that have flowed into the specific area 118a, and a normal game ball detection switch 120b that detects game balls that have flowed into the normal area 118b. After a game ball that has entered the second major prize-winning opening 65a is detected by the game ball detection switch 117, it flows down the distribution guide passage 119a and reaches the distribution mechanism 119. The distribution mechanism 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, it is guided to the rear side of the game board 16. When a game ball that has entered the second major prize slot 65a is guided to the specific area 118a by the distribution means 119, and the specific game ball detection switch 120a detects that game ball (hereinafter referred to as a V-win), a jackpot state is generated.
[0054] As shown in Figure 5, the second major prize mechanism 65 is located below the first major prize mechanism 64 in the major prize unit 55, and the second major prize opening 65a is located in the middle of the second inclined rolling track 121, which is formed on the downstream side (in this case, the lower side) of the first inclined rolling track 114. The first inclined rolling track 114 branches at its downstream end (left end) into the rightward second inclined rolling track 121 and the leftward branching track 122. Game balls that pass through the first inclined rolling path 114 flow down to the second inclined rolling path 121 with a high probability, and rarely flow down to the branch path 122. Game balls that flow down to the branch path 122 either enter the prize-winning opening 106 or other prize-winning openings, or are discharged to the rear of the game board 16 via the first out opening 73a located at the downstream end of the game area 23, that is, in the lower center of the game area 23 (here below the first special symbol starting means 62).
[0055] The second inclined rolling path 121 is formed in a downward sloping shape that slopes to the right, towards the outside of the game area 23 (in this case, to the right). The second large prize opening 65a is elongated along the second inclined rolling path 121 and is formed in an upward-facing opening shape in the bottom wall of the second inclined rolling path 121.
[0056] The opening / closing member 116 is a roughly plate-shaped body formed in a downward sloping shape along the second inclined rolling path 121, and is capable of sliding in the front-rear direction by the drive of an opening / closing drive mechanism (not shown). When closed, it protrudes forward of the surface of the game board 16 to close the second large prize opening 65a and guides the game balls flowing down from the upstream side toward the downstream side (right side in this case) of the second inclined rolling path 121. When open, it retracts behind the surface of the game board 16 to open the second large prize opening 65a.
[0057] Furthermore, a second outlet 73b is located at the downstream end (right end) of the second inclined rolling path 121. The second outlet 73b is provided in the big prize unit 55 along with the second big prize means 65, 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 via this second outlet 73b.
[0058] Furthermore, as shown in Figures 5 and 9, the normal prize winning unit 56 is equipped with multiple, for example, two, normal prize winning means 67, 68, and a third out port 73c is located upstream of these multiple normal prize winning means 67, 68. The normal prize winning means 67, 68 are equipped with normal prize winning openings 67a, 68a into which game balls can be won, and game ball detection switches 123, 124 for detecting game balls that have entered these normal prize winning openings 67a, 68a. When a game ball enters a normal prize winning opening 67a, 68a, a predetermined number of game balls are dispensed as prize balls for each win.
[0059] Furthermore, as shown in Figures 5 and 9, the central display frame unit 53, the start prize unit 54, the big prize unit 55, the regular prize unit 56, etc., located within the game area 23, have decorative stickers (decorative adhesive sheets, which are adhesive sheets for decoration) attached to the transparent adhesive parts on their front sides, with at least a portion of the stickers being decorated.
[0060] Specifically, the central display frame unit 53 has transparent adhesive sections 131-133 formed on the upper, right, and left front sides of the decorative frame 93, and decorative stickers (decorative adhesive sheets) S11-S13 are attached to these adhesive sections 131-133, respectively. The starting prize unit 54 has a transparent adhesive section 134 formed on the front side of the prize trough 105, and decorative stickers (decorative adhesive sheets) S14 are attached to this adhesive section 134. The grand prize unit 55 has a transparent adhesive section 135 formed on the front side, and decorative stickers (decorative adhesive sheets) S15 are attached to this adhesive section 135. The grand prize unit 55 has an LED board 125 with multiple LEDs 125a arranged on it mounted behind the adhesive section 135.
[0061] Furthermore, the regular prize winning unit 56 has a transparent attachment area 136 on its front side, and a decorative sticker (decorative attachment sheet) S16 is attached to this attachment area 136. In addition, a performance information display sticker S21, which displays performance information of the gaming machine, is attached to a predetermined position outside the game area 23, for example, on the front side of the third rail member 51c. Details of these decorative stickers S11 to S16 and the performance information display sticker S21 will be described later.
[0062] As shown in Figure 4, etc., the back of the back case 138, which is located on the back of the game board 16, has a main control board case 142 that houses the main control board 141, and a performance board case 147 that houses the performance interface board 143, LCD interface board 144, LCD control board 145, ROM board 146, etc., which are detachably attached to the back side.
[0063] Furthermore, a removable back cover 148 is attached to the back of the front frame 3, which can be opened and closed to cover the back of the game board 16. Above it are a game ball tank 149 and a tank rail 150, and on one side each are a dispensing means 32 and a dispensing passage 151. When a game ball enters a prize-winning opening such as the first large prize-winning opening 64a, or when a ball-dispensing command is received from an automatic ball-dispensing machine (not shown), the game balls in the game ball tank 149 are dispensed via the tank rail 150 by the dispensing means 32, and the game balls are guided to the upper tray 33 via the dispensing passage 151. The back cover 148 is made of transparent synthetic resin and is positioned 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. Furthermore, an external terminal board 152a is positioned on the upper side of the tank rail 150, which is equipped with multiple external terminals 152 for outputting various signals to an external hall-side computer or the like.
[0064] Furthermore, a circuit board mounting base 153 is positioned on the lower back side of the front frame 3, that is, on the back side of the lower mounting section 15. A power supply board case 155 housing a power supply board 154 and a dispensing / launching board case 157 housing a dispensing / launching control board 156 are detachably mounted on the back side of this circuit board mounting base 153.
[0065] Furthermore, multiple information display sheets are attached to the back of the front frame 3. Specifically, an external terminal information display sticker S22, which displays information about the external terminal 152, is attached to the back of the external terminal board 152a, for example, on the rear side. Also, a warning sticker S6 regarding opening the back cover is attached to the back of the back cover 148, and a warning sticker S7 regarding high temperature is attached to the back of the power supply board case 155. In addition, a main board information display sticker S23, which displays the board management number and board opening information, is attached to the back of the main control board case 142, and so on. Information display sheets are attached to each board case.
[0066] Next, we will explain in detail the stickers attached to various parts of the gaming machine. First, we will explain the warning stickers S1 to S7, which are stickers used for displaying information.
[0067] The warning stickers (warning information sticker sheets) S1 to S7 display warning information and, as shown in Figure 10, are provided with a first display section a1 to attract the attention of the target person (gaming hall staff or players) and to indicate that the sticker is a warning sticker, and a second display section a2 to show the content to be warned about (warning information display section that displays warning information). The first display section a1 has a yellow background and displays black text, etc., and the second display section a2 has a black background and displays white text, etc. The first display section a1 displays the first warning symbol s1 and the second warning symbol s2. The first warning symbol s1 consists of a black triangle with an exclamation mark (!) in cutout letters (the same yellow as the background) inside. The second warning symbol s2 consists of the word "Caution" in black Gothic font. Note that warning stickers S1, S5, S6, and S7 are intended for amusement hall staff, while the other warning stickers S2, S3, and S4 are intended for players.
[0068] The warning sticker S1 is intended to provide a warning regarding the attachment and detachment of the side unit 30. As shown in Figures 1 to 3, it is affixed to a predetermined location on the side unit 30, for example, on the top surface (the part to be affixed that does not transmit light). As shown in Figure 10(A), it is formed in a horizontally elongated, roughly rectangular shape, with a first display area a1 of a certain width along the top edge and a second display area a2 below it. The predetermined location for affixing this warning sticker S1 is a location that is visible during the attachment and detachment of the side unit 30, and it is desirable that it is a location that is not visible or difficult to see from the front for a player while playing. The first display area a1 has one first warning symbol s1 on each of the left and right ends, and the second warning symbol s2 is displayed in the center between them. The second display area a2 has horizontal text in Gothic font that reads "Be careful of pinching your fingers on the side when replacing the unit. Be careful of pinching your fingers!" and a pictogram showing pinching fingers, both displayed in white.
[0069] The warning sticker S2 is intended to warn about the airflow and, as shown in Figure 1, is affixed to the front of the side unit 30 near the air blower 28 in a position visible to the player (a non-transparent area to which it is attached). As shown in Figure 10(B), it is formed in a horizontally elongated, roughly rectangular shape, with a predetermined width area on the left end being the first display area a1 and the area to its right 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 on the left and right. The second display area a2 displays the words "Please be careful as wind will be emitted" in white, horizontal text in Gothic font.
[0070] The warning sticker S3 is intended to warn about the movement and operation of the movable parts. As shown in Figure 1, it is affixed to the front side of the side unit 30 near the second movable frame 27 in a position visible to the player (a non-transparent area to which it is attached). As shown in Figure 10(C), it is formed in a vertically elongated, roughly rectangular shape to match the shape of the area to which it is attached, 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 vertically. The second display area a2 displays the words "Be careful of the gimmick popping out or sudden movement or vibration. Be careful of pinching your hands or fingers." in white vertical text in Gothic font.
[0071] The warning sticker S4 is intended to warn about the operation of the movable part at the top and the operation of the operation button 37. As shown in Figure 1, it is affixed to the lower decorative cover 36 near the operation button 37 in a position visible to the player (a non-transparent area to which it is attached). As shown in Figure 10(D), it is formed in a horizontally elongated, roughly rectangular shape, with a first display area a1 of a certain width along the top edge and a second display area a2 below it. Similar to the warning sticker S1, the first display area a1 displays one first warning symbol s1 on each of the left and right ends, and a second warning symbol s2 in the center between them. The second display area a2 displays the following horizontal text in Gothic font in white: "Please be careful of the overhead mechanism popping out. Do not press the button too hard as it may be damaged."
[0072] The warning sticker S5 is intended to warn about injuries caused by metal parts. As shown in Figure 2, it is affixed to a designated location on the back of the glass door 7, for example, on or near the bottom tray guide unit 43b. As shown in Figure 10(E), it is formed in a horizontally elongated, roughly rectangular shape, with a first display area a1 of a certain width along the top edge and a second display area a2 below it. Similar to the warning sticker S1, the first display area a1 displays one first warning symbol s1 on each of the left and right ends, and a second warning symbol s2 in the center between them. The second display area a2 displays the words "Be careful of the edges of metal parts." in white, horizontal text in Gothic font.
[0073] The warning sticker S6 is intended to warn about dangerous parts and the opening of the back cover 148. As shown in Figure 4, it is affixed to a predetermined location on the back of the front frame 3, for example, on the back side of the back cover 148. As shown in Figure 10(F), it is formed in a horizontally elongated, roughly rectangular shape, with a first display area a1 of a certain width along the top edge and a second display area a2 below it. Similar to the warning sticker S1, the first display area a1 displays one first warning symbol s1 on each of the left and right ends, and a second warning symbol s2 in the center between them. The second display area a2 displays the words "Beware of electric shock and sharp edges. Be careful when opening the back cover." in white horizontal text in Gothic font.
[0074] The warning sticker S7 is intended to warn about high-temperature areas. As shown in Figure 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 emit heat above a predetermined temperature (e.g., 50°C). As shown in Figure 10(G), it is formed in a horizontally elongated, roughly rectangular shape, with a first display area a1 of a certain width along the top edge and a second display area a2 below it. Similar to the warning sticker S1, the first display area a1 displays one first warning symbol s1 on each of the left and right ends, and a second warning symbol s2 in the center between them. The second display area a2 displays the words "Power supply board high temperature warning" in Gothic font in white.
[0075] Although the above warning stickers S1 to S7 differ in their external shape, size, display content, and layout, their basic configuration, namely the number of printing plates, the number of colors used, and the placement of adhesive, is the same for all of them. It should be noted that placing these warning stickers indiscriminately will diminish their effectiveness. Therefore, it is desirable to apply warning stickers only to areas where they are truly necessary. For example, the high-temperature warning sticker S7 should only be applied to circuit board cases with parts that exceed a specified temperature, and not to other circuit board cases.
[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 consists of a white main sheet made of a material such as PET or paper, with two printing plates, yellow (Y plate) and black (K plate), applied to the surface (top) by silk screen printing, and a full-surface adhesive layer (adhesive plate) with adhesive applied to the entire surface on the back side. The appearance of each plate (1st to 3rd plates) is as shown in Figures 11(a) to (c). Thus, warning stickers S1 to S7 have three printing plates, two printing colors (excluding the white of the fabric color), and employ a full-surface adhesive layer, and their entire surface is opaque and non-transparent.
[0077] As described above, warning stickers S1 to S7 are unlikely to be replaced even when parts are reused, and warning stickers S1 to S4 may be touched by players, while warning stickers S5 to S7 may be touched by staff at the gaming hall. Therefore, a full adhesive layer is used to prioritize resistance to peeling and cost over ease of removal. In this sense, it is desirable to use an adhesive with relatively strong adhesive strength. Also, since warning stickers S1 to S7 do not have transparent parts, there is no need to use a highly transparent adhesive, which also helps to reduce costs.
[0078] Furthermore, since the warning stickers S1-S7 are solely for the purpose of raising awareness and not for decoration, the number of colors and plates are kept to a minimum to reduce costs, while the contrast between black and yellow / white makes them easily noticeable. In addition, the number of colors and types of colors (yellow, black, white) used in multiple (in this case, all) warning stickers S1-S7 are standardized, and common symbols (first warning symbol s1 and second warning symbol s2) are used. Moreover, this color combination (yellow, black, white) is not used in other types of adhesive sheets (excluding the specific decorative adhesive sheets described later), making it immediately clear that they are warning stickers. In addition, warning stickers S1-S7 are standardized not only in the overall color combination (yellow, black, white), but also in the division into the first display section a1 and the second display section a2, and in the color arrangement in the first and second display sections a1 and a2. Furthermore, the first display section a1 may display either the first or second warning symbols s1 or s2, for example, only the first warning symbol s1.
[0079] Next, we will explain the decorative stickers S11 to S16, which are decorative adhesive sheets. As shown in Figures 5 and 9, all of the decorative stickers S11 to S16 are placed within the game area 23 of the game board 16.
[0080] As shown in Figure 9, the decorative sticker S11 is affixed to a colorless, transparent adhesive portion 131 formed on the upper front side of the decorative frame 93 in the central display frame unit 53. As shown in Figures 12(A) and (B), the decorative sticker S11 is printed on the back (bottom) side of a colorless, transparent main sheet made of a material such as PET, using a 4-plate silk screen (CMYK color) + 100% white silk screen + adhesive plate. Thus, the decorative sticker S11 has 6 printing plates and 5 colors.
[0081] The first to fourth plates are cyan (C), magenta (M), yellow (Y), and black (K), respectively, and full-color illustrations are formed using these three primary colors plus black. Of course, if black is to be represented using only the three primary colors, the fourth plate (black) can be omitted, but since it is not possible to represent perfect black with only the three primary colors, it is desirable to use a separate black plate.
[0082] The illustration (decoration) on the decorative sticker S11, as shown in Figure 12(a), consists of a first decorative section 161 comprising a plain, trees growing there, and mountains behind them, and a second decorative section 162 comprising a sun floating in the sky and the word "SUN" on either side of it. The sky portion, excluding the second decorative section 162, is an undecorated section 163.
[0083] In the fifth edition, white (100%) is applied to the back of the decoration. As shown in Figure 12(b), this area coincides with the area of the first decorative section 161, while the areas of the second decorative section 162 and the undecorated section 163 are not white-covered. When this 100% white white covering is applied, that area (in this case, the area corresponding to the first decorative section 161) becomes almost completely opaque (light-blocking rate of 90% or more). Thus, although the area covered with 100% white white has slight light transmission, it can be considered substantially opaque, and in this embodiment, it is described as non-transparent (i.e., a light-blocking plate). In the area where this white covering is not applied, the undecorated section 163 remains colorless and transparent, while the second decorative section 162 is translucent and becomes colored transparent or colored opaque (in this case, colored opaque) depending on the type and shade of color. As a result, light from light-emitting means such as the LED 81a located on the rear side of the transparent main body plate 50 passes through the transparent attached portion 131, etc., and then passes through the second decorative portion 162 and the non-decorative portion 163.
[0084] The sixth edition is an adhesive sheet, and the adhesive layer of this decorative seal S11 is a partially adhesive layer having an adhesive portion 164 to which adhesive is attached and an adhesive-free portion 165 to which adhesive is not attached, as shown in Figure 12(c). The adhesive portion 164 is formed in a region that combines an outer peripheral region 164a of approximately constant width along the outer circumference of the transparent sheet (the region outside the dashed line in Figure 12(c)) and a decorative region 164b corresponding to the decorated decorative portion (first decorative portion 161 and second decorative portion 162). In this decorative seal S11, the decorative region 164b is also a non-transparent portion.
[0085] In this way, the decorative seal S11 employs a partial adhesive layer in which the outer peripheral region 164a along the outer edge and the decorative region 164b (which is also the non-transparent part) corresponding to the decorated decorative parts 161 and 162 are designated as the adhesive part 164, and the remaining parts are designated as the non-adhesive part 165. Therefore, even if the adhesive strength of the adhesive is the same, the overall adhesive strength can be suppressed compared to when a full adhesive layer is used, and the stability of the application can be increased compared to when the adhesive part is provided only in the outer peripheral region. This makes it possible to maintain a certain level of adhesive strength for the applied sheet while improving the workability when replacing the central display frame unit 53 when reusing it. In addition, since adhesive does not adhere to the non-decorative parts and transparent parts except for the outer peripheral region 164a, the light transmittance and transparency of the non-decorative parts and transparent parts can be maintained at a high level.
[0086] As shown in Figure 9, the decorative sticker S12 is affixed to a colorless, transparent adhesive portion 132 formed on the right front side of the decorative frame 93 in the central display frame unit 53. As shown in Figures 13(A) and (B), the decorative sticker S12 is printed on the back (bottom) side of a colorless, transparent main sheet made of a material such as PET, using four silk screen plates (CMYK color) + 100% white silk screen plate + black underprint plate + 50% white silk screen plate + adhesive plate. Furthermore, a hologram is placed between the fifth plate (100% white silk screen) and the sixth plate (black underprint). Thus, the decorative sticker S12 has eight printing plates (excluding the hologram) and six colors (assuming the black of the four silk screen plates and the black of the black underprint are the same color, and the 100% white and 50% white are different colors).
[0087] The first to fourth editions use cyan (C), magenta (M), yellow (Y), and black (K) respectively, and full-color illustrations are formed using these three primary colors plus black. The illustrations (decorations) on the decorative sticker S12 are composed of a first decorative section 171 consisting of a child, a butterfly, a dragonfly, and a tree, as shown in Figure 13(a), and a second decorative section 172 which is the background for them.
[0088] Furthermore, within the area of the first decorative section 171, there are undecorated sections 173 to 175 that are not decorated. The undecorated section (light-emitting section) 173 corresponds to the LEDs (light-emitting elements for notification) 69a, 69b that constitute the ordinary pattern display means 69 and the LEDs (light-emitting elements for notification) 70a to 70d that constitute the ordinary hold count display means 70, and is composed of a predetermined number (6) of circular sections arranged in close proximity to each other. The undecorated section (light-emitting section) 174 corresponds to the 7-segment LED (light-emitting element for notification) that constitutes the second special pattern display means 72, and is composed of a single rectangular section. The undecorated section (light-emitting section) 175 corresponds to the LED (light-emitting element for notification) 60a that constitutes the right-hand shooting notification means 60, and is composed of a single triangular section.
[0089] The 5th and 7th editions involve applying white ink from the back of the decoration. The 5th edition uses 100% white ink, while the 7th edition uses 50% white ink. The area of the 5th edition (100% white ink) coincides with the area of the first decorative section 171, excluding the undecorated sections 173-175, as shown in Figure 13(b). The areas of the undecorated sections 173-175 and the second decorative section 172 are not covered with 100% white ink. When this white (100%) ink is applied, the area exhibits opacity, allowing almost no light to pass through. The area of the 7th edition (50% white ink) coincides with the area of the undecorated sections (light-emitting sections) 173-175, as shown in Figure 13(d). When this white (50%) ink is applied, the area (undecorated sections 173-175) becomes translucent but opaque (translucent section, opaque section). Thus, the 5th edition (100% white ink) and the 7th edition (50% white ink) are the same color (white), but have different light transmittances.
[0090] The sixth version is a black pressing plate (light-blocking plate) for fixing the hologram and blocking light, and as shown in Figure 13(c), it covers the entire area except for the non-decorative parts 173-175. The hologram layer is formed by any method such as transfer, but the area corresponding to the non-decorative parts 173-175 is peeled off. Thus, the decorative seal S12 is almost entirely opaque, and even the non-decorative parts 173-175, which are only slightly translucent, have a light-emitting element for notification positioned behind them, so light from light-emitting means such as the LED 83a located behind the transparent main plate 50 hardly passes through.
[0091] The 8th edition is an adhesive plate, and the adhesive layer of this decorative seal S12 is a partial adhesive layer having an adhesive portion 176 to which adhesive is attached and an adhesive-free portion 177 to which adhesive is not attached, as shown in Figure 13(e). The adhesive-free portion 177 is composed 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 these first to third adhesive-free portions 177a to 177c is the adhesive portion 176.
[0092] The first to third non-adhesive sections 177a to 177c are each slightly wider than the undecorated sections 173 to 175. The first non-adhesive section 177a consists of six circular sections corresponding to the undecorated section 173 that are interconnected to form a single section (luminescent section), while the third non-adhesive section 177c forms a single circular section that includes the triangular section of the undecorated section 175. The first non-adhesive section 177a may also consist of multiple (six) independent sections that individually correspond to the undecorated section 173.
[0093] In this way, the decorative sticker S12 has non-decorative areas 173 to 175 corresponding to the LEDs 69a and 69b that make up the normal pattern display means 69, the LEDs 70a to 70d that make up the normal hold count display means 70, the 7-segment LED that makes up the second special pattern display means 72, and the LED 60a that makes up the right-hand shooting notification means 60. White (50%) is applied to these non-decorative areas 173 to 175, so that the LEDs on the back are hidden while light from those LEDs is transmitted, making it possible to achieve both a good appearance and a notification function through illumination. In addition, the areas corresponding to the non-decorative areas 173 to 175 are adhesive-free areas 177a to 177c, so that the reduction in light transmission due to adhesive is prevented. Furthermore, because a hologram layer is placed between the 5th and 6th editions, the areas where 100% white ink (5th edition) is not applied, i.e., the background area of the second decorative section 172, reflect light in a complex way, creating a sparkling, three-dimensional effect that makes the first decorative section 171 stand out.
[0094] Furthermore, the non-decorative section 174 corresponding to the 7-segment LED may be made colorless and transparent without white printing (50%). In addition, non-adhesive sections may be provided in areas other than the non-decorative sections 173 to 175. For example, the outer peripheral area along the outer edge + α (for example, an area with 100% white printing) may be made into an adhesive section.
[0095] As shown in Figure 9, the decorative sticker S13 is affixed to a colorless, transparent adhesive portion 133 formed on the left front side of the decorative frame 93 in the central display frame unit 53. As shown in Figures 14(A) and (B), the decorative sticker S13 is printed on the back (bottom) side of a colorless, transparent main sheet made of a material such as PET, using a 4-plate silk screen (CMYK color) + 100% white silk screen + 50% white silk screen + adhesive plate. Thus, the decorative sticker S13 has 7 printing plates and 6 colors (when 100% white and 50% white are treated as different colors).
[0096] The first to fourth editions use cyan (C), magenta (M), yellow (Y), and black (K) respectively, and full-color illustrations are formed using these three primary colors plus black. The illustration (decoration) depicted on the decorative sticker S13 consists of a first decorative section 181 comprising butterflies, dragonflies, stag beetles, and trees, as shown in Figure 14(a), and a second decorative section 182 which is the background for these elements. Within the area of the first decorative section 181, there is a non-decorated section 183 that is not decorated. The non-decorated section (light-emitting section) 183 corresponds to the 7-segment LED (notification light-emitting element) that constitutes the first special pattern display means 71, and is composed of a single rectangular area.
[0097] The 5th and 6th editions involve applying white ink to the back of the decoration. The 5th edition uses 100% white ink, while the 6th edition uses 50% white ink. The area of the 5th edition (100% white ink) coincides with the area of the first decorative section 181, excluding the undecorated section 183, as shown in Figure 14(b). The areas of the undecorated section 183 and the second decorative section 182 are not covered with 100% white ink. When this white (100%) ink is applied, the area exhibits opacity, allowing almost no light to pass through. The area of the 6th edition (50% white ink) coincides with the area of the undecorated section 183 (light-emitting section), as shown in Figure 14(c). When this white (50%) ink is applied, the area (undecorated section 183) becomes opaque, although it has a certain degree of light transmission (light-transmitting section, opaque section).
[0098] Furthermore, the second decorative section 182, which is not whitened in either 100% or 50% white, is translucent (translucent section) and becomes colored transparent (transparent section) or colored opaque (opaque section) depending on the type and shade of color. As a result, light from light-emitting means such as LED 83a located on the rear side of the transparent main body plate 50 passes through the transparent adhesive section 133, etc., and then passes through the second decorative section 182. Note that the light transmittance of the non-decorative section (specific translucent section) 183 corresponding to the 7-segment LED (light-emitting section) is lower than the light transmittance of the second decorative section (non-specific translucent section) 182.
[0099] The 7th edition is an adhesive sheet, and the adhesive layer of this decorative sticker S13 is a partially adhesive layer having an adhesive portion 184 to which adhesive is attached and an adhesive-free portion 185 to which adhesive is not attached, as shown in Figure 14(d). The adhesive portion 184 is formed in a region that combines an outer peripheral region 184a of approximately constant width along the outer periphery of the transparent sheet (the region outside the dashed line in Figure 14(d)) and a non-transparent region 184b to which white printing (100%) is applied. Note that the non-decorative portion 183 corresponding to the 7-segment LED is excluded from the adhesive portion 184 (outer peripheral region 184a), even if at least a part of it is within the approximately constant width region along the outer periphery of the transparent sheet.
[0100] In this way, the decorative sticker S13 employs a partial adhesive layer in which the outer peripheral region 184a along the outer edge and the non-transparent region 184b with white ink (100%) applied are designated as adhesive areas 184, and the remaining areas are designated as non-adhesive areas 185. Therefore, even if the adhesive strength of the adhesive is the same, the overall adhesive strength can be suppressed compared to the case where a full adhesive layer is used, and the stability of the application can be increased compared to the case where adhesive is only provided in the outer peripheral region. This makes it possible to maintain a certain level of adhesive strength for the applied sheet while improving the workability when reapplying the central display frame unit 53 for reuse. In addition, since no adhesive adheres to the second decorative part 182, which is a translucent region, except for the outer peripheral region 184a, the translucency of the translucent area can be maintained at a high level. Furthermore, the area corresponding to the 7-segment LED that constitutes the first special pattern display means 71 is designated as a non-decorative area 183, and this non-decorative area 183 is painted with white (50%). This allows the LEDs on the rear to be concealed while still allowing light from those LEDs to pass through, thus achieving both a visually appealing appearance and a notification function through illumination.
[0101] Furthermore, since the area corresponding to the non-decorative section 183 is the adhesive-free section 185, a decrease in light transmittance due to adhesive can be prevented. Note that the non-decorative section 183 corresponding to the 7-segment LED may be made colorless and transparent without the white printing (50%) (i.e., the 6th layer is omitted).
[0102] The decorative sticker S14 is affixed to the colorless and transparent affixing portion 134 formed on the front side of the winning trough 105 in the starting winning unit 54 as shown in FIG. 9. As shown in FIGS. 15(A) and (B), 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 using a silk magenta (M) plate + silk black (K) plate + silk white (100%) plate + adhesive plate. Thus, the decorative sticker S14 has 4 printing plates and 3 printing colors.
[0103] The first plate is magenta (M), and as shown in FIG. 15(a), the character "summer" is formed in the approximate center of the transparent sheet. The second plate is black (K), and as shown in FIG. 15(b), the border of the character "summer" is formed. The third plate performs white overprinting from the back side of the decoration with white (100%), and as shown in FIG. 15(c), the area coincides with the area of the character "summer" formed by the first and second plates. When this white overprinting with white (100%) is performed, the area (here, the character area of "summer") is assumed to exhibit non-translucency that hardly allows light to pass through. The peripheral area where this white overprinting is not performed remains colorless and transparent.
[0104] The fourth plate is an adhesive plate, and the adhesive layer of this decorative sticker S14 is a full-surface adhesive layer without an adhesive-free portion as shown in FIG. 15(d). This decorative sticker S14 has a small area. When adopting a partial adhesive layer (outer peripheral area + α (non-translucent part, decorative part, non-transparent part)) similar to the decorative stickers S11 to S13 with a large area, the cost becomes high even though the area of the adhesive part is not very different from that of the full-surface adhesive layer. Therefore, a full-surface adhesive layer is adopted from the perspective of cost-effectiveness. Of course, a partial adhesive layer with the outer peripheral area + α (decorative part, non-translucent part, non-transparent part) as the adhesive part or only the outer peripheral area as the adhesive part may be adopted. Also, an LED may be arranged on the rear side of the affixing portion 134 to which the decorative sticker S14 is affixed.
[0105] As shown in Figure 9, the decorative sticker S15 is affixed to a colorless, transparent attachment area 135 formed on the front side of the grand prize unit 55. Inside the grand prize unit 55, there is a section through which game balls pass (second inclined rolling path 121, distribution guide passage 119a, distribution means 119, etc.) and a section through which game balls do not pass. The decorative sticker S15 is positioned to straddle the front of these game ball passage and non-passage sections. Unlike the other decorative stickers S11 to S14 and S16, this decorative sticker S15 has one or more (in this case, four) information display sections on a part of it (specific decorative attachment sheet).
[0106] Furthermore, as shown in Figures 16(A) and (B), the decorative sticker S15 has a colorless, transparent main sheet made of a material such as PET, and the back (bottom) side is printed using four silk screen plates (CMYK color) + a white silk screen plate (100%) + an adhesive plate. Thus, the decorative sticker S15 has six printing plates and five colors.
[0107] The first to fourth editions use cyan (C), magenta (M), yellow (Y), and black (K) respectively, and these three primary colors plus black form the full-color illustrations (decorations) and information display sections. As shown in Figure 16(a), the illustrations (decorations) on the decorative sticker S15 are composed of an upper first decorative section 191 and a lower second decorative section 192, flanking the front area of the second inclined rolling path 121 (see Figure 5) in the grand prize unit 55, with the front area of the second inclined rolling path (game ball passage section) 121 being a first undecorated section 193. The first decorative section 191 consists of a first main decorative section 191a consisting of children, butterflies, and trees, and a first background decorative section 191b, which is the background for these elements. Within the second decorative section 192, there is a second non-decorative section 194 corresponding to the front of the distribution guide passage (game ball passage section) 119a and the distribution means (game ball passage section) 119 (see Figure 5), and a character decoration section 192a that forms the words "SUMMER VACATION".
[0108] Here, the string "SUMMER VACATION" that constitutes the text decoration section 192a is displayed in two lines, upper and lower, divided into the first part "SUMMER" and the second part "VACATION," but the overall arrangement is not horizontal. Specifically, the first part "SUMMER" is arranged in a downward sloping manner to the right, while the second part "VACATION" is divided in the middle by the second non-decorative section 194, with the first "VA" sloping downward to the right along the upper "SUMMER," and the remaining "CATION" arranged roughly horizontally along the bottom of the second non-decorative section 194. Thus, since the strings constituting the text decoration section 192a are intended for decoration rather than information display, design is prioritized over readability, and they are arranged in a way that at least some parts are not horizontal.
[0109] Furthermore, the decorative sticker S15 has four information display sections: a first warning information display section 301, a second warning information display section 302, a copyright information display section 303, and a two-dimensional code display section 304. These are positioned at predetermined locations (in this case, near the outer periphery of the decorative sticker S15) that correspond to the front of the non-passing sections, avoiding the front of the sections through which the game balls pass, such as the second inclined rolling path 121 and the distribution guidance passage 119a.
[0110] The first warning information display unit 301 displays first warning information to amusement hall staff regarding the attachment / detachment and cleaning of the game board 16. As shown in Figure 16(a), it is located in the lower right of the decorative sticker S15, that is, near the right end of the second decorative part 192 below the second inclined rolling path 121 (see Figure 5). As shown in Figure 18(a), the first warning information display unit 301 is formed in a roughly rectangular shape close to a square, with a certain width area along the top edge being the first display unit a1 and the area below it being the second display unit a2. Similar to the warning stickers S1 to S7, the first display unit a1 is the part that attracts the attention of the target person (amusement hall staff or players) and indicates that the information display unit is a warning, while the second display unit a2 is the part that shows the content to be noticed.
[0111] The first display unit a1 has a yellow background, with one first warning symbol s1 on each of the left and right ends, each consisting of a black triangle with an exclamation mark (in the same yellow as the background) inside. In the center between them, a second warning symbol s2 is displayed, consisting of the word "Caution" in black Gothic font. The second display unit a2 has a black background, with the text "Always turn off the power when attaching or detaching the game board. Do not use detergent when cleaning." displayed horizontally in multiple lines in white Gothic font. Here, the string of characters constituting the warning information in the first warning information display unit 301 is arranged almost horizontally to prioritize readability, as its purpose is to convey information, unlike the decorative text decoration unit 192a which is for decorative purposes. As described above, the first warning information display unit 301 is designed to be easily recognizable as warning information by using the same number and types of colors (yellow, black, white), symbols (first warning symbol s1 and second warning symbol s2), and by having the color arrangement in the first and second display units a1 and a2 as that of the warning stickers S1 to S7.
[0112] Furthermore, the first warning information display unit 301 is positioned outside the window opening 24a in the glass door (opening / closing door) 7 (shown by a dashed line in Figure 17). When the glass door 7 is closed, it is partially hidden by the glass door 7 and cannot be seen from the front, but when the glass door 7 is open, it can be seen from the front. This first warning information display unit 301 displays warning information not for players but for the staff of the gaming hall, and moreover, the warning information concerns the attachment and detachment of the gaming board 16, which is performed with the glass door 7 open. By configuring it as described above, it is aesthetically pleasing as it is not visible to players who are not the target audience, and it has the advantage of appropriately alerting the target audience (gaming hall staff) only when a warning is necessary.
[0113] The second warning information display unit 302 displays second warning information to warn players about staring at lights such as LEDs. As shown in Figure 16(a), it is located at the bottom of the decorative sticker S15, that is, near the center of the lower end of the second decorative part 192 on the lower side of the second inclined rolling path 121 (see Figure 5). As shown in Figure 18(b), the second warning information display unit 302 is formed in a horizontally elongated, roughly trapezoidal shape, with its lower edge inclined along the outer edge (lower edge) of the game area 23. The area of a predetermined width on the left end is the first display unit a1, and the area to its right is the second display unit a2.
[0114] The first display section a1 shows a first warning symbol s1, which is a black triangle with a cutout "!" (the same yellow as the background) on a yellow background, and a second warning symbol s2, which consists of the word "Caution" in black Gothic typeface, displayed adjacent to each other on the left and right. The second display section a2 shows the words "Please do not stare at the same light from close range for a long time" in white Gothic typeface on a black background, displayed horizontally in multiple lines. Here, the string of characters constituting the warning information in the second warning information display section 302 is arranged almost horizontally to prioritize readability, as its purpose is to convey information, unlike the decorative character decoration section 192a which is for decorative purposes. As described above, the second warning information display unit 302, like the first warning information display unit 301, uses the same number and types of colors (yellow, black, white), symbols (first warning symbol s1 and second warning symbol s2), and is divided into a first display unit a1 and a second display unit a2. The color arrangement in the first and second display units a1 and a2 is also standardized with the warning stickers S1 to S7, making it immediately clear that it is warning information.
[0115] The second warning information display unit 302 is positioned inside the window opening 24a of the glass door (opening / closing door) 7, along the edge of the window opening 24a, and is visible from the front through the glass window 24 even when the glass door 7 is closed. Since this second warning information display unit 302 displays warning information for players, the above configuration ensures that it is always visible to players while minimizing any deterioration in appearance.
[0116] The copyright information display unit 303 is for displaying copyright information related to the gaming machine, and as shown in Figure 16(a), it is located near the top of the second warning information display unit (specific information display unit) 302. As shown in Figure 18(b), the copyright information display unit 303 displays a copyright mark with the letter "C" enclosed in a circle, and copyright information consisting of the copyrighted work (e.g., anime) used in the gaming machine and the name of the copyright holder, etc., written horizontally in black. Here, the string of characters (including the copyright mark) that constitutes the copyright information display unit 303 is arranged almost horizontally to prioritize readability, as its purpose is to convey information, unlike the decorative character decoration unit 192a which is for decorative purposes. In addition, a certain area including the copyright information display unit 303 is a transparent background area 305 with a transparent background.
[0117] The two-dimensional code display unit 304 displays a QR code (registered trademark) or other two-dimensional code that constitutes information indicating the type of decorative sticker S15. As shown in Figure 16(a), it is located at the left end of the decorative sticker S15, that is, near the upper left end of the second decorative part 192 below the second inclined rolling path 121 (see Figure 5). The two-dimensional code display unit 304 displays the two-dimensional code in black against a white background, but the background extends around the two-dimensional code, and this extended portion is a blank area where decorations and other elements are excluded. By providing this blank area, visibility can be ensured by preventing the two-dimensional code from being obscured by its surroundings, and reading errors can be prevented. To ensure the accuracy of reading by the code reader, it is desirable to place the two-dimensional code display unit 304 within a non-transparent area (the white area described later).
[0118] The two-dimensional code display unit 304 only needs to be positioned where there are no obstructions in front of it when reading is performed, and may be positioned where it is not visible from the front due to obstructions in front of it when not reading. For example, in the case of a two-dimensional code that is read when the big prize unit 55 is alone (before it is attached to the game board 16), it may be positioned where it is not visible from the front when it is attached to the game board 16, or when the game board 16 is attached to the front frame 3. Also, in the case of a two-dimensional code that is read when the game board 16 is alone (before it is attached to the front frame 3), it may be positioned where it is not visible from the front when the game board 16 is attached to the front frame 3. Furthermore, in the case of a two-dimensional code that is read when the glass door 7 is open, it may be positioned where it is not visible from the front because it is partially hidden by the glass door 7 when it is closed, but is visible from the front when the glass door 7 is open.
[0119] In the fifth edition, white (100%) white ink is applied to the back of the decoration, and as shown in Figure 16(b), this area coincides with the area excluding the first main decorative section 191a, the second non-decorated section 194 of the second decorative section 192, the character decoration section 192a, and the transparent background area 305. Furthermore, the area corresponding to the character decoration section 192a is a semi-white ink area with varying degrees of white ink density, achieved by distributing dots of arbitrary shapes (circular in this case) of different sizes in a predetermined pattern. When this white (100%) white ink is applied, the area exhibits opacity, meaning that almost no light passes through. Thus, the areas corresponding to the first warning information display section 301, the second warning information display section 302, and the two-dimensional code display section 304 are opaque and opaque due to the white (100%) white ink application.
[0120] In the areas where white ink is not applied, the first non-decorative section 193 and the second non-decorative section 194 remain colorless and transparent, the first background decorative section 191b is translucent and becomes colored transparent or colored opaque depending on the type and shade of color, and the background of the copyright information display section 303 in the transparent background area 305 becomes colorless and transparent. In addition, in the semi-white ink area, the character decoration section 192a, the white ink dot portions become opaque, and the gaps between them are translucent and become colored transparent or colored opaque depending on the type and shade of color. In this way, for the character decoration section 192a, it is possible to substantially change the transmittance while using white ink with a constant transmittance.
[0121] In this way, in the decorative sticker S15, the first non-decorative section 193 and the second non-decorative section 194, which correspond to the front side of the second inclined rolling path 121, the distribution guide passage 119a, and the distribution means 119 (all game ball passage sections), are transparent, and the passage of game balls can be seen from the front through these transparent sections. In addition, light from light-emitting means such as the LED 125a located on the rear side of the big prize unit 55 passes through the transparent attached section 135, etc., and then passes through the first background decorative section 191b, the first non-decorative section 193, the second non-decorative section 194, etc.
[0122] Furthermore, in order to prevent point illumination, it is desirable to position the LED 125a behind the first main decorative section 191a and other non-transparent sections. However, among these non-transparent sections, for information display sections such as the first warning information display section 301, the second warning information display section 302, and the two-dimensional code display section 304, it is desirable not to position the LED (light-emitting means) 125a behind them in order to prioritize readability of the information.
[0123] The sixth edition is an adhesive plate, and the adhesive layer of this decorative sticker S15 is a partially adhesive layer having an adhesive portion 195 to which adhesive is attached and an adhesive-free portion 196 to which adhesive is not attached, as shown in Figure 16(c). The adhesive portion 195 is formed in a region that combines an outer peripheral region 195a of approximately constant width along the outer edge of the transparent sheet (the region outside the dashed line in Figure 16(c)) and a non-transparent region 195b (which is also a non-transparent region) corresponding to the region where white printing (100%) is applied (excluding the character decoration portion 192a, which is a semi-white printing region). In this decorative sticker S15, the non-transparent region 195b is also part of the decorative region.
[0124] In this way, the decorative sticker S15 employs a partial adhesive layer in which the outer peripheral region 195a along the outer edge and the non-transparent region 195b corresponding to a part of the area where white printing (100%) is applied are designated as adhesive areas 195, and the remaining area is designated as a non-adhesive area 196. Therefore, even if the adhesive strength of the adhesive is the same, the overall adhesive strength can be suppressed compared to when a full adhesive layer is used, and the stability of the application can be increased compared to when an adhesive area is provided only in the outer peripheral region. This makes it possible to maintain a certain level of adhesive strength for the applied sheet while improving the workability when reapplying the grand prize unit 55 for reuse. In addition, since the first background decorative part 191b, which is a translucent region except for the outer peripheral region 195a, corresponds to the non-adhesive area 196, high translucency can be maintained. Furthermore, the areas corresponding to the first and second non-decorative parts 193 and 194 (transparent parts) are also adhesive-free parts 196 except for the outer peripheral area 195a, thus preventing a decrease in transparency due to adhesive and maintaining high visibility of the game balls in the second inclined rolling path 121, the distribution guide passage 119a, and the distribution means 119.
[0125] As shown in Figure 9, the decorative sticker S16 is affixed to a colorless, transparent adhesive portion 136 formed on the front side of the standard prize winning unit 56. As shown in Figures 19(A) and (B), the decorative sticker S16 is printed on the back (bottom) side of a colorless, transparent main sheet made of a material such as PET, using a 4-plate silk screen (CMYK color) + 100% white silk screen + adhesive plate. Thus, the decorative sticker S13 has 6 printing plates and 5 colors.
[0126] The first to fourth editions use cyan (C), magenta (M), yellow (Y), and black (K) respectively, and full-color illustrations are formed using these three primary colors plus black. The illustrations (decorations) on the decorative sticker S16 are composed of a first decorative section 201 consisting of a ladybug and a dragonfly, and a second decorative section 202 which is the background for them, as shown in Figure 19(a).
[0127] In the fifth edition, white (100%) is applied to the back of the decoration, and as shown in Figure 19(b), this area coincides with the first decorative section 201. When this white (100%) application is performed, the area will exhibit opacity, allowing almost no light to pass through. The area of the second decorative section 202, where this white application is not performed, will be translucent, becoming either colored transparent or colored opaque depending on the type and shade of color.
[0128] The fourth edition is an adhesive plate, and the adhesive layer of this decorative sticker S16 is a full-surface adhesive layer with no non-adhesive areas, as shown in Figure 19(c). This decorative sticker S16 is elongated and has a relatively small area, and if a partial adhesive layer (outer periphery + α (non-transparent part, decorative part, opaque part)) similar to the other decorative stickers S11~S13, S15, etc. were to be used, the cost would be higher even though the adhesive area would not be significantly different from that of a full-surface adhesive layer. Therefore, a full-surface adhesive layer is used from a cost-effectiveness perspective. Of course, a partial adhesive layer may be used in which the outer periphery + α (decorative part, non-transparent part, opaque part) is the adhesive part, or only the outer periphery is the adhesive part. In addition, an LED may be placed behind the part 136 to which the decorative sticker S16 is attached.
[0129] Furthermore, the adhesive strength of the glue used in the decorative stickers S11 to S16 described above is weaker than that of the glue 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 the replacement process easier and reduces the amount of adhesive residue.
[0130] Next, we will describe the performance information display sticker S21, the external terminal information display sticker S22, and the main board information display sticker S23, which are adhesive sheets for displaying information. The performance information display sticker S21 displays the performance information of the gaming machine. As shown in Figures 5 and 8, it is affixed to a predetermined position outside the game area 23 on the game board 16, for example, on the lower front side of the third rail member 51c. As shown in Figure 20(A), it is formed in a horizontally elongated trapezoidal shape with the upper edge sloping upwards to the right to match the shape of the third rail member 51c. In addition to the model name 211 of the gaming machine, the number of prize balls information 212, the probability of winning a jackpot information 213, the two-dimensional code 214, etc., are displayed in black letters on a white background.
[0131] As shown in Figures 21(A) and (B), the performance information display sticker S21 is made of a white main sheet made of a material such as PET or paper. On the top surface, it is printed with one black (K) plate (one color) using silk screen printing, and on the back side, a full-surface adhesive layer (adhesive plate) is provided with adhesive applied to the entire surface. The appearance of each plate (first and second plates) is shown in Figures 21(a) and (b). Thus, the performance information display sticker S21 has two printing plates, one printing color (excluding the white of the base material), and employs a full-surface adhesive layer, making its entire surface opaque and non-transparent. Note that there are no LEDs on the back of the performance information display sticker S21.
[0132] This performance information display sticker S21 displays the performance information of the gaming machine, and therefore may need to be replaced if parts are to be reused. However, it is not intended for decorative purposes and is located outside the gaming area 23. In this embodiment, a full adhesive layer is used to prioritize cost and other factors. Furthermore, since the only requirement is that the information is easy to read and aesthetics are not a priority, the number of plates and colors is kept to a minimum to reduce costs.
[0133] The external terminal information display sticker S22 displays information about the external terminals. As shown in Figure 4, it is affixed to the vicinity of the external terminal board 152a on the back side of the front frame 3 (the part to be attached that does not transmit light). As shown in Figure 20(B), it is formed in a horizontally elongated rectangular shape to correspond to the external terminal board 152a. For each of the 12 external terminals 152, the terminal color and the corresponding output signal type 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 affixed to the front frame 3 displays the specific output signal types such as "prize ball" and "door / frame open" for the two first external terminals, and terminal numbers such as "information terminal 1" to "information terminal 10" for the remaining 10 second external terminals instead of the output signal type. Information regarding the type of output signal output from the second external terminal is displayed at any location on the game board 16, for example, on an external terminal information display sticker (not shown) attached to the back side of the main control board case 142.
[0134] As shown in Figures 22(A) and (B), the external terminal information display sticker S22 is made of a yellow main sheet made of a material such as PET or paper. On its surface (top) side, it is printed with one black (K plate) by silk screen printing or the like (one color), and on the back side, a full-surface adhesive layer (adhesive plate) is provided with adhesive applied to the entire surface. The appearance of each plate (first and second plates) is shown in Figures 22(a) and (b). Thus, the external terminal information display sticker S22 has two printing plates, one printing color (excluding the yellow of the base material), and employs a full-surface adhesive layer, making its entire surface opaque and non-transparent. Note that there are no LEDs placed on the back side of the external terminal information display sticker S22.
[0135] This external terminal information display sticker S22 is affixed to the front frame 3 and displays information about the first external terminal under the control of the dispensing control board 156. Therefore, the possibility of replacing it is low, and in this embodiment, a full adhesive layer is used to prioritize cost and resistance to peeling. Also, since the only requirement is that the information is easy to read and appearance is not a priority, the number of plates and colors is kept to a minimum to reduce costs.
[0136] The main board information display sticker S23 displays information related to the main control board 141. As shown in Figure 4, it is affixed to the back side of the transparent main control board case 142, and as shown in Figure 20(C), it is formed in a roughly rectangular shape using a transparent sheet. The main board information display sticker S23 has a management number display area 221 for displaying the main board management number, etc., and multiple sets of opening information entry areas 222 for recording the person who opened it and the date of opening, both of which are formed as solid white areas. Near the management number display area 221, the words "Main board management number" are displayed in black, and near the opening information entry areas 222, a number indicating the order of opening, along with the words "Person who opened" and "Date of opening," are displayed in black.
[0137] As shown in Figures 23(A) and (B), the main board information display sticker S23 is made of a colorless, transparent main sheet made of a material such as PET. On the front (top) side, it is printed in white (100%) by silk screen printing, and on the back side, it is printed in black (K plate) and has a full adhesive layer (adhesive plate) with adhesive applied to the entire surface. The appearance of each plate (1st to 3rd plates) is as shown in Figures 23(a) to (c). In this embodiment, considering that information will be written later by hand in the opening information entry area 222, the white (100%) plates that make up the opening information entry area 222 are placed on the front (top) side of the main sheet. The management number display area 221 will have the main board management number for each model printed in a separate process performed later. Thus, the main board information display sticker S23 has 3 printing plates, 2 printing colors, and employs a full adhesive layer, at least a part of which is translucent, and at least a part of which is transparent.
[0138] 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 related to the main control board 141. Therefore, the possibility of replacing it is low, and in this embodiment, a full adhesive layer is used to prioritize cost and resistance to peeling. Also, since it is not for decorative purposes and only needs to ensure that the information is easy to read, the number of plates and colors is kept to a minimum to reduce costs. Although there are no LEDs on the back of the main board information display sticker S23, a transparent sheet is used so that the electronic components mounted on the board on the back are visible.
[0139] As explained above, in this pachinko machine, decorative stickers (adhesive sheets) S11 to S16, each having an adhesive layer on the back, are attached to the transparent parts to be attached 131 to 136. Of these decorative stickers S11 to S16, decorative stickers S11 to S13 and S15 have adhesive areas on the adhesive layer where adhesive is attached and adhesive areas where it is not. For decorative sticker S11, as shown in Figure 12, adhesive areas are provided in at least a portion of the areas corresponding to the transparent, translucent, and non-decorative parts, and adhesive areas are provided in at least a portion of the area along the outer periphery of the adhesive sheet and the areas corresponding to the non-transparent, non-translucent, and decorative parts. For decorative sticker S12, as shown in Figure 13, adhesive areas are provided in at least a portion of the areas corresponding to the translucent and non-decorative parts. Furthermore, as shown in Figure 14, the decorative seal S13 has non-adhesive areas in at least a portion of the areas corresponding to the translucent and non-decorative parts, and adhesive areas in at least a portion of the area along the outer periphery of the adhesive sheet and the area corresponding to the non-translucent and decorative parts. Furthermore, as shown in Figure 16, the decorative seal S15 has non-adhesive areas in at least a portion of the areas corresponding to the transparent, translucent and non-decorative parts, and adhesive areas in at least a portion of the area along the outer periphery of the adhesive sheet and the area corresponding to the non-transparent, non-translucent and decorative parts, with a transparent area positioned in front of the game ball passage area through which the game balls pass, i.e., the second inclined rolling path 121, the distribution guide passage 119a and the distribution means 119.
[0140] Furthermore, the decorative sticker S12 is provided with non-decorative parts (light-emitting parts) 173 to 175 corresponding to the LEDs (light-emitting elements for notification) 69a, 69b that constitute the ordinary pattern display means 69, the LEDs (light-emitting elements for notification) 70a to 70d that constitute the ordinary hold count display means 70, the 7-segment LED (light-emitting element for notification) that constitutes the second special pattern display means 72, and the LED (light-emitting element) 60a that constitutes the right-hand shooting notification means 60. The area corresponding to these non-decorative parts (light-emitting parts) 173 to 175 is provided as a translucent part with no adhesive. Similarly, the decorative sticker S13 is provided with a non-decorative part (light-emitting part) 183 that corresponds to the 7-segment LED (light-emitting element for notification) that constitutes the first special pattern display means 71, and the area corresponding to this non-decorative part (light-emitting part) 183 is provided as a translucent part with no adhesive.
[0141] Furthermore, decorative stickers S11-S13 and S15 (first adhesive sheets for decoration) have a partial adhesive layer with adhesive areas and non-adhesive areas, whereas 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 without any non-adhesive areas.
[0142] Furthermore, decorative stickers S11-S13 and S15 (first adhesive sheets applied to the parts to be applied within the game area) have a partial adhesive layer with adhesive areas and non-adhesive areas, whereas warning stickers S1-S7, performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets applied to parts outside the game area) have a full adhesive layer without any non-adhesive areas.
[0143] Furthermore, decorative stickers S11-S13 and S15 (first adhesive sheets that are affixed to the front side of the gaming machine body) have a partial adhesive layer with adhesive areas and areas without adhesive, whereas warning stickers S5-S7, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets that are affixed to the back side of the gaming machine body) have a full adhesive layer without any areas without adhesive.
[0144] Furthermore, decorative stickers S11 and S15 (first adhesive sheets having a transparent portion) have a partial adhesive layer with an adhesive portion where adhesive is attached and an adhesive-free portion where it is not attached, whereas warning stickers S1 to S7, performance information display sticker S21, and external terminal information display sticker S22 (all second adhesive sheets that do not have a transparent portion) have a full adhesive layer without any adhesive-free portions.
[0145] Furthermore, decorative stickers S11-S13 and S15 (first adhesive sheets with translucent areas) have a partial adhesive layer with areas where adhesive is attached and areas where it is not, whereas warning stickers S1-S7, performance information display sticker S21, and external terminal information display sticker S22 (all second adhesive sheets without translucent areas) have a full adhesive layer without any areas without adhesive.
[0146] Furthermore, decorative stickers S11-S13 and S15 (first adhesive sheets to be applied to parts that the player cannot touch) have a partial adhesive layer with adhesive areas and non-adhesive areas, whereas warning stickers S1-S4 (second adhesive sheets to be applied to parts that the player can touch) have a full adhesive layer without any non-adhesive areas.
[0147] Furthermore, the adhesive strength of the adhesive layer is stronger for the performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets for displaying information) than for the decorative stickers S11~S13, S15 (first adhesive sheets for decoration), and stronger for the warning stickers S1~S7, performance information display sticker S21, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets applied to areas outside the game area) than for the decorative stickers S11~S13, S15 (first adhesive sheets applied to areas within the game area), and stronger for the warning stickers S5~S7, external terminal information display sticker S22, and main board information display sticker S23 (all second adhesive sheets applied to areas outside the game area) than for the decorative stickers S11~S13, S15 (first adhesive sheets applied to areas on the front of the game machine body). The second adhesive sheet (attached to the adhesive area on the back of the main unit) is stronger, the warning stickers S1-S7, performance information display sticker S21, and external terminal information display sticker S22 (all second adhesive sheets that do not have a transparent area) are stronger than the decorative stickers S11 and S15 (first adhesive sheets that have a transparent area), the warning stickers S1-S7, performance information display sticker S21, and external terminal information display sticker S22 (all second adhesive sheets that do not have a transparent area) are stronger than the decorative stickers S11-S13 and S15 (first adhesive sheets that have a translucent area), and the warning stickers S1-S4 (second adhesive sheets that are attached to the adhesive area that the player can touch) are stronger than the decorative stickers S11-S13 and S15 (first adhesive sheets that are attached to the adhesive area that the player cannot touch).
[0148] Furthermore, comparing decorative stickers S11-S13 and S15 (first application sheet) with smaller decorative stickers S14 and S16, the latter use fewer colors and fewer printing plates. The former, on the other hand, are printed using five or more colors: cyan, magenta, yellow, black, and white.
[0149] Furthermore, comparing the decorative stickers S11-S16 (first adhesive sheets applied to a translucent area) with the warning stickers S1-S4 and the external terminal information display sticker S22 (second adhesive sheet applied to a non-translucent area), the latter use fewer colors and fewer printing plates. In the decorative sticker S15, an LED 125a is placed behind the translucent area 135, and at least a portion of the color printing area of the decorative sticker S15, i.e., the first background decorative area 191b, is made translucent to allow light from the LED 125a at the rear to pass through. In addition, decorative stickers S12 and S13 use multiple plates of the same color but with different light transmittances (100% white, 50% white).
[0150] Furthermore, comparing the decorative stickers S11-S16 (first adhesive sheets for decoration) with the warning stickers S1-S7, 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), the latter use fewer colors and fewer printing plates. In addition, the number of colors used (3 in this case) and the types of colors (yellow, black, and white) are the same for multiple types of warning stickers S1-S7.
[0151] Furthermore, 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). In addition, the color combination (yellow, black, white) used in these warning stickers S1 to S7 is not used in the other sticker sheets. Also, warning stickers S1 to S4 are affixed to parts that can be touched by the player and have a full-surface adhesive layer with adhesive covering almost the entire surface.
[0152] Furthermore, among the decorative stickers (decorative adhesive sheets) S11 to S16, the decorative sticker (specific decorative adhesive sheet) S15 is equipped with an information display section, namely the first warning information display section 301, the second warning information display section 302, the copyright information display section 303, and the two-dimensional code display section 304. By providing information display sections on the decorative stickers in this way, it is possible to reduce the number of decorative stickers while achieving multiple purposes such as decoration and warning, thereby reducing costs.
[0153] The decorative sticker (specific decorative adhesive sheet) S15 is positioned across the front of the game ball passage section where the game balls pass and the non-passage section where they do not pass. The information display section is positioned in a location corresponding to the non-passage section, and the LED (light-emitting means) 125a is not positioned behind the information display section. Furthermore, the information display section of the decorative sticker (specific decorative adhesive sheet) S15 is positioned near the outer edge of the decorative sticker S15, and the decoration is positioned inside the information display section.
[0154] Furthermore, in the decorative sticker (specific decorative adhesive sheet) S15, in addition to the first warning information display section 301 and the second warning information display section 302, which are warning information display sections, the area corresponding to the two-dimensional code display section 304 is made opaque. The two-dimensional code display section 304 contains information indicating the type of decorative sticker (specific decorative adhesive sheet) S15. The two-dimensional code display section 304 also has a two-dimensional code and a blank area provided around the two-dimensional code.
[0155] Furthermore, the first warning information display unit 301, which displays warning information for amusement hall staff, is positioned so that it cannot be seen from the front when the glass door (opening / closing door) 7 is closed, but can be seen from the front when the glass door 7 is open. This first warning information display unit 301 displays warning information regarding tasks that amusement hall staff perform when the glass door 7 is open. On the other hand, the second warning information display unit 302, which displays warning information for players, is positioned so that it can be seen from the front when the glass door 7 is closed.
[0156] The warning information display section on decorative stickers (specific decorative adhesive sheets) S15 and the warning information display section on warning stickers (warning information adhesive sheets) S1, etc., use the same number of colors and common symbols. In addition, warning stickers (warning information adhesive sheets) S1, etc., are printed on a non-transparent sheet of a predetermined color (white), while decorative stickers (specific decorative adhesive sheets) S15 are printed on a colorless transparent sheet.
[0157] The decorative sticker (specific decorative adhesive sheet) S15 is positioned to straddle the front of the game ball passage section where game balls pass and the non-passage section where game balls do not pass. The copyright information display section 303 is positioned in a location corresponding to the non-passage section, the string of characters constituting the copyright information is arranged approximately horizontally, and at least a portion of the string of characters constituting the decoration is arranged non-horizontally. Furthermore, the decorative sticker (specific decorative adhesive sheet) S15 positions the copyright information display section 303 near the second warning information display section (specific information display section) 302, which displays information of a different type than copyright information. At least the background of the copyright information display section 303 of the decorative sticker (specific decorative adhesive sheet) S15 is transparent.
[0158] Figures 24 and 25 illustrate a second embodiment of the present invention, showing an example in which the decorative sticker (decorative sheet) S17 is positioned behind the transparent main body plate 50 in the game board 16, with some modifications from the first embodiment. The only differences between this embodiment and the first embodiment are the addition of the decorative sticker S17 and the provision of an attachment area for the decorative sticker S17 on the rear support member (predetermined member) 74. The differences from the first embodiment will be explained below.
[0159] The decorative sticker S17 is a decorative adhesive sheet (decorative sheet) on which decoration is applied to at least a part of it, and like the decorative sticker S15, it is also a specific decorative adhesive sheet (specific decorative sheet) on which one or more (in this case, one) information display sections are provided on a part of it, and as shown in Figures 24(a) and (b), it is affixed to a colorless transparent adhesive section 311 formed on the rear support member 74 on the back side of the transparent main body plate 50.
[0160] The attachment portion 311 is provided on the upper front side of the rear wall portion 75 of the rear support member 74 and is formed in a planar shape substantially parallel to the transparent main body plate 50. In front of it are the attachment portion 131 to which the decorative sticker S11 is attached and the upper ball passage 312 located above it. The upper ball passage 312 is a ball passage that guides game balls that have been hit to the right, so to speak, to the rightward flow path 95b, and is formed in a substantially arc shape when viewed from the front, along the upper side of the game area 23, between the first rail member (game component) 51a and the decorative frame 93 of the central display frame unit (game component) 53 (a position where no game components are placed). In the example shown in Figure 24(b), the part to be attached 311 is positioned far behind the transparent main body plate 50. However, the distance between the part to be attached 311 and the transparent main body plate 50 is arbitrary, and for example, the part to be attached 311 may be positioned close to or nearly touching the back surface of the transparent main body plate 50.
[0161] As shown in Figures 25(A) and (B), the decorative sticker S17 has a colorless, transparent main sheet made of a material such as PET, and the back (bottom) side is printed using four silk screen plates (CMYK color) + a white silk screen plate (100%) + an adhesive plate. Thus, the decorative sticker S17 has six printing plates and five colors.
[0162] Editions 1-4 use cyan (C), magenta (M), yellow (Y), and black (K), respectively, and these three primary colors plus black form the full-color illustrations (decorations) and information display sections. The illustrations (decorations) depicted on the decorative sticker S17, as shown in Figure 25(a), consist of a first decorative section 313 representing clouds and a second decorative section 314 representing the sky, which is the background portion. At least a portion of the illustrations (decorations) on this decorative sticker S17 forms the background, corresponding to the rear of the non-decorative section 163 (see Figure 12) of the decorative sticker S11, which is located on the front side, as shown in Figure 24(a).
[0163] Furthermore, the decorative sticker S17 has a warning information display section (information display section) 315 positioned to correspond to the rear side of the upper ball passage (game ball passage section) 312. The warning information display section 315 is intended to warn game hall staff about the installation and removal of the game board 16, and is formed in a long, narrow, roughly arc shape along the upper ball passage 312, and as shown in Figure 24(c), the area of a predetermined width on the left end is the first display section a1, and the area to its right is the second display section a2.
[0164] The first display section a1 shows the first warning symbol s1, which is a black triangle with a cutout "!" (the same yellow as the background) on a yellow background, and the second warning symbol s2, which consists of the word "Caution" in black Gothic font, displayed adjacent to each other on the left and right. The second display section a2 shows the words "Always turn off the power when attaching or detaching the game board." in white Gothic font on a black background, for example, in a single line. In this way, the warning information display section 315, like the first and second warning information display sections 301 and 302, uses the same number and types of colors (yellow, black, white), symbols (first warning symbol s1 and second warning symbol s2), is divided into the first display section a1 and the second display section a2, and the color arrangement in the first and second display sections a1 and a2 is made consistent with the warning stickers S1 to S7, so that it is immediately clear that it is warning information.
[0165] The warning information display unit 315 is positioned inside the window opening 24a provided in the glass door (opening / closing door) 7, along the edge of the window opening 24a, and is visible from the front through the transparent main body plate 50 and the glass window 24 even when the glass door 7 is closed.
[0166] The fifth edition involves applying white (100%) to the back of the decoration, and as shown in Figure 25(b), the area covered coincides with the first decorative section 313, the second decorative section 314, and the warning information display section 315 (i.e., the entire surface). When this white (100%) application is performed, the area will exhibit opacity, meaning that almost no light passes through it.
[0167] The sixth edition is an adhesive sheet, and the adhesive layer of this decorative seal S17 is a partial adhesive layer having an adhesive portion 321 to which adhesive is attached and an adhesive-free portion 322 to which adhesive is not attached, as shown in Figure 25(c). Furthermore, the adhesive portion 321 is formed in an outer peripheral region of approximately constant width along the outer circumference of the transparent sheet, and the entire region inside that is an adhesive-free portion 322.
[0168] As explained above, the decorative sticker may be placed on the rear side of the transparent main body plate 50. Also, when a specific decorative sticker (decorative adhesive sheet) with an information display section is placed on the rear side of the transparent main body plate 50, the information display section may be placed on the rear side of the ball passage (upper ball passage 312) through which the game balls pass. Placing the information display section on the rear side of the game ball passage section prevents the information display section from obstructing the visibility of the game balls, and also prevents the information display section from being unnecessarily conspicuous, thus preventing a drastic decrease in appearance.
[0169] In this embodiment, the information display unit located behind the game ball passage section is designated as a warning information display unit for game hall staff. However, other information display units, such as a warning information display unit for players, may also be located behind the game ball passage section.
[0170] Figure 26 illustrates a third embodiment of the present invention, showing an example in which the decorative seal S11 in the first and second embodiments is partially modified to include a glossy plate. The only difference between this embodiment and the first and second embodiments is the addition of a glossy plate to the decorative seal S11.
[0171] Figure 26 corresponds to Figure 12 of the first embodiment, in which a silver or other pasta gloss plate (a new fifth plate) is placed between the four silk screen plates (CMYK color) and the silk screen white (100%) plate. The configuration of the plates other than the gloss plate is the same as in the first embodiment. Thus, in the decorative sticker S11 of this embodiment, there are seven printing plates and six printing colors (including gloss).
[0172] The area of the fifth edition (glossy version) (glossy area) coincides with the area of the second decorative section 162. That is, the glossy layer is positioned behind the second decorative section 162. As a result, the area of the second decorative section 162 has a glossy finish added while retaining its original color, resulting in a sparkling appearance due to the reflection of light.
[0173] The glossy plate may be placed above the color plate. In this case, the color behind the glossy area will be obscured. In addition, special plates other than the pasta glossy plate, such as a crinkled plate or a textured plate, may also be used.
[0174] Next, a fourth embodiment of the present invention will be described in detail with reference to the drawings. Figures 29 to 37 illustrate a fourth embodiment in which the present invention is adopted in a pachinko machine. In Figure 29, the game machine body 501 comprises a rectangular outer frame 502 and a front frame 504 pivotally attached to the front of the outer frame 502 by a hinge 503 on one side, for example, the left side, so as to be openable and closable. On the front of the front frame 504, a game board 505 and the like are arranged on the upper side, and a launching means 506 and the like, which launch game balls toward the game area 505a in front of the game board 505, are arranged on the lower side. A glass door 507 is pivotally supported to open and close in accordance with the front of the game board 505 and the like, and a front panel 508 is pivotally supported to open and close in accordance with the hinge 509 on the same side as the hinge 503, in accordance with the front of the launching means 506 and the like. The glass door 507 and the front panel 508 may be configured to open and close integrally.
[0175] On the front of the front panel 508, an upper tray 510 is positioned at the top to store game balls dispensed from the dispensing means (not shown) and supply them to the launching means 506. Below the upper tray 510, a lower tray 511 is provided on the left end to store excess balls when the upper tray 510 is full, and a launching handle 512 for operating the launching means 506 is provided on the right end. Furthermore, on the upper tray cover 513, which covers the upper tray 510 etc. from the front, there are provided effects buttons (predetermined operating means) 514 etc. that can be pressed by the player.
[0176] On the front side of the game board 505, a guide rail 515 is mounted in an annular shape to guide the game balls launched from the launching means 506, and various game components such as a center case 517, a normal symbol starting means 518, a special symbol 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.
[0177] The center case 517 is positioned, for example, approximately in the center of the game area 505a and is equipped with a roughly rectangular display window 523 corresponding to an image display means 522 such as an LCD. Various display means such as a normal symbol display means 525, a special symbol display means 526, a normal reserve count display means 527, and a first special reserve count display means 528 are provided on the decorative frame 524 surrounding the display window 523, as well as a stage 529, a movable performance means 530, and the like.
[0178] The stage 529 is positioned horizontally on the lower front side of the image display means 522, and after allowing the game balls that have flowed into the warp entrance 529a provided on the side of the center case 517, for example on the left side, to roll freely, they are dropped forward from, for example, the central drop section in the center horizontally or the side drop sections on both the left and right sides thereof.
[0179] The movable performance means 530 comprises a movable body 531, a movable body guide means 532 that supports the movable body 531 so that it can move, and a drive means 533 that drives the movable body 531. The movable body 531 has an arbitrary decorative element (in this case, the letters of the game machine's title, "Kappa Densetsu") formed in three dimensions, and when an LED 571 located on the rear (or inside) lights up, a predetermined part (in this case, the letters of "Kappa Densetsu") lights up in an arbitrary color.
[0180] The movable body guiding means 532 supports the movable body 531 in a state that it can move in a predetermined direction, for example, vertically, along the front side of the display screen 522a of the image display means 522. It comprises a pair of guide rails 534 arranged vertically along both the left and right sides of the display screen 522a of the image display means 522, and the left and right ends of the movable body 531 are supported by these guide rails 534 so that they can move vertically. With this movable body guiding means 532, the movable body 531 can move vertically between the upper position above the image display means 522 and the lower position in front of the image display means 522, and is normally held in the upper position, which is the origin position.
[0181] The drive means 533 is, for example, a stepping motor and is located behind the decorative frame 524, and is capable of moving the movable body 531 vertically according to a predetermined operating pattern via a belt or the like (not shown).
[0182] The normal symbol starting means 518 is for initiating the symbol change by the normal symbol display means 525, and is composed of a passage gate through which a game ball can pass, is located on the left side of the center case 517, and includes a game ball detection means (not shown) capable of detecting the passage of a game ball.
[0183] The normal symbol display means 525 is for displaying normal symbols in a variable manner and is equipped with multiple light-emitting elements (e.g., LEDs) corresponding to multiple normal symbols (e.g., two types, "○" and "×"). Based on the detection of a game ball by the normal symbol starting means 518, these multiple light-emitting elements blink in a predetermined order. If the random value for winning judgment included in the normal random number information acquired when the normal symbol starting means 518 detects the game ball matches a predetermined winning judgment value, the light-emitting element corresponding to the winning pattern (predetermined pattern), for example, the "○" side, lights up. Otherwise, the light-emitting element corresponding to the losing pattern, for example, the "×" side, lights up and stops.
[0184] The normal random number information acquired when the game ball is detected by the normal symbol starting means 518 is stored in reserve up to a predetermined upper limit, for example, 4 numbers, and is consumed sequentially each time the symbol change by the normal symbol display means 525 begins. The number of normal random number information items stored (normal reserve number) is notified to the player by the normal reserve number display means 527, etc.
[0185] The special symbol starting means 519 is for initiating the symbol change by the special symbol display means 526, and includes, for example, two starting prize-winning means 519a and 519b, an opening / closing means 536 for opening and closing the lower starting prize-winning means 519b, and a game ball detection means (not shown) for detecting game balls that have entered the starting prize-winning means 519a and 519b, respectively, and is arranged, for example, on the lower side of the center case 517. The upper starting prize-winning means 519a is a non-opening type prize-winning means that does not have an opening / closing means, etc., and is arranged in an upward-facing opening shape directly below the central drop section of the stage 529. The lower starting prize-winning means 519b is an openable prize-winning means that can be switched by an opening / closing means 536 between an open state in which a game ball can be won and a closed state in which a game ball cannot be won (or is more difficult to win than in the open state). It is located below the upper starting prize-winning means 519a, and is configured such that in the normal prize state that occurs when the stopping symbol after the change of the normal symbol display means 525 becomes a winning pattern, the opening / closing means 536 changes from the closed state to the open state for a predetermined time.
[0186] The special symbol display means 526 is for displaying special symbols in a variable manner and consists of a display means such as a 7-segment type capable of displaying one or more special symbols in a variable manner, for example, one special symbol. When the special symbol starting means 519 detects a game ball (when the symbol starting condition is met), that is, when a game ball enters either of the two starting prize-winning means 519a or 519b, the special symbol is displayed in a variable manner for a predetermined time. If the jackpot judgment random value included in the special random number information acquired when the ball enters the starting prize-winning means 519a or 519b matches a predetermined jackpot judgment value, the symbol stops in a predetermined jackpot manner; otherwise, it stops in a losing manner, for example. There are one or more types of jackpot manners and losing manners for the special symbols. Each of these manners may be assigned a number symbol or the like, or a symbol that does not have a special meaning in itself, such as a combination of lines or dots, may be assigned so that the player cannot easily distinguish between the types of special symbols.
[0187] The special random number information acquired when a game ball enters the special symbol activation means 519 is stored in reserve up to a predetermined upper limit, for example, 4, and is consumed sequentially each time the symbol change by the special symbol display means 526 begins. The number of special random number information stored (special reserve number) is notified to the player by the first special reserve number display means 528, etc.
[0188] The jackpot prize-winning mechanism 520 is an open / close type prize-winning mechanism equipped with an open / close plate 537 that can switch between an open state in which game balls can be awarded and a closed state in which they cannot be awarded. For example, it is positioned below the special symbol starting mechanism 519, and in a special prize-winning state that occurs when the stopping symbols after the special symbol display mechanism 526 changes to a jackpot pattern, the open / close plate 537 opens to the front according to a predetermined opening pattern, allowing game balls that have fallen onto it to be awarded inside.
[0189] The image display means 522 also comprises the performance symbol display means 538, the second special reserve number display means 539, etc. The performance symbol display means (symbol display means) 538 displays the performance symbol (symbol) P in parallel with the display of special symbols by the special symbol display means 526. The performance symbol P has multiple symbol rows (three in the left-right direction in the example of Figure 29) which are composed of a number symbol and multiple other symbols, and each symbol that makes up each of these symbol rows is composed of a symbol body part Pa which is composed of numbers such as 1 to 8 and others, and a character or other decorative part Pb which is attached to this symbol body part Pa. The performance symbol P can be arbitrarily changed in its display mode, such as by enlarging or reducing it, changing its display position, or erasing the decorative part Pb.
[0190] The special symbol P begins to move by vertical scrolling or the like, according to a predetermined pattern, for each row of symbols, approximately simultaneously with the start of the special symbol's movement, and comes to a final stop approximately simultaneously with the special symbol's movement stop, so that the stopping symbols on the predetermined active lines are in a predetermined state. For example, with the special symbol P, if all the stopping symbols on the active lines are the same, it is a jackpot performance state (specific state), and any other state is a losing performance state. If the special symbol is in a jackpot state or a losing state, the special symbol P will be in a jackpot performance state or a losing performance state.
[0191] Furthermore, the variation patterns of the performance symbols P begin with a normal variation in which each of the three symbol rows changes. If a reach state such as "2↓2" or "7↓7" is established during the normal variation, the system is configured to proceed through one or more stages of reach performances before finally stopping. A reach variation pattern is when the normal variation develops into a reach performance and results in either a jackpot or a loss performance, while a normal variation pattern is when the normal variation does not develop into a reach performance and results in a loss performance.
[0192] In each reach animation within the reach variation pattern, an arbitrary video animation is performed by the image display means 522, etc., and a result display is provided indicating whether the variation stops in either a winning animation mode or a losing animation mode, or whether it develops into the next stage of the reach animation.
[0193] In this embodiment, as shown in Figure 32, there are four stages of reach sequences: "N reach sequence," "S reach sequence," "SP pre-reach sequence," and "SP post-reach sequence." In the N reach sequence, the possibility of a jackpot sequence is extremely low, and in most cases, it stops in a losing sequence or is controlled to develop into the next S reach sequence. The SP pre-reach sequence constitutes the first half of the SP reach sequence, and it does not end in a jackpot sequence; it stops in a losing sequence or is controlled to develop into the next SP post-reach sequence. The SP post-reach sequence is the final stage of the reach sequence and does not develop into the next reach sequence; it is controlled to end in either a jackpot sequence or a losing sequence.
[0194] In this embodiment, as shown in Figure 31(b), there are three types of reach jackpot variation patterns that end in a jackpot performance mode: the N-reach jackpot variation pattern which develops to the N-reach performance mode and ends, the S-reach jackpot variation pattern which develops to the S-reach performance mode and ends, and the SP-reach jackpot variation pattern which develops to the post-SP-reach performance mode and ends. Furthermore, there are three types of SP-reach jackpot variation patterns: SP-reach 1 to 3 jackpot variation patterns which have different SP-reach performances. As mentioned above, there are no cases where a jackpot performance mode occurs in the pre-SP-reach performance mode, so the SP-reach 1 to 3 jackpot variation patterns always develop to the post-SP-reach performance mode.
[0195] Furthermore, in this embodiment, as shown in Figure 31(a), there are five types of losing variation patterns that end in a losing animation: a normal variation pattern that ends without developing into a reach animation, an N reach losing variation pattern that develops to an N reach animation and ends, an S reach losing variation pattern that develops to an S reach animation and ends, an SP reach pre-reach animation and ends, and an SP reach post-reach losing variation pattern that develops to an SP reach post-reach animation and ends. In addition, there are four types of normal variation patterns with variation times of 15s (s = seconds, the same applies below), 10s, 5s, and 3s, four types of N reach losing variation patterns with a difference of -3, -2, -1, and +1 between the final stopping symbol and the reach symbol, and three types each of the SP reach pre-reach losing variation pattern and SP reach post-reach losing variation pattern with different SP reach animations.
[0196] The second special reserve count display means 539 is for notifying the number of special reserves, and can display reserve display images Q4~Q1 for the number of special reserves (maximum 4) and a reserve image Q0 in motion corresponding to the performance symbol P in motion at a predetermined position on the display screen 522a, for example, on the lower side. When the number of special reserves increases due to a game ball entering the special symbol starting means 519, the second special reserve count display means 539 adds one reserve display image Q1~ to the end of the queue (for example, the left end), and when a new variation of the special symbol starts and the number of special reserves decreases, for example, the reserve image Q0 in motion is erased, and the reserve display images Q1~ are shifted one by one toward the front of the queue (for example, the right side), and the leading reserve display image Q1 that is pushed out is changed to a new reserve image Q0 in motion.
[0197] Figure 30 is a block diagram of the control system of this pachinko machine. In Figure 30, 541 is the main control board and 542 is the performance control board. These control boards 541 and 542 are detachably mounted in appropriate locations on the back of the game board 505, housed in board cases. Note that in the block diagram of Figure 30, boards other than the main control board 541 and the performance control board 542 are omitted.
[0198] The main control board 541 comprehensively controls the game operation and includes a normal random number generation processing means 551 composed of a CPU, ROM, RAM, etc., a normal start gate check processing means 552, a normal random number storage means 553, a normal symbol processing means 554, a normal symbol display control means 555, a normal reserved number display control means 556, a normal profit state generation means 557, a special random number generation processing means 561, a special start gate check processing means 562, a special random number storage means 563, a special symbol processing means 564, a special symbol 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, and the like.
[0199] The normal random number generation processing means 551 is configured to repeatedly generate a win determination random number, etc., at predetermined intervals, which is used to determine whether or not the normal symbol after variation is a winning pattern. The normal start gate check processing means 552 performs processing based on the detection of game balls by the normal symbol start means 518. Based on the detection of game balls by the normal symbol start means 518, it acquires one normal random number piece of information, such as a win determination random number piece created by the normal random number generation processing means 551, and stores that normal random number piece of information in the first-in, first-out normal random number storage means 553, up to a predetermined upper limit of the number of reserved pieces (for example, 4 pieces).
[0200] The normal symbol processing means 554 performs processing related to the display of the changing normal symbols and includes a win determination means 554a, a normal stop symbol selection means 554b, a change time selection means 554c, etc. The win determination means 554a performs a lottery to determine whether the stop symbol after the change of the normal symbols will be a win, that is, whether or not to generate a normal profit state. Provided that the normal symbol display means 525 is in a state where it can display changes and that one or more normal random number information is stored in the normal random number storage means 553 (the normal number of reserved items is one or more), it takes the first win determination random number value from the queue of normal random number information stored in the normal random number storage means 553 and makes a win / loss determination depending on whether or not that win determination random number value matches a predetermined win determination value.
[0201] The normal stop symbol selection means 554b selects the type of stop symbol after the normal symbols have changed. In this embodiment, since there is only one type of symbol corresponding to the winning and losing patterns, based on the win / loss determination result by the win / loss determination function, "○" is uniformly selected in the case of a win and "×" in the case of a loss. The change time selection means 554c selects the change time of the normal symbols.
[0202] The normal symbol display control means 555 controls the display of the normal symbol display means 525 based on the normal symbol processing performed by the normal symbol processing means 554. The normal symbol display means 525 starts changing the normal symbols when it is in a state where it can display a variable symbol and when one or more normal random number information is stored in the normal random number storage means 553 (i.e., the number of normal reserved symbols is 1 or more). Based on the elapsed time of the variable change selected by the variable change time selection means 554c, the normal symbol change is stopped at the stop symbol selected by the normal stop symbol selection means 554b.
[0203] The normal reserved ball count display control means 556 controls the display of the normal reserved ball count display means 527. Based on the detection of game balls by the normal symbol starting means 518 and the change in normal symbols by the normal symbol display means 525, the normal reserved ball count display means 527 displays the normal reserved ball count information.
[0204] The normal profit state generating means 557 generates a normal profit state when the stop symbol after the change of the normal symbol display means 525 becomes a winning symbol based on the hit determination result of the hit determination means 554a, by changing the opening / closing means 536 of the lower special start opening 519b that constitutes the special symbol start means 519 to an open state according to, for example, one of several types of opening / closing patterns.
[0205] The special random number generation processing means 561 is configured to perform a special random number generation process that repeatedly generates a jackpot determination random number used for determining whether a jackpot is hit or miss, a symbol determination random number used for selecting the stopping symbol after the special symbol has changed, a variation pattern random number used for selecting a variation pattern, and other predetermined random numbers.
[0206] The special start gate check processing means 562 performs processing based on the entry of a game ball into the special symbol start means 519. Based on the entry of a game ball into either the start entry means 519a or 519b, it acquires special random number information consisting of a jackpot judgment random number, a symbol judgment random number, etc., created by the special random number creation processing means 561, and stores this special random number information in the special random number storage means 563 up to a predetermined upper limit of the number of reserved balls (for example, 4).
[0207] Furthermore, the special start gate check processing means 562 is equipped with a pre-read determination means 562a. This pre-read determination means 562a performs a pre-read determination process on the special random number information acquired when a game ball enters the start prize entry means 519a, 519b at a predetermined timing before it is used for symbol variation, for example, when the special random number information is acquired. In this pre-read determination process, provided that pre-reading is not prohibited, a jackpot / miss determination result is output depending on whether the jackpot determination random number matches a predetermined jackpot determination value. This pre-read determination result is transmitted to the performance control board 542, etc., by a hold addition command that is sent based on the game ball entering either the start prize entry means 519a, 519b. In this embodiment, this pre-read determination process determines not only the jackpot determination as described above, but also the type of variation pattern.
[0208] The special symbol processing means 564 performs processing related to the display of the special symbols, and includes a jackpot determination means 564a, a jackpot / miss selection means 564b, a variation pattern selection means 564c, etc. The jackpot determination means (lottery means) 564a determines whether it is a jackpot or a miss by random number lottery, that is, whether or not to generate a special benefit state (a lottery to determine whether or not to grant a benefit to the player). Provided that the special symbol display means 526 is in a state where it can be displayed in a variation and that one or more special random number information is stored in the special random number storage means 563 (the number of special reserves is one or more), the jackpot determination random number value at the front of the queue of special random number information stored in the special random number storage means 563 is taken out, and a jackpot / miss determination is made depending on whether or not that jackpot determination random number value matches a predetermined jackpot determination value.
[0209] The jackpot / loss selection means 564b selects the type of jackpot / loss. If the jackpot determination means 564a determines that it is a loss, it selects the type of loss based on the loss variation pattern selection table and the symbol determination random value shown in Figure 31(a). If the jackpot determination means 564a determines that it is a jackpot, it selects the type of jackpot based on the jackpot variation pattern selection table and the symbol determination random value shown in Figure 31(b).
[0210] Regarding misses, in this embodiment, there are two types of misses, A and B. Either miss A or B is selected based on the random value for symbol determination in an arbitrary distribution ratio such as 9:1, as shown in Figure 31(a). Miss A is one in which the distribution of the variation pattern differs depending on the number of special reserves at the start of the symbol variation. As shown in Figure 31(a), the range of the random value for the variation pattern and the correspondence between multiple types of miss variation patterns are defined for each of the special reserve numbers from 0 to 3. Miss B, on the other hand, is one in which the distribution of the variation pattern does not change depending on the number of special reserves at the start of the symbol variation. As shown in Figure 31(a), only one type of correspondence between the range of the random value for the variation pattern and multiple types of variation patterns is defined.
[0211] Furthermore, regarding the jackpot, in this embodiment, there are four types: 10R normal, 5R normal, 10R probability variation, and 5R probability variation. One of these is selected based on the random value of the symbol determination in an arbitrary distribution ratio such as 1:4:1:4, as shown in Figure 31(b). The 10R normal jackpot and the 5R normal jackpot are jackpots that generate a time-saving state as a special game state, which will be described later. In the special profit state, the jackpot prize means 520 performs predetermined unit opening operations for 10 rounds and 5 rounds, respectively. Here, the unit opening operation is, for example, an operation in which the jackpot prize means 520 is closed after a predetermined time (for example, 28 seconds) has elapsed since opening the jackpot prize means 520, or after a predetermined number of game balls (for example, 9) have entered the prize. Furthermore, the 10R and 5R probability-increasing jackpots are jackpots that trigger a probability-increasing state as a special game state, which will be described later. In this special state, the unit release operation is performed for 10 rounds and 5 rounds, respectively.
[0212] The variation pattern selection means 564c selects a variation pattern for the performance symbol P from among several options. For example, if the result of the jackpot determination means 564a is a miss, and the jackpot / miss selection means 564b selects a miss A, then one of the multiple miss variation patterns is selected based on the number of special reserves at that time and the leading variation pattern random value in the queue of special random number information stored in the special random number storage means 563 (Figure 31(a)). If the result of the jackpot determination means 564a is a miss, and the jackpot / miss selection means 564b selects a miss B If this occurs, regardless of the number of special reserves at that time, one of several losing variation patterns is selected based on the leading random variation pattern value in the queue of special random number information stored in the special random number storage means 563 (Figure 31(a)). If the result of the jackpot determination means 564a is a jackpot, one of several jackpot variation patterns is selected based on the type of jackpot selected by the jackpot / losing selection means 564b and the leading random variation pattern value in the queue of special random number information stored in the special random number storage means 563 (Figure 31(b)).
[0213] As shown in Figure 31, the reach variation patterns are configured so that the reliability of reaching a jackpot animation (specific animation) increases as the stages of the reach animation progress. However, in this embodiment, the N reach variation pattern does not result in a jackpot animation, and while the S reach variation pattern has a possibility of resulting in a jackpot animation, the probability is extremely low (less than 1%). Furthermore, the SP reach pre-animation does not result in a jackpot animation, and if the SP reach variation pattern results in a jackpot animation, it always progresses to the SP reach post-animation.
[0214] The special symbol display control means 565 controls the display of the special symbol display means 526. When the special symbol display means 526 is in a state where it can display variations and one or more special random number pieces are stored in the special random number storage means 563 (the number of special reserved pieces is one or more), the special symbol display means 526 starts the variation of the special symbol. Based on the elapsed variation time corresponding to the variation pattern selected by the variation pattern selection means 564c, the variation of the special symbol is stopped in a predetermined way if the result of the jackpot determination means 564a is a miss, or in a jackpot way corresponding to the type of jackpot selected by the jackpot / miss selection means 564b if the result of the jackpot determination means 564a is a jackpot.
[0215] The first special reserved ball count display control means 566 controls the display of the first special reserved ball count display means 528. Based on the detection of game balls by the special symbol starting means 519 and the change in special symbols by the special symbol display means 526, the first special reserved ball count display means 528 displays special reserved ball count information.
[0216] The special benefit state generation means 567 generates a special benefit state in which the big prize means 520 opens according to a predetermined opening pattern. When the result of the big win determination means 564a is a big win and the stopping symbols after the special symbols displayed by the special symbol display means 526 change to a big win pattern, the unit opening operation of the big prize means 520 is repeatedly executed for, for example, 5 rounds or 10 rounds, according to the type of big win selected by the big win / miss selection means 564b (Figure 31(b)).
[0217] The special game state generation means 568 is for generating a special game state that is advantageous to the player after a special benefit state has occurred. For example, depending on the type of jackpot selected by the jackpot / miss selection means 564b, it is configured to generate a time-saving state in the case of a 10R normal or 5R normal jackpot, and a probability change state in the case of a 10R probability change or 5R probability change jackpot.
[0218] During the time-saving state, for example, the variation time of the special symbol display means 526 for special symbols is switched to a shortened variation time that is shorter than the normal variation time. For ordinary symbols, the probability of winning is switched from the normal probability (e.g., 1 / 10) to the high probability (e.g., 1 / 1.3), the variation time is switched from the normal variation time (e.g., 27 seconds) to the shortened variation time (e.g., 2.7 seconds), and the opening and closing pattern of the opening and closing means 536 of the lower special start opening 519b is switched from the normal opening and closing pattern (e.g., 0.2 seconds x 1 opening) to the special opening and closing pattern (e.g., 2 seconds x 3 openings). The time-saving state starts when the special profit state ends and ends when, for example, the special symbol has varied a predetermined number of times (e.g., 50 times), or when the next special profit state occurs before then.
[0219] During the probability variation state, in addition to the same switching mechanisms as in the time-saving state, the number of jackpot determination values increases, so that the probability of special symbols resulting in a jackpot is switched to a high probability (e.g., 1 / 60) which is higher than the normal probability (e.g., 1 / 319). Note that the probability variation state starts when the special profit state ends and ends when, for example, the next special profit state occurs.
[0220] The control command transmission means 569 is for transmitting predetermined control commands to the performance control board 542, etc., to provide control commands. It has the function of transmitting a hold-add command to the performance control board 542 when the number of special hold items increases, specifying the addition of special hold items, a hold-subtract command to specify the subtraction of special hold items when the special symbol starts to change based on the special symbol processing by the special symbol processing means 564, a change-pattern command to specify the change pattern of the performance symbol P, and a special symbol command to specify the stopping pattern of the special symbol in this order to the performance control board 542, and a change-stop command to the performance control board 542 when the change of the special symbol ends to instruct the change to stop.
[0221] The performance control board (performance control means) 542 controls performances by various performance means such as LEDs 571, speakers 572, movable performance means 530, and image display means 522, and includes a hold-add command reception processing means 581, a variation pattern command reception processing means 582, and a game-play performance control means 583. The LEDs 571 are arranged in large numbers on the game board 505 and the front frame 504, as well as on the center case 517 which includes the movable body 531 of the movable performance means 530, and the speakers 572 are arranged, for example, two on the top and one on the bottom of the front frame 504 (Figure 29). 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 on both the game board 505 and the front frame 504.
[0222] The pending addition command reception processing means 581 is responsible for processing when the number of special pending items increases. It includes a pre-reading effect lottery means 581a, etc. When a pending addition command is received from the main control board 541, the pre-reading effect lottery means 581a performs a lottery related to the pre-reading effect, except in cases such as pre-reading being prohibited. Depending on the lottery result, a pending change effect scenario is set in which pending display images Q1~ are added one by one on the screen of the image display means 522.
[0223] Here, "pre-reading effect" refers to an effect based on the pre-reading judgment result, and includes "pre-reading consecutive effect" and "pre-reading hold change effect." A "pre-reading consecutive effect" is an effect that, based on the pre-reading judgment result by the pre-reading judgment means 562a, executes the same type of effect for multiple symbol changes up to the symbol change (target change) corresponding to the special random number information that was the subject of the pre-reading judgment. For example, if there are two types of effect types, "rain" and "thunder," available as pre-reading consecutive effects, and the pre-reading effect lottery means 581a, based on the pre-reading judgment result, wins either of them, then the image of "rain" or "thunder" will be used as the background image for multiple effect symbol changes up to the target change corresponding to that special random number information. This allows the player to predict whether or not a jackpot will occur at the target change based on whether "rain" or "thunder" appears as the background image of the consecutive effect.
[0224] Furthermore, the "pre-read hold change effect" displays hold display images Q1 to Q4 and the in-spin hold image Q0 in a predetermined display manner based on the pre-read judgment result by the pre-read judgment means 562a, and the hold change effect scenario is selected according to the lottery result of this pre-read hold change effect. For example, there are multiple types of hold display manners for the pre-read hold change effect, such as "elephant," "lion," and "giraffe," and if the lottery by the pre-read effect lottery means 581a based on the pre-read judgment result is successful in selecting one of them, then, for example, when a new hold display image is added to the display, or at a predetermined timing thereafter, that hold display image is displayed in the predetermined display manner that was selected. As a result, the player can predict whether or not a big win will occur in the spin corresponding to the hold display image, depending on whether the display manner of the hold display image is "elephant," "lion," "giraffe," or something else.
[0225] Furthermore, the target of the pre-announcement effect is not limited to whether or not it will result in a jackpot; it can also be the type of variation pattern (for example, whether or not it will develop into an SP reach).
[0226] When the variable pattern command receiving processing means 582 receives a variable pattern command, it performs processing when starting the symbol variation by the special symbol display means 526. It includes a symbol variation content determination means 582a and the like. When it receives a hold subtraction command, a variable pattern command, and a special symbol command from the main control board 541, for example, within a certain period of time, the symbol variation content determination means 582a makes selections regarding the specific variation content of the effect symbol P and the preview effect. According to the results and the like, a variable pattern scenario, a preview effect scenario, a hold change effect scenario, etc. are set. In the hold change effect scenario in this case, for example, the hold image Q0 during variation is erased, and the hold display images Q1~ are shifted one by one toward the front side of the queue (for example, the right side of the screen), and the pushed-out leading hold display image Q1 is moved to a predetermined position, for example, and changed to a new hold image Q0 during variation.
[0227] The symbol variation content determination means 582a determines the specific effect content of the variable pattern based on the variable pattern command and the like received from the main control board 541. For example, when the SP reach big win variable pattern is specified by the variable pattern command, it determines whether the result display in the last SP reach effect should be a revival big win or a normal big win, etc.
[0228] Also, the symbol variation content determination means 582a conducts a lottery on whether to execute one or more types of preview effects. If it is to be executed, a further lottery on the preview effect content and the like is conducted. Here, the preview effect is an effect that suggests the occurrence of a predetermined event such as a big win mode or an SP reach, and so-called "SU preview", "timer preview", "premium preview", "pseudo continuous effect", "button effect", etc. correspond to it.
[0229] In addition, in various presentation scenarios such as a variable pattern scenario, a preview presentation scenario, a suspended change presentation scenario, etc., for each row at every elapsed time (ms) from the start of execution of the scenario, presentation contents by various presentation means, that is, each presentation by an LED 571, a speaker 572, a movable presentation means 530, an image display means 522, etc. are set. This presentation scenario is executed by a game-time presentation control means 583 sequentially starting the presentations set for each row at the timing set for each row.
[0230] Subsequently, the variable pattern of the presentation symbol P in the present embodiment, particularly the presentation contents by the reach variable pattern, will be specifically described. Before that, the outline of the variable pattern will be described. As shown in FIG. 32, in the variable pattern of the presentation symbol P, first, normal variation is performed. In this normal variation, all (three) symbol columns vary at high speed in parallel, and then the first (for example, left) and second (for example, right) symbol columns stop (temporarily stop) with the same symbol, and a reach state is established, or it stops and is determined in a losing presentation mode without going through the reach state. The former is the reach variable pattern, and the latter is the normal variable pattern. In the present embodiment, four types of normal variable patterns with different variable times are prepared (FIG. 31(a)).
[0231] In the case of the reach variable pattern (when the reach state is established in the normal variation), N-reach presentation is performed after the normal variation. In the N-reach presentation, after an arbitrary video presentation is executed, a development result display indicating a transition (development) to the next S-reach presentation, a jackpot result display indicating that the presentation symbol P becomes a jackpot presentation mode (specific mode), and a losing result display indicating that the presentation symbol P does not become a jackpot presentation mode (becomes a losing presentation mode) are performed. In the present embodiment, at a branch point during the N-reach presentation, any one of these multiple types of result displays is executed. As is clear from FIG. 31, in the N-reach presentation of the present embodiment, no jackpot result display is performed (that is, the N-reach jackpot variable pattern is not selected). When it ends with the N-reach presentation, a losing result display is always performed, and it becomes a losing presentation mode (N-reach losing variable pattern).
[0232] If a development result display is shown at the end of the N-Reach performance, the S-Reach performance will follow. In this S-Reach performance, after an arbitrary video performance is executed, one of the following result displays will be shown: a development result display indicating that the performance will proceed to the next SP-Reach performance; a jackpot result display indicating that the performance symbol P will result in a jackpot performance (specific form); or a miss result display indicating that the performance symbol P will not result in a jackpot performance (specific form) (i.e., a miss performance). In this embodiment, one of these multiple result displays will be executed at a branching point during the S-Reach performance. As is clear from Figure 31, the probability of a jackpot being displayed in the S-reach sequence of this embodiment is not zero, but is extremely low (in the example in Figure 31, 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 occurring in the S-reach variation pattern is approximately 1 / 80000). If the sequence ends with the S-reach sequence, there is a high probability that a losing result will be displayed, resulting in a losing sequence (S-reach losing variation pattern). The probability of a jackpot being displayed in the S-reach sequence (jackpot reliability) is preferably less than 1%, more preferably less than 0.5%, even more preferably less than 0.2%, and may even be 0.
[0233] If a development result display is shown at the end of the S-Reach performance, the SP-Reach pre-performance is then performed. In this S-Reach pre-performance, after an arbitrary video performance is executed, either a development result display indicating that the performance will transition (develop) to the next SP-Reach post-performance is shown, or a loss result display indicating that the performance symbol P will not result in a jackpot performance (specific performance) (i.e., it will result in a loss performance). In this embodiment, at one branching point during the SP-Reach performance, one of these multiple result displays is executed. As is clear from Figure 31, in this embodiment, a jackpot result display is not shown in the SP-Reach pre-performance (i.e., the SP-Reach pre-jackpot variation pattern is not selected), and if the performance ends with the SP-Reach pre-performance, a loss result display is always shown, resulting in a loss performance (SP-Reach pre-loss variation pattern).
[0234] If a development result display is shown at the end of the pre-SP reach performance, the post-SP reach performance will then be performed. In this post-SP reach performance, after an arbitrary video performance is executed, either a jackpot result display indicating that the performance symbol P will result in a jackpot performance (specific performance), or a miss result display indicating that the performance symbol P will not result in a jackpot performance (specific performance) (i.e., a miss performance), will be shown. In this embodiment, since there is no reach performance following the post-SP reach performance, a development result display will not be shown in this post-SP reach performance.
[0235] Next, we will specifically explain the S-reach effect, the pre-SP-reach effect, and the post-SP-reach effect, which are among the multiple types of reach effects of this embodiment. First, we will explain a specific example of the S-reach effect based on Figure 33, etc. As shown in Figure 33, the effect period of the S-reach effect consists of a reach video display period for executing the video effect unique to S-reach, and a result display period that follows the reach video display period, in which one of the following is executed: development result display, jackpot result display, or miss result display.
[0236] Furthermore, immediately before the results are displayed, that is, towards the end of the reach video display period, a pre-results display sequence is performed to suggest the appearance of the results. This pre-results display sequence consists of a build-up period to heighten the player's anticipation for the results, and a pause period (i.e., a waiting period) to create a sense of anticipation when transitioning from the build-up period to the results display.
[0237] When the S-reach animation begins (during the reach video display period), as shown in Figure 33(a1), the image display means 522 displays the S-reach video, and any sound output or LED light effect is performed in synchronization with the S-reach video. In the S-reach video, reduced-size (retracted) reach symbol images Ps such as "7 7", reach animation images 602a with characters, and other images are displayed in front of the special background 601a for the S-reach.
[0238] Subsequently, as the build-up period near the end of the reach video display period begins (Figure 33(a2)), the reach animation image 602a changes to a build-up animation image 603a. This build-up animation image 603a performs the final stage of the animation before the third (for example, the center) row of symbols, which is still changing, stops. In the example in Figures 33(a2) to (a3), the first character repeatedly hits the first stop symbol candidate (here, "7"), which constitutes a winning animation pattern (i.e., the same as the reach symbols), with a hammer, while the second character repeatedly hits the second stop symbol candidate (here, "6"), which constitutes a losing animation pattern (i.e., different from the reach symbols), competing to see who can destroy the stop symbol candidate first.
[0239] This build-up animation image 603a is designed to gradually build up over time. For example, the attack pitch of each character gradually increases, and the damage to each potential stop symbol progresses gradually. The build-up period ends just before one of the potential stop symbols is destroyed (Figure 33(a3)). In the example in Figure 33, the length of the build-up period is set to 3 seconds. When the build-up period ends, the build-up animation image 603a becomes static (Figure 33(a3)), and this static state is maintained during the subsequent build-up period. In the example in Figure 33, the length of the build-up period is set to 1 second.
[0240] Then, when the build-up period ends, at that branching point, either the development result display, the jackpot result display, or the miss result display starts, continuing from the previously paused build-up animation image 603a (result display period). In this way, by making the branching for jackpot / miss / development at a single point, the animation can be performed more efficiently compared to when the branching for development or not is made after the jackpot / miss branching. In particular, in the S-reach animation of this embodiment, the probability of the jackpot result display being performed is extremely low (less than 1%), so the effect of the animation is low even if the build-up for jackpot / miss is performed independently, and it is possible to perform the animation efficiently by including the build-up for development or not.
[0241] The jackpot result display features a jackpot result animation. In this animation, the second stop symbol candidate, "6," is destroyed and disappears (Figure 33(c1)), and the middle symbol stops on the remaining first stop symbol candidate, "7" (Figure 33(c2)). In the example in Figure 33, the length of the jackpot result animation is set to 7 seconds.
[0242] In the losing result display, a losing result animation is performed first. In this losing result animation, the first stop symbol candidate, "7", is destroyed and disappears (Figure 33(d1)), and the middle symbol stops on the remaining second stop symbol candidate, "6" (Figure 33(d2)). After that, a background return animation (Figure 33(d3)) returns from special background 601a to normal background 600, and then the display transitions to the normal screen display (Figure 33(d4)) where the losing animation pattern such as "7-6-7" is displayed. In the example in Figure 33, the lengths of the losing result animation, background return animation, and normal screen display that make up the losing result display are set to 3s, 1s, and 2s respectively, and the total time is shorter than the 7s of the jackpot result display.
[0243] Furthermore, a development animation is performed when the development result is displayed. In this development animation, both "7" and "6", which are candidates for the first and second stop symbols, are destroyed and disappear simultaneously (Figure 33(b1)), and then a development notification image 604a such as "Development" indicating development to an SP Reach is displayed (Figure 33(b2)). In the example in Figure 33, the length of the development animation is set to 4s, which is shorter than the 7s for the jackpot result display and the 6s for the loss result display, but the length of the development animation can be the same as or longer than the loss result display.
[0244] Next, a specific example of an SP reach pre-performance will be explained based on Figure 34, etc. As shown in Figure 34, the performance period of an SP reach pre-performance consists of a reach video display period for executing a video performance unique to SP reaches, and a result display period that follows the reach video display period, in which either a development result display or a miss result display (a jackpot result display is not included). In addition, immediately before the result display period, that is, towards the end of the reach video display period, a result display pre-performance is executed to suggest the appearance of the result display. This result display pre-performance consists of a build-up period and a waiting period (i.e., a waiting period), similar to the case of an S reach performance (Figure 33). Note that this SP reach pre-performance is an example of a non-winning reach performance that does not result in a jackpot performance type (specific type).
[0245] When the SP pre-reach animation begins (during the reach video display period), as shown in Figure 34(a1), the SP pre-reach video is displayed on the image display means 522, and arbitrary sound output and LED light effects are performed in synchronization with the SP pre-reach video. In the SP pre-reach video, reduced-size (retracted) reach symbol images Ps such as "7 7", reach animation images 602b with characters, and other images are displayed in front of the special background 601b for the SP pre-reach.
[0246] Subsequently, when the build-up period at the end of the reach video display period begins (Figure 34(a2)), the reach animation image 602b changes to a build-up animation image 603b. In the examples of Figures 34(a2) to (a3), the build-up animation image 603b shows a monster (enemy) character being attacked with a cannon. However, in the pre-SP reach animation (non-winning reach animation) of this embodiment, as mentioned above, the jackpot result display does not appear, so it is desirable that the animation during this build-up period (pre-result display animation) does not evoke the idea of a jackpot so as not to give the player unnecessary expectations. Therefore, in this embodiment, an explanatory display 605 indicating that the game will move to the next reach animation when a specific result display such as "the game will progress if you defeat the monster" appears is displayed in parallel with the build-up animation image 603b (Figures 34(a2), (a3)). This prevents players from mistakenly believing they've won a jackpot even when a monster (enemy) is defeated, thus preventing unnecessary disappointment despite favorable outcomes (developments) for the player. In the example in Figure 34, the length of the build-up period is set to 3s, the same as in the S-reach animation (Figure 33).
[0247] Furthermore, the explanatory display 605 may be composed of an explanation of the action, such as "Attack the monster," and an explanation of the result, such as "Success leads to XX," and may be configured to be displayed simultaneously or alternately.
[0248] Once the build-up period ends, the build-up animation image 603b becomes static (Figure 34(a3)), and this static state is maintained throughout the subsequent build-up period. The explanatory display 605 continues to be displayed during this build-up period as well. In the example in Figure 34, the length of the build-up period is set to 1 second, the same as in the S-reach animation (Figure 33).
[0249] Then, once the build-up period ends and the results display period begins, either the advanced result display or the losing result display will start, continuing from the previously paused teasing animation image 603b.
[0250] In the case of a losing result, a losing result animation is performed first. In this losing result animation, the attack on the monster fails (Figure 34(c1)), and consequently the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 34(c2)). After that, a background return animation is performed, returning from special background 601b to normal background 600, and then the game transitions to the normal screen display where a losing animation pattern such as "7-6-7" is shown. Note that in the example in Figure 34, the length of the losing result animation is 4s, which is longer than the 3s in the case of the S-reach animation (Figure 33), but the length of the background return animation and the normal screen display are 1s and 2s respectively, which are the same as in the case of the S-reach animation.
[0251] Furthermore, a development animation is performed when the development result is displayed. In this development animation, the attack is successful and the monster is defeated (Figure 34(b1)), and then a development notification image 604b, such as "Development," indicating the development to the SP Reach post-animation, is displayed (Figure 34(b2)). In the example in Figure 34, the length of the development animation is set to 4s, the same as in the S Reach animation, but the length of the development animation in the SP Reach pre-animation may be longer than the length of the development animation in the S Reach animation. Also, the length of the development animation may be the same as or longer than the length of the failure result display.
[0252] In addition to the development animation (normal development animation) shown in Figure 34, a revival development animation may also be implemented to display a development notification image after a revival animation has been performed either after or during the display of a losing result. In the case of this revival development animation, the timing of the revival animation may be before or after the background return animation in the display of a losing result, but it is preferable to perform it before the background return animation.
[0253] Next, specific examples of SP reach post-performance (specific reach performance) will be explained based on Figures 35 and 36. Figure 35 shows the case where a losing result is displayed, and Figure 36 shows the case where a winning result is displayed. As shown in Figures 35 and 36, the performance period of an SP reach post-performance consists of a reach video display period for executing a video performance unique to SP reaches, and a result display period that follows the reach video display period for executing either a winning result display (Figure 36) or a losing result display (Figure 35) (development result display is not included).
[0254] Furthermore, immediately before the result display period, that is, towards the end of the reach video display period, a pre-result display effect is performed to suggest the appearance of the result. This pre-result display effect in the post-SP reach effect is a so-called button effect, and includes an operation validity period suggestion effect that indicates the arrival of the operation validity period during which the operation of the effect button 514 becomes effective, and the operation validity period begins after the operation validity period suggestion effect ends.
[0255] When the SP Reach Post-Performance starts (Reach Video Display Period), as shown in Figure 35(a1), the SP Reach Post-Performance video is displayed on the image display means 522, and arbitrary sound output and LED light effects are performed in synchronization with the SP Reach Post-Performance video. In the SP Reach Post-Performance video, reduced-size (retracted) images of reach symbols such as "7 7", reach performance images 602c with characters, and other images are displayed in front of the special background 601c for SP Reach Post-Performance.
[0256] Subsequently, towards the end of the reach video display period, an indication of successful operation begins. This indication of successful operation is configured to fade in (form the target image) of the target button 514, which is the target of operation during the valid operation period, onto the screen. In the examples of Figures 35(a2) to (a4), the fade-in of the target image 606 is such that it rotates and approaches from a distance. The display manner of the target image 606 during the indication of successful operation is arbitrary, but it must be at least different from the display manner during the valid operation period so that the player does not mistakenly believe that it is the valid operation period. The fade-in of the target image 606 is completed, for example, at the end of the indication of successful operation, i.e., at the start of the valid operation period (Figure 35(a4)). Thus, the indication of successful operation is the sequence from when the target image begins to be formed (displayed) on the screen until it is formed, and the target image during that time is the indication of successful operation image.
[0257] In this embodiment, at the start of the operation validity period, that is, approximately simultaneously with the completion of the fade-in (formation of the operation target image 606), an operation mode notification image 607 consisting of the word "PUSH!" and an arrow image to notify the operation mode, and a progress notification image 608 to notify the progress of the operation validity period are newly displayed (Figure 35(a4)). The progress notification image 608 is configured such that the length of a strip-shaped gauge decreases from 100% to 0% as the operation validity period progresses (Figure 35(a5)). In the example in Figure 35, the operation validity period from the start to the end is set to 3s, and the duration of the preceding operation validity indication effect is set to 4s, which is longer than the operation validity period.
[0258] If the player presses the performance button 514 during this operation valid period, thereby fulfilling the conditions for executing the performance, the operation valid period ends at that point and the result display (either a losing result display or a winning result display) begins. Thus, while the start timing of the result display changes depending on the player's operation, the variation time is already determined, so it is necessary to perform a time adjustment (described later) during the result display to absorb the change in the player's operation timing (i.e., the start timing of the result display). Here, if the time required for this time adjustment is long, it will feel unnatural in the performance, so in that sense, it is desirable for the operation valid period to be short, but if the operation valid period is short, the possibility of the player missing the opportunity to operate increases. Therefore, in this embodiment, in order to suppress the unnaturalness of the performance due to time adjustment, the operation valid period is made as short as possible (3s in this case), and in order to prevent the player from missing the opportunity to operate as a result, an operation validity indication performance (4s in this case) that is longer than the operation valid period (3s) is executed immediately before the operation valid period ends.
[0259] Regarding the performance button 514, possible conditions for executing the performance include a one-hit execution condition that is met when the performance button 514 is operated once, a rapid-fire execution condition that is met when the performance button 514 is operated multiple times in succession, and a long-press execution condition that is met when the performance button 514 remains in an operated state. However, in this embodiment, the one-hit execution condition is adopted.
[0260] Figures 35(A1) and (A2) are both time charts for displaying a losing result. Figure 35(A1) shows the earliest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the start of the operation validity period, while Figure 35(A2) shows the latest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the end of the operation validity period. If the performance button 514 is not operated during the operation validity period (i.e., the operation condition is not met), the system may be configured to start displaying the same or a different losing result at the end of the operation validity period, as would have occurred if the performance button 514 had been operated.
[0261] As shown in FIGS. 35(A1) and (A2), in the deviation result display, first, a deviation result effect is performed. In this deviation result effect, after the middle symbol stops at "6" which is different from the reach symbol (here, "7") (FIG. 35(b1)), a loop waiting effect with a length corresponding to the operation timing of the effect button 514, that is, the start timing of the deviation result display, is executed (FIG. 35(b2)). By this loop waiting effect, time adjustment is performed so that even if the start timing of the result display changes, the end timing of the result display does not change.
[0262] As shown in FIG. 35(A1), when a button operation is performed substantially simultaneously (earliest) with the start of the operation valid period, the time of the loop waiting effect is the longest (here, 3 s), and as shown in FIG. 35(A2), when a button operation is performed substantially simultaneously (latest) with the expiration of the operation valid period, the time of the loop waiting effect is the shortest (here, 0). Thus, in the deviation result display of this embodiment, the loop waiting effect for time adjustment is performed after executing the deviation result effect and before switching to the normal screen display (here, before the background return effect). Thereby, even if the time of the loop waiting effect becomes long, the tempo from the end stage (background return effect, normal screen display) of the deviation result display to the next variation is not impaired, and it is possible to suppress the sense of incongruity due to the time adjustment.
[0263] Note that the loop standby effect is configured to repeatedly play loop standby video data that is connected from the previous video, for example, on the image display means 522. Also, for the light emission effect by the LED 571, at the timing when the effect button 514 is operated, it emits light in a light emission mode corresponding to a miss (using the light emission pattern data for single playback), and thereafter, it repeatedly performs a predetermined light emission mode until the end of the loop standby effect (using the light emission pattern data for loop playback). Also, for the audio output from the speaker 572, at the timing when the effect button 514 is operated, it outputs an effect sound corresponding to a miss (using the effect sound data for single playback), and thereafter, it either goes silent until the end of the loop standby effect or repeatedly outputs a predetermined effect sound (using the effect sound data for loop playback). This loop standby effect is repeated until a fluctuation stop command is received from the main control board 541.
[0264] Thereafter, after a background return effect of returning from the special background 601c to the normal background 600, it transitions to a normal screen display where a miss effect mode such as "7·6·7" is displayed. In the example of FIG. 35, the shortest length of the miss result effect is 5 s, which is longer than that in the case of the S reach effect (3 s) and the case of the pre-SP reach effect (4 s). However, the lengths of the background return effect and the normal screen display are 1 s and 2 s respectively, which are the same as those in the case of the S reach effect and the pre-SP reach effect.
[0265] Also, in the example of FIG. 35, the operation effective time (here 3 s) is shorter than the effect time of the miss result effect (here the shortest 5 s). As a result, the ratio of the effect time of the loop standby effect for time adjustment to the effect time of the miss result effect can be made less than 1 / 2, and it is possible to suppress the sense of discomfort due to time adjustment. [[ID=ID=10]]
[0266] As described above, in this embodiment, when comparing the case where the last reach animation is a weak reach animation (e.g., an S reach animation) (Figure 33) with the case where a strong reach animation (e.g., a post-SP reach animation) can appear at a later stage (i.e., has a higher probability of resulting in a jackpot than a weak reach animation) (Figure 35), the result display time is set to be longer in the case of a strong reach animation than in the case of a weak reach animation. This makes it possible to shorten the result display time and speed up the tempo in reach animation patterns with low jackpot reliability and low player expectations, and to lengthen the result display time and enhance the effect of the animation in reach animation patterns with high jackpot reliability and high player expectations. Furthermore, by enhancing the effect of the animation in this way, it becomes less likely for players to get bored even if the animation is reused in other machines, and as a result, the cost of the gaming machine can be reduced.
[0267] Furthermore, in this embodiment, the duration of the losing result animation is longer in the case of a strong reach animation (e.g., the animation after an SP reach) than in the case of a weak reach animation (e.g., an S reach animation), but the duration of the background return animation and the normal screen display are the same. If the result display time is set to be longer in the case of a strong reach animation than in the case of a weak reach animation, one of the background return animation and the normal screen display may be the same in the case of a weak reach animation and a strong reach animation, while the other of the background return animation and the normal screen display, as well as the losing result animation, may be different in the case of a weak reach animation and a strong reach animation.
[0268] Furthermore, Figures 36(A1), (A2), (B1), and (B2) are all time charts for displaying jackpot results, but Figures 36(A1) and (A2) show the normal jackpot result display, while Figures 36(B1) and (B2) show the revival jackpot result display. Here, the revival jackpot result display (Figures 36(B1), (B2)) is configured to execute the revival jackpot result display after executing the miss result display, followed by a revival jackpot movable body display involving the movement of a movable body, whereas the normal jackpot result display (Figures 36(A1), (A2)) is configured to execute the normal jackpot result display after a normal jackpot movable body display involving the movement of a movable body, without executing the miss result display.
[0269] Furthermore, whether to execute the normal jackpot result display shown in Figures 36(A1) and (A2) or the revival jackpot result display shown in Figures 36(B1) and (B2) is determined by the symbol variation content determination means 582a (Figure 30) on the performance control board 542 when it receives a variation pattern command corresponding to a specific variation pattern (for example, the SP Reach 1 jackpot variation pattern) from the main control board 541. Therefore, the variation time is the same for both the normal jackpot result display and the revival jackpot result display, and consequently, the performance time and the end timing of each result display are also the same. In other words, the time from the timing of the win / loss branch (the timing when the performance button 514 is operated and the result display starts) until the symbols stop in a confirmed state is the same for both the normal jackpot result display and the revival jackpot result display.
[0270] Furthermore, of Figures 36(A1) and (A2) which show the normal jackpot result display, Figure 36(A1) shows the earliest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the start of the operation valid period, and Figure 36(A2) shows the latest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the end of the operation valid period. Similarly, of Figures 36(B1) and (B2) which show the revival jackpot result display, Figure 36(B1) shows the earliest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the start of the operation valid period, and Figure 36(B2) shows the latest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the end of the operation valid period. Note that if the performance button 514 is not operated during the operation valid period (if the operation conditions are not met), the system may be configured to start displaying the same or a different jackpot result at the end of the operation valid period as if the performance button 514 had been operated.
[0271] As shown in Figures 36(A1) and (A2), in the normal jackpot result display, the normal jackpot movable body animation is performed first. In this normal jackpot movable body animation, as shown in Figures 36(b1) to (b3), the movable body 531 operates in a predetermined normal jackpot operation pattern, and an arbitrary image animation corresponding to the operation of the movable body 531 is displayed on the image display means 522, the middle symbol stops at the same symbol as the reach symbol (in this case, "7"), and the LED 571 lights up in a predetermined normal jackpot illumination pattern. In the example in Figure 36, the normal jackpot operation pattern is configured such that the movable body 531 descends at high speed from the origin position (upper position) to the lower front position of the image display means 522 (Figure 36(b1)), stops for a predetermined time, and then returns to the origin position at low speed (Figures 36(b2), (b3)).
[0272] Furthermore, the normal jackpot illumination pattern is a so-called rainbow illumination pattern, and as shown in Figure 37(a), the light-emitting part of the movable body 531, that is, the letters "Kappa Legend," are illuminated in rainbow colors flowing in a predetermined direction (for example, left and right). This rainbow illumination pattern is configured to cycle at a predetermined interval, and the illumination data for one cycle is executed a predetermined number of times during the 5s from the start to the end of the normal jackpot movable body performance. Note that not only the LEDs on the movable body 531, but also the LEDs on the game board 505 and the front frame 504 may be illuminated with the same rainbow illumination pattern. In addition, when the performance button 514 is operated, that is, at the start of the normal jackpot movable body performance, the illumination may be set to light up in the illumination mode corresponding to a normal jackpot (for example, rainbow flashing), and then the illumination with the rainbow illumination pattern may be repeated.
[0273] After the normal jackpot animation ends, the normal jackpot result animation is performed. In this normal jackpot result animation, a celebration animation (Figure 36(b4)) is performed to celebrate the jackpot, followed by a loop waiting animation of a length corresponding to the timing of the operation of the animation button 514, i.e., the start timing of the normal jackpot result display (Figure 36(b5)). This loop waiting animation adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.
[0274] As shown in Figure 36(A1), the loop waiting animation time is maximized (3 seconds in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 36(A2), the loop waiting animation time is minimized (0 seconds in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest). Thus, in the normal jackpot result display of this embodiment, the loop waiting animation for time adjustment is performed at the end of the jackpot result animation, which takes place after the normal movable body animation, that is, before the jackpot is confirmed. As a result, the movable body animation that notifies that a jackpot has been won and the result animation that celebrates the jackpot are executed in succession, starting from the timing of the button press, and this sequence is not affected by the loop waiting animation, making it possible to suppress any sense of incongruity caused by time adjustment without compromising the exhilarating feeling of the animation.
[0275] The loop standby effect is configured so that, on the image display means 522, for example, the loop standby video data connected from the previous video is repeatedly played. Regarding the LED 571 light effect, when the effect button 514 is operated, it lights up in a light pattern corresponding to a normal jackpot (e.g., rainbow flashing) (using light pattern data for one-time playback), and then repeats a predetermined light pattern (rainbow flashing pattern) until the end of the loop standby effect (using light pattern data for loop playback). Regarding the audio output from speaker 572, when the effect button 514 is operated, it outputs a sound effect corresponding to a normal jackpot (using sound effect data for one-time playback), and then either 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 variation stop command is received from the main control board 541.
[0276] In the example shown in Figure 36, the length of the normal jackpot movable body animation in the normal jackpot result display is set to 5s, and the minimum length of the normal jackpot result animation is set to 8s.
[0277] Furthermore, as shown in Figures 36(B1) and (B2), the revival jackpot result display first performs the same effects as the losing result display shown in Figures 35(A1) and (A2). That is, after the losing result effect (Figures 36(c1) and (c2)) is performed first, the background returns from the special background 601b to the normal background 600 (Figure 36(c3)), and then the screen transitions to the normal screen display (Figure 36(c4)) where a losing effect pattern such as "7-6-7" is displayed. In the losing result effect, after the middle symbol stops on "6", which is different from the reach symbol (here, "7") (Figure 36(c1)), a loop waiting effect is performed with a length corresponding to the timing of the operation of the effect button 514, i.e., the start timing of the losing result display (Figure 36(c2)). This loop waiting effect adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.
[0278] As shown in Figure 36(B1), the loop waiting animation time is the longest (3s in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 36(B2), the loop waiting animation time is the shortest (0 in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest).
[0279] The loop standby effect is configured on the image display means 522 to repeatedly play video data for loop standby that is connected to the previous video, for example. Regarding the LED 571 light effect, when the effect button 514 is operated, it lights up in a pattern corresponding to a loss (using light pattern data for one-time playback), and then repeats a predetermined light pattern until the end of the loop standby effect (using light pattern data for loop playback). Regarding the audio output from the speaker 572, when the effect button 514 is operated, it outputs a sound effect corresponding to a loss (using sound effect data for one-time playback), and then either 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 change stop command is received from the main control board 541.
[0280] In the example shown in Figure 36, the shortest duration of the losing result animation in the revival jackpot result display is 5 seconds, and the durations of the background return animation and the normal screen display are 1 second and 2 seconds, respectively, which are the same as in the case of the losing result display (Figures 35(A1), (A2)).
[0281] Following the normal screen display, a revival jackpot movable body animation is performed. In this revival jackpot movable body animation, as shown in Figures 36(c5) to (c7), the movable body 531 operates in a predetermined revival jackpot operation pattern, and the image display means 522 displays an arbitrary image animation corresponding to the movement of the movable body. At the same time, the middle symbol, which had temporarily stopped at "6" which is different from the reach symbol, changes to the same symbol as the reach symbol (in this case, "7"), and the LED 571 lights up in a predetermined revival jackpot illumination pattern. Note that the animation time (3s) for this revival jackpot movable body animation is shorter than the animation time (5s) for the normal jackpot movable body animation.
[0282] In the example shown in Figure 36, the revival jackpot operation pattern is configured such that the movable body 531 descends at high speed from the origin position (upper position) to the lower position in front of the image display means 522 (Figure 36(c5)), stops for a predetermined time, and then returns to the origin position at a low speed (Figure 36(c6), (c7)). Thus, the revival jackpot operation pattern is almost the same as the normal jackpot operation pattern (Figure 36(b1)~(b3)) in terms of the operation of the movable body 531, but the performance time is different. This difference in performance time is adjusted by, for example, varying the stopping time at the lower position and the movement speed (for example, the speed of return to the origin position).
[0283] Furthermore, the content of the animation images displayed on the image display means 522 during the revival jackpot movable body animation differs from the content of the animation images displayed on the image display means 522 during the normal jackpot movable body animation. The difference in the content of the animation images between the revival jackpot movable body animation and the normal jackpot movable body animation may be based solely on the difference in the movement of the movable body 531 due to the difference in animation time (differences in stopping time at the lower position and movement speed), or it may go beyond the difference in the movement of the movable body 531, such as the appearance of different characters.
[0284] In addition, the resurrection jackpot light emission pattern is a so-called rainbow light emission pattern. As shown in FIG. 37(b), the light emission part of the movable body 531, that is, the characters of "Kappa Legend", emits light in a rainbow color flowing in a predetermined direction (for example, the left-right direction). The resurrection jackpot light emission pattern shown in FIG. 37(b) and the normal jackpot light emission pattern shown in FIG. 37(a) are executed at the same cycle using common light emission pattern data, and the difference between the two is only the number of repetitions based on the length of the production time. In addition to the LEDs on the movable body 531, the LEDs on the other gaming board 505 and the front frame 504 may also emit light in the same rainbow light emission pattern.
[0285] In this way, by performing different effects using the same movable body 531 in the normal jackpot movable body effect and the resurrection jackpot movable body effect, it is possible to enhance the effect while reducing the cost.
[0286] After the resurrection jackpot movable body effect ends, a resurrection jackpot result effect (FIG. 36(c8)) that blesses the jackpot is performed. In the example of FIG. 36, the production time of this resurrection jackpot movable body effect is 2 s, which is shorter than the production time of the normal jackpot movable body effect (minimum 8 s).
[0287] As described above, in the resurrection jackpot result display of the present embodiment, the loop standby effect for time adjustment is performed after the losing result effect is executed and before switching to the normal screen display (here, before the background return effect), so that the resurrection jackpot result effect is executed after the time adjustment is completed. As a result, even if the time of the loop standby effect becomes long, the connection from the button operation to the losing result effect is not impaired, and the series of flows from the movable body effect that notifies winning the jackpot to the result effect that blesses winning the jackpot are not affected. Therefore, it is possible to suppress the sense of incongruity due to time adjustment without impairing the refreshing feeling of the effect.
[0288] Furthermore, in the post-SP reach sequence of this embodiment, the timing of the end of the display of the normal jackpot result and the display of the revival jackpot result are the same, and if the timing of the player's button operation is the same, the duration of the sequences is also the same.
[0289] Figure 38 illustrates a fifth embodiment of the present invention, which is a modified version of the fourth embodiment. In the pre-result display of the SP reach pre-performance, which is an example of a non-winning reach performance, a teasing performance is executed using symbols other than the reach symbol and the symbols immediately before and after it as the final stopping symbols, thereby performing a performance that does not suggest that the symbols will become a winning performance (specific form).
[0290] Figure 38 corresponds to Figure 34 of the fourth embodiment. In the SP pre-reach animation of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 38(a1)→(a2)), the reach animation image 602d changes to the build-up animation image 603d. The build-up animation image 603d performs the final stage of animation before the third (for example, the center) row of symbols, which is still changing, stops. In the example of Figures 38(a2)~(a3), the first character repeatedly hits the first stop symbol candidate (here, "5"), which is -2 from the reach symbol (here, "7"), with a hammer, and the second character repeatedly hits the second stop symbol candidate (here, "4"), which is -3 from the reach symbol (here, "7"), with a hammer, competing to see which character can destroy the stop symbol candidate first.
[0291] Thus, in the pre-result display sequence of the SP reach sequence in this embodiment, a build-up sequence is performed using a symbol other than the reach symbol (in this case, "7") and the symbols immediately before and after it (in this case, "6" and "8") as the final stopping symbol.
[0292] When the build-up period ends, the build-up animation image 603d becomes static (Figure 38(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 603d.
[0293] In the losing result display, a losing result animation is performed first. In this losing result animation, the first stop symbol candidate "5" is destroyed (Figure 38(c1)), and the middle symbol stops on the remaining second stop symbol candidate "4" (Figure 38(c2)). After that, the background returns to normal (Figure 38(c3)) and the screen returns to normal (Figure 38(c4)). In the development result display, a development animation is performed. In this development animation, the second stop symbol candidate "4" is destroyed (Figure 38(b1)), and then a development notification image 604d such as "Development" indicating development after an SP reach is displayed (Figure 38(b2)).
[0294] Thus, in the pre-result display sequence of the SP reach sequence in this embodiment, a teasing sequence is performed using symbols other than the reach symbol and the symbols immediately before and after it as the final stopping symbols. Therefore, regardless of the outcome of the teasing sequence, the player will not mistakenly believe that they have won the jackpot, thus preventing unnecessary disappointment for the player.
[0295] In this embodiment as well, similar to the fourth embodiment, an explanatory display indicating that the game will proceed to the next reach animation if a specific result display such as "destroy 4 will lead to development" appears may be displayed in parallel with the hype animation image 603d.
[0296] Figure 39 illustrates a sixth embodiment of the present invention, showing an example in which the fourth embodiment is partially modified to perform an effect that does not suggest that the symbols will become a jackpot effect (specific effect) in the pre-result display effect of the pre-SP reach effect, which is an example of a non-winning reach effect, by not using the success (win) effect result among multiple types of effect results including success (win) and failure (loss).
[0297] Figure 39 corresponds to Figure 34 of the fourth embodiment. In the SP reach pre-performance of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 39(a1)→(a2)), the reach performance image 602e changes to the build-up performance image 603e. In the example of Figures 39(a2)~(a3), the build-up performance image 603e depicts a kappa (ally) who has been defeated by a monster (enemy) trying to stand up again.
[0298] When the build-up period ends, the build-up animation image 603e becomes static (Figure 39(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 603e.
[0299] In the losing result display, a losing result animation is performed first. In this losing result animation, the fallen kappa is unable to stand up and loses (fails) (Figure 39(c1)), and consequently the middle symbol stops at "6", which is different from the winning symbol (in this case, "7") (Figure 39(c2)). After that, the background returns to normal (Figure 39(c3)) and then the screen returns to normal display (Figure 39(c4)).
[0300] Furthermore, a development animation is performed when the development result is displayed. In this development animation, the kappa stands up again (Figure 39(b1)), and then a development notification image 604e such as "Development" indicating development after an SP reach is displayed (Figure 39(b2)). Thus, in this embodiment, the development animation does not mean that the kappa has won the battle against the monster just because it stands up, so players will not mistakenly think that they have won the jackpot, and it is possible to prevent players from feeling unnecessarily disappointed.
[0301] In this embodiment as well, similar to the fourth embodiment, an explanatory display indicating that the game will proceed to the next reach animation if a specific result display such as "If it can stand up, it will progress" appears may be displayed in parallel with the hype animation image 603e.
[0302] Figure 40 illustrates a seventh embodiment of the present invention, which is a partial modification of the fourth embodiment. In the display of the result of the pre-SP reach performance, which is an example of a non-winning reach performance, the LEDs are made to light up with a light pattern other than the specific light pattern (rainbow light pattern) used in the display of the jackpot result in other reach performances. This configuration ensures that the performance does not suggest that the symbols will be in a jackpot performance mode (specific mode).
[0303] Figure 40 corresponds to Figure 34 of the fourth embodiment. In the pre-SP reach animation of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 40(a1) → (a2)), the reach animation image 602f changes to the build-up animation image 603f. In the example of Figures 40(a2)~(a3), the build-up animation image 603f shows a monster (enemy) character being attacked with a cannon. In this embodiment, an explanatory display indicating that the next reach animation will begin when a specific result display such as "defeat the monster to progress" appears is not executed in parallel with the build-up animation image 603f, but such an explanatory display may be displayed as in the fourth embodiment.
[0304] When the build-up period ends, the build-up animation image 603f becomes static (Figure 40(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 603f.
[0305] In the losing result display, a losing result animation is performed first. In this losing result animation, the attack on the monster fails (Figure 40(c1)), and consequently the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 40(c2)). After that, the background returns to normal (Figure 40(c3)) and then the screen returns to normal (Figure 40(c4)).
[0306] Furthermore, a development animation is performed when displaying the development result. In this development animation, a development movable body animation (Figures 40(b1) to (b3)) is performed. In this development movable body animation, the movable body 531 operates in a predetermined development movement pattern, and the image display means 522 displays an arbitrary image animation corresponding to the movement of the movable body 531 (in this case, an animation showing the attack succeeding and the monster being defeated), and a development notification image 604f such as "Development" indicating development to the SP Reach post animation is displayed, and the LED 571 of the movable body 531 lights up in a predetermined development light emission pattern.
[0307] In the example shown in Figure 40, the development operation pattern is configured such that the movable body 531 descends at high speed from the origin position (upper position) to the lower position in front of the image display means 522 (Figure 40(b1)), stops for a predetermined time, and then returns to the origin position at a low speed (Figures 40(b2), (b3)). Thus, the development operation pattern is almost the same as the normal jackpot operation pattern (Figures 36(b1)~(b3)) in terms of the operation of the movable body 531, but the performance time is different. This difference in performance time is adjusted by, for example, varying the stopping time at the lower position and the movement speed (for example, the speed of return to the origin position).
[0308] Furthermore, the content of the animation images displayed on the image display means 522 during the development movable body animation differs from the content of the animation images displayed on the image display means 522 during the normal jackpot movable body animation (Figure 36). In addition, the development light emission pattern is a different light emission pattern (including cases where no light is emitted) from the normal jackpot light emission pattern, i.e., the rainbow light emission pattern (specific light emission pattern).
[0309] In this embodiment, the LED 571 of the movable body 531 is configured to emit light in an advanced light pattern different from the normal jackpot light pattern (in this case, the rainbow light pattern). Therefore, even though the movable body 531 is operated in an advanced motion pattern that is almost identical in content to the normal jackpot motion pattern in the normal jackpot result presentation, players will not mistake this for a jackpot, thus preventing unnecessary disappointment for the players.
[0310] Figure 41 illustrates an eighth embodiment of the present invention, showing an example in which the fourth embodiment is partially modified to display an explanatory display indicating that the next reach animation will be performed when a specific result display appears, even before the pre-result animation (teasing animation, build-up period).
[0311] Figure 41 corresponds to Figure 34 of the fourth embodiment. As shown in Figure 41, in the SP reach pre-performance of this embodiment, the reach title 611 is first displayed on the image display means 522 (Figure 41(a1)), and then an explanatory display 605 such as "Defeating the monster will advance the performance" is displayed largely in the center of the screen for a predetermined time (for example, about 2 seconds) (Figure 41(a2)). After the explanatory display 605 is reduced in size and moved to the periphery of the screen (for example, the top) (Figure 41(a3)), the reach performance proceeds with reach performance images 602b, etc., featuring characters, etc.
[0312] Subsequently, as the build-up period near the end of the reach video display period begins (Figure 41(a4)), the explanatory display 605 continues to be displayed, and the reach animation image 602b changes to the build-up animation image 603b. In the examples of Figures 41(a4) to (a5), as in the case of Figure 34, the build-up animation image 603b shows a monster (enemy) character being attacked with a cannon.
[0313] Once the build-up period ends, the build-up animation image 603b becomes static (Figure 41(a5)), and this static state is maintained throughout the subsequent build-up period. The explanatory display 605 continues to be displayed during this build-up period. The animation for the result display period after the build-up period ends is the same as in the fourth embodiment (Figure 34), so the explanation is omitted here.
[0314] As explained above, the explanatory display stating that the game will proceed to the next reach animation when a specific result is displayed may be configured to be displayed not only during the pre-result animation (teasing animation, build-up period), but also before that.
[0315] Figure 42 illustrates a ninth embodiment of the present invention, showing an example in which the fourth embodiment is partially modified to form an operation target image during the operation validity indication performance, and the operation validity period starts after a predetermined time has elapsed from the completion of the formation of the operation target image.
[0316] Figure 42 corresponds to Figures 35 and 36 of the fourth embodiment. As shown in Figure 42, in the SP reach post-performance of this embodiment, an operation valid indication performance is started at the end of the reach video display period. In the operation valid indication performance of this embodiment, the performance period (4s) consists of a button formation period (3s) and a post-button formation waiting period (1s) that follows the button formation period. The button formation period is the period for forming the operation target image 606 that indicates the performance button 514. As shown in Figures 42(a2) to (a4), for example, the transparency of the operation target image 606 on the screen gradually decreases from 100% and becomes clearer, and at the end of the button formation period, the transparency reaches 0% and the operation target image 606 is completed (Figure 42(a4)). However, this button formation process is arbitrary. The post-button formation waiting period is the waiting time from the completion of the formation of the operation target image 606 until the operation valid period begins, and the display state of the operation target image 606 at the time of completion is maintained.
[0317] Furthermore, a gauge formation waiting period (0.5s) is provided in the latter half of the button formation waiting period. This gauge formation waiting period is a period during which the progress notification image 608, which notifies the progress of the operation valid period, is maintained in a waiting state (for example, when the gauge is stopped at 100%). It starts one hour (0.5s in this case) after the button formation waiting period has started, and the progress notification image 608 is displayed on the screen at the start of this period (Figure 42(a5)).
[0318] The waiting period after gauge formation (and the waiting period after button formation) ends after 2 hours (here, 0.5 s) have elapsed since the start of the waiting period after gauge formation, and the operation valid period starts. When the operation valid period starts, an operation mode notification image 607 composed of characters "PUSH!" and arrow images, etc. for notifying the operation mode is displayed (Fig. 42(a6)), and the gauge change of the progress status notification image 608 starts (Figs. 42(a6)-(a7)).
[0319] As described above, in this embodiment, the operation valid period starts after a predetermined time has elapsed since the completion of the formation of the operation target image 606 during the operation valid suggestion effect. Moreover, after 1 hour (0.5 s) has elapsed since the completion of the formation of the operation target image 606, the progress status notification image 608 is displayed in a state of waiting to start, and the operation valid period starts after 2 hours (0 .5 s) have elapsed since the start of the display of the progress status notification image 608. Therefore, even if the operation valid time is shortened to suppress the sense of incongruity of the effect due to subsequent time adjustment, it is possible to more reliably prevent the loss of the player's operation opportunity due to this.
[0320] Fig. 43 illustrates the 10th embodiment of the present invention, in which a part of the 4th embodiment is modified, and the effect time of the operation valid suggestion effect in the strong reach effect (here, the effect after SP reach) is made longer than the effect time of the operation valid suggestion effect in the weak reach effect (here, the S reach effect). As described above, the strong reach effect is a reach effect with a higher degree of expectation in a specific mode than the weak reach effect.
[0321] FIG. 43(b) is a time chart regarding the operation validity suggestion effect and the operation valid period in the post-SP reach effect (an example of a strong reach effect) of the present embodiment, which is the same as that of the fourth embodiment (FIG. 35). Further, FIG. 43(a) is a time chart regarding the operation validity suggestion effect and the operation valid period in the S reach effect (an example of a weak reach effect) of the present embodiment. In the fourth embodiment (FIG. 33), the pre-result display effect of the S reach effect was not a button effect, but in the S reach effect of the present embodiment (FIG. 43(a)), a button effect is executed in the same manner as the post-SP reach effect, and an operation validity suggestion effect and an operation valid period are provided before the result display period. <0001 - 076><0001 - 077><0001 - 078>As is clear from FIGS. 43(a) and (b), in the present embodiment, the effect time (here, 4 s ) of the operation validity suggestion effect in the post-SP reach effect (strong reach effect) is longer than the effect time (here, 2 s ) of the operation validity suggestion effect in the S reach effect (weak reach effect). Also, the operation valid time from the start to the end of the operation valid period is the same (both 3 s ) for the S reach effect and the post-SP reach effect, and the effect time of the pre-result display effect combining the operation validity suggestion effect and the operation valid period is longer for the post-SP reach effect (strong reach effect) than for the S reach effect (weak reach effect). Note that the effect time (4 s ) of the operation validity suggestion effect in the post-SP reach effect is longer than the operation valid time (3 s ), whereas the effect time (2 s ) of the operation validity suggestion effect in the S reach effect is shorter than the operation valid time (3 s ). <0001 - 079><0001 - 080><{000}1 - 081>Thus, in the present embodiment, regarding the post-SP reach effect (strong reach effect), similar to the fourth embodiment, in order to suppress the sense of incongruity of the effect due to subsequent time adjustment, the operation valid time (here, 3 s ) is made as short as possible, and in order to surely prevent the loss of the player's operation opportunity due to this, an operation validity suggestion effect (here, 4 s ) longer than the operation valid time (3 s ) is executed immediately before the operation valid period. However, regarding the S reach effect (weak reach effect), in order to prioritize enhancing the effect of the reach effect rather than the loss of the player's operation opportunity, the operation validity suggestion effect (here, 2 s ) is made shorter than the operation valid time (3 s ).
[0324] FIG. 44 illustrates the eleventh embodiment of the present invention, which is a modification of the fourth embodiment and enables a development notice effect to be executed that develops (or is highly likely to develop) to the next reach effect before the result display effect, and the content of the result display effect before is configured to be different according to whether or not the development notice effect appears.
[0325] FIG. 44 corresponds to FIG. 33 of the fourth embodiment and shows the content of the result display effect before in the S reach effect when a development notice effect indicating that it develops (or is highly likely to develop) to the SP reach effect after (the reach effect further after the next reach effect) is executed during the normal variation in the symbol variation (before reaching the reach state). It is assumed that the content of the result display effect before in the S reach effect when the development notice effect is not executed is the same as that in the fourth embodiment (FIG. 33).
[0326] In the example of FIG. 44, a notice image 612 indicating a blue signal is displayed on the screen during the normal variation in the symbol variation (development notice effect). This notice image 612 of the blue signal indicates that it develops to the SP reach effect after (a predetermined reach effect) in the symbol variation, and when this notice image 612 is displayed, it develops to the SP reach effect after with a 100% probability thereafter.
[0327] And when this notice image 612 is displayed, in the reach effect until reaching the SP reach effect after, unlike the case where the notice image 612 is not displayed (FIG. 33), a result display effect before with content premised on development is executed. That is, the exciting effect images 603g shown in FIGS. 44(a3)-(a4) are such that a character sets a bomb and ignites it for both the first stop symbol candidate (here, "7") that constitutes the big win effect mode (i.e., the same as the reach symbol) and the second stop symbol candidate (here, "6") that constitutes the losing effect mode (i.e., different from the reach symbol).
[0328] When the fanning period ends, at that time, the fanning effect image 603g becomes stationary (Fig. 44(a4)), and during the subsequent waiting period, the stationary state of the fanning effect image 603g is maintained. Then, when the waiting period ends and the result display period begins, the development result display starts in a form connected from the fanning effect image 603g that had been paused. In this development effect, both the "7" and "6" which are the first and second stop symbol candidates are simultaneously exploded (Fig. 44(b1)), and then a development notification image 604a such as "Development" indicating the development to the SP reach is displayed (Fig. 44(b2)). Note that the content of the development result display may be the same as when the preview image 612 is not displayed (Fig. 33) (i.e., using common effect data).
[0329] As described above, by varying the content of the pre-result display according to whether a development preview effect indicating development to a predetermined (next) reach effect appears or not, it becomes possible to execute a more appropriate pre-result display according to whether it is clear that development to a predetermined reach effect will occur or not.
[0330] As described above, the embodiments of the present invention have been described in detail, but the present invention is not limited to the above embodiments, and various modifications are possible without departing from the spirit of the present invention. For example, although the first to third embodiments and the fourth to eleventh embodiments are embodied as completely different gaming machines, it is needless to say that they can be embodied as the same gaming machine by appropriately combining the former and the latter. For example, it is possible to configure the gaming machine according to the first to third embodiments to execute the same effects as the gaming machine according to the fourth to eleventh embodiments. At that time, the movable body 77 shown in Fig. 5 may be changed to the same configuration as the movable body 531 decorated with the "Kappa legend" shown in Fig. 29, and the two gaming machines may be appropriately adapted according to their differences.
[0331] In the second embodiment, an example was shown in which a decorative sticker (specific decorative sticker) S17 is attached to a rear support member (predetermined member) 74 located behind the transparent main body plate 50 of the game board 16. However, the specific decorative sticker may be attached to the front or rear surface of the game board 16 (the transparent main body plate 50 that constitutes it). When the specific decorative sticker is attached to the front surface of the game board 16, the main body plate does not have to be transparent. The warning information display unit may be placed in a position corresponding to a ball passage other than the upper ball passage 312, for example, the launch guide passage 86, or it may be placed in a position where no game components are placed and which corresponds to a position other than a ball passage.
[0332] In the first to third embodiments, examples were shown in which decorative stickers, which are decorative sheets having an adhesive layer on their back surface, are attached to predetermined positions on the game board. However, decorative sheets without an adhesive layer may be attached to the game board by any method other than attachment. For example, when attaching a decorative sheet to the rear surface of the game board, the decorative sheet may be sandwiched between a transparent main plate and a rear support member positioned behind it.
[0333] When using a partial adhesive layer, it is desirable that the adhesive portion in the outer peripheral area be arranged continuously along the outer perimeter of the main sheet at a constant width, but partial breaks or changes in width are acceptable. For example, if there is a U-shaped or other notch on the outer perimeter of the main sheet, it is desirable to arrange the adhesive portion along the notch at a constant width, as shown in Figure 27(A), but as shown in Figures 27(B) and (C), breaks or narrow sections may occur in the adhesive portion of the outer peripheral area depending on the size and shape of the notch. If ease of peeling is the priority, Figures 27(B) and (C) are more advantageous than Figure 27(A). In addition, a portion of the outer peripheral area may be left without adhesive, or the width of the adhesive portion in a portion of the outer peripheral area may be narrowed (narrowed section). This makes it easier to remove the adhesive sheet because tools can be inserted into the non-adhesive or narrowed sections.
[0334] In the first to third embodiments, a full adhesive layer was used for decorative seals S14 and S16, which have a relatively small area among the decorative seals S11 to S17. In such cases, an adhesive with lower tackiness may be used in the case of a full adhesive layer than in the case of a partial adhesive layer. Also, a partial adhesive layer may be used for decorative seals S14 and S16.
[0335] In the first to third embodiments, as shown in Figure 10, a common color arrangement was adopted for all of the multiple types of warning stickers S1 to S7, but multiple color arrangements may be adopted. However, even in this case, it is desirable that the combination of colors used (yellow, black, white) be the same and that this color combination is not used on other adhesive sheets. Figure 28 shows an example in which different color arrangements are adopted for warning stickers S5 to S7 among the warning stickers S1 to S7 shown in Figure 10. In the warning stickers S5 to S7 shown in Figure 28, the background is white, the text etc. is black, and a black border is provided along the outer edge of the main sheet. In addition, the first warning symbol s1' is configured with a black "!" placed inside a yellow triangle with a black border.
[0336] In the warning sticker S5 shown in Figure 28(A), a first display area a1 formed in a fixed width area along the top edge displays a first warning symbol s1' and a second warning symbol s2 consisting of the word "Caution" in black Gothic type. Below that, in the second display area a2, the words "Be careful of the edges of metal parts." are displayed in black horizontal Gothic type.
[0337] In the warning sticker S6 shown in Figure 28(B), the sticker is not divided into two areas, the first display area a1 and the second display area a2, and the second warning symbol s2 is not displayed. Instead, the first warning symbol s1' is displayed at the beginning of two strings of text indicating the precautions to take: "Caution: Electric shock, be careful of edges" and "Caution when opening the back cover." Similarly, in the warning sticker S7 shown in Figure 28(C), the sticker is not divided into two areas, the first display area a1 and the second display area a2, and the second warning symbol s2 is not displayed. Instead, the first warning symbol s1' is displayed next to the string of text indicating the precautions to take: "Caution: High temperature of power supply board."
[0338] Furthermore, the warning sticker shown in Figure 28 uses the same color combination (yellow, black, and white) as the warning sticker shown in Figure 10. Therefore, as with Figure 11, a white main sheet made of PET, paper, or other material can be used, and the top surface can be printed with two plates, yellow (Y plate) and black (K plate), using silk screen printing or the like. On the back side, a full-surface adhesive layer (adhesive plate) can be provided with adhesive applied to the entire surface.
[0339] In the first to third embodiments, examples were shown in which two colors, white and black, were used for the main board information display sticker S23, but only one color, white or black, may be used. Also, although printing with a white plate was performed on both the top and back sides of the main sheet, the white plate may be placed on only one of the top or back sides. Furthermore, an information display sheet similar to the main board information display sticker S23 may also be attached to other board cases.
[0340] In the first to third embodiments, examples were shown in which the information display section provided on the specific decorative adhesive sheet included a warning information display section for amusement hall staff or players, a copyright information display section, and a two-dimensional code. However, other information display sections, such as a performance information display section, may also be provided on the specific decorative adhesive sheet. In the embodiments, a two-dimensional code was given as an example of an information display section, but it goes without saying that a one-dimensional code (so-called barcode) may also be used.
[0341] As a modification of the sixth embodiment (FIG. 39), a battle-type effect is performed in the pre-result display effect of the non-winning reach effect, and it is configured to be either a draw or a loss effect result, and in the case of a draw, it develops into the next reach effect, so that an effect that does not remind the symbol of becoming a big win effect mode (specific mode) may be configured to be executed.
[0342] In the ninth embodiment (FIG. 42), an example was shown in which the progress notification image 608 is displayed after 1 hour (0.5 s) has elapsed from the completion of the formation of the operation target image 606 (the end of the button formation period). However, the progress notification image may be displayed substantially simultaneously with the completion of the formation of the operation target image 606, and during the waiting period after the button formation thereafter, the progress notification image 608 may be displayed in a waiting state for start.
[0343] In the tenth embodiment (FIG. 43), an example was shown in which the effect time of the operation effective suggestion effect is set to be longer than the operation effective time in the case of a strong reach effect, and the effect time of the operation effective suggestion effect is set to be shorter than the operation effective time in the case of a weak reach effect. However, the effect time of the operation effective suggestion effect and the operation effective time may be set to be substantially the same in either the case of a weak reach effect or a strong reach effect.
[0344] In the eleventh embodiment (FIG. 44), even when the development notice effect appears, it is configured to perform the excitement and the pre-result display effect of storing up. However, when the development notice effect appears, it may be configured to perform the development result display without performing the excitement and the pre-result display effect of storing up. Also, in the eleventh embodiment (FIG. 44), the development notice effect is configured to be executed during normal variation, but the development notice effect may be configured to be executed after reach (for example, during the N reach effect).
[0345] In the eleventh embodiment (FIG. 44), an example in which a development notice effect is executed during the symbol variation has been shown, but the development notice effect may be executed as a preview effect before the start of the symbol variation (target variation). This preview effect may be either of the preview continuous effect and the preview hold change effect described above. When the preview continuous effect is used as the development notice effect, it is conceivable to use a background image of "snow" in a plurality of effect symbol variations until the target variation, on the condition that a preview determination result indicating that the target variation will be a SP reach variation pattern is obtained. When the preview hold change effect is used as the development notice effect, it is conceivable to use a hold display image corresponding to the target variation as a specific image such as "● (red circle)", on the condition that a preview determination result indicating that the target variation will be a SP reach variation pattern is obtained.
[0346] The fifth to eleventh embodiments are each a partial modification of the fourth embodiment, but two or more of the fifth to eleventh embodiments may be appropriately combined. Also, two or more of the first to eleventh embodiments may be appropriately combined.
[0347] The embodiments have shown examples in which the present invention is adopted in a pachinko machine, but the present invention can be similarly implemented in various gaming machines such as slot machines, arrange ball machines, and mahjong ball gaming machines.
Explanation of Signs
[0348] S1 ~S7 Attention-calling seal (sticker sheet, attention-calling information sticker sheet) S11 ~S17 Decoration seal (sticker sheet, decoration sticker sheet, decoration sheet) S21 Performance information display seal (sticker sheet) S22 External terminal information display seal (sticker sheet) S23 Main board information display seal (sticker sheet) 7 Glass door (opening / closing door) 131 ~136 Affixing part 301 First attention-calling information display part 302 2nd alert information display section 303 Copyright Information Display Section 304 Two-dimensional code display unit 311 Part to be attached 315 Alert information display section 538 Display means for displaying animation patterns (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 having an adhesive layer on the back surface is attached to a predetermined area to be attached; The adhesive sheet includes a decorative adhesive sheet at least part of which is decorated. 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 specific decorative sticking sheet among the decorative sticking sheets includes an attention-calling information display section for displaying attention-calling information, a non-transparent portion is formed in a part of a transparent sheet constituting the specific decorative pasting sheet, and the warning information display portion is provided in the non-transparent portion; The adhesive sheet includes an attention-calling information adhesive sheet that is not a decorative adhesive sheet and has an attention-calling information display section that displays attention-calling information, The warning information sticker is printed on a non-transparent sheet of a predetermined color, The specific decorative adhesive sheet is printed on a colorless transparent sheet. A gaming machine characterized by: