Gaming machine
The gaming machine improves production effects by controlling character movements with varying positions and times, creating a sense of density and randomness to enhance player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2026-01-27
- Publication Date
- 2026-05-01
AI Technical Summary
Gaming machines lack the ability to enhance production effects and create a monotonous atmosphere due to synchronized movements of characters, which can be improved by varying character positions and movement times.
The gaming machine incorporates display means and production control means to manage group performances where characters move in a predetermined direction, ensuring that characters of different types have varying positions and movement times, creating a sense of density and randomness.
This configuration enhances the production effect by attracting player attention and eliminating a monotonous atmosphere through random character arrangements and group effects.
Smart Images

Figure 2026074047000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in gaming machines such as slot machines and pachinko machines, it is known to perform a group performance on a liquid crystal display (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in gaming machines, it is required to improve the production effect.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving the production effect.
Means for Solving the Problems
[0006] In order to achieve the above object, the gaming machine of the present invention includes display means, and production control means for controlling the execution of a group production in which a plurality of characters move in a predetermined direction on the display means, the plurality of characters include a plurality of first characters, when a virtual straight line orthogonal to the predetermined direction and passing through the center of the display area of the display means is defined as a first straight line, in the group production, there is a period in which a plurality of first characters are located on the first straight line, Multiple first characters will not reach the aforementioned first straight line simultaneously. It is characterized by the following:
[0007] With this configuration, even characters of the same type located on a predetermined virtual straight line can have differences in their position in the direction of movement, enabling group performances that eliminate a monotonous atmosphere.
[0008] Furthermore, the gaming machine of the present invention is Display means and The display means includes a performance control means for controlling the execution of a group performance in which a plurality of characters move in a predetermined direction, The aforementioned plurality of characters include a plurality of first characters and a plurality of second characters, If we define the first line as a virtual line perpendicular to the predetermined direction and passing through the center of the display area of the display means, In the aforementioned group performance, There exists a period in which multiple first characters and multiple second characters are located on the aforementioned first straight line. During the aforementioned period, the time from when one of the two first characters located on the first straight line reaches the first straight line until the other first character reaches the first straight line is defined as the first time. During the aforementioned period, if two second characters are located on the first straight line, the time from when one second character reaches the first straight line until the other second character reaches the first straight line is defined as the second time. The first time is shorter than the second time. At the point when the other second character reaches the first straight line, the first second character has a range of 1 / 3 or more of its length from the front end to the rear end in the predetermined direction that extends beyond the first straight line. It is characterized by the following:
[0009] According to such a configuration, while creating a sense of density of characters, a random arrangement feeling of characters can be created, and it is a group effect that attracts the player's attention and eliminates a monotonous atmosphere.
Effect of the Invention
[0010] According to the present invention, the production effect can be improved.
Brief Explanation of Drawings
[0011] [Figure 1] An example of a gaming machine according to the first embodiment of the present invention is shown, and it is a perspective view showing its external configuration. [Figure 2] The same is a front view showing the external configuration of the game board. [Figure 3] The same is a front view showing the external configuration of the state display section. [Figure 4] The same is a block diagram showing a schematic configuration of the gaming machine. <� [Figure 5] The same is a state transition diagram of the gaming state. [Figure 6] The same is a diagram for explaining the display related to the group effect. [Figure 7] The same is a diagram for explaining the display related to the group effect. [Figure 8] An example of a gaming machine according to the second embodiment of the present invention is shown, and it is an exploded perspective view of the ball return prevention mechanism. [Figure 9] The same is a front view of the ball return prevention mechanism when the ball return prevention member is in the closed state. [Figure 10] The same is a front view of the ball return prevention mechanism when the ball return prevention member is in the open state. > [Figure 11] The same is a diagram showing a state where a game ball that has entered the game area is trying to return to the boundary area when the ball return prevention member is in a state between the closed state and the open state. [Figure 12] The same is an enlarged view of the area surrounded by the dotted line shown in FIG. 11. [Figure 13] The same is an enlarged view of the area surrounded by the dotted line shown in FIG. 11. [Figure 14] The figure shows a state in which a game ball that has returned from the game area to the boundary area collides with the ball return prevention member.
Mode for Carrying Out the Invention
[0012] (First Embodiment) Hereinafter, the first embodiment of the present invention will be described with reference to the drawings. In the following description, basically, "front and back" means that when a player is on the front side of the gaming machine, the player side is "front" and the gaming machine side is "back", "up and down" means that the upper surface side of the gaming machine is "up" and the lower surface side is "down", "left and right" means that the left hand side of the player playing on the gaming machine is "left", and the right hand side is "right".
[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to the present embodiment. The gaming machine of the present embodiment is for playing a game using game balls (game media) rented from the game arcade, and includes an outer frame 2 forming the outer surface of the gaming machine, a game board 6 provided inside the gaming machine and forming a game area 4 where the game balls move, an inner frame 7 holding the game board 6, a glass unit 8 that makes the game board 6 visible but not accessible to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. Further, the front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. And the inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) closing the opening of the outer frame 2 and an open position (open state) opening the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material, a plurality of front frame lamps 12 that output illumination light for enhancing the game are provided. Also, speakers 14 (acoustic devices) that output sound effects for enhancing the game are provided on the upper left and right and lower left and right of the front frame 10.
[0015] An upper tray 16 for storing game balls is provided at the lower center of the front frame 10, and a payout opening 18 for dispensing game balls from the game machine to the player is provided on the left side of the inner side of the upper tray 16. A grip unit 20 is provided on the lower right side of the front frame 10, and when the player rotates the grip unit 20 clockwise toward the game machine, a launching device (not shown) located inside the game machine is activated and game balls are launched into the game area 4. The launching device in this embodiment can launch 99 game balls per minute (1.65 per second).
[0016] A supply port 22 for supplying game balls from the upper tray 16 to the launching device is provided on the right side of the inner side of the upper tray 16. Below the upper tray 16, a lower tray 24 is provided for storing excess game balls when the upper tray 16 can no longer hold them all.
[0017] Furthermore, a performance button 26 (performance control means) is provided on the front edge of the upper tray 16, and when the player operates the performance button 26, the performance displayed on the game machine changes.
[0018] Figure 2 is a front view showing the external configuration of the game board 6 shown in Figure 1. As shown in Figure 2, the game board 6 is provided with a circular outer rail 27, and the area enclosed by the outer rail 27 is the game area 4 on which the game balls move. In addition, an inner rail 28 is provided in an arc shape along the outer rail 27 at the left end of the game area 4, and the outer rail 27 and inner rail 28 guide the game balls launched from a launching device (not shown) located below the game board 6 into the game area 4.
[0019] In the center of the game board 6, there is a performance unit 36 which includes a liquid crystal display 32 (display means) that displays visual effects such as images to enhance the game, and a display frame 34 formed to surround the liquid crystal display 32. The display frame 34 is equipped with display frame lamps 38 and 39 that emit visual effects such as lights to enhance the game, located above the center of the liquid crystal display 32.
[0020] In this embodiment, the game balls are prevented from passing in front of the liquid crystal display 32, and the game balls launched from the launching device fall into either the game area on the left side (left-handed area) 4a or the game area on the right side (right-handed area) 4b of the liquid crystal display 32. In addition, numerous game pins (not shown) are driven into the game area 4 so as to intersect with the surface of the game board 6, causing the direction of movement of the game balls as they move through the game area 4 to change randomly.
[0021] Furthermore, an opening 40 is formed on the left side of the display frame 34, through which game balls falling from the game area 4a to the left of the liquid crystal display 32 can pass. Game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 located below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downwards from the stage 44. Game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downwards from near the center of the stage 44.
[0022] Below the center of the stage 44, there is a first start opening 46 into which game balls that have fallen downward from near the center of the stage 44 can enter. Inside the first start opening 46, there is a first start opening switch 100 (see Figure 4) that detects game balls that have entered the first start opening 46. When the first start opening switch 100 detects a game ball (a game ball entering the first start opening 46), it outputs a detection signal to the main control board 200. The main control board 200 then executes a first special symbol lottery as a special symbol lottery based on the input of the detection signal from the first start opening switch 100. The main control board 200 also causes the payout device 130 to dispense prize balls based on the input of the detection signal from the first start opening switch 100. Game balls that have entered the first start opening 46 are collected inside the game machine.
[0023] To the left of the first start opening 46 in the game area 4, there are multiple (3) general prize openings 47 (upper left general prize opening 47a, left-center general prize opening 47b, and lower left general prize opening 47c). The game board 6 is also equipped with a general prize opening switch 101 (see Figure 4) that detects game balls that enter the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c. When the general prize opening switch 101 detects a game ball (entry of a game ball into the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then causes the payout device 130 to perform a prize ball payout operation based on the input of the detection signal from the general prize opening switch 101. Furthermore, one general prize slot switch 101 may be provided for each of the upper left general prize slot 47a, the left middle general prize slot 47b, and the lower left general prize slot 47c, or one may be provided for multiple (for example, three) general prize slots 47. In addition, general prize slots 47 and general prize slot switches corresponding to these general prize slots may also be provided.
[0024] Furthermore, a passage gate 48 is provided in the game area 4b to the right of the liquid crystal display 32, through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 4) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 200. The main control board 200 then performs a regular symbol lottery to determine whether a regular win has occurred, based on the input of the detection signal from the gate switch 102.
[0025] Furthermore, a second start port 49 is provided below the passage gate 48 in the game area 4b to the right of the liquid crystal display 32. Inside the second start port 49 is a second start port switch 103 (see Figure 4) which detects game balls that have entered the second start port 49. When the second start port switch 103 detects a game ball (a game ball entering the second start port 49), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery as a special symbol lottery based on the input of the detection signal from the second start port switch 103. The main control board 200 also causes the payout device 130 to dispense prize balls based on the input of the detection signal from the second start port switch 103. Game balls that have entered the second start port 49 are collected inside the game machine.
[0026] The second starting opening 49 is provided with a standard mechanism 54 (auxiliary means) that can operate between a reduced state (a state in which entry is not assisted) and an enlarged state (a state in which entry is assisted) that makes it difficult for game balls to enter the second starting opening 49. The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.
[0027] Furthermore, a large prize slot 50 is provided in the game area 4b to the right of the liquid crystal display 32. A count switch 104 (see Figure 4) for detecting game balls that have entered the large prize slot 50 is installed inside the large prize slot 50. When the count switch 104 detects a game ball (a game ball entering the large prize slot 50), it outputs a detection signal to the main control board 200. The main control board 200 then causes the payout device 130 to perform a prize ball payout operation based on the detection signal input from the count switch 104. The main control board 200 also counts the number of game balls that have entered the large prize slot 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize slot 50 are then collected inside the game machine.
[0028] The large prize opening 50 is equipped with a special mechanism 56 that can operate between a closed state (second state, entry prohibited state) in which game balls cannot enter the large prize opening 50 and an open state (first state, entry permitted state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state that starts when a jackpot is won in the special symbol lottery (first special symbol lottery or second special symbol lottery).
[0029] Furthermore, at the bottom of the game area 4, there is an outlet 62 for collecting game balls that fall out of the game area 4 without entering any of the prize winning openings 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) are configured to pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning openings 46, 47, 49, or 50 or by passing through the outlet 62. Specifically, game balls that enter each prize winning opening 46, 47, 49, or 50 are detected by switches 100, 101, 103, or 104 located inside the prize winning opening, and then guided to the outlet passage. Furthermore, the game balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see Figure 4) is also installed in the discharge path. When the out switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out switch 106.
[0030] The game ball launching device is configured such that the launching force of the game ball changes by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls into the game area 4a on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls into the game area 4b on the right side of the liquid crystal display 32.
[0031] Therefore, the player adjusts the amount of rotation of the grip unit 20 according to the game situation, and launches the game ball so that it falls through the left game area 4a, or passes through the opening 40, passage 42 and stage 44 and enters the first starting opening 46 (left-handed play), or launches the game ball so that it falls through the right game area 4b, passes through the passage gate 48, or enters the second starting opening 49, or enters the large prize opening 50 (right-handed play).
[0032] In this embodiment of the gaming machine, when a game ball falls through the left-side gaming area 4a, the game ball does not pass through the passage gate 48, and therefore does not enter (win) the second starting opening 49 or the large prize opening 50. Also, when a game ball falls through the right-side gaming area 4b, the game ball does not enter the first starting opening 46, the upper left general prize opening 47a, the left middle general prize opening 47b, or the lower left general prize opening 47c.
[0033] A status indicator unit 70 is provided in the lower right part of the game board 6, outside the game area 4, which indicates various states of the game machine by turning on and off lamps or the like.
[0034] Figure 3 is a front view showing the external configuration of the status display unit 70. As shown in Figure 3, the status display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 80, a second special hold display unit 82, and a game status display unit 84.
[0035] The regular symbol display unit 72 is composed of two lamps. When a regular symbol lottery is held, the two lamps flash to display a changing regular symbol, and the two lamps light up or turn off to display a stopped regular symbol, thereby displaying the result of the regular symbol lottery.
[0036] The normal hold display unit 74 consists of two lamps and displays the normal hold number corresponding to the number of normal hold numbers that are held, when a normal symbol is already being displayed in a variable or stopped state when a game ball passes through the passage gate 48, or when a normal symbol lottery cannot be performed even if a random value for normal symbol lottery is acquired. The normal hold number is displayed by a combination of lighting, extinguishing, or flashing the two lamps.
[0037] The first special symbol display unit 76 is composed of a 7-segment display. When a game ball enters the first start opening 46 and a lottery for the first special symbol is held, the 7-segment display flashes to display the first special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the first special symbol in a stationary state, thereby displaying the result of the lottery for the first special symbol.
[0038] The first special reserve display unit 78 consists of two lamps and displays the number of first special reserves corresponding to the number of first special random values that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the first start opening 46, and even if a random value for special symbol lottery (lottery information) is acquired, a special symbol lottery cannot be performed. The first special reserve display unit 78 displays 0 to 4 first special reserves by combining the lighting, extinguishing, or flashing of the two lamps.
[0039] The second special symbol display unit 80 is composed of a 7-segment display. When a game ball enters the second start opening 49 and a second special symbol lottery is held, the 7-segment display flashes to display the second special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the second special symbol in a stationary state, thereby displaying the result of the second special symbol lottery.
[0040] The second special reserve display unit 82 consists of two lamps and displays the number of second special reserves corresponding to the number of second special reserves that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the second start opening 49, and even if a random value for special symbol lottery is acquired, a special symbol lottery cannot be performed. The second special reserve display unit 82 displays 0 to 4 second special reserves by combining the lighting, extinguishing, or flashing of the two lamps.
[0041] The game state display unit 84 is composed of six lamps, and the type of game state currently set is displayed by the combination of lighting, extinguishing, or flashing the six lamps. In this embodiment, four types of game states can be set: a normal state (low probability state), a probability variation state (high probability state / special state) in which the probability of winning a jackpot is set higher than in the normal state, a special game state that starts when a jackpot is won in the special symbol lottery, and a time-saving state (special state) in which the variation time of the first special symbol or the second special symbol is shortened, making the opportunity to execute the special symbol lottery more frequent. The game state is displayed by the combination of lighting, extinguishing, or flashing the six lamps.
[0042] Figure 4 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board that includes a main control board 200 (main control means) and a sub-control board 202 (sub-control means). The functions of each board, such as the main control board 200 and the sub-control board 202, are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in the ROM, etc.
[0043] The main control board 200 controls the progress of the game. The main control board 200 receives input signals from input means such as the first start gate switch 100, the general prize gate switch 101, the gate switch 102, the second start gate switch 103, the count switch 104, or the out switch 106, performs various calculations to execute the game, and controls the operation of output means such as the status display unit 70, the regular prize 54, the special prize 56, or the payout device 130 based on the calculation results.
[0044] The sub-control board 202 controls the execution of the effects based on information transmitted from the main control board 200. The sub-control board 202 receives signals from the main control board 200 and input signals from the effects button switch 150 that detect operations on the effects button 26, performs various calculations to execute effects according to the progress of the game, and controls the operation of the effects devices such as the liquid crystal display 32, lamps 12, 38, 39, speaker 14, and effects drive device based on the calculation results.
[0045] The main control board 200 is composed of a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal bonus item control means 224, a special symbol lottery means 230, a special display control means 240, a game state transition control means 250, a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0046] The random number generation means 210 is a means for generating random numbers for the lottery, and is implemented by a random number generator that generates hardware random numbers or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0047] The normal symbol lottery means 220, based on the detection signal input from the gate switch 102 which detects each game ball passing through the passage gate 48, obtains a random value for normal symbol lottery from the random number generation means 210 and stores it in the normal random number storage means 2912 of the main memory 290. It then performs a normal symbol lottery to determine whether a normal win has occurred based on the random value for normal symbol lottery read from the normal random number storage means 2912. Specifically, the normal symbol lottery means 220 performs normal win determination processing as part of the normal symbol lottery.
[0048] The normal win determination process is the process of determining whether a normal win has occurred. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which of the multiple normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each normal symbol lottery table has either a normal win or a loss associated with each of the 100 normal symbol lottery random values from 0 to 99. The normal symbol lottery means 220 then refers to the selected normal symbol lottery table and determines whether one of the normal symbol lottery random values read from the normal random number storage means 2912 is associated with a normal win, thereby determining whether a normal win has been achieved. Then, if a regular win is achieved, the regular win winning flag in the flag storage means 2916 of the main memory 290 is set to the ON state, and if it is a loss, the regular win winning flag is set to the OFF state.
[0049] Furthermore, the regular symbol lottery table selected when the game state is either a probability-increasing state or a time-saving state has a higher probability of winning a regular prize compared to the regular symbol lottery table selected when the game state is neither a probability-increasing state nor a time-saving state. In other words, the regular symbol lottery conducted when the game state is either a probability-increasing state or a time-saving state has a higher probability of winning a regular prize compared to the regular symbol lottery conducted when the game state is neither a probability-increasing state nor a time-saving state.
[0050] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the lottery result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0051] In the normal symbol display control process, the normal display control means 222 causes the normal symbols to change and display by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed. In the normal win determination process, depending on whether or not a normal win has been achieved, the normal symbol display unit 72 displays the result of the normal symbol lottery by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbols.
[0052] Specifically, in this embodiment, if the game state at the time of the normal symbol draw is neither a probability-increasing state nor a time-saving state, the normal symbol variation time is set to 20 seconds. If the game state at the time of the normal symbol draw is a probability-increasing state or a time-saving state, the normal symbol variation time is set to 1 second. This ensures that the trigger for the normal symbol draw occurs more frequently when the game state is a probability-increasing state or a time-saving state.
[0053] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the normal hold display unit 74, according to the number of random values for normal symbol lottery stored in the normal random number storage means 2912.
[0054] The ordinary feature control means 224 is a means for controlling the ordinary feature 54 based on the result of the ordinary symbol lottery. When the game state is neither a probability variation state nor a time reduction state, the ordinary feature control means 224 controls the ordinary feature 54 to expand for 0.1 seconds before returning to a reduced state when the ordinary symbol stops and displays in a manner indicating a normal win. Furthermore, when the game state is a probability variation state or a time reduction state, the ordinary feature control means 224 controls the ordinary feature 54 to expand for 20 seconds before returning to a reduced state when the ordinary symbol stops and displays in a manner indicating a normal win.
[0055] Therefore, in the case of a normal win in the normal symbol lottery, if the game state is neither a probability variation state nor a time reduction state, the normal mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 does not increase significantly. However, if the game state is a probability variation state or a time reduction state, the normal mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 increases.
[0056] The special symbol lottery means 230 obtains a random number value for special symbol lottery from the random number generation means 210 based on a detection signal input from the first start-up switch 100, which detects each game ball entering the first start-up 46, and stores it as the first special random number value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 also obtains a random number value for special symbol lottery from the random number generation means 210 based on a detection signal input from the second start-up switch 103, which detects each game ball entering the second start-up 49, and stores it as the second special random number value in the special random number storage means 2914. Then, the special symbol lottery means 230 uses the first or second special random number value read from the special random number storage means 2914 to perform a special symbol lottery to determine whether or not a jackpot has been won. Specifically, the special symbol lottery means 230 performs processes such as determining the jackpot and determining the symbols as part of the special symbol lottery.
[0057] The jackpot determination process involves reading one jackpot determination random number from the first special random number or second special random number stored in the special random number storage means 2914 to determine whether or not a jackpot has been won. Here, one jackpot determination random number is obtained from 65,536 jackpot determination random numbers ranging from 0 to 65,535 based on a detection signal input from the first start switch 100 or the second start switch 103, and is stored in the special random number storage means 2914 as either the first special random number or the second special random number.
[0058] In the jackpot determination process, the special symbol lottery means 230 selects, according to the game state, which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each jackpot lottery table associates either a jackpot or a loss with each of the 65,536 jackpot determination random numbers from 0 to 65,535. The special symbol lottery means 230 then refers to the selected jackpot lottery table and determines whether the read jackpot determination random number is associated with a jackpot, thereby determining whether a jackpot has been won. Furthermore, if a jackpot is won, the special symbol lottery means 230 sets the jackpot winning flag in the flag storage means 2916 to the ON state, and if it is a loss, sets the jackpot winning flag to the OFF state.
[0059] Furthermore, the jackpot lottery table selected when the game state is in a probability variation state has a higher probability of winning a jackpot compared to the jackpot lottery table selected when the game state is in a normal state or a time-saving state. In other words, the jackpot determination process (special symbol lottery) performed when the game state is in a probability variation state has a higher probability of winning a jackpot compared to the jackpot determination process (special symbol lottery) performed when the game state is in a normal state or a time-saving state.
[0060] The symbol determination process is performed when a jackpot is won in the jackpot determination process. It involves reading one symbol determination random number from the first special random number or second special random number stored in the special random number storage means 2914 to determine whether the jackpot symbol (type of jackpot) will be a 16-round probability variation symbol, a 4-round probability variation symbol, a 16-round normal symbol, or a 4-round normal symbol. Here, one symbol determination random number is obtained from 100 symbol determination random numbers from 0 to 99 based on a detection signal input from the first start port switch 100 or the second start port switch 103, and is stored in the special random number storage means 2914 as the first special random number or the second special random number.
[0061] In the symbol determination process, the special symbol lottery means 230 selects which of the multiple symbol lottery tables stored in the lottery table storage means 2910 to refer to for random number determination processing, depending on whether the read symbol determination random number was stored as the first special random number or the second special random number. Here, each symbol lottery table has 100 symbol determination random numbers from 0 to 99, each associated with either a 16-round probability change symbol, a 4-round probability change symbol, a 16-round normal symbol, or a 4-round normal symbol. The special symbol lottery means 230 then refers to the selected symbol lottery table and determines which of the multiple types of jackpot symbols the read symbol determination random number is associated with, thereby determining which of the multiple types of jackpot symbols has been won. The special symbol lottery means 230 also sets the winning flag corresponding to the winning jackpot symbol in the flag storage means 2916 to the ON state.
[0062] The special display control means 240 is a means for controlling the display of the status display unit 70 based on the result of the special symbol lottery, and performs a first special symbol display control process, a second special symbol display control process, a first special hold display control process, and a second special hold display control process.
[0063] The first special symbol display control process is performed when a first special random value is read from the special random number storage means 2914 and a special symbol lottery is held. The special display control means 240 displays the first special symbol in a variable state by blinking the 7-segment display of the first special symbol display unit 76 until a predetermined variation time has elapsed, and then displays the first special symbol in a stopped state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner.
[0064] In this embodiment, the display modes of the 7-segment display are predetermined to correspond to each of the four types of winning symbols and losing symbols. The special display control means 240 lights up the 7-segment display of the first special symbol display unit 76 in a manner that corresponds to whether or not a jackpot has been won in the jackpot determination process, and if a jackpot has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, thereby stopping the display of the first special symbol and displaying the result of the special symbol lottery on the first special symbol display unit 76.
[0065] The second special symbol display control process is performed when a second special random value is read from the special random number storage means 2914 and a special symbol lottery is conducted. The special display control means 240 displays the second special symbol in a variable state by blinking the 7-segment display of the second special symbol display unit 80 until a predetermined variation time has elapsed, and then displays the second special symbol in a stopped state by lighting the 7-segment display of the second special symbol display unit 80 in a predetermined manner.
[0066] The special display control means 240 then lights up the 7-segment display of the second special symbol display unit 80 in a manner that corresponds to whether or not a jackpot has been won in the jackpot determination process, and if a jackpot has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, thereby stopping the display of the second special symbol and displaying the result of the special symbol lottery on the second special symbol display unit 80.
[0067] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the first special hold display unit 78, according to the number of first special random values stored in the special random number storage means 2914.
[0068] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the second special hold display unit 82, according to the number of second special random values stored in the special random number storage means 2914.
[0069] As shown in Figure 5, the game state transition control means 250 performs game state transition control processing to transition the game state between the normal state, special game state, probability variation state, and time reduction state based on the fulfillment of predetermined transition conditions. The game state transition conditions may consist of one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.
[0070] The normal state is the initial state among several types of game states, and it is possible to transition from the normal state to the special game state. In the normal state, the normal symbol lottery is conducted by referring to a normal symbol lottery table where the probability of winning a normal win is set to approximately 1 / 20, and the special symbol lottery is conducted by referring to a jackpot lottery table where the probability of winning a jackpot is set to 1 / 319.
[0071] Furthermore, under normal conditions, the probability of winning a regular prize in the regular symbol lottery is low at approximately 1 / 20, and the variation time for the regular symbols is set to be long, while the period during which the regular mechanism 54 is in an expanded state is short at 0.1 seconds, making it difficult to get the game ball into the second start opening 49.
[0072] The special game state is initiated when a jackpot is won in the special symbol lottery during the normal state, probability variation state, or time reduction state, and ends when a predetermined number of rounds (executions) of special gameplay are performed according to the type of jackpot symbol.
[0073] Specifically, when the special game state is started based on the winning flag for the 16-round probability variation symbol being set to ON in the special symbol lottery, the special game state ends when the 16 rounds of special gameplay from the 1st to the 16th round have been executed.
[0074] Furthermore, if the special game state is initiated based on the winning flag for the 4-round probability variation symbol being set to ON in the special symbol lottery, the special game state will end once the 4 rounds of special gameplay from the 1st to the 4th round have been executed.
[0075] Furthermore, if the special game state is initiated based on the winning flag for the 16-round regular symbols being set to ON during the special symbol lottery, the special game state will end once the 16 rounds of special gameplay from the 1st to the 16th round have been completed.
[0076] Furthermore, if the special game state is initiated based on the winning flag for the 4-round regular symbols being set to ON during the special symbol lottery, the special game state will end once the 4 rounds of special gameplay (rounds 1 through 4) have been completed.
[0077] The probability variation state begins when a special game state, which was initiated based on the winning flag for a 16-round probability variation symbol or a 4-round probability variation symbol (probability variation symbol), ends. From the probability variation state, it is possible to transition to the special game state or the normal state. Furthermore, in the probability variation state, the normal symbol lottery is conducted by referring to a normal symbol lottery table where the probability of winning a normal win is set to approximately 19 / 20, and the special symbol lottery is conducted by referring to a jackpot lottery table where the probability of winning a jackpot is set to 1 / 31, making it more advantageous for the player than the normal state. The probability variation state ends when the number of times the special symbol lottery has been conducted in the probability variation state reaches 9999, and the player transitions to the normal state.
[0078] Specifically, when the special game state ends, the game state transition control means 250 writes a value (e.g., 9999) corresponding to a predetermined number of games (e.g., 9999) to the probability variation end determination counter 2930 in the main memory 290. Each time a special symbol lottery is held in the probability variation state, it performs a decrement update by subtracting a value (e.g., 1) corresponding to one game from the stored value of the probability variation end determination counter 2930. When the stored value of the probability variation end determination counter 2930 reaches a threshold (e.g., 0), the probability variation state ends and the normal state begins. However, in the probability variation state, the probability of winning a jackpot in the special symbol lottery is set to 1 / 31, so the special game state starts before the number of times the special symbol lottery has been held in the probability variation state reaches 9999, and it is rare for the game state to transition from the probability variation state to the normal state.
[0079] Furthermore, in the probability variation state, the probability of winning a regular win in the regular symbol lottery is high at approximately 19 / 20, and the variation time of the regular symbols is short at 1 second, while the period during which the regular mechanism 54 is in an expanded state is longer at 20 seconds. This makes it easier to get the game ball into the second start opening 49 compared to the normal state, which is advantageous to the player.
[0080] Furthermore, in the probability variation state, regardless of the number of reserved symbols, a shorter variation time is often set for the variation time of the first or second special symbol, so the opportunity to draw special symbols occurs more frequently than in the normal state.
[0081] The time-saving state begins when the special game state, which was started based on the winning flag for 16 rounds of regular symbols or 4 rounds of regular symbols being set to ON, ends. From the time-saving state, it is possible to transition to the special game state or the normal state. In the time-saving state, although the regular symbol lottery is conducted by referring to a regular symbol lottery table where the probability of winning a regular win is set to approximately 19 / 20, similar to the probability-increasing state, the special symbol lottery is conducted by referring to a jackpot lottery table where the probability of winning a jackpot is set to approximately 1 / 319, similar to the normal state, making it less favorable to the player than the probability-increasing state. The time-saving state ends when the number of times the special symbol lottery has been conducted in the time-saving state reaches 100, and the player transitions to the normal state.
[0082] Specifically, the game state transition control means 250, upon transitioning the game state to the time-saving state, writes a value (e.g., 100) corresponding to a predetermined number of games (e.g., 100) to the time-saving end determination counter 2932 in the main memory 290, and performs a decrement update by subtracting a value (e.g., 1) corresponding to one game from the stored value of the time-saving end determination counter 2932 each time a special symbol lottery is performed in the time-saving state. When the stored value of the time-saving end determination counter 2932 reaches a threshold (e.g., 0), the time-saving state is terminated.
[0083] Furthermore, in the shortened time state, similar to the probability variation state, the probability of winning a regular win in the regular symbol lottery is high at approximately 19 / 20, and the time for the regular symbol to change is short at 1 second, while the period during which the regular mechanism 54 is in an expanded state is longer at 20 seconds. This makes it easier to get the game ball into the second start opening 49 compared to the normal state, which is advantageous to the player.
[0084] Furthermore, in the time-saving state, similar to the probability variation state, a shorter variation time is often set for the variation time of the first or second special symbol, regardless of the number of reserved symbols. As a result, the opportunity to draw special symbols occurs more frequently than in the normal state.
[0085] The special game execution means 260 is a means for executing a special game based on the result of a special symbol lottery, and performs special game execution processes 1 to 4, etc.
[0086] Special game execution process 1 is executed based on the winning of a 16-round probability variation symbol in the special symbol lottery. The special game execution means 260 sets the upper limit of the round counter 2933 to a value equivalent to 16, which is the predetermined number of rounds for the 16-round probability variation symbol (for example, 16). Each time the special mechanism 56 completes its operation in a predetermined manner in each round, an increment update is performed by adding a value equivalent to the number of rounds for one round (for example, 1) to the stored value of the round counter 2933. When the stored value of the round counter 2933 reaches the upper limit (for example, 16), the special game state ends.
[0087] Specifically, in the special game execution process 1, in the special game of each round from the 1st to the 16th round, the special mechanism 56 is driven and controlled so that when the special mechanism 56 is in the open state, the open timer 2934 counts 29 seconds, or when the count switch 104 detects the entry of one game ball, a value equivalent to one game ball (for example, 1) is added to the big win counter 2936, and when the value reaches the upper limit (for example, 10), the special mechanism 56 is closed. Then, the conditions for the end of one round are met, and "1" is added to the value of the round counter 2933.
[0088] Special game execution process 2 is executed based on the winning of a 4-round probability variation symbol in the special symbol lottery. The special game execution means 260 sets the upper limit of the round counter 2933 to a value equivalent to 4, which is a predetermined number of rounds for the 4-round probability variation symbol (for example, 4). Each time the special mechanism 56 completes its operation in a predetermined manner in each round, an increment update is performed, adding a value equivalent to one round (for example, 1) to the stored value of the round counter 2933. When the stored value of the round counter 2933 reaches the upper limit (for example, 4), the special game state ends.
[0089] Specifically, in the special game execution process 2, during the special game of each round from the 1st to the 4th round, the special mechanism 56 is controlled to close when the special mechanism 56 is in the open state and the open timer 2934 counts 29 seconds, or when the value of the big win counter 2936 reaches its upper limit (for example, 10). Then, the conditions for the end of one round are met, and "1" is added to the value of the round counter 2933.
[0090] The special game execution process 3 is executed based on the winning of a 16-round regular symbol in the special symbol lottery. The special game execution means 260 sets the upper limit of the round counter 2933 to a value equivalent to 16, which is the predetermined number of rounds for the 16-round regular symbol (for example, 16). Each time the special mechanism 56 completes its operation in a predetermined manner in each round, an increment update is performed, adding a value equivalent to one round (for example, 1) to the stored value of the round counter 2933. When the stored value of the round counter 2933 reaches the upper limit (for example, 16), the special game state ends.
[0091] Specifically, in the special game execution process 3, during the special game of each round from the 1st to the 16th round, the special mechanism 56 is controlled to close when the special mechanism 56 is in the open state and the open timer 2934 counts 29 seconds, or when the value of the big win counter 2936 reaches its upper limit (for example, 10). Then, the conditions for the end of one round are met, and "1" is added to the value of the round counter 2933.
[0092] The special game execution process 4 is executed based on the winning of a 4-round normal symbol in the special symbol lottery. The special game execution means 260 sets the upper limit of the round counter 2933 to a value equivalent to 4, which is a predetermined number of rounds for the 4-round normal symbol (for example, 4). Each time the special mechanism 56 completes its operation in a predetermined manner in each round, an increment update is performed, adding a value equivalent to one round (for example, 1) to the stored value of the round counter 2933. When the stored value of the round counter 2933 reaches the upper limit (for example, 4), the special game state ends.
[0093] Specifically, in the special game execution process 4, during the special game of each round from the 1st to the 4th round, the special mechanism 56 is controlled to close when the special mechanism 56 is in the open state and the open timer 2934 counts 29 seconds, or when the value of the big win counter 2936 reaches its upper limit (for example, 10). Then, the conditions for the end of one round are met, and "1" is added to the value of the round counter 2933.
[0094] The payout control means 270 controls the payout device 130 to dispense a number of game balls corresponding to a predetermined number of prize balls for each detection signal, based on the input of a detection signal from the first start switch 100, a detection signal from the general prize slot switch 101, a detection signal from the second start switch 103, or a detection signal from the count switch 104. The number of prize balls can be any number, one or more, and the number of prize balls dispensed may differ for each of the first start switch 100, the general prize slot switch 101, the second start switch 103, or the count switch 104, or they may be set to the same number of prize balls.
[0095] The dispensing device 130 dispenses the number of game balls instructed by the dispensing control means 270. The dispensing device 130 is equipped with a dispensing motor in the game ball tank where the game balls are stored, and the dispensing control means 270 dispenses the instructed number of game balls from the game ball tank by controlling the rotation angle of the dispensing motor. The dispensing device 130 is also equipped with a dispensing switch that operates each time a game ball is dispensed, and the dispensing control means 270 can manage the number of game balls actually dispensed from the dispensing device 130 based on the dispensing signal from the dispensing switch.
[0096] The communication control means 280 controls the transmission of various commands generated according to the various calculation results of the main control board 200 to the sub-control board 202. In this embodiment of the gaming machine, only unidirectional communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and the communication connection is such that the sub-control board 202 cannot transmit information to the main control board 200.
[0097] Next, the sub-control board 202 will be described. The sub-control board 202 includes a performance control means 300 and a sub-memory 302. The sub-memory 302 also includes multiple types of RAM and ROM, and various data stored in the sub-memory 302 are stored in the respective RAM and ROM. The performance control means 300 controls the performance device to perform effects that enhance or assist the game by displaying performance images on the liquid crystal display 32, lighting up light-emitting parts such as lamps 12, 38, 39, outputting performance sounds from the speaker 14, and driving the performance device drive device to operate the performance devices, based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the ROM of the sub-memory 302.
[0098] The liquid crystal display 32 performs an effect by displaying an effect image on its display surface. The effect image displayed on the liquid crystal display 32 is a composite image formed by superimposing multiple layers on which drawing materials (source images) are arranged.
[0099] The animation screen displayed on the liquid crystal display 32 consists of, for example, 30 frames per second (a so-called 30fps frame rate). Therefore, in the case of an animation pattern that lasts for one minute, the animation screen consists of a total of 1800 frames, which is 60 seconds x 30 frames.
[0100] Each frame is essentially a composite image created by superimposing multiple drawing elements. Within each frame, there are N virtual layers, and each drawing element is placed on a different layer. Each superimposed drawing element is assigned a priority level; lower-priority elements are placed on lower layers, and higher-priority elements are placed on higher layers. While a composite image can be constructed by superimposing up to N drawing elements by placing elements on all N layers, the number of drawing elements that make up each composite image varies depending on the content of the animation and is not necessarily composed of N elements. Furthermore, if the number of drawing elements that make up the composite image is less than N, the layers are not necessarily used in a sequential manner from the lowest to the highest number without any gaps. Layers are used considering efficiency in the frame image compositing process, so unused layers may appear in the middle as appropriate.
[0101] When drawing a frame, the drawing materials are drawn one by one on their respective layers, starting with those with the lowest priority. For example, if a frame consists of five drawing materials, the drawing material with the lowest priority (priority 5) is first placed on the lowest layer and drawn in its designated position. Next, the drawing material with the second lowest priority (priority 4) is placed on a layer higher than the layer on which the priority 5 drawing material is drawn and drawn in its designated position. In this way, the drawing materials are drawn one after another according to their priority, and finally, the drawing material with the highest priority (priority 1) is placed on a layer higher than the layer on which the priority 2 drawing material is drawn and drawn in its designated position. Once all the drawing materials have been drawn on their respective layers, the composite image of these layers viewed from the top (front) side is displayed on the liquid crystal display 32 as the composite image corresponding to that frame. In other words, when the composite image is viewed on the liquid crystal display 32, the drawing materials placed on lower layers are covered by the drawing materials placed on higher layers. To put it another way, the higher the layer, the higher its display priority on the liquid crystal display 32.
[0102] The rendering process for each composite image is performed using a frame buffer, which is a region within the VRAM of the sub-memory 302, and the rendering control means 300 performs the rendering process. Rendering new rendering material to a higher layer means rendering the new rendering material on top of the image buffered in the frame buffer. The rendering materials constituting a frame are rendered to the frame buffer in order of decreasing priority, and once all rendering materials have been rendered, the completed composite image on the frame buffer is displayed on the liquid crystal display 32 as the image for that frame. The rendering materials are stored in the rendering material storage area (ROM) of the sub-memory 302. Furthermore, each rendering material may be a still image or a moving image (movie).
[0103] Lower-priority drawing elements may become partially or completely invisible when higher-priority drawing elements are drawn on top of them. However, transparency can be set for each drawing element, and this is not the case if the transparency of the drawing element that is drawn on top is not 0 (completely opaque). Depending on the degree of transparency, the presence of the drawing element hidden underneath may be visible in the frame image. In addition, to explain in more detail, drawing elements are composed of two-dimensional pixels, and each pixel is represented by RGBA (RGB + A (alpha value)), where A indicates transparency (opacity). For example, a pixel with A set to 255 (the upper limit when A is represented in 8 bits) becomes transparent. Therefore, depending on the number of pixels with A above a certain value (e.g., 255), the drawing elements underneath can be seen.
[0104] In this embodiment, a group presentation is provided as a presentation using the liquid crystal display 32. The group presentation may, for example, indicate the result of a predetermined lottery, such as a major prize lottery. In other words, the group presentation may indicate the expected value (degree of advantage for the player) regarding the granting of a predetermined benefit (for example, a predetermined win such as a jackpot). In other words, the group presentation may provide a predetermined indication regarding the state of the gaming machine.
[0105] Group display is a display in which a group of multiple characters moves in a predetermined direction on the liquid crystal display 32 (see Figure 6). In other words, in group display, multiple characters are displayed on the liquid crystal display 32. Here, a group may contain only one type of character, or it may contain multiple types of characters. Also, a group may contain multiple characters of the same type.
[0106] In group animation, a group of characters (each individual character) moves in a predetermined direction on the screen (display area) of the liquid crystal display 32. Here, "moving in a predetermined direction" means, for example, that the group (each character constituting the group) moves in the vertical direction (from bottom to top), the horizontal direction (from right to left), the diagonal direction (from upper right to lower left), the direction that expands from the center to the periphery, or the direction that moves from the back to the front. In this embodiment, the group moves from right to left. Note that the group animation does not necessarily require each character to move from one edge of the screen to the other.
[0107] Furthermore, in group scenes, multiple characters are displayed simultaneously. In other words, at a given point in time during a group scene, multiple characters are displayed on a single screen.
[0108] The group performance may be executed during a predetermined performance in which performance symbols are displayed in a variable manner, for example, during a predetermined reach performance. Performance symbols are displays that are displayed in a variable manner on the liquid crystal display 32 in conjunction with the variable display of the first special symbol or the second special symbol. In this embodiment, nine types of performance symbols are provided, each bearing one of the numbers from 1 to 9. Three groups of performance symbols, each composed of nine types of performance symbols, are displayed in a variable manner in conjunction with the variable display of the first special symbol or the second special symbol, and then stopped and displayed. The result of the special symbol lottery is then announced based on the stopping pattern of the three groups of performance symbols (the combination of the three performance symbols that are stopped and displayed). The group performance may be started, for example, during the reach display of performance symbols (when two performance symbols of the same type are stopped). Furthermore, for example, the group may be displayed when the sound (a sound indicating that the performance symbols have stopped) is output in conjunction with the stopping of the third (last) performance symbol, and the group may be hidden when the third performance symbol has stopped (when all three performance symbols have stopped and the combination of performance symbols has been determined). In other words, the group may be displayed when the predetermined sound that is output when the third performance symbol stops is output, and then at a predetermined point in time until the variation of the performance symbols begins (resumes), the display may show that all performance symbols have stopped and the group is hidden.
[0109] Figure 6 shows the group of characters in the group display of this embodiment. In the group display, the group of characters shown in Figure 6 is displayed moving from right to left. The area of the moving group that is within the screen of the liquid crystal display 32 (the area shown by the dashed line in Figure 6) is visible to the player (see Figure 7).
[0110] In the group display of this embodiment, multiple types of characters are displayed, including character A1, character A2, character B1, character B2, character C1, and character C2. Furthermore, each group contains multiple instances of character A1, character A2, character B1, character B2, character C1, and character C2. Furthermore, even if characters depict the same subject (such as a person or animal), they can be considered different types of characters if their clothing, facial expressions, poses (movements), etc., differ, making them recognizable as different representations. Similarly, even if their shapes are identical, they can be considered different types of characters if their patterns or colors differ.
[0111] In this embodiment, the display of character A1 is similar to the display of character A2, the display of character B1 is similar to the display of character B2, and the display of character C1 is similar to the display of character C2. In this embodiment, similar characters have similar external forms (including identical (congruent)), but their patterns and colors are different. For example, similar characters may depict the same subject but differ in clothing, facial expressions, etc. Also, the display of each character does not have to be similar to the display of other characters.
[0112] In group animations, characters C1 and C2 are displayed overlapping and moving in the front-to-back direction (Z-axis direction) of the screen (see point P indicated by the arrow in Figure 6). Specifically, character C1 is positioned at the back, and character C2 is displayed overlapping character C1 as it moves. At this time, the part of character C1 that overlaps with character C2 is covered and invisible by character C2. Specifically, in group animations, there are cases where more than half of character C1, more specifically more than one-third of the area, and even more specifically more than 80% of the area is covered by character C2. In other words, in group animations, there are cases where the face of character C1 is covered and invisible. In addition, the overlapping characters C1 and C2 move at different speeds, with character C2, which is positioned at the front, moving faster. Also, character C2 has a larger display size than C1. Furthermore, for characters C1 and C2 to overlap in the front-to-back direction on the screen, it is sufficient if they appear to overlap to the player; it is not necessary for characters C1 and C2 to be drawn on separate layers in the frame buffer.
[0113] The leading character in the group is character A1. While the group contains multiple instances of character A1, no character A1 has the same movement trajectory from start to finish as the leading character A1. In other words, no character (character A1) of the same type as the leading character in the group has the same movement trajectory from start to finish. To put it another way, all characters of the same type as the leading character in the group have different movement trajectories from start to finish. Specifically, no character A1 appears from the same location as the leading character and disappears from the same location as the leading character. Furthermore, for two characters being compared, the same movement trajectory from the starting point to the ending point may mean that the trajectory traced by a specific point of one character (for example, a predetermined part such as the character's center point, top end, bottom end, front end, or rear end) (a single line connecting the display start point (appearance point) to the display end point (disappearance point)) is the same as the trajectory traced by a specific point of the other character. Additionally, for two characters being compared, the same movement trajectory from the starting point to the ending point may mean that, for all display locations (all display locations from the start (appearance) to the end (disappearance) of display) of one character, the display of the other character at any of the display locations can be superimposed, and for all display locations of the other character, the display of the one character at any of the display locations can be superimposed. Furthermore, for two characters to be compared, if we assume that the display start time (appearance time) of one character is the same as the display start time of the other character, then the two characters will always completely overlap from the time they appear until they disappear.
[0114] In other words, in group performances, a character of the same type as the lead character in the group, whose movement trajectory from start to finish is identical (character A1), is not visible. To put it another way, in group performances, there are no characters of the same type as the lead character in the group, whose movement trajectory from start to finish is identical to that of the lead character, and whose visibility is identical. To put it another way, in group performances, there are no characters of the same type as the lead character in the group, whose display manner (movement trajectory and visibility) from start to finish is identical. In this context, "identical visibility" means that the visible range and transparency of the character display are the same. In this embodiment, the leading character of a group is displayed without other characters overlapping it in the foreground for the entire movement trajectory (at least half of the section), and the entire character is displayed unless a part of the leading character is located outside the screen. In contrast, a character of the same type as the leading character of a group (character A1), but whose part is obscured by other characters overlapping it in the foreground (a character whose visibility is impaired compared to the leading character), can be said to have different visibility from the leading character. Furthermore, for a character to be considered to be located outside the screen, it is sufficient if it is visually perceived as being outside the screen by the player; it is not necessary for the part corresponding to the off-screen area to be drawn in the frame buffer.
[0115] Furthermore, the group contains multiple characters C1. In this group, the movement trajectory from the starting point to the ending point of all the characters C1 is different from that of the first character C1 among the multiple characters C1. In other words, when comparing the first character C1 with the other characters C1 among the multiple characters C1 included in the group, no matter which character C1 other than the first character C1 is selected as the other character C1, the movement trajectory from the starting point to the ending point of the first character C1 and the selected character C1 will not be the same.
[0116] Furthermore, if we define the first character in character A1 as character A1a, the first character in character A2 as character A2a, the first character in character B1 as character B1a, the first character in character B2 as character B2a, the first character in character C1 as character C1a, and the first character in character C2 as character C2a, then it is possible that there are no characters of the same type as character A1a, character A2a, character B1a, character B2a, character C1a, and character C21a whose movement trajectory (display pattern) from the starting point to the ending point is the same. In other words, for any type of character (characters A1, A2, B1, B2, C1, C2), the first character of each type (characters A1a, A2a, B1a, B2a, C1a, C2a) may have a movement trajectory different from other characters of the same type (the second and subsequent characters). Furthermore, among multiple characters of the same type, excluding the first character (for example, among multiple characters A1 excluding character A1a), there may or may not be multiple characters (for example, two) whose movement trajectory (display pattern) from the starting point to the ending point is identical. For example, character A1 may include character A1b and character A1c in addition to character A1a, and character A1b and character A1c may have the same movement trajectory from the starting point to the ending point.
[0117] The last character in the group is character C1. While the group contains multiple instances of character C1, no character C1 has the same movement trajectory from start to finish as the last character C1 in the group. In other words, there are no characters (character C1) of the same type as the last character in the group that have the same movement trajectory from start to finish. To put it another way, all characters of the same type as the last character in the group have different movement trajectories from start to finish. Specifically, there are no character C1s that appear from the same location as the last character and disappear from the same location as the last character.
[0118] In other words, in group performances, a character of the same type as the last character in the group, whose movement trajectory from start to finish is identical (character C1), is not visible. To put it another way, in group performances, there are no characters of the same type as the last character in the group, whose movement trajectory from start to finish is identical to that of the last character, and whose visibility is identical. To put it another way, in group performances, there are no characters of the same type as the last character in the group, whose display manner (movement trajectory and visibility) from start to finish is identical.
[0119] Furthermore, if we define the last character in character A1 as character A1z, the last character in character A2 as character A2z, the last character in character B1 as character B1z, the last character in character B2 as character B2z, the last character in character C1 as character C1z, and the last character in character C2 as character C2z, then it is possible that there are no characters of the same type as character A1z, character A2z, character B1z, character B2z, character C1z, and character C2z that have the same movement trajectory (display pattern) from the starting point to the ending point. In other words, for any type of character (characters A1, A2, B1, B2, C1, C2), the last character of each type (characters A1z, A2z, B1z, B2z, C1z, C2z) may have a movement trajectory different from other characters of the same type. Furthermore, among multiple characters of the same type, excluding the last character (for example, among multiple characters A1 excluding character A1z), there may or may not be multiple characters (for example, two) whose movement trajectory (display pattern) from the starting point to the ending point is identical. For example, character A1 may include character A1b and character A1c in addition to character A1z, and character A1b and character A1c may have the same movement trajectory from the starting point to the ending point.
[0120] Here, we have described the relationship between the movement trajectories of the leading character (the leading character in a group and the leading character in each type) and the last character (the last character in a group and the last character in each type) and other characters of the same type. However, the present invention may also be applied to the character at the top of the screen (the character moving at the top) or the character at the bottom of the screen (the character moving at the bottom) instead of the leading and last characters. In other words, in the explanation of movement trajectories, the terms "leading" or "last" may be read as "top position" or "bottom position." Furthermore, here we have described the relationship between the movement trajectories of the leading, last, top-positioned, or bottom-positioned characters and other characters of the same type. However, the aforementioned relationships may be applied not only to characters of the same type but also to the movement trajectories of all other characters. Specifically, for example, it may be the case that no character, not limited to characters of the same type, has the same movement trajectory from the starting point (display start point) to the ending point (display end point) as the leading character in a group. Furthermore, regarding the relationships between the movement trajectories of the two characters being compared, it is possible to ensure that the entire trajectory traced by a specific point of one character does not overlap with the trajectory traced by a specific point of the other character.
[0121] When the left-right direction of the screen is considered as the X-axis and the up-down direction as the Y-axis, in a group performance, multiple characters move in the X-axis direction (a predetermined direction). Also, in a group performance, as shown in Figure 7, multiple characters may exist on a predetermined Y-axis (a virtual straight line perpendicular to the predetermined direction). In this embodiment, the Y-axis is described as passing through the center of the screen in the left-right direction, that is, passing through the center of the screen of the liquid crystal display 32. However, the Y-axis may, for example, pass through the left edge (the leading edge in the direction of group movement) or the right edge (the trailing edge in the direction of group movement) of the screen. Also, the Y-axis may pass through the first start opening 46 (directly above the first start opening 46) when the game machine is viewed from the front. Furthermore, the Y-axis may be set so that the number of characters present on the Y-axis is maximized. Also, the Y-axis may be set at the position where the vertical dimension of the group (dimension in the Y-axis direction) is maximized. In the following, we will explain the relationships between characters when the Y-axis is taken to pass through the center of the screen. However, we may also assume that the following relationships hold true for all of the above types of Y-axis (for example, when the Y-axis is taken to pass through the center of the screen, when the Y-axis is taken to pass through the left edge of the screen, and when the Y-axis is taken to pass through the right edge of the screen).
[0122] In group animations, there are periods when multiple (two or more) characters A1 within the group are located on the Y-axis. On the other hand, it is designed so that multiple (two or more) characters A1 do not reach the Y-axis simultaneously. Furthermore, this relationship may be applied not only to character A1 but also to other types of characters included in the group. Specifically, for example, it may be possible to ensure that no characters of the same type reach the Y-axis simultaneously for any type (or multiple types).
[0123] Furthermore, in group performances, there are periods in which multiple (two or more) characters A1 and multiple (two or more) characters B1 are located on the Y-axis. Here, the two characters A1 located on the Y-axis during this period are designated as character A1f and character A1g, in order from the one that reaches the Y-axis fastest, and the two characters B1 located on the Y-axis during this period are designated as character B1f and character B1g, in order from the one that reaches the Y-axis fastest. Then, if we define the time from when character A1f reaches the Y-axis until character A1g reaches the Y-axis as the first time, and the time from when character B1f reaches the Y-axis until character B1g reaches the Y-axis as the second time, then the first time is shorter than the second time. In other words, the distance between character A1f and character A1g in the X-axis direction is shorter than the distance between character B1f and character B1g in the X-axis direction. Furthermore, at the point when character B1g reaches the Y-axis (two hours after character B1f reaches the Y-axis), character B1f has more than half (at least one-third) of its length from front to back in the X-axis direction beyond the Y-axis. In other words, the distance between character B1f and character B1g in the X-axis direction is more than half (at least one-third) of the length of character B1 in the X-axis direction.
[0124] Furthermore, group performances may include or may not include a specific type of character. Also, the appearance of a specific type of character may offer a greater advantage to the player (e.g., higher expectations regarding the granting of bonuses) compared to the absence of such a character. Additionally, characters that exist multiple times on the Y-axis during a predetermined period but do not reach the Y-axis simultaneously (e.g., character A1), or characters A1f, A1g, or characters B1f, B1g may be specific types of characters.
[0125] In this embodiment, one video is prepared as a drawing material for group effects in the drawing material storage area of the sub-memory 302. The effect control means 300 then plays (draws) the video on one of the multiple layers, thereby executing group effects using the liquid crystal display 32. Group effects may also be realized by drawing multiple drawing materials on multiple layers.
[0126] The gaming machine of this embodiment includes a display means 32 and a performance control means 300 that controls the execution of a group performance in which a group consisting of multiple characters moves in a predetermined direction on the display means 32, wherein the group does not contain any characters of the same type as the leading character of the group, and whose movement trajectory from the starting point to the ending point is the same.
[0127] Furthermore, the gaming machine of this embodiment includes a display means 32 and a performance control means 300 that controls the execution of a group performance in which a group consisting of multiple characters moves in a predetermined direction on the display means 32, wherein the multiple characters include multiple types of characters, including a first character and a second character, the leading character of the group is the first character, and the group does not contain a second character whose movement trajectory from the starting point to the ending point is the same as the leading character among the second characters.
[0128] Furthermore, the gaming machine of this embodiment includes a display means 32 and a performance control means 300 that controls the execution of a group performance in which a group consisting of multiple characters moves in a predetermined direction on the display means 32, wherein the group does not contain any characters of the same type as the last character in the group, and whose movement trajectory from the starting point to the ending point is the same.
[0129] In group performances, the leading character and the last character attract particular attention. With the gaming machine of this embodiment, since there are no characters of the same type whose movement trajectory is identical to that of the characters that attract attention, it becomes possible to create group performances that do not have a monotonous atmosphere.
[0130] Furthermore, the gaming machine of this embodiment includes a display means 32 and a performance control means 300 that controls the execution of a group performance in which a group consisting of multiple characters moves in a predetermined direction on the display means 32, wherein the multiple characters include multiple types of characters, including a second character and a third character, and in the group performance, the third character is displayed superimposed on the front side of the second character, and the third character superimposed on the front side of the second character moves faster than the second character superimposed on the third character.
[0131] This configuration allows for a more dynamic group performance by having two overlapping characters of different types and with different movement speeds. Furthermore, the faster movement speed of the character in the foreground enhances the impact of the group performance.
[0132] Furthermore, the gaming machine of this embodiment includes a display means 32 and a performance control means 300 that controls the execution of a group performance in which a display of a plurality of characters moving in a predetermined direction is shown on the display means 32. The plurality of characters include a plurality of first characters, and if the first line is defined as a virtual straight line perpendicular to the predetermined direction and passing through the center of the display area of the display means, then in the group performance there is a period in which a plurality of first characters are located on the first line, but the plurality of first characters do not reach the first line simultaneously. With this configuration, even characters of the same type located on a predetermined virtual straight line can have differences in their position in the direction of movement, enabling group performances that eliminate a monotonous atmosphere.
[0133] Furthermore, the gaming machine of this embodiment includes a display means 32 and a performance control means 300 that controls the execution of a group performance in which a plurality of characters move in a predetermined direction on the display means 32, wherein the plurality of characters include a plurality of first characters and a plurality of second characters, and if a first line is defined as a virtual line perpendicular to the predetermined direction and passing through the center of the display area of the display means, then in the group performance there exists a period in which the plurality of first characters and the plurality of second characters are located on the first line, and of the two first characters located on the first line during that period If the time from when one first character reaches the first straight line until the other first character reaches the first straight line is defined as the first time, and the time from when one of the two second characters located on the first straight line reaches the first straight line until the other second character reaches the first straight line is defined as the second time, then the first time is shorter than the second time, and at the point when the other second character reaches the first straight line, the first second character has more than one-third of its length from front to rear in the predetermined direction extending beyond the first straight line. This configuration allows for a sense of both dense character placement and random character arrangement, resulting in a group presentation that is eye-catching for players and avoids a monotonous atmosphere.
[0134] (Application to slot machines) In the above embodiment, an example of applying the present invention to a pachinko game machine that uses game balls as the game value was described. However, the present invention may also be applied to a slot machine in which the number of bets is set using medals or electronic information as the game value, the reels are rotated by a game start operation on the start lever, the rotating reels are stopped by a stop operation on the stop button, and winnings are possible depending on the type of symbols or combination of symbols when the reels stop.
[0135] For example, when applying the configuration according to the above embodiment to a slot machine, the group performance may be triggered by a predetermined operation such as a game start operation or a predetermined stop operation. The group performance may also be performed when a predetermined result is obtained in a predetermined lottery executed when a game start operation is triggered (for example, when a predetermined role is won in an internal lottery that determines whether a role is won or not). Furthermore, the slot machine may be a slot machine equipped with a navigation performance (instruction performance, winning assistance performance) that assists in winning a specific role by notifying (suggesting) the manner of stopping operations (operation order, operation timing, etc.) that enable the winning of that specific role when a specific role is won, by displaying a navigation image on the display means 32 or outputting a predetermined performance sound from the speaker 14, that is, a slot machine equipped with a so-called AT (Assist Time). In the group performance, a predetermined expectation level regarding the navigation performance may be suggested (for example, the expectation level of transitioning to a predetermined state (AT performance state) in which the execution of the navigation performance is possible and is advantageous to the player, or the expectation level regarding an increase in the number of times the navigation performance is executed). Furthermore, group animations may also indicate the likelihood of winning a bonus, etc.
[0136] (Second Embodiment) Next, a second embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the first embodiment, the explanation of the configuration that is the same as that of the gaming machine of the first embodiment will be omitted or simplified.
[0137] As shown in Figure 9, the gaming machine (pachinko gaming machine) of this embodiment has an outer rail 27 and an inner rail 28. A guide passage (guide area) 29 is formed between the outer rail 27 and the inner rail 28 to guide the game balls launched from the launching device to the game area 4. Furthermore, as shown in Figures 8 and 9, a ball return prevention mechanism 50 is provided at the upper end of the guide passage 29 to prevent the game balls from returning from the game area 4 to the guide passage 29 (launching device side). Specifically, the ball return prevention mechanism 50 is provided at the upper end of the inner rail 28. In other words, the ball return prevention mechanism 50 is provided in the boundary area 700, which is the boundary between the guide passage 29 and the game area 4.
[0138] The ball return prevention mechanism 50 includes a main body case 52, a cover 53, a ball return prevention member 54, and a support shaft 56.
[0139] The main body case 52 has a bottom surface 52a on the rear side that is in contact with the game board 6 and on the front side on which the ball return prevention member 54 is placed, a wall portion 52b that covers the portion of the ball return prevention member 54 that is on the game area side 4, and a stopper wall 52c that restricts the rotation of the ball return prevention member 54 toward the game area side 4. In this embodiment, the wall portion 52b and the stopper wall 52 are formed integrally, and it can be said that the upper portion (upper end) of the wall portion 52b is the stopper wall 52c. In this embodiment, the main body case 52 is formed integrally with the inner rail 28, but a gap is formed between the upper end of the inner rail 28 and the stopper wall 52c. The main body case 52 has a notch S which is a space enclosed by the bottom surface 52a and the wall portion 52b, and is capable of accommodating a part of the ball return prevention member 54 (the weight portion 54c described later). Furthermore, a part of the ball return prevention member 54 (the on-off valve 54b, described later) protrudes from the upper side of the notch S, in other words, from the gap between the upper end of the wall portion 52b (stopper wall 52c) and the upper end of the inner rail 28 (the upper opening of the notch S).
[0140] The bottom surface 52a has a first bearing portion 52d into which one end of the support shaft 56 can be inserted (supported), and a guide groove 52e into which the engagement pin of the ball return prevention member 54 (described later) can be inserted. The bottom surface 52a is also provided with a boss having a screw hole 52f and protruding forward, and a positioning pin 52g that enables the positioning of the cover 53.
[0141] The cover 53 is roughly plate-shaped. The cover 53 also has a screw insertion hole 53a through which a screw 55 can be inserted, a pin insertion hole 53b through which a positioning pin 52g of the main body case 52 can be inserted, and a second bearing portion 53c into which the other end of the support shaft 56 can be inserted (supported). The cover 53 is attached to the main body case 52 when the positioning pin 52g of the main body case 52 is inserted into the pin insertion hole 53b and the screw inserted into the screw insertion hole 53a is screwed into the screw hole 52f of the main body case 52. Furthermore, when the cover 53 is attached to the main body case 52, it covers the front side of the notch S.
[0142] The ball return prevention member 54 has a shaft hole 54a, an on / off valve 54b, and a weight portion 54c. The on / off valve 54b and the weight portion 54c are formed to bend in a V-shape at the shaft hole 54a. A support shaft 56 is inserted through the shaft hole 54a, one end of which is locked to the first bearing portion 52d of the bottom portion 52a, and the other end is locked to the second bearing portion 53c of the cover 53. As a result, the ball return prevention member 54 is rotatably supported by the main body case 52 and the cover 53.
[0143] The on / off valve 54b is formed in a roughly rectangular plate shape, and its length in the longitudinal direction (vertical direction) is long enough to collide with a game ball returning from the game area 4 to the boundary area 700. The on / off valve 54b has a first side portion 540b facing the guide passage 29, and a second side portion 541b on the opposite side of the first side portion 540b and facing the game area 4 (left-handed area 4a) (see Figure 9). The first side portion 540b is the part that collides with the game ball launched from the launching device and passing through the guide passage 29. The second side portion 541b is the part that collides with the game ball attempting to return from the game area 4 to the guide passage 29.
[0144] The tip of the on / off valve 54b is tapered. Specifically, the vertical length of the first side portion 540b is longer than the vertical length of the second side portion 541b, and it slopes downward from the tip of the first side portion 540b towards the tip of the second side portion 541b. In addition, a projection 541c is formed in the center of the second side portion 541b, which protrudes toward the game area 4.
[0145] The weight portion 54c is thicker and heavier than the on / off valve 54b. An engagement pin is provided protruding from the back side of the weight portion 54c, and this engagement pin is inserted into the guide groove 52e of the bottom portion 52a. As described above, the ball return prevention member 54 is rotatably supported by the main body case 52 and cover 53, and is displaceable between an open state and a closed state. Under normal conditions, the ball return prevention member 54 is biased to rotate in one direction (counterclockwise) around the support shaft 56 by the weight of the weight portion 54c, and the engagement pin is in contact with one end of the guide groove 52e. As a result, the ball return prevention member 54 cannot rotate any further and maintains a closed state. On the other hand, when the ball return prevention member 54 comes into contact with a game ball launched from the launching device, the contact force causes it to rotate in the other direction (clockwise) around the support shaft 56, and it comes into contact with the stopper wall 52c described above, opening the valve. Furthermore, the ball return prevention member 54 does not necessarily have to be restricted from rotating toward the game area 4 by the stopper wall 52c. In other words, the stopper wall 52c only needs to be in contact with the ball return prevention member 54 when it is in the open state, and contact here means being in contact with or close to it.
[0146] Next, with reference to Figures 9 and 10, the ball return prevention mechanism 50 when the ball return prevention member 54 is in the closed state (first state) and the ball return prevention mechanism 50 when it is in the open state (second state) will be described. Figure 9 is a front view of the ball return prevention mechanism 50 when the ball return prevention member 54 is in the closed state, and Figure 10 is a front view of the ball return prevention mechanism 50 when the ball return prevention member 54 is in the open state.
[0147] As shown in Figure 9, when the ball return prevention member 54 is in the closed state (first state), the on-off valve 54b protrudes from the upper opening of the notch S toward the exit of the boundary region 700 in a substantially vertical position. In this state, the distance (specific distance) from the tip of the ball return prevention member 54 (on-off valve 54b) to the outer rail 27 is shorter than the diameter of the game ball B and is the shortest possible distance. This distance refers to the shortest distance from the tip of the on-off valve 54b (first side portion 540b) of the ball return prevention member 54 toward the outer rail 27. Therefore, even if a game ball B that has entered the game region 4 collides with a game nail 36 or the like arranged in the game region 4 and bounces back toward the boundary region 700, it will collide with the ball return prevention member 54. Furthermore, the ball return prevention member 54 does not rotate counterclockwise because it maintains its closed state even when struck by a game ball B. Therefore, when the ball return prevention member 54 is in the closed state, it prevents the game ball B that has entered the game area 4 from returning to the guide passage 29.
[0148] As shown in Figure 9, when a game ball B launched from the launcher toward the game area 4 rises up the guide passage 29 and enters the boundary area 700 and contacts the on-off valve 54b, the contact force causes the ball return prevention member 54 to displace from the closed state to the open state. Then, as shown in Figure 10, the ball return prevention member 54 rotates in the direction of opening the exit of the boundary area 700, and when it collides with the stopper wall 52c, further rotation is restricted and it enters the open state (second state). In this state, the distance (specific distance) from the tip of the on-off valve 54b (first side portion 540b) to the outer rail 27 is longer than the diameter of the game ball B and is the longest distance. Therefore, when the ball return prevention member 54 is in the open state, it allows the game ball launched by the launcher to enter the game area 4 from the boundary area 700. Furthermore, after the ball return prevention member 54 is displaced to the open state, it is subjected to the biasing force of the weight portion 54c and instantaneously rotates in the opposite direction (counterclockwise), displacing it again to the closed state shown in Figure 9.
[0149] As described above, the ball return prevention mechanism 50 is configured to prevent game balls that have entered the game area 4 from returning to the guide passage 29 when the ball return prevention member 54 is in the closed state. In this embodiment, however, it is also possible to prevent game balls from returning to the guide passage (guide area) 29 even when the ball return prevention member 54 is in the process of being displaced from the closed state to the open state (third state).
[0150] Figure 11 shows the state in which the ball return prevention member 54 is being displaced from a closed state to an open state, and a game ball that has entered the game area 4 (left-handed area 4a) is attempting to return to the boundary area 700. Figures 12 and 13 are enlarged views of the area enclosed by the dotted line in Figure 11.
[0151] In Figure 11, one game ball B1 launched from the launching device toward the game area 4 enters the boundary area 700 from the guide passage 29 and makes contact with the ball return prevention member 54 (on-off valve 54b), the outer rail 27, and the other game ball B2. In Figure 12, the contact point between one game ball B1 and the first side surface 540b of the on-off valve 54b is indicated by the symbol P1, the contact point with the outer rail 27 is indicated by the symbol P2, and the contact point with the other game ball B2 is indicated by the symbol P3.
[0152] Furthermore, the other game ball B2 enters the boundary area 700 from the game area 4 and makes contact with the tip of the ball return prevention member 54, the outer rail 27, and one of the game balls B1. In Figure 12, the contact point between the other game ball B2 and the tip of the on / off valve 54b is indicated by the symbol P4, the contact point with the outer rail 27 is indicated by the symbol P5, and the lowest point of the other game ball B2 is indicated by the symbol P6.
[0153] In the state shown in Figure 12, the distance (specific distance) from the tip of the ball return prevention member 54 to the outer rail 27 is longer than in the closed state (see Figure 9) and shorter than in the open state (see Figure 10). In other words, it is the distance between the closed state and the open state. Moreover, the distance H1 from the tip of the ball return prevention member 54 (on-off valve 54b) to the outer rail 27 is shorter than the distance H2 from the lowest point P6 of the other game ball B2 to the outer rail 27. In other words, the distance H1 from the contact point P4 between the other game ball B2 and the tip of the ball return prevention member 54 to the outer rail 27 is shorter than the distance H2 from the lowest point P6 of the other game ball B2 to the outer rail 27. That is, the length H1 of the perpendicular L1 drawn from the tip of the ball return prevention member 54 to the outer rail 27 is shorter than the length H2 of the perpendicular L2 drawn from the lowest point P6 of the other game ball B2 to the outer rail 27.
[0154] Furthermore, as shown in Figure 13, when the ball return prevention member 54 is in the intermediate state described above, the distance H3 from the contact point P4 between the other game ball B2 and the tip of the ball return prevention member 54 (on-off valve 54b) to the contact point P3 between the other game ball B2 and one game ball B1 is shorter than the distance H4 from the lowest point P6 of the other game ball to the contact point P3. In other words, the length of the line segment L3 connecting the contact point P4 and the contact point P3 is shorter than the length of the line segment L4 connecting the lowest point P6 and the contact point P3.
[0155] Furthermore, as shown in Figures 12 and 13, when the ball return prevention member 54 is in the intermediate state described above, the ball return prevention member 54 has not rotated so that its tip reaches the lowest point P6 of the other game ball B2. Specifically, the tip of the ball return prevention member 54 is located higher than the lowest point P6 of the game ball B2 in the vertical direction, and to the left (towards the guide passage 29) of the lowest point P6 of the game ball B2 in the horizontal direction. In other words, the tip of the ball return prevention member 54 is located to the upper left of the lowest point P6.
[0156] After the collision between game ball B1 and game ball B2 as described above, even if game ball B2 tries to return to the guide passage 29, it will come into contact with the tip of the ball return prevention member 54 (on-off valve 54b) from the game area 4 side. As a result, the ball return prevention member 54 is likely to rotate counterclockwise due to the contact force applied from the game area 4 side toward the guide passage 29 side. Consequently, the ball return prevention member 54 blocks the exit of the boundary area 700 more than when game ball B1 and game ball B2 collide, making it difficult for game ball B2 to return to the guide passage 29. As a result, even when game ball B1 and game ball B2 collide as shown in Figure 11, it is possible to suppress game ball B2 from returning to the guide passage 29. In other words, it is possible to suppress two game balls from returning to the guide passage 29 consecutively.
[0157] Furthermore, when game ball B1 and game ball B2 collide as shown in Figure 11, if the distance H1 from the tip of the ball return prevention member 54 (on-off valve 54b) to the outer rail 27 (specific distance) is longer than the distance H2 from the lowest point P6 of the other game ball B2 to the outer rail 27, then after the collision, game ball B2 can get between the tip of the ball return prevention member 54 and the outer rail 27. In that case, game ball B2 can come into contact with the tip of the ball return prevention member 54 from above, and the ball return prevention member 54 is more likely to rotate clockwise. Therefore, the ball return prevention member 54 opens the exit of the boundary region 700 more than when game ball B1 and game ball B2 collide, and is unable to prevent game ball B2 from returning to the guide passage 29.
[0158] As described above, the pachinko game machine according to this embodiment has made significant improvements to prevent game balls that have entered the game area 4 from returning to the guide passage (guide area) 29 compared to conventional pachinko game machines. However, as shown below, further improvements in preventing the game balls from getting caught between the ball return prevention mechanism 50 and the game balls are being made. With reference to Figure 14, the prevention of getting caught between the ball return prevention mechanism 50 and the game balls will be explained. Figure 14 shows a state in which a game ball B that has returned from the game area 4 to the boundary area 700 is colliding with the ball return prevention member 54.
[0159] As shown in Figure 14, the game ball B returns from the game area 4 to the boundary area 700 and makes contact with the on-off valve 54b and the main body case 52 of the ball return prevention member 54. Specifically, the game ball B is in contact with the protruding portion 541c of the on-off valve 54b, which is in the closed state, and also in contact with the upper end (stopper wall 52c) of the main body case 52. In Figure 14, the contact point between the game ball B and the protruding portion 541c of the on-off valve 54b is indicated by the letter P7, the contact point with the upper end of the main body case 52 is indicated by the letter P8, and the leftmost point of the game ball B is indicated by the letter P9.
[0160] In this state, the contact point P7 between the game ball B and the protruding portion 541c of the on-off valve 54b is located below the leftmost point P9 of the game ball B in the vertical direction. Also, the contact point P8 between the game ball B and the upper end of the main body case 52 is located to the left of the lowest point P6 of the game ball B in the horizontal direction, and above the lowest point P6 of the game ball B in the vertical direction. In other words, contact point P8 is located to the upper left of the lowest point P6. Furthermore, the distance from contact point P7 to contact point P8 (first distance) H5 is shorter than the distance from the leftmost point P9 of the game ball B to the lowest point P6 (second distance) H6. As a result, the game ball B cannot enter the gap area SP between the upper opening (see Figure 8) facing the boundary area 700 of the main body case 52 and the portion of the second side portion 541b of the on-off valve 54b that is closer to the base end than the protruding portion 541c. Furthermore, as shown by the dotted arrow in Figure 14, when the game ball B collides with the ball return prevention member 54, a force is applied to the right from the protruding portion 541c of the on-off valve 54b and a force is applied diagonally upward to the right from the upper end of the main body case 52, causing it to bounce back into the game area 4. As a result, the game ball B is prevented from getting stuck between the on-off valve 54b of the ball return prevention mechanism 50 and the main body case 52 by entering the gap area SP. Therefore, the ball return prevention mechanism 50's ability to prevent the game ball from returning due to such entanglement of the game ball B is not impaired. Consequently, the ball return prevention mechanism 50 can be reliably ensured, further improving the prevention of the game ball returning to the guide passage (guide area) 29 once it has entered the game area 4.
[0161] The pachinko game machine according to this embodiment, configured in this manner, can achieve the following effects.
[0162] The ball return prevention mechanism 50 not only prevents game balls that have entered the game area 4 from returning when the ball return prevention member 54 is in the closed state, but also suppresses game balls that have entered the game area 4 from returning to the guide passage 29 even when the ball return prevention member 54 is in the process of being displaced from the closed state to the open state. Therefore, it is possible to improve the prevention of game balls that have entered the game area 4 from returning to the guide passage (guide area) 29.
[0163] Furthermore, the pachinko game machine according to this embodiment includes a guide passage (guide area) 29 in the region between the outer rail 27 and the inner rail 28 that guides the launched game balls to the game area 4, and a ball return prevention mechanism 50 that prevents the game balls from returning from the game area 4 to the guide passage 29. The ball return prevention mechanism 50 has an on / off valve (displacement member) 54b that can be displaced between a closed state (first state) and an open state (second state), and a main body case (holding member) 52 that can hold the on / off valve 54b. The on / off valve 54b has a second side portion (side portion) 541b that faces the game area 4, and a tip portion on the tip side of the second side portion 541b. If the distance from the tip portion to the outer rail 27 is a specific distance, the closed state is when the specific distance is greater than the open state. In the open state, the specific distance is longer than in the closed state. The main body case 52 has a stopper wall (contact portion) 52c that contacts the second side portion 541b of the on / off valve 54b in the open state. When the game ball is in contact with the main body case (holding member) 52 (specifically, the stopper wall 52c of the main body case 52) and the second side portion 541b (the protruding portion 541c) in the closed state, the distance from the contact point P8 between the game ball and the main body case 52 (stopper wall 52c) to the contact point P7 between the game ball and the second side portion 541b (the protruding portion 541c) is defined as the first distance H5, and the distance from the lowest point P6 to the leftmost point P9 of the game ball is defined as the second distance H6. The first distance H5 is characterized by being shorter than the second distance H6. Therefore, it is possible to further improve the prevention of the game ball returning to the guide passage (guide area) 29 after it has entered the game area 4.
[0164] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. For example, the game control modes and configurations of pachinko machines and slot machines are not limited to those of the embodiments described above. Furthermore, the control operations described above can also be applied to other gaming machines such as coinless gaming machines.
[0165] Furthermore, within the scope of the present invention, it is possible to freely combine the components of each embodiment, modify each component as desired, or omit any components. [Explanation of Symbols]
[0166] 32 Liquid crystal display (display means) 300 Performance control means
Claims
[Claim 1] The area between the outer rail and the inner rail, which includes a guide area that guides the launched game ball into the game area, A ball return prevention mechanism that prevents the game ball from returning from the game area to the guide area, Display means and The display means includes a performance control means for controlling the execution of a group performance in which a plurality of characters move in a predetermined direction, The aforementioned plurality of characters include a plurality of first characters, If we define the first line as a virtual line perpendicular to the predetermined direction and passing through the center of the display area of the display means, In the aforementioned group performance, There is a period in which multiple first characters are located on the first straight line, Multiple first characters will not reach the aforementioned first straight line simultaneously. The ball return prevention mechanism has a displacement member that can be displaced between a first state, a second state, and a third state. The displacement member has a side portion facing the outer rail and a tip portion on the tip side of the side portion, The distance from the tip to the outer rail is defined as a specific distance. The game ball guided from the guide area to the game area is considered to be one game ball. If we consider a game ball attempting to return from the game area to the guide area as another game ball, The first state is a state in which the specific distance is shorter than that of the second state. The second state is a state in which the specific distance is longer than that of the first state. The third state is a state in which the one game ball is in contact with the side portion, the outer rail, and the other game ball, and the other game ball is in contact with the tip portion, the outer rail, and the one game ball, so that the specific distance is longer than the first state and shorter than the second state. In the third state described above, the distance from the point of contact between the first game ball and the other game ball to the point of contact between the other game ball and its tip is shorter than the distance from the point of contact between the first game ball and the other game ball to the lowest point of the other game ball. Gaming machine.
Citation Information
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