Gaming machine
The gaming machine's rotatable front frame and integrated lottery system allow for efficient task execution and enhanced gameplay interaction, addressing the inefficiencies of manual frame opening in existing designs.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2022-06-16
- Publication Date
- 2026-05-11
AI Technical Summary
Existing gaming machines, such as pachinko machines, require manual opening of the front frame to perform tasks like RAM clearing and error checking, disrupting gameplay and reducing operational efficiency.
A gaming machine design with a rotatable front frame that can be locked in place, allowing players to perform error clearing operations without fully opening the frame, and incorporating a lottery system with variable symbol displays and performance controls to enhance gameplay interaction.
Enables effective presentation and efficient task execution during gameplay, improving user experience by minimizing interruptions and enhancing interactive features.
Smart Images

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Abstract
Description
Technical Field
[0004] , , , , , , To provide a gaming machine that allows for more effective presentation and enables efficient execution of tasks that may interrupt gameplay. , , , , ,
[0005] ,
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] A gaming machine such as a pachinko machine conducts a lottery on whether to grant a profit to a player, variably displays a pattern based on the lottery result, and when granting a profit, stops the pattern in a specific manner. Also, during the pattern variation, an effect related to the lottery result is executed according to any one of a plurality of variation patterns. In addition, this type of gaming machine includes an outer frame fixed to the gaming island facility and a front frame that is mounted rotatably around a hinge portion on one end side in the left - right direction, for example, the left - end side, in front of the outer frame. The front frame can be locked to the outer frame by a locking means having a keyhole near the opening - closing end when in a closed state where the rotation angle with respect to the outer frame is 0° (for example, Patent Document 1). On the back side of the front frame, various operation parts such as a power operation part and a RAM clear operation part, and various display means such as an error display means are arranged. When performing a RAM clear operation by the power operation part and the RAM clear operation part, or when checking the error content by the error display means, it is necessary for the person in charge of the gaming hall to open the front frame and then perform the work.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Book The invention To provide a gaming machine that allows for more effective presentation and enables efficient execution of tasks that may interrupt gameplay. aims to
Means for Solving the Problems
[0005] The present invention includes a lottery means for determining whether or not to grant a benefit to a player, a symbol display means for displaying symbols in a variable manner based on the lottery result by the lottery means and stopping the symbols in a specific manner when a benefit is granted, a performance control means for executing a performance related to the lottery result in accordance with one of a plurality of variable patterns, along with the variable display by the symbol display means, an outer frame that can be fixed to a gaming island facility, a front frame positioned in front of the outer frame with its rear side inserted into the outer frame, and a rear side of the front frame Error Clearing Operation Unit And, on the front side of the aforementioned front frame It is positioned so that the player can operate it. Launch handle and performance control means The above-mentioned multiple types of variation patterns occur after the symbols enter a reach state. Execute Includes reach variation patterns that display the result during the reach animation. 、 The front frame is mounted to the outer frame in a manner that allows it to rotate around a hinge at one end in the left-right direction, and when the rotation angle with respect to the outer frame is 0°, it can be locked to the outer frame by a locking means having a keyhole near the opening / closing end, which is the other end of the front frame in the left-right direction, and the front frame is The aforementioned performance control means is arranged and It has a protrusion that extends forward from the aforementioned firing handle, When the specific error clearing conditions, including the operation of the error clearing operation unit, are met, the specific error state can be cleared. In gaming machines, In the aforementioned reach variation pattern, if the reach performance is a specific reach performance, an operation validity period is provided during the specific reach performance, and the result display is started when a predetermined operation means is operated during the operation validity period and the performance execution conditions are met. In the reach variation pattern that corresponds to a win variation in which the symbols are in the specific form, any of several types of result displays in the specific reach performance can be executed, including a revival win result display and a normal win result display. The revival win result display and the normal win result display can execute a movable body performance that involves the movement of a movable body. The revival win result display is configured to first execute a loss result performance, then perform a background return performance that switches the special background to a normal background, and then perform a normal screen display before executing the revival win result performance and ending. The normal win result display is configured to execute the loss result performance and the background return performance. Furthermore, the system is configured to terminate by executing a normal winning result animation without executing the normal screen display, the losing result animation in the revival winning result display terminates by executing a losing display indicating that the symbols do not form the specific configuration, the normal winning result animation in the normal winning result display terminates by executing a winning display indicating that the symbols form the specific configuration, and in the specific reach animation, time adjustments are made so as not to change the end time of the result display even if the start time of the result display changes according to the timing of the operation, in the revival winning result display before the movable body animation and the background return animation and after the execution of the losing display in the losing result animation, and in the normal winning result display after the movable body animation and after the execution of the winning display in the normal winning result animation, respectively, and the amount of forward protrusion of the protruding part gradually decreases from the center in the left-right direction towards the hinge part side. The front frame is relative to the outer frame. prescribed When fully opened, The error clearing operation unit However, from between the outer frame and the front frame operation This becomes possible, as mentioned above prescribed In the open state, The error clearing operation unit The projection is located in front of the front edge of the outer frame, and the entire projection is located inward in the left-right direction from the hinge portion. [Effects of the Invention]
[0006] According to the present invention, This allows for more effective presentation and efficient execution of tasks that might interrupt gameplay. It is possible. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of a pachinko machine according to the first embodiment of the present invention. [Figure 2]It is an exploded perspective view of the pachinko machine. [Figure 3] It is a side view of the pachinko machine. [Figure 4] It is a plan view of the lower front unit of the pachinko machine. [Figure 5] It is a front view of the game board of the pachinko machine. [Figure 6] It is a rear view of the pachinko machine. [Figure 7] It is a side sectional view of the pachinko machine. [Figure 8] It is a rear view of the lower side of the pachinko machine. [Figure 9] It is a side sectional view of the lower side of the pachinko machine. [Figure 10] It is a plan sectional view of the pachinko machine. [Figure 11] It is a diagram showing the setting contents of the normal state and three types of advantageous states of the pachinko machine. [Figure 12] It is a diagram showing the relationship between the jackpot determination random value and the jackpot / short-time determination value in the jackpot / short-time lottery of the pachinko machine. [Figure 13] Regarding the first and second special symbol variations of the pachinko machine, (a) shows the types of jackpot modes, distribution rates, special benefit states, transition destination advantageous states, and advantageous state end conditions, and (b) shows the types of short-time modes, distribution rates, transition destination advantageous states, and advantageous state end conditions. [Figure 14] It is an explanatory diagram regarding the transition of the game state in the pachinko machine. [Figure 15] It is a diagram showing the outlines, error display methods, and error解除 methods for multiple types of errors related to payout control in the pachinko machine. [Figure 16] It is a diagram showing the volume setting table of the pachinko machine. [Figure 17] It is a plan view showing the first open state of the front frame in the pachinko machine. [Figure 18] It is a plan view showing the second open state of the front frame in the pachinko machine. [Figure 19] It is a plan view showing the third open state of the front frame in the pachinko machine. [Figure 20] It is a plan view showing the fourth open state of the front frame in the pachinko machine. [Figure 21] It is a plan view showing the fifth open state of the front frame in the pachinko machine. [Figure 22] It is a rear view of the pachinko machine according to the second embodiment of the present invention. [Figure 23] It is a plan sectional view of the pachinko machine. [Figure 24] It is a perspective view of the main part of the power supply board case of the pachinko machine according to the third embodiment of the present invention. [Figure 25] It is a side sectional view of the main part of the power supply board case of the pachinko machine. [Figure 26] It is a front view of the whole pachinko machine according to the fourth embodiment of the present invention. [Figure 27] It is a block diagram of the control system of the pachinko machine. [Figure 28] It is a diagram showing the variable pattern selection table of the pachinko machine. [Figure 29] It is a diagram showing the schematic configuration of the variable pattern of the pachinko machine. [Figure 30] It is a diagram showing the time chart and the production content of the S reach effect of the pachinko machine. [Figure 31] It is a diagram showing the time chart and the production content of the pre-SP reach effect of the pachinko machine. [Figure 32] It is a diagram showing the time chart and the production content of the post-SP reach effect (in the case of a miss) of the pachinko machine. [Figure 33] It is a diagram showing the time chart and the production content of the post-SP reach effect (in the case of a jackpot) of the pachinko machine. [Figure 34] It is an explanatory diagram of the rainbow light emission pattern in the normal / resurrection jackpot movable body effect of the pachinko machine. [Figure 35] It is a diagram showing the time chart and the production content of the pre-SP reach effect of the pachinko machine according to the fifth embodiment of the present invention. [Figure 36] It is a diagram showing the time chart and the production content of the pre-SP reach effect of the pachinko machine according to the sixth embodiment of the present invention. [Figure 37] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the seventh embodiment of the present invention. [Figure 38] This figure shows the time chart and content of the pre-SP reach animation for a pachinko machine according to the eighth embodiment of the present invention. [Figure 39] This figure shows the time chart and content of the post-SP reach performance of a pachinko machine according to the ninth embodiment of the present invention. [Figure 40] This figure shows a time chart of the S-reach performance and the post-SP-reach performance of a pachinko machine according to the 10th embodiment of the present invention. [Figure 41] This figure shows the time chart and content of the S-reach performance of a pachinko machine according to the 11th embodiment of the present invention. [Best Mode for Carrying Out the Invention]
[0008] The embodiments of the invention will be described in detail below with reference to the drawings. Figures 1 to 21 illustrate a first embodiment in which the present invention is applied to a pachinko machine. In Figures 1 and 2, the gaming machine body 1 comprises an outer frame 2 that can be fixed to a gaming island facility installed in a gaming hall, and a front frame 3 that is positioned in front of the outer frame 2 with its rear end inserted into the outer frame 2. The front frame 3 is pivotally attached to the outer frame 2 so as to be able to open and close and detachably via a vertical first hinge (hinge part) 4 located at one end in the left-right direction (here, the left end), and can be locked in the closed state relative to the outer frame 2 by a locking means 5 provided at the other end in the left-right direction, which is the opening / closing end (here, the right end). In this embodiment, the opening angle (rotation angle) of the front frame 3 around the first hinge 4 relative to the outer frame 2 is set with the closed state as the reference (0°), and the opening direction (i.e., clockwise in a plan view) as the positive direction.
[0009] The front frame 3 comprises an inner frame 6 and a glass door 7 positioned in front of the inner frame 6. The glass door 7 is pivotally attached to the inner frame 6 via a vertical second hinge 8 located at one end in the left-right direction (in this case, the left end), allowing it to be opened, closed, and detachably attached. It can be locked in the closed position relative to the inner frame 6 by a locking means 5. In this embodiment, the second hinge 8 and the first hinge 4 are coaxial.
[0010] The locking mechanism 5 includes a keyhole 5a positioned forward at a predetermined vertical position near the opening / closing end (right end) of the front frame 3, for example, on the lower side. By inserting a special key into this keyhole 5a and rotating it to one side in the left-right direction (for example, to the right), the locking state of the front frame 3 relative to the outer frame 2 is released, and by rotating it to the other side in the left-right direction (for example, to the left), the locking state of the glass door 7 relative to the inner frame 6 is released.
[0011] As shown in Figure 2, the outer frame 2 is formed in a rectangular shape by a pair of left and right vertical frame members 2a, 2b and a pair of upper and lower horizontal frame members 2c, 2d. In this embodiment, the upper and lower horizontal frame members 2c, 2d are made of wood, and the left and right vertical frame members 2a, 2b are made of metal (conductive material). A front cover member 9 made of synthetic resin is attached to the lower front of the outer frame 2 so as to connect the lower front of the left and right vertical frame members 2a, 2b along the front edge of the lower horizontal frame member 2d. The front cover member 9 protrudes forward from the left and right vertical frame members 2a, 2b, and the inner frame 6 is positioned above it. In addition, the outer frame 2 has an upper outer frame hinge fitting 11 which constitutes the first hinge 4, located in the upper left, and a lower outer frame hinge fitting 12 which is located in the lower left, above the front cover member 9.
[0012] The inner frame 6 is made of synthetic resin and, as shown in Figure 2, integrally comprises a rectangular frame portion 13 that can substantially abut against the front edge of the outer frame 2 above the front cover member 9, a game board mounting portion 14 provided on the upper side of the frame portion 13, and a lower mounting portion 15 provided on the lower side of the frame portion 13. The game board 16 is detachably mounted on the game board mounting portion 14 from the front, and the launching means 17, lower speaker 18, etc. are arranged on the front side of the lower mounting portion 15. In addition, the inner frame 6 has the main frame upper hinge fitting 19 which constitutes the first hinge 4 and the main frame upper hinge fitting 20 which constitutes the second hinge 8 located on the upper left, and the main frame lower hinge fitting 21 which constitutes the first, second hinges 4 and 8 located on the lower left.
[0013] The glass door 7 is equipped with a rectangular resin door base 22 that corresponds to the front side of the inner frame 6. A window opening 24a for the glass window 24 is formed in this door base 22, corresponding to the front side of the game area 23 formed in the game board 16, and various display means such as a plurality (four in this case) of upper speakers 25, a first movable frame 26, a second movable frame 27, and a blower 28 are arranged around the window opening 24a.
[0014] As shown in Figure 1, the upper front side of the door base 22 is provided with a left decorative cover portion 29a that covers the hinge end side (left side) relative to the glass window 24, a right decorative cover portion 29b that covers the opening / closing end side (right side) relative to the glass window 24, and an upper decorative cover portion 29c that covers the upper side relative to the glass window 24. Comparing the left decorative cover portion 29a and the right decorative cover portion 29b, as shown in Figures 2 and 3, the right decorative cover portion 29b on the opening / closing end side protrudes further forward than the left decorative cover portion 29a on the hinge end side, and for the right decorative cover portion 29b, the upper side protrudes further forward than the lower side. The amount of forward protrusion of the upper decorative cover portion 29c is about the same as the amount of upper protrusion of the right decorative cover portion 29b.
[0015] The first movable frame 26 is positioned on the front side of the upper decorative cover 29c and approximately in the center in the left-right direction, and is formed in a predetermined shape, in this case a three-dimensional shape based on a butterfly motif. This first movable frame 26 can slide approximately in the front-rear direction between the origin position and a protruding position further forward, driven by a drive means (not shown), and is normally held in the origin position as shown in Figure 3. The second movable frame 27 is positioned on the front side of the right decorative cover 29b and approximately in the center in the up-down direction, and as shown in Figure 3, etc., it comprises a protruding part 27a that protrudes forward from the right decorative cover 29b and an operating part 27b provided on the front end side of this protruding part 27a. This second movable frame 27 can slide in the front-rear direction by a drive means (not shown), and can also be pushed in by the player. The air blowing means 28 is capable of blowing air towards the player's hand that is touching the second movable frame 27 at the moment the player operates the second movable frame 27.
[0016] A lower front unit 31 is positioned on the lower front side of the door base 22. As shown in Figures 1 to 4, this lower front unit 31 includes an upper tray 33 for storing game balls dispensed from the dispensing means 32 located behind the inner frame 6 and supplying them to the launching means 17, and a lower tray 34 for storing excess balls when the upper tray 33 is full. On the upper side, there are also a performance button 35, a directional pad 36, a volume control 37, a light intensity control 38, and various other operating means. The amount of forward protrusion of the lower front unit 31 gradually decreases from the center in the left-right direction to both ends, and the performance button 35 is positioned corresponding to the center in the left-right direction where the protrusion is greatest. Furthermore, a launch handle 39 is provided projecting forward from the opening end (right side) of the lower front unit 31, which allows for the launching operation to launch game balls using the launching means 17.
[0017] Furthermore, the first movable frame 26, the second movable frame 27, and the lower front unit 31 have a maximum forward protrusion greater than the protrusion of the launch handle 39 (Figure 3, etc.). Also, for the decorative cover sections 29a to 29c, the forward protrusion of the upper side of the right decorative cover section 29b and the upper decorative cover section 29c is greater than the protrusion of the launch handle 39, while the forward protrusion of the lower side of the right decorative cover section 29b and the left decorative cover section 29a is smaller than the protrusion of the launch handle 39 (Figure 3, etc.).
[0018] As shown in Figure 2, a glass unit 40 that substantially covers the window opening 24a from the rear is detachably mounted on the rear side of the door base 22. In addition, vertical hinge end reinforcing plates 41a arranged along the edges on the first and second hinges 4 and 8 sides, vertical opening / closing end reinforcing plates 41b arranged along the edges on the opening / closing end side, and horizontal lower reinforcing plates 41c arranged below the window opening 24a are detachably fixed by screws or the like. Furthermore, the glass door upper hinge fitting 42a, which constitutes the second hinge 8, is located on the upper left of the door base 22, and the glass door lower hinge fitting 42b is located on the lower left of the same door base 22.
[0019] Furthermore, a ball feeding unit 43a, a lower tray guide unit 43b, etc., are mounted on the rear side of the lower reinforcing plate 41c. The ball feeding unit 43a is for supplying game balls from the upper tray 33 one by one to the launching means 17, and is positioned corresponding to the front side of the launching means 17. The lower tray guide unit 43b is for guiding excess balls when the upper tray 33 is full, and foul balls that have been launched by the launching means 17 but have returned without reaching the game area 23, to the lower tray 34, and is positioned adjacent to the ball feeding unit 43a on the side of its first and second hinges 4 and 8.
[0020] As shown in Figure 5, the game board 16 has a base plate 45 made of polycarbonate or the like, on which guide rails 46 are arranged in a ring shape on the front side to guide the game balls launched from the launching means 17. In the game area 23 inside the guide rails 46, in addition to unit components such as a central display frame unit 47, a starting prize unit 48, a big prize unit 49, and a normal prize unit 50, a large number of game pins (not shown) are arranged.
[0021] Multiple unit components 47-50 of the game board 16 are provided with a normal symbol starting means 61, a first special symbol starting means 62, a second special symbol starting means 63, a big prize winning means 64, multiple normal prize winning means 65, etc. Also, on the rear side of the base plate 45, in addition to a liquid crystal display means (image display means) 66, a movable board performance means 67 equipped with a movable board body 67a that can move in front of the liquid crystal display means 66 is arranged.
[0022] The central display frame unit 47 constitutes the display frame of the liquid crystal display means 66 and is detachably attached from the front to a mounting hole (not shown) formed in the base plate 45 that penetrates in the front-to-back direction. The central display frame unit 47 has a display window 47a formed approximately in the center, corresponding to the front of the liquid crystal display means 66, and includes a front mounting plate 71 that is positioned outside the mounting hole along the front surface of the base plate 45 and through which game balls can pass, a decorative frame 72 that is positioned in a roughly gate shape in front view, extending from both the left and right sides of the display window 47a to the upper side and projecting forward from the inner circumference of the front mounting plate 71, and a stage 73 positioned below the display window 47a between the left and right lower ends of the decorative frame 72. Game balls launched by the launching means 17 and entering the upper side of the game area 23 are distributed to the left and right at the top of the decorative frame 72 and flow down either the left-downward path 74a on the left side of the central display frame unit 47 or the right-downward path 74b on the right side.
[0023] The central display frame unit 47 is provided with a warp inlet 75 into which game balls can flow, on at least one side of the left-flow path 74a and the right-flow path 74b, for example, on the left-flow path 74a side. Game balls that flow down the left-flow path 74a and enter the warp inlet 75 roll freely in the left-right direction on the stage 73, and then fall forward from either the central drop section 76, which is provided corresponding to the left-right center of the game area 23, or the other parts.
[0024] Furthermore, the central display frame unit 47 is equipped with various display means, such as a normal symbol display means 81, a normal reserve count display means 82, a first special symbol display means 83, and a second special symbol display means 84. Of course, these display means 81 to 84 are not limited to the central display frame unit 47, but can be placed at any position on the front of the game board 16 in a manner that is visible from the front.
[0025] The starting prize unit 48 is located below the central display frame unit 47 and is detachably attached to the base plate 45 from the front. The grand prize unit 49 is located below the central display frame unit 47 and to the right of the starting prize unit 48 and is detachably attached to the base plate 45 from the front. The regular prize unit 50 is located below the central display frame unit 47 and to the left of the starting prize unit 48 and is detachably attached to the base plate 45 from the front.
[0026] The normal symbol starting means 61 is for initiating the display of the normal symbols by the normal symbol display means 81, and is composed of a passage gate through which game balls can pass, and is equipped with a game ball detection switch (not shown) for detecting the passage of game balls. This normal symbol starting means 61 is provided on the front side of the front mounting plate 71 on the right side of the central display frame unit 47, and is accessible to game balls flowing down the rightward flow path 74b.
[0027] The normal symbol display means 81 is for displaying a normal symbol in a variable manner and is composed of multiple (two in this case) LEDs. Based on the normal symbol start means 61 detecting a game ball, the two LEDs that make up the normal symbol light up in a normal variable light pattern. Then, if the random value for winning judgment included in the normal random number information acquired when the normal symbol start means 61 detects the game ball matches a predetermined winning judgment value, the variable stops in a winning manner; otherwise, it stops in a losing manner.
[0028] The probability of a regular symbol resulting in a winning combination (winning probability) has two settings: a low probability (here, 100 / 251) and a high probability (here, 250 / 251). One of these is used depending on the game state (the normal state, the 1st to 3rd advantageous states, which will be described later) (Figure 11). In addition, the variation time for regular symbols has two settings: a normal (non-shortened) variation time (here, 5 seconds) and a shorter shortened variation time (here, 4.9 seconds). One of these is used depending on the game state (the normal state, the 1st to 3rd advantageous states, which will be described later) (Figure 11).
[0029] Furthermore, the normal random number information acquired when the game ball is detected by the normal symbol starting means 61 is stored in reserve up to a predetermined upper limit, for example, 4 units. Each time the normal symbols become able to change, one unit is consumed, and the normal symbols change. The number of normal random number information units stored (normal reserve unit) is notified to the player by the normal reserve unit display means 82, etc.
[0030] The first special symbol starting means 62 is for initiating the symbol change by the first special symbol display means 83, and is composed of a non-opening type prize entry means that does not have an opening / closing mechanism, and is equipped with a game ball detection switch (not shown) for detecting a game ball that has entered the prize. This first special symbol starting means 62 is provided in the starting prize entry unit 48 and is positioned with an upward opening below the central drop section 76 of the stage 73, corresponding to the central drop section 76 of the stage 73, and there is a route from the warp entrance 75 on the left flow path 74a side to enter the prize via the stage 73, so game balls that have flowed down the left flow path 74a have a higher probability of entering the prize than game balls that have flowed down the right flow path 74b. When a game ball enters this first special symbol starting means 62, a predetermined number of game balls are dispensed as prize balls for each prize.
[0031] The second special symbol starting means 63 is for initiating the symbol change by the second special symbol display means 84. It is composed of an open / close type prize-winning means that can change between an open state in which game balls can be won and a closed state in which game balls cannot be won (or are more difficult to win than in the open state) by the operation of the opening / closing part 78. It is equipped with a game ball detection switch (not shown) for detecting game balls that have been won. In the normal prize state that occurs when the stopped symbols after the change of the normal symbol display means 81 become a winning pattern, the opening / closing part 78 is opened for a predetermined time.
[0032] In this normal profit state, the opening time of the second special symbol starting means 63 includes a normal (non-extended) opening time (80ms in this case) and a longer extended opening time (4000ms in this case), and one of these is used depending on the game state (normal state, first to third profit states, which will be described later) (Figure 11).
[0033] This second special symbol starting means 63 is located on the front mounting plate 71 on the right side of the central display frame unit 47 and downstream of the normal symbol starting means 61, allowing game balls that have flowed down the rightward flow path 74b to enter. When a game ball enters this second special symbol starting means 63, a predetermined number of game balls are dispensed as prize balls for each entry.
[0034] The first special symbol display means 83 is composed of a display means such as a 7-segment type capable of displaying the first special symbol in a variable manner. Based on the detection of a game ball by the first special symbol starting means 62, the first special symbol is displayed in a variable manner for a predetermined time. If the jackpot judgment random number value included in the first special random number information acquired when the game ball is detected by the first special symbol starting means 62 matches a predetermined jackpot judgment value, the display stops in a jackpot manner. If it matches a predetermined time reduction judgment value (if the time reduction lottery is won), the display stops in a time reduction manner. Otherwise, the display stops in a losing manner.
[0035] In this embodiment, as shown in Figure 13(a), two types of jackpot modes, A1 and A2, are provided for the first special symbol display means 83. When the jackpot lottery result is a jackpot, one of these jackpot modes A1 or A2 is selected at a predetermined distribution rate (here, 6:4) based on the symbol determination random numbers included in the first special random number information. Also, as shown in Figure 13(b), two types of time-saving modes, B1 and B2, are provided for the first special symbol display means 83. When a win is achieved in the time-saving lottery, one of these time-saving modes B1 or B2 is selected at a predetermined distribution rate (here, 1:9) based on the symbol determination random numbers included in the first special random number information.
[0036] If the stopping symbols after the first special symbol display means 83 changes result in a jackpot, a special benefit state is generated according to the type of jackpot (either A1 or A2), and after the special benefit state ends, the player transitions to a predetermined advantageous state (here, either the second or third advantageous state) (Figure 13(a)). Also, if the stopping symbols after the first special symbol display means 83 changes result in a time-saving state, a special benefit state is not generated, and at that point, the player transitions to a predetermined advantageous state (here, either the first or second advantageous state) according to the type of time-saving state (either B1 or B2) (Figure 13(b)).
[0037] The second special symbol display means 84 is composed of a display means such as a 7-segment type capable of displaying the second special symbol in a variable manner. Based on the detection of a game ball by the second special symbol starting means 63, the second special symbol is displayed in a variable manner for a predetermined time. If the jackpot judgment random number value included in the second special random number information acquired when the game ball is detected by the second special symbol starting means 63 matches a predetermined jackpot judgment value, the variable is stopped in a jackpot manner. If it matches a predetermined time reduction judgment value (if the time reduction lottery is won), the variable is stopped in a time reduction manner. Otherwise, the variable is stopped in a losing manner.
[0038] In this embodiment, as shown in Figure 13(a), the second special symbol display means 84 is provided with two types of jackpot modes, A1 and A2, just like the first special symbol display means 83. When the jackpot lottery result is a jackpot, one of these jackpot modes A1 and A2 is selected at a predetermined distribution rate (here, 6:4) based on the symbol determination random numbers included in the second special random number information. Also, as shown in Figure 13(b), the second special symbol display means 84 is provided with two types of time-saving modes, B1 and B2, just like the first special symbol display means 83. When a win occurs in the time-saving lottery, one of these time-saving modes B1 and B2 is selected at a predetermined distribution rate (here, 1:9) based on the symbol determination random numbers included in the second special random number information.
[0039] If the stopping symbols after the second special symbol display means 84 changes to a jackpot pattern, a special benefit state is generated according to the type of jackpot pattern (either A1 or A2), and after the special benefit state ends, the player transitions to a predetermined advantageous state (here, either the second or third advantageous state) (Figure 13(a)). Also, if the stopping symbols after the second special symbol display means 84 changes to a time-saving pattern, a special benefit state is not generated, and at that point, the player transitions to a predetermined advantageous state (either the first or second advantageous state) according to the type of time-saving pattern (either B1 or B2) (Figure 13(b)).
[0040] Although the time-saving lottery is conducted only during the normal state (Figure 11), as will be described later, in this embodiment the second special symbol display means 84 rarely changes during the normal state, so in practice the time-saving lottery is rarely conducted with respect to the second special symbol display means 84.
[0041] Figure 12 shows the relationship between the random value for jackpot determination and the jackpot / time-saving determination value in the jackpot / time-saving determination lottery of the first and second special symbol display means 83 and 84. As shown in Figure 12, the random value for jackpot determination is generated in the range of 0 to 65535, and of these, when the jackpot probability is high, the jackpot determination value is in the range of 10001 to 12048, but when the jackpot probability is low, the jackpot determination value is in a narrower range of 10001 to 10205. Thus, the probability of the first and second special symbols resulting in a jackpot (jackpot probability) can be switched between a low probability (here, 1 / 319) and a high probability (here, 1 / 32). The jackpot probability is set to a high probability during the third advantageous state, which will be described later, and to a low probability during other normal states and during the first and second advantageous states (Figure 11).
[0042] Furthermore, as shown in Figure 12, only during the normal state described later, the range of 20001 to 22184 becomes the time-saving judgment value (winning probability ≈ 1 / 30), and no time-saving judgment value is set during the advantageous state. In other words, the time-saving lottery is performed only during the normal state and not during the advantageous state. Alternatively, it can be said that during the advantageous state, the time-saving lottery is not not performed, but rather the winning probability in the time-saving lottery is set to 0. As described above, in this embodiment, the jackpot lottery and the time-saving lottery are performed using a common random value.
[0043] In this embodiment, the normal state and multiple types of advantageous states are set as shown in Figure 11. Specifically, in the normal state, the probability of winning with the first and second special symbols is set to a low probability (1 / 319), the probability of winning with the regular symbols is set to a low probability (100 / 251), the variation time of the regular symbols is set to the normal (non-shortened) variation time (5 seconds), and the opening time of the second special symbol starting means 63 is set to the normal (non-extended) opening time (80 ms).
[0044] Furthermore, the first advantageous state is obtained by changing the fluctuation time of the regular symbols to a shortened fluctuation time (4.9 seconds) compared to the normal state, the second advantageous state is obtained by changing the opening time of the second special symbol starting means 63 to an extended opening time (4000ms) compared to the first advantageous state, and the third advantageous state is obtained by changing the jackpot probability of the first and second special symbols to a high probability (1 / 32) and the jackpot probability of the regular symbols to a high probability (250 / 251) compared to the second advantageous state. As mentioned above, the time-saving lottery is performed only during the normal state and not during the first to third advantageous states. Note that the difference between the normal (non-shortened) fluctuation time (5 seconds) and the shortened fluctuation time (4.9 seconds) of the regular symbols is slight, and it is difficult for the player to distinguish the difference. Therefore, it can be said that the normal state and the first advantageous state are substantially the same except for whether or not the time-saving lottery is performed.
[0045] As is clear from Figure 11, during the normal state and the first advantageous state, the opening time of the second special symbol starting means 63 in the normal profit state is very short (80ms). Therefore, even if a player aims the game ball at the normal symbol starting means 61 and the second special symbol starting means 63 and generates the normal profit state, it is difficult to get the ball into the second special symbol starting means 63. Accordingly, during the normal state and the first advantageous state, it is desirable for the player to aim at the first special symbol starting means 62, where the difficulty of getting a win does not change even if the game state changes, and use what is known as left-handed shooting.
[0046] On the other hand, during the second and third advantageous states, the opening time of the second special symbol starting means 63 in the normal advantageous state is extended (4000ms), making it easier to win. Therefore, it is desirable for players to aim for the normal symbol starting means 61 and the second special symbol starting means 63 and shoot to the right. As a result, during the normal state and the first advantageous state, the first special symbol display means 83 will mainly change, and during the second and third advantageous states, the second special symbol display means 84 will mainly change. Thus, since the second special symbol display means 84 rarely changes during the normal state, a time-saving lottery is rarely conducted regarding the change of the second special symbol display means 84. It should be noted that a time-saving lottery may not be conducted for the second special symbol display means 84 regardless of the game state.
[0047] Furthermore, when the first and second special symbols change using the first and second special symbol display means 83 and 84, the symbol change is displayed on the liquid crystal display means 66 in parallel with this. As shown in Figure 5, the performance symbol 88 has multiple symbol rows (in this case, three in the left-right direction) composed of a number symbol and other symbols, and each symbol constituting each of these symbol rows is composed of a symbol body part 88a consisting of numbers such as 1 to 8 and others, and a character or other decorative part 88b attached to this symbol body part 88a. The performance symbol 88 can be arbitrarily changed in its display mode, such as by enlarging or reducing it, changing its display position, or erasing the decorative part 88b.
[0048] The performance symbol 88 begins to move by vertical scrolling or the like for each symbol row according to a predetermined movement pattern, approximately simultaneously with the start of movement of the first and second special symbols, and comes to a final stop approximately simultaneously with the stop of movement of the first and second special symbols so that the stopping symbols on the predetermined active lines are in the form determined by lottery. In the performance symbol 88, if all the stopping symbols on the active lines are the same, it is a jackpot performance pattern, and otherwise it is a time-saving performance pattern or a losing performance pattern. If the first and second special symbols are in a jackpot pattern, time-saving pattern, or losing pattern, the performance symbol 88 will be in a jackpot pattern, time-saving pattern, or losing pattern, respectively.
[0049] Furthermore, the first and second special random number information acquired when a win occurs in the first and second special symbol starting means 62 and 63 is stored in reserve up to a predetermined upper limit, for example, 4 for each. When the first and second special symbols become capable of changing, if there is 1 or more reserved memories for the second special symbol, one reserved memory for the second special symbol is consumed and the second special symbol is changed. If only the reserved memories for the first special symbol are 1 or more, one reserved memory for the first special symbol is consumed and the first special symbol is changed. Thus, in this embodiment, the first and second special symbols are never changing at the same time, and if there are reserved memories for both the first and second special symbols, the second special symbol is given priority in changing.
[0050] The number of first and second special random number information items stored in reserve (first and second special reserve number) is notified to the player by the liquid crystal display means 66, etc. As shown in Figure 5, the liquid crystal display means 66 is capable of displaying first and second reserve images X1~X4, Y1~Y4, and a reserve image Z that is currently changing, which indicate the first and second special reserve numbers. Specifically, when the number of first and second special reserved balls increases based on the detection of game balls by the first and second special symbol starting means 62 and 63, one additional first and second reserved image X1~, Y1~ is displayed on the liquid crystal display means 66. Conversely, when the number of first and second special reserved balls decreases based on the start of a new variation of the first and second special symbols by the first and second special symbol display means 83 and 84, the variation-in-progress reserved image Z is erased, and the first and second reserved images X1~, Y1~ are shifted one by one toward the front of the queue (for example, the right side of the screen), while the leading first and second reserved images X1, Y1 that have been pushed out are moved to a predetermined position and changed into a new variation-in-progress reserved image Z.
[0051] The jackpot mechanism 64 is an open / close type jackpot mechanism equipped with an open / close plate 79 that can be switched between an open state in which game balls can enter and a closed state in which they cannot. It is installed in the jackpot unit 49 and is located downstream of the second special symbol starting mechanism 63 and upstream of the first special symbol starting mechanism 62. Game balls that flow down the rightward flow path 74b have a higher probability of entering the jackpot than game balls that flow down the leftward flow path 74a. In the special bonus state that occurs when the first and second special symbols of the first and second special symbol display mechanisms 83 and 84 stop in a jackpot pattern after changing, the open / close plate 79 opens to the front according to one or more types of opening patterns, allowing game balls that fall onto it to enter the mechanism. When a game ball enters the jackpot mechanism 64, a predetermined number of game balls are paid out as prize balls for each entry.
[0052] In the special bonus state, the opening pattern of the big prize means 64 is configured to perform an operation to close the big prize means 64 for a predetermined number of rounds, such as 3R or 10R, on the condition that a predetermined time (for example, 28 seconds) has elapsed since opening the big prize means 64 or a predetermined number (for example, 9 balls) have entered the prize by then. In this embodiment, regardless of whether the first or second special symbol results in a big win, the 10R opening pattern is selected regardless of the type of big win (A1, A2) (Figure 13(a)).
[0053] Furthermore, within the game area 23, multiple normal prize-winning means 65 are arranged in the normal prize-winning unit 50, etc. The normal prize-winning means 65 are non-opening type prize-winning means that do not have an opening / closing mechanism, and are equipped with a game ball detection switch (not shown) that detects a game ball that has entered a prize, and when a game ball enters a prize, a predetermined number of game balls are dispensed as prize balls for each prize.
[0054] Furthermore, game balls that enter the winning means such as the first and second special symbol starting means 62 and 63, the grand prize means 64, and the normal prize means 65 described above are detected by the game ball detection switch and then discharged outside the game machine via the back of the game board 16. Game balls that do not enter any of the winning means are discharged outside the game machine via the back of the game board 16 through one or more outlets 90 located within the game area 23.
[0055] As shown in Figure 7, etc., a back mounting body 91 is arranged on the back side of the game board 16 to cover the prize-winning means such as the big prize means 64 and the out-out opening 90. This back mounting body 91 consists of a back mounting base 92 and a ball collection case 93. A liquid crystal display means 66 is detachably mounted on the back mounting base 92 on its back wall 92a side and in a position corresponding to the rear of the display window 47a of the central display frame unit 47, and a movable game board display means 67 (Figure 5) is arranged between the base plate 45 of the game board 16 and the back wall 92a.
[0056] The ball collection case 93 is for receiving game balls that have entered the prize-winning means such as the grand prize means 64, or have been guided to the back side of the game board 16 by passing through the out opening 90, and for discharging them downstream. As shown in Figure 7, it is positioned to cover the lower side of the back mounting base 92, and an outlet 94 for discharging the collected game balls downwards is formed at a predetermined position on its bottom wall 93a, for example, on the front side approximately in the center in the left-right direction.
[0057] Furthermore, as shown in Figures 7 and 8, a main control board case 102, a performance board case 106, and the like are detachably mounted on the back side of the back mounting body 91. The main control board case 102 is located on the lower side of the back mounting body 91, that is, behind the ball collection case 93, and houses the main control board 101 with its first surface 101a, on which the main electronic components are mounted, facing the rear. The performance board case 106 is located above the main control board case 102, corresponding to the rear side of the liquid crystal display means 66, and houses the performance interface board 103, the liquid crystal interface board 104, and the liquid crystal control board 105, all with their first surfaces 103a, 104a, and 105a, on which the main electronic components are mounted, facing the rear.
[0058] The main control board 101 is a roughly rectangular shape that straddles the opening / closing end and the hinge end, with the left-right center of the front frame 3 in between. As shown in Figures 6, 8, and 9, the RAM clear switch 107 is located on the lower side of the first surface 101a and on the opening / closing end side, i.e., the lower left side in a rear view (a position closer to the opening / closing end in the left-right direction of the front frame 3). The RAM clear switch (RAM clear operation unit) 107 is operated when the RAM is cleared when the power is turned on. It can be pressed from the outside of the main control board case 102 and is configured to be OFF when not operated and ON when pressed. When the front frame 3 is in the closed state, the RAM clear switch 107 is located behind the rear edge of the outer frame 2.
[0059] Furthermore, as shown in Figure 6, a volume setting knob 108 is positioned on the performance interface board 103 at a predetermined location on the first surface 103a side, for example, near the left-right opening / closing end of the front frame 3. The volume setting knob 108 is for the hall staff to perform volume selection operations and is composed of a rotary switch that can be switched between multiple stages (in this case, 10 stages corresponding to hall setting values T0 to T9), and can be rotated from the outside of the performance board case 106. Note that when the front frame 3 is in the closed state, the volume setting knob 108 is located behind the rear edge of the outer frame 2.
[0060] Furthermore, as shown in Figures 6 and 7, a rear cover 110 is detachably attached to the back of the front frame 3, which can be opened and closed to cover the back of the game board 16. Above it are a game ball tank 111 and a first tank rail 112a, and on one side each are a second tank rail 112b, a dispensing means 32, and a dispensing passage 113. When a game ball enters a prize-winning means such as the big prize means 64, or when a ball dispensing command is received from an automatic ball dispensing machine (not shown), the game balls in the game ball tank 111 are dispensed via the first and second tank rails 112a and 112b by the dispensing means 32, and the game balls are guided to the upper tray 33 via the dispensing passage 113.
[0061] The rear cover 110 is made of transparent synthetic resin and has a vertical hinge 114 on one end in the left-right direction, for example, the right end (left end when viewed from the rear), and one or more latching means 115 for fixing it in the closed position on the other end in the left-right direction, for example, the left end (right end when viewed from the rear). When closed, it covers almost the entire performance board case 106 and a part of the upper side of the main control board case 102 from the rear. The RAM clear switch 107 provided on the main control board 101 is located on the outside (bottom) of the rear cover 110 and can be operated with the rear cover 110 closed. Furthermore, the volume setting knob 108 on the performance interface board 103 is located inside the rear cover 110. The rear cover 110 has an opening 110a corresponding to the rear of the volume setting knob 108, and by inserting a tool such as a screwdriver into this opening 110a, it is possible to operate the volume setting knob 108 even with the rear cover 110 closed. Of course, if the rear cover 110 is open, the volume setting knob 108 can be operated without using any tools.
[0062] As shown in Figures 6 to 10, a circuit board mounting base 121 is located on the lower back side of the front frame 3, that is, on the back side of the lower mounting section 15. A power supply board case 124, which houses the power supply board 123, one of the components that make up the power supply unit 122, and a payout launch board case 126, which houses the payout launch control board 125, are detachably mounted on the back side of this circuit board mounting base 121. On the front side of the circuit board mounting base 121, a ball discharge passage 127 is provided integrally for discharging game balls guided to the back side of the game board 16 to the outside of the machine. The ball discharge passage 127 has an inlet 127a on the upstream end that communicates with the outlet 94 on the ball collection case 93 side from below, and an outlet 127b on the downstream end that opens downward at the front of the lower end of the circuit board mounting base 121.
[0063] The power supply board case 124 and the payout / launch board case 126 are positioned near the bottom of the main control board case 102, overlapping front to back. The power supply board case 124 is detachably mounted on the rear side of the board mounting base 121, and the payout / launch board case 126 is detachably mounted on the rear side of the power supply board case 124. The payout / launch board case 126 may be fixed to the board mounting base 121 or the like instead of the power supply board case 124.
[0064] The power supply board 123 does not have a backup power supply, nor does it have the function of determining and outputting a power abnormality signal when the power is turned off. It does not have any functions that could affect or potentially affect the outcome of the game, and only has the function of supplying or stopping power to other boards and components. Thus, since the power supply board 123 is only one of the components that make up the power supply unit 122, there is no need to engrave board identification information such as the company name and board number, and therefore it can be used commonly among group companies, etc.
[0065] Regarding the backup power supply, it is possible to provide it on the relay board that relays between the power supply board 123 and the main control board 101, or on the payout launch control board 125, etc., but not on the main control board 101. This is because if the main control board 101 alone could back up information regarding the game state, it could make fraudulent activities easier. The function for judging and outputting power abnormality signals can be provided on the relay board, the payout launch control board 125, etc., as well as on the main control board 101.
[0066] The power supply board 123 is a roughly rectangular shape that spans the opening / closing end and the hinge end, straddling the left-right center of the front frame 3. It is housed in the power supply board case 124 with its first surface 123a, on which the main electronic components are mounted, facing the rear. The power switch 128 is positioned on the upper side of the first surface 123a and on the opening / closing end side of the front frame 3, i.e., the upper left in a rear view (closer to the left-right opening / closing end of the front frame 3), and is operable from outside the power supply board case 124.
[0067] The power switch (power operation unit) 128 is used to turn the power ON / OFF. As shown in Figures 6, 8 to 10, it has a power ON section 128a and a power OFF section 128b. When the power ON section 128a is pressed in, the power OFF section 128b protrudes (power ON state), and when the power OFF section 128b is pressed in, the power ON section 128a protrudes (power OFF state). It is configured as a so-called rocker switch (seesaw switch), with the power ON section 128a positioned below the power OFF section 128b. This minimizes the possibility of the power being turned OFF even if a falling object such as a game ball collides with the power switch 128. When the front frame 3 is closed, the power switch 128 is located behind the rear edge of the outer frame 2.
[0068] Furthermore, near the power switch 128 on the first surface 123a of the power supply board 123, for example on the lower side, a power connector 130 for connecting a power harness 129 is exposed from the power supply board case 124, facing backward. The power harness 129 is for connecting the power supply board 123 to an external power supply (24V), and as shown in Figures 6 to 10, a power plug 129a is provided on one end, and the connection connector 129b on the other end is connected to the power connector 130 of the power supply board 123.
[0069] The power harness 129 is guided along a predetermined wiring path 131 on the rear side of the front frame 3, from the connection point with the power board 123 (the left end when viewed from the rear of the power board 123) to the upper part of the hinge end on the rear side of the front frame 3. This wiring path 131 includes a first wiring path 131a which is arranged in the left-right direction along the underside of the power board case 124, and a second wiring path 131b which is arranged in the up-down direction along the hinge end of the front frame 3. The power harness 129 is guided by a first guide means 132 for the first wiring path 131a and by a second guide means 133 for the second wiring path 131b.
[0070] The first guide means 132 consists of a plurality (four in this case) of locking devices 132a to 132d arranged at predetermined intervals in the left-right direction along the lower edge of the power supply board case 124. The locking devices 132a to 132d are formed in the shape of a hook or any other arbitrary shape that can lock the power supply harness 129, and are integrally formed on the back side of the board mounting base 121, or are detachably attached to the board mounting base 121. The power supply harness 129 is guided by this first guide means 132 in the left-right direction along the underside of the power supply board case 124 while avoiding the outlet 127b of the bulb discharge passage 127 (first wiring path 131a).
[0071] The second guide means 133 consists of a plurality (five in this case) of locking devices 133a to 133e arranged at predetermined intervals in the vertical direction along the hinge end edge of the front frame 3. The locking devices 133a to 133e are formed in a hook shape or any other arbitrary shape capable of locking the power harness 129, and are integrally formed on the back side of the frame portion 13 that constitutes the inner frame 6, or are detachably attached to the frame portion 13. The power harness 129 is guided vertically by this second guide means 133 along the inner surface of the vertical frame member 2a on the hinge side of the outer frame 2 (second wiring path 131b), and is pulled upward from the pull-out portion 134 formed by the uppermost locking device 133e. As a result, when the front frame 3 is opened, the power harness 129 is not caught between the outer frame 2 and the front frame 3, and the opening and closing operation of the front frame 3 can be performed smoothly. Of the five locking devices 133a to 133e that constitute the second guide means 133, the lowest locking device 133a is positioned below the main control board 101, and the uppermost locking device 133e is positioned above the performance interface board 103, the liquid crystal interface board 104, the liquid crystal control board 105, etc.
[0072] As described above, the power harness 129 is arranged along the metal (conductive) vertical frame material 2a that constitutes the outer frame 2 in the second wiring path 131b, and is also located on the outside (hinge side) of the rear cover 110 that covers the main control board case 102, etc. Furthermore, a certain distance is maintained between the rear cover 110 and the second wiring path 131b by arranging the second tank rail 112b, the dispensing means 32, the dispensing passage 113, etc., so that it is possible to eliminate adverse effects on the main control board 101 etc. due to noise from the power harness 129.
[0073] Furthermore, the first wiring path 131a is not routed between multiple control boards equipped with CPUs, for example, between the main control board 101 and the dispensing / firing control board 125, but is located below those control boards. In other words, the wiring path 131 of the power harness 129 is not routed between multiple control boards equipped with CPUs; that is, the first wiring path 131a is located below all the control boards, and the second wiring path 131b is located closer to the hinge end than all the control boards. As a result, it is arranged from the connection point with the power board 123 to the pull-out section 134 at the top of the hinge side on the rear side of the front frame 3, thereby effectively eliminating adverse effects on each control board due to noise from the power harness 129.
[0074] Furthermore, the power harness 129 is located on the outside of the rear cover 110 and is routed from a pull-out section 134 that is above the main control board 101, as well as the performance interface board 103, LCD interface board 104, LCD control board 105, etc., so the power harness 129 does not come into contact with or come close to any of the control boards.
[0075] As described above, the dispensing launch board case 126 is located behind the power supply board case 124. However, as shown in Figures 6, 8, and 10, the left end of the rear view (the opening / closing end on the front frame 3) is slightly offset to the right side of the rear view (the hinge end on the front frame 3) relative to the power supply board case 124, so as not to overlap with the rear of the power switch 128. Since the dispensing launch control board 125 and the dispensing launch board case 126 are shorter in the left-right direction than the power supply board 123 and the power supply board case 124, even with the dispensing launch board case 126 installed, a portion of the left end (the right end in the rear view) of the power supply board 123 and the power supply board case 124 is visible from the rear.
[0076] Furthermore, on the first surface 125a of the dispensing control board 125, an error display means 141 and an error release button (error release operation unit) 142 are arranged on the opening / closing end side of the front frame 3, that is, the left end side when viewed from the rear (a position closer to the opening / closing end in the left-right direction of the front frame 3). Note that when the front frame 3 is in the closed state, the error display means 141 and the error release button 142 are located behind the rear edge side of the outer frame 2.
[0077] The error display means 141 is used to notify the type of error that occurs when any of several types of error conditions occur, and is composed of multiple (in this case, three) first to third LEDs 141a to 141c. This error display means 141 notifies three types of error conditions: ball counting switch disconnection error, insufficient payout error, and ball counting switch error. In the case of a ball counting switch disconnection error, the first LED 141a is lit; in the case of an insufficient payout error, the second LED 141b is lit; and in the case of a ball counting switch error, the third LED 141c is lit (Figure 15). Of course, the error display means 141 may also be composed of a 7-segment LED or the like. The details of each error condition will be described later.
[0078] The correspondence between the lighting mode of the error display means 141 and the error state is shown on the error notification information sticker 143 attached to the payout emission board case 126. As shown in FIG. 8 and the like, the error notification information sticker 143 is attached to the back side of the payout emission board case 126 and on the left end side in the rear view (position near the left and right open / close ends in the front frame 3). When the front frame 3 is in the closed state, the error notification information sticker 143 is located behind the rear edge side of the outer frame 2.
[0079] The error release button 142 is operated when releasing a specific error state, can be pressed from the outside of the payout emission board case 126, and is configured to be OFF when not operated and ON when pressed. In the present embodiment, the operation of the error release button 142 is included in the error release conditions (specific error release conditions) for releasing the above-described payout shortage error and ball count switch error (FIG. 15). Details of the error release conditions will be described later.
[0080] As described above, on the back side of the front frame 3, there are arranged operation means such as the RAM clear switch 107, power switch ១២៨, error release button ១៤២, volume setting knob ១០៨, etc., and display means such as the error display means ១៤១, error notification information sticker ១៤៣, etc. Hereinafter, matters related to the operation means and display means arranged on the back side of the front frame 3 will be described.
[0081] <Regarding the RAM clear process> In this pachinko machine, the main control board 101 comprehensively controls the progress of the game, and various game information indicating the game situation is stored in a predetermined area of the RAM provided in the main control board 101. When the power supply is stopped due to the end of business in the game hall or a power outage (when the power is OFF), the stored content of the RAM is held for a certain period of time by power supply from the backup power supply. Thereafter, when the power supply is resumed with the RAM clear switch 107 remaining OFF (when the power is ON), the game resumes from the game state immediately before the power supply stop (power OFF) based on the game information held in the RAM (backup return).
[0082] In contrast, if the RAM clear switch 107 is turned ON and the power switch 128 is switched from OFF to ON (hereinafter referred to as the RAM clear activation operation), a predetermined area of the RAM is forcibly cleared, and gameplay starts from the initial state regardless of the game state immediately before the power supply was stopped (power OFF).
[0083] Thus, when a hall staff member performs the RAM clear activation operation, they must release the locking mechanism 5 to open the front frame 3 and simultaneously operate the RAM clear switch 107 and the power switch 128.
[0084] <Errors related to payout control and how to resolve them> Figure 15 shows an overview of several types of errors related to payout control, including how the errors are displayed and how they are cleared. The ball jam error occurs when balls get stuck in the lower tray 34. The liquid crystal display 66 displays the error, and the error is cleared by removing the balls from the lower tray 34. The supply shortage error occurs when there are insufficient game balls in the game ball tank 111. The liquid crystal display 66 displays the error, and the error is cleared by replenishing the game ball tank 111 with game balls.
[0085] The ball counting switch disconnection error occurs when the ball counting switch is disconnected. The error is indicated by the first LED 141a, which is part of the error display means 141, lighting up. The error is cleared by returning the ball counting switch to its normal state. The ball counting switch (not shown) is used to count the number of game balls dispensed from the dispensing means 32 and is located downstream of the dispensing means 32 (not shown).
[0086] A dispensing shortage error occurs when a dispensing operation where the number of items actually dispensed is less than the number that should be dispensed is a predetermined number (e.g., 2 items) or more occurs a predetermined number of times (e.g., 2 times) within a predetermined time (e.g., 300000.4 ms ≈ 5 minutes). The error is indicated by the second LED 141b, which constitutes the error display means 141, lighting up. The dispensing motor of the dispensing means 32 is initialized when the error release button 142 is operated and turned ON, and the error is cleared when normal operation is confirmed (i.e., when specific error clearing conditions, including the operation of the error release button 142, are met).
[0087] The ball counting switch error occurs when the number of balls detected when the dispensing motor of the dispensing means 32 is not operating, or when the number of balls detected during overdispensing reaches a predetermined number (for example, 25 balls). The error is indicated by the third LED 141c, which constitutes the error display means 141, lighting up. The dispensing motor of the dispensing means 32 is initialized when the error release button 142 is operated and turned ON, and the error is cleared when normal operation is confirmed (i.e., when specific error clearing conditions, including the operation of the error release button 142, are met).
[0088] Thus, when a hall staff member checks for a ball counting switch disconnection error, a payout shortage error, or a ball counting switch error, they must release the locking mechanism 5 to open the front frame 3 and check the illumination status of the error indicator 141 to make a determination. The relationship between the illumination status of the error indicator 141 and the type of error can be confirmed by the error notification information sticker 143 located near the error indicator 141. Furthermore, if the error indicator 141 confirms that it is either a payout shortage error or a ball counting switch error, the hall staff member can clear the error by operating the error clear button 142 while the front frame 3 remains open.
[0089] <Regarding volume adjustment> In this pachinko machine, the volume can be set to any of the eight levels, for example, from V0 (silent) to V7 (maximum volume), based on the setting of the volume setting knob 108 located on the back of the front frame 3 and the volume adjustment operation performed by the volume adjustment control unit 37 located on the front of the front frame 3.
[0090] Figure 16 shows an example of volume levels corresponding to the 10 settings T0 to T9 controlled by the volume setting knob 108 and the 5 settings M1 to M5 controlled by the volume adjustment control unit 37. When the volume setting knob 108 is set to any of T0 to T3, the volume is fixed to V0 to V3, and volume adjustment by the volume adjustment control unit 37 is disabled. When the volume setting knob 108 is set to any of T4 to T9, the adjustable volume range by the volume adjustment control unit 37 is V3 to V7, but the initial settings differ. In particular, when the volume setting knob 108 is set in the range T4 to T7, the initial settings are V4 to V7. As a result, when the volume setting knob 108 is set in the range T0 to T7, the higher the setting step, the higher the initial volume setting value.
[0091] Thus, in this pachinko machine, if the goal is to fix the volume to one of V0 to V3, or to allow players to adjust the volume while setting the initial value to one of V3 to V7, the hall staff must release the locking mechanism 5 to open the front frame 3, then open the rear cover 110, or, with the rear cover 110 closed, insert a tool such as a screwdriver through the opening 110a to rotate the volume setting knob 108.
[0092] As described above, when the hall staff performs a RAM clear startup operation, when checking for a predetermined error and performing a release operation thereof, when setting the volume on the game hall side, etc., it is necessary to open the front frame 3 and perform a predetermined operation on the back side thereof, or to visually recognize the display content at a predetermined location. On the other hand, in the case of a pachinko machine like this one, when the front frame 3 has a portion (frame first movable body 26, frame second movable body 27, lower front unit 31, etc.) that protrudes greatly forward, if the front frame 3 is opened widely, the protruding portion may come into contact with the adjacent gaming machine and be damaged. Therefore, even when performing work such as a RAM clear startup operation, the front frame 3 cannot be opened widely.
[0093] In this regard, in this pachinko machine, it is possible to efficiently perform work on the back side of the front frame 3 even when the front frame 3 is opened to such an extent that it does not contact the adjacent gaming machine. Hereinafter, the minimum required open state (opening angle) of the front frame 3 for each target work will be described. In the following description, a portion (frame first movable body 26, frame second movable body 27, lower front unit 31, etc.) that protrudes forward of the firing handle 39 is referred to as a "protruding portion" and is distinguished from other portions (non-protruding portions). When opening the front frame 3, the positional relationship with the adjacent gaming machine becomes a problem. However, for non-protruding portions with a smaller protrusion amount than the firing handle 39, even when the front frame 3 is opened widely, there is almost no problem of contact with the firing handle or other parts of the adjacent gaming machine.
[0094] <Open state of the front frame 3 when performing a RAM clear startup operation> As described above, the RAM clear start operation is performed by simultaneously operating the RAM clear switch 107 and the power switch 128. In this embodiment, both the RAM clear switch 107 and the power switch 128 are located near the opening / closing end on the rear side of the front frame 3, and are positioned close enough to each other that they can be operated simultaneously with one hand. That is, as shown in Figures 8 and 9, the main control board 101 on which the RAM clear switch 107 is provided and the power supply board 123 on which the power switch 128 is provided are arranged adjacent to each other vertically, and the RAM clear switch 107 is located in the lower left of the rear view of the main control board 101, and the power switch 128 is located in the upper left of the rear view of the power supply board 123.
[0095] Furthermore, the RAM clear activation operation becomes possible when the front frame 3 is gradually opened from the closed state, and both the RAM clear switch 107 and the power switch 128 reach the front edge of the outer frame 2, as shown in Figure 17, making them visible and operable from between the outer frame 2 and the front frame 3 (first open state). In the first open state shown in Figure 17, the protruding parts (frame first movable body 26, etc.) are located inward in the left-right direction (to the right here) from the first hinge 4 (and of course from the side of the outer frame 2), so there is no risk of contact with the adjacent gaming machine. Note that in the first open state shown in Figure 17, the opening angle of the front frame 3 is approximately 21 degrees, and the inclination angle of the keyhole 5a relative to the front is also approximately 21 degrees, which is an acute angle. If the angle of inclination of the keyhole 5a relative to the front exceeds 90 degrees, resulting in an obtuse angle, and the front frame 3 is opened to the point where it comes into contact with the adjacent gaming machine, care must be taken to avoid contact with the adjacent gaming machine when removing the special key from the keyhole 5a. However, if the angle of inclination of the keyhole 5a relative to the front is acute, the special key can be easily removed from the keyhole 5a without such care, allowing for efficient work.
[0096] <Open state of front frame 3 when performing error clearing operation> If a payout shortage error or a ball counting switch error occurs, the error release button 142 must be operated to clear them (Figure 15). In this embodiment, the error release button 142 is located near the opening / closing end on the rear side of the front frame 3, i.e., near the opening / closing end (Figures 8, 10, etc.). Then, as the front frame 3 is gradually opened, and as shown in Figure 18, when the error release button 142 reaches the front edge of the outer frame 2, the error release button 142 becomes visible and operable from between the outer frame 2 and the front frame 3 (second open state). In the second open state shown in Figure 18, the protruding part (frame first movable body 26, etc.) is located inward in the left-right direction (to the right here) from the first hinge 4 (and of course from the side of the outer frame 2), so there is no risk of contact with an adjacent gaming machine. Furthermore, in the second open state shown in Figure 18, the opening angle of the front frame 3 is approximately 22.3 degrees, and the inclination angle of the keyhole 5a relative to the front is also approximately 22.3 degrees, which is an acute angle. Therefore, as mentioned above, the special key can be easily removed from the keyhole 5a without having to worry about contact with the adjacent gaming machine, allowing for efficient work.
[0097] <Open state of front frame 3 when checking for errors> If a ball counting switch disconnection error, a dispensing error, or a ball counting switch error occurs, the type of error can be confirmed using the error display means 141 (Figure 15). Furthermore, the correspondence between the illumination pattern of the error display means 141 and the error state can be confirmed using the error notification information sticker 143 attached to the dispensing launch board case 126. In this embodiment, both the error display means 141 and the error notification information sticker 143 are located near the opening / closing end on the back side of the front frame 3 (Figures 8, 10, etc.).
[0098] Then, the front frame 3 is gradually opened, and as shown in Figure 19, when the error display means 141 reaches the front of the front edge of the outer frame 2, the error display means 141 becomes visible from between the outer frame 2 and the front frame 3 (third open state). Furthermore, the front frame 3 is opened even further, and as shown in Figure 20, when almost the entire error notification information sticker 143 reaches the front of the front edge of the outer frame 2, the error notification information sticker 143 becomes visible from between the outer frame 2 and the front frame 3 (fourth open state).
[0099] In the third and fourth open states shown in Figures 19 and 20, the protruding parts (frame first movable body 26, etc.) are located inward in the left-right direction (to the right in this case) from the first hinge 4 (and of course from the side of the outer frame 2), so there is no risk of contact with the adjacent gaming machine. Furthermore, in the third open state shown in Figure 19, the opening angle of the front frame 3 is approximately 22.7 degrees, and the inclination angle of the keyhole 5a relative to the front is also approximately 22.7 degrees, which is an acute angle. Similarly, in the fourth open state shown in Figure 20, the opening angle of the front frame 3 is approximately 30.2 degrees, and the inclination angle of the keyhole 5a relative to the front is also approximately 30.2 degrees, which is an acute angle. In either case, the special key inserted into the keyhole 5a for unlocking can be easily removed, allowing for efficient work.
[0100] <Open state of front frame 3 when adjusting the volume on the gaming hall side> To change the volume setting values T0 to T9 on the gaming hall side, it is necessary to operate the volume setting knob 108. In this embodiment, the volume setting knob 108 is located near the opening / closing end on the rear side of the front frame 3, i.e., near the opening / closing end (Figure 6, etc.). Then, as the front frame 3 is gradually opened, and as shown in Figure 21, when the extension of the volume setting knob 108 to the rear reaches outward in the left-right direction from the outer frame 2 in a plan view, the volume setting knob 108 can be easily operated by inserting a tool through the opening 110a while the rear cover 110 remains closed (fifth open state). In the fifth open state shown in Figure 21, the protruding part (here, the first movable frame body 26) is located inward in the left-right direction from the first hinge 4 (and of course from the side of the outer frame 2) (here, to the right), so there is no risk of contact with the adjacent gaming machine. Furthermore, in the fifth open state shown in Figure 21, the opening angle of the front frame 3 is approximately 32 degrees, and the inclination angle of the keyhole 5a relative to the front is also approximately 32 degrees, which is an acute angle. Therefore, the special key inserted into the keyhole 5a for unlocking can be easily removed, allowing for efficient work.
[0101] As described above, in this embodiment, the opening angles of the first to fifth open states are all less than 45 degrees. If the opening angle of the front frame 3 is less than 45 degrees, the possibility of contact with an adjacent gaming machine is extremely low, not only in the case of this pachinko machine, but also in gaming machines with different shapes of protruding parts. Therefore, when gaming hall personnel open the front frame 3 to perform RAM clear activation operations or other tasks, they can prevent contact with an adjacent gaming machine simply by ensuring that the opening angle of the front frame 3 is kept to the minimum necessary (first to fifth open states) or does not exceed 45 degrees at most.
[0102] Next, we will explain in detail how this pachinko machine's gameplay progresses. As mentioned above, this pachinko machine has two game states: a normal state and the first to third advantageous states (Figure 11). In the normal state, the probability of winning with the first and second special symbols is set to a low probability (1 / 319), the probability of winning with the regular symbols is set to a low probability (100 / 251), the variation time of the regular symbols is set to the normal (non-shortened) variation time (5 seconds), and the opening time of the second special symbol starting means 63 is set to the normal (non-extended) opening time (80 ms). In addition, the time-saving lottery is conducted only in this normal state and not in the advantageous states.
[0103] Compared to the normal state, the first advantageous state differs only in that the variation time of the regular symbols is set to a shortened variation time (4.9 seconds), and no time-saving lottery is held. Furthermore, compared to the first advantageous state, the second advantageous state differs only in that the opening time of the second special symbol starting means 63 is set to an extended opening time (4000 ms). Furthermore, compared to the second advantageous state, the third advantageous state differs only in that the jackpot probability of the first and second special symbols is set to a high probability (1 / 32), and the jackpot probability of the regular symbols is set to a high probability (250 / 251). It should be noted that the difference between the normal (unshortened) variation time (5 seconds) and the shortened variation time (4.9 seconds) of the regular symbols is slight, and it is difficult for the player to distinguish the difference. Therefore, it can be said that the normal state and the first game state are essentially the same except for whether or not a time-saving lottery is held.
[0104] Furthermore, in this pachinko machine, the normal state is the initial state, so when the RAM is cleared (when the RAM clear activation operation is performed), the game starts from this normal state (Figure 14). In this normal state, the opening time of the second special symbol starting means 63 in the normal profit state is very short (80ms), so even if the player aims the game ball at the normal symbol starting means 61 and the second special symbol starting means 63 and generates the normal profit state, it is difficult to get the ball into the second special symbol starting means 63. Therefore, during this normal state, it is desirable for the player to aim at the first special symbol starting means 62 and shoot to the left. As a result, during the normal state, of the first and second special symbols, the first special symbol will mainly change.
[0105] During this normal state, based on the entry of a game ball into the first special symbol starting means 62, a time-saving lottery (winning probability of approximately 1 / 30) is conducted in conjunction with a jackpot lottery at a low probability (1 / 319) (Figure 12). If the time-saving lottery is won, the first special symbol stops in either time-saving mode B1 or B2 (Figure 13(b)). If the first special symbol is in time-saving mode B1 (distribution rate 10 / 100), the game transitions to the second advantageous state at that point (S1 in Figure 14), and then returns to the normal state when the number of rotations of the first and second special symbols reaches the first predetermined number (100 times in this case) (S2 in Figure 14).
[0106] On the other hand, if the first special symbol enters the time-saving mode B2 (distribution rate 90 / 100), the game transitions to the first advantageous state at that point (S3 in Figure 14). This first advantageous state continues until the number of spins for the first and second special symbols reaches the second predetermined number (10,000 in this case) (Figure 13(b)). However, there is a high probability that the first special symbol will result in a jackpot before then (jackpot probability 1 / 319), so the possibility of the first advantageous state ending due to this limit on the number of spins is extremely low. As mentioned above, this first advantageous state is essentially the same as the normal state, except that the time-saving lottery is not performed.
[0107] As described above, when the RAM is cleared, the game starts in the normal state, and a time-saving lottery with a winning probability of approximately 1 / 30 is held. If the player wins, there is a 10 / 100 chance of transitioning to the second advantageous state, and a 90 / 100 chance of transitioning to the first advantageous state (effectively the normal state without the time-saving lottery). Thus, with this pachinko machine, when the RAM is cleared, a time-saving lottery with a winning probability of 1 / 30 is held, and if the player wins, there is a 10 / 100 chance of transitioning to the second advantageous state, thus granting the player a special benefit. This allows the pachinko parlor to intentionally start the game in the normal state where the time-saving lottery is held by clearing the RAM before starting operations. However, when the power goes out, there is a high probability that the game will be in the first advantageous state rather than the normal state, so in most cases when the pachinko parlor starts operations without clearing the RAM, the game will start in the first advantageous state, and the player will not be able to enjoy the special benefit mentioned above.
[0108] During normal play, if the first special symbol results in a jackpot before a win is achieved in the time-saving lottery, a special benefit state is generated according to the type of jackpot, and after its completion, the player transitions to a predetermined advantageous state (Figure 13(a)). In this embodiment, regardless of the type of jackpot, the jackpot winning means 64 is opened in the 10R opening pattern for the special benefit state. The subsequent transition destination (advantageous state) is the third advantageous state (S4 in Figure 14) in the case of jackpot type A1 (distribution rate 60 / 100), and the second advantageous state (S5 in Figure 14) in the case of jackpot type A2 (distribution rate 40 / 100).
[0109] Furthermore, during the first advantageous state, which is entered from the normal state, the game proceeds in the same way as in the normal state, except that no time-saving lottery is held. When the first special symbol results in a jackpot pattern, a special advantageous state with a 10R opening pattern occurs, just as in the normal state. After its completion, if the jackpot pattern is A1 (distribution rate 60 / 100), the game transitions to the third advantageous state (S6 in Figure 14), and if the jackpot pattern is A2 (distribution rate 40 / 100), the game transitions to the second advantageous state (S7 in Figure 14).
[0110] During the second and third advantageous states, the opening time of the second special symbol starting means 63, which is active during the normal advantageous state, becomes longer (4000ms), making it easier to win (Figure 11). Therefore, it is desirable for players to aim for the normal symbol starting means 61 and the second special symbol starting means 63 and shoot to the right. Consequently, during these second and third advantageous states, of the first and second special symbols, the second special symbol is the one that changes most.
[0111] Furthermore, if the first special symbol becomes a jackpot type A2 and transitions to the second advantageous state, the game returns to the normal state when the number of spins of the first and second special symbols reaches the first predetermined number (100 spins in this case), just as when the game transitions to the second advantageous state after winning the time-saving lottery (Figure 13(a)). On the other hand, if the first special symbol becomes a jackpot type A1 and transitions to the third advantageous state, the game continues until the number of spins of the first and second special symbols reaches the third predetermined number (10,000 spins in this case) (Figure 13(a)). However, there is a very high probability that the second special symbol will become a jackpot by then (jackpot probability 1 / 32), so the possibility of the third advantageous state ending due to this limit on the number of spins is extremely low.
[0112] During the second advantageous state, a jackpot lottery is held at a low probability (1 / 319) based on the entry of a game ball into the second special symbol starting means 63 (Figure 11). If the number of rotations of the first and second special symbols reaches 100 without the second special symbol entering a jackpot state, the game transitions to the normal state (S2 in Figure 14), and, as with the RAM clear described above, a time-saving lottery (winning probability of approximately 1 / 30) is held in addition to a jackpot lottery at a low probability (1 / 319) based on the entry of a game ball into the first special symbol starting means 62 (Figure 11). Thus, in this embodiment, even if the second advantageous state is exited due to the limit of the number of symbol rotations (100 times), a time-saving lottery with a winning probability of 1 / 30 is held, as with the RAM clear, and if successful, the player is granted the special benefit of transitioning to the second advantageous state with a distribution rate of 10 / 100.
[0113] On the other hand, if the second special symbol results in a jackpot pattern during the second advantageous state, a special advantageous state with a 10R opening pattern occurs, similar to when the first special symbol results in a jackpot pattern. After its completion, if the jackpot pattern is A1 (distribution rate 60 / 100), the player transitions to the third advantageous state (S8 in Figure 14), and if the jackpot pattern is A2 (distribution rate 40 / 100), the second advantageous state, limited to 100 symbol changes, begins again (S9 in Figure 14).
[0114] Furthermore, during the third advantageous state, a jackpot lottery is conducted at a high probability (1 / 32) based on the entry of a game ball into the second special symbol starting means 63 (Figure 11). If the second special symbol becomes a jackpot pattern during the third advantageous state, a special advantageous state with a 10R opening pattern is generated. After its completion, if the jackpot pattern is A1 (distribution rate 60 / 100), the third advantageous state is restarted (S10 in Figure 14), and if the jackpot pattern is A2 (distribution rate 40 / 100), the game transitions to the second advantageous state (S11 in Figure 14).
[0115] In this embodiment, a normal state (initial state) and several types of advantageous states are provided. A time-saving lottery is performed during the normal state, but not during the other advantageous states. The several types of advantageous states include a first advantageous state (specific advantageous state) which is substantially the same as the normal state except for whether or not a time-saving lottery is performed. If the time-saving lottery is won, the player is configured to transition to either the first advantageous state or one of the other advantageous states at a predetermined distribution rate. Therefore, when a RAM clear startup operation is performed (i.e., when the game is started from the normal state), the player is given a special benefit compared to when a backup is restored (i.e., when the game is started in a state other than the normal state, such as the first advantageous state). In this way, whether or not a gaming hall performs a RAM clear on each gaming machine before opening for business can provide players with the expectation that there is a possibility of being in the normal state where a time-saving lottery is performed at the start of business. In this pachinko machine, the components related to the RAM clear operation are configured as described above, so the work of giving players an expectation through the RAM clear operation at startup can be performed efficiently.
[0116] Figures 22 and 23 illustrate a second embodiment of this application, showing an example in which the first embodiment is partially modified to form a second guide means 133' for guiding the power harness 129 along the second wiring path 131b, which is made of a conductive material. The only difference between this embodiment and the first embodiment is the second guide means 133' (which is the second guide means 133 in the first embodiment).
[0117] As shown in Figure 22, the second guide means 133' of this embodiment is positioned vertically between the hinge-side vertical frame member 2a of the outer frame 2 and the first tank rail 112a, dispensing means 32, and dispensing passage 113 of the front frame 3. Its lower end is located below the main control board 101, and its upper end is located above the performance interface board 103, liquid crystal interface board 104, liquid crystal control board 105, etc. As shown in Figure 23, the second guide means 133' is formed by bending a sheet metal (conductive member) to create a roughly U-shaped cross-section with an open front side by forming a pair of left and right side walls 133a', 133b' and a back wall 133c'. It is detachably attached to the back side of the inner frame 6 so as to close the front side, and a power harness 129 is inserted inside it. The tip side of the power harness 129, i.e., the power plug 129a side, is pulled upward from the pull-out portion 134 at the upper end of the second guide means 133'.
[0118] Thus, the second guide means 133' housing the power plug 129a is conductive, and including the pull-out portion 134 at its upper end, it is located on the outside (hinge side) of the rear cover 110 that covers the main control board case 102, etc. Furthermore, a certain distance is maintained between the rear cover 110 and the second guide means 133' by arranging the second tank rail 112b, the dispensing means 32, the dispensing passage 113, etc., so that it is possible to eliminate adverse effects on the main control board 101, etc. due to noise from the power harness 129. In this embodiment, not only the second guide means 133' but also the vertical frame members 2a of the outer frame 2 along the second wiring path 131b are made of conductive material, but the vertical frame members 2a of the outer frame 2 do not have to be made of conductive material.
[0119] Figures 24 and 25 illustrate a third embodiment of this application, showing an example in which the first embodiment is partially modified to provide a peripheral wall around the power switch 128 that is higher than the maximum height of the power switch 128.
[0120] As shown in Figures 24 and 25, the power supply board case 124 of this embodiment has a recess 151 formed on the rear side 124a, and the power switch 128 is arranged in this recess 151. This recess 151 is formed by being surrounded on all sides (top, bottom, left, and right) by a peripheral wall 152. The height of this peripheral wall 152 (position at the rear end) is approximately the same as or greater than the maximum height (rearmost position) of the power switch 128.
[0121] This prevents accidental operation of the power switch 128, for example, when feeling around for parts on the back of the front frame 3. It also minimizes the possibility of falling objects such as game balls hitting the power switch 128 and turning it ON / OFF. The peripheral wall 152 may be provided only on a portion of the area around the power switch 128, for example, on the top and both sides.
[0122] Next, a fourth embodiment of the present invention will be described in detail with reference to the drawings. Figures 26 to 34 illustrate a fourth embodiment in which the present invention is adopted in a pachinko machine. In Figure 26, the game machine body 501 comprises a rectangular outer frame 502 and a front frame 504 pivotally attached to the front of the outer frame 502 by a hinge 503 on one side, for example, the left side, so as to be openable and closable. On the front of the front frame 504, a game board 505 and the like are arranged on the upper side, and a launching means 506 and the like, which launch game balls toward the game area 505a in front of the game board 505, are arranged on the lower side. A glass door 507 is pivotally supported to open and close, corresponding to the front of the game board 505 and the like, and a front panel 508 is pivotally supported to open and close, corresponding to the front of the launching means 506 and the like, by a hinge 509 on the same side as the hinge 503. The glass door 507 and the front panel 508 may be configured to open and close integrally.
[0123] On the front of the front panel 508, an upper tray 510 is positioned at the top to store game balls dispensed from the dispensing means (not shown) and supply them to the launching means 506. Below the upper tray 510, a lower tray 511 is provided on the left end to store excess balls when the upper tray 510 is full, and a launching handle 512 for operating the launching means 506 is provided on the right end. Furthermore, on the upper tray cover 513, which covers the upper tray 510 etc. from the front, there are provided effects buttons (predetermined operating means) 514 etc. that can be pressed by the player.
[0124] On the front side of the game board 505, a guide rail 515 is mounted in an annular shape to guide the game balls launched from the launching means 506, and various game components such as a center case 517, a normal symbol starting means 518, a special symbol starting means 519, a big prize means 520, and a normal prize means 521 are arranged in the game area 505a inside the guide rail 515.
[0125] The center case 517 is positioned, for example, approximately in the center of the game area 505a and is equipped with a roughly rectangular display window 523 corresponding to an image display means 522 such as an LCD. Various display means such as a normal symbol display means 525, a special symbol display means 526, a normal reserve count display means 527, and a first special reserve count display means 528 are provided on the decorative frame 524 surrounding the display window 523, as well as a stage 529, a movable performance means 530, and the like.
[0126] The stage 529 is positioned horizontally on the lower front side of the image display means 522, and after allowing the game balls that have flowed into the warp entrance 529a provided on the side of the center case 517, for example on the left side, to roll freely, they are dropped forward from, for example, the central drop section in the center horizontally or the side drop sections on both the left and right sides thereof.
[0127] The movable performance means 530 comprises a movable body 531, a movable body guide means 532 that supports the movable body 531 so that it can move, and a drive means 533 that drives the movable body 531. The movable body 531 has an arbitrary decorative element (in this case, the letters of the game machine's title, "Kappa Densetsu") formed in three dimensions, and when an LED 571 located on the rear (or inside) lights up, a predetermined part (in this case, the letters of "Kappa Densetsu") lights up in an arbitrary color.
[0128] The movable body guiding means 532 supports the movable body 531 in a state that it can move in a predetermined direction, for example, vertically, along the front side of the display screen 522a of the image display means 522. It comprises a pair of guide rails 534 arranged vertically along both the left and right sides of the display screen 522a of the image display means 522, and the left and right ends of the movable body 531 are supported by these guide rails 534 so that they can move vertically. With this movable body guiding means 532, the movable body 531 can move vertically between the upper position above the image display means 522 and the lower position in front of the image display means 522, and is normally held in the upper position, which is the origin position.
[0129] The drive means 533 is, for example, a stepping motor and is located behind the decorative frame 524, and is capable of moving the movable body 531 vertically according to a predetermined operating pattern via a belt or the like (not shown).
[0130] The normal symbol starting means 518 is for initiating the symbol change by the normal symbol display means 525, and is composed of a passage gate through which a game ball can pass, is located on the left side of the center case 517, and includes a game ball detection means (not shown) capable of detecting the passage of a game ball.
[0131] The normal symbol display means 525 is for displaying normal symbols in a variable manner and is equipped with multiple light-emitting elements (e.g., LEDs) corresponding to multiple normal symbols (e.g., two types, "○" and "×"). Based on the detection of a game ball by the normal symbol starting means 518, these multiple light-emitting elements blink in a predetermined order. If the random value for winning judgment included in the normal random number information acquired when the normal symbol starting means 518 detects the game ball matches a predetermined winning judgment value, the light-emitting element corresponding to the winning pattern (predetermined pattern), for example, the "○" side, lights up. Otherwise, the light-emitting element corresponding to the losing pattern, for example, the "×" side, lights up and stops.
[0132] The normal random number information acquired when the game ball is detected by the normal symbol starting means 518 is stored in reserve up to a predetermined upper limit, for example, 4 numbers, and is consumed sequentially each time the symbol change by the normal symbol display means 525 begins. The number of normal random number information items stored (normal reserve number) is notified to the player by the normal reserve number display means 527, etc.
[0133] The special symbol starting means 519 is for initiating the symbol change by the special symbol display means 526, and includes, for example, two starting prize-winning means 519a and 519b, an opening / closing means 536 for opening and closing the lower starting prize-winning means 519b, and a game ball detection means (not shown) for detecting game balls that have entered the starting prize-winning means 519a and 519b, respectively, and is arranged, for example, on the lower side of the center case 517. The upper starting prize-winning means 519a is a non-opening type prize-winning means that does not have an opening / closing means, etc., and is arranged in an upward-facing opening shape directly below the central drop section of the stage 529. The lower starting prize-winning means 519b is an openable prize-winning means that can be switched by an opening / closing means 536 between an open state in which a game ball can be won and a closed state in which a game ball cannot be won (or is more difficult to win than in the open state). It is located below the upper starting prize-winning means 519a, and is configured such that in the normal prize state that occurs when the stopping symbol after the change of the normal symbol display means 525 becomes a winning pattern, the opening / closing means 536 changes from the closed state to the open state for a predetermined time.
[0134] The special symbol display means 526 is for displaying special symbols in a variable manner and consists of a display means such as a 7-segment type capable of displaying one or more special symbols in a variable manner, for example, one special symbol. When the special symbol starting means 519 detects a game ball (when the symbol starting condition is met), that is, when a game ball enters either of the two starting prize-winning means 519a or 519b, the special symbol is displayed in a variable manner for a predetermined time. If the jackpot judgment random value included in the special random number information acquired when the ball enters the starting prize-winning means 519a or 519b matches a predetermined jackpot judgment value, the symbol stops in a predetermined jackpot manner; otherwise, it stops in a losing manner, for example. There are one or more types of jackpot manners and losing manners for the special symbols. Each of these manners may be assigned a number symbol or the like, or a symbol that does not have a special meaning in itself, such as a combination of lines or dots, may be assigned so that the player cannot easily distinguish between the types of special symbols.
[0135] The special random number information acquired when a game ball enters the special symbol activation means 519 is stored in reserve up to a predetermined upper limit, for example, 4, and is consumed sequentially each time the symbol change by the special symbol display means 526 begins. The number of special random number information stored (special reserve number) is notified to the player by the first special reserve number display means 528, etc.
[0136] The jackpot prize-winning mechanism 520 is an open / close type prize-winning mechanism equipped with an open / close plate 537 that can switch between an open state in which game balls can be awarded and a closed state in which they cannot be awarded. For example, it is positioned below the special symbol starting mechanism 519, and in a special prize-winning state that occurs when the stopping symbols after the special symbol display mechanism 526 changes to a jackpot pattern, the open / close plate 537 opens to the front according to a predetermined opening pattern, allowing game balls that have fallen onto it to be awarded inside.
[0137] The image display means 522 also comprises the performance symbol display means 538, the second special reserve number display means 539, etc. The performance symbol display means (symbol display means) 538 displays the performance symbol (symbol) P in parallel with the display of special symbols by the special symbol display means 526. The performance symbol P has multiple symbol rows (three in the left-right direction in the example of Figure 26) which are composed of a number symbol and multiple other symbols, and each symbol that makes up each of these symbol rows is composed of a symbol body part Pa which is composed of numbers such as 1 to 8 and others, and a character or other decorative part Pb which is attached to this symbol body part Pa. The performance symbol P can be displayed in any way that is desired, such as by enlarging or shrinking, changing the display position, erasing the decorative part Pb, etc.
[0138] The special symbol P begins to move by vertical scrolling or the like, according to a predetermined pattern, for each row of symbols, approximately simultaneously with the start of the special symbol's movement, and comes to a final stop approximately simultaneously with the special symbol's movement stop, so that the stopping symbols on the predetermined active lines are in a predetermined state. For example, with the special symbol P, if all the stopping symbols on the active lines are the same, it is a jackpot performance state (specific state), and any other state is a losing performance state. If the special symbol is in a jackpot state or a losing state, the special symbol P will be in a jackpot performance state or a losing performance state.
[0139] Furthermore, the variation patterns of the performance symbols P begin with a normal variation in which each of the three symbol rows changes. If a reach state such as "2↓2" or "7↓7" is established during the normal variation, the system is configured to proceed through one or more stages of reach performances before finally stopping. A reach variation pattern is when the normal variation develops into a reach performance and results in either a jackpot or a loss performance, while a normal variation pattern is when the normal variation does not develop into a reach performance and results in a loss performance.
[0140] In each reach animation within the reach variation pattern, an arbitrary video animation is performed by the image display means 522, etc., and a result display is provided indicating whether the variation stops in either a winning animation mode or a losing animation mode, or whether it develops into the next stage of the reach animation.
[0141] In this embodiment, as shown in Figure 29, there are four stages of reach sequences: "N reach sequence," "S reach sequence," "SP pre-reach sequence," and "SP post-reach sequence." In the N reach sequence, the possibility of a jackpot sequence is extremely low, and in most cases, it stops in a losing sequence or is controlled to develop into the next S reach sequence. The SP pre-reach sequence constitutes the first half of the SP reach sequence, and it does not end in a jackpot sequence; it stops in a losing sequence or is controlled to develop into the next SP post-reach sequence. The SP post-reach sequence is the final stage of the reach sequence and does not develop into the next reach sequence; it is controlled to end in either a jackpot sequence or a losing sequence.
[0142] In this embodiment, as shown in Figure 28(b), there are three types of reach jackpot variation patterns that end in a jackpot performance mode: the N-reach jackpot variation pattern which develops to the N-reach performance mode and ends, the S-reach jackpot variation pattern which develops to the S-reach performance mode and ends, and the SP-reach jackpot variation pattern which develops to the post-SP-reach performance mode and ends. Furthermore, there are three types of SP-reach jackpot variation patterns: SP-reach 1 to 3 jackpot variation patterns which have different SP-reach performances. As mentioned above, there are no cases where a jackpot performance mode occurs in the pre-SP-reach performance mode, so the SP-reach 1 to 3 jackpot variation patterns always develop to the post-SP-reach performance mode.
[0143] Furthermore, in this embodiment, as shown in Figure 28(a), there are five types of losing variation patterns that end in a losing animation: a normal variation pattern that ends without developing into a reach animation, an N reach losing variation pattern that develops to an N reach animation and ends, an S reach losing variation pattern that develops to an S reach animation and ends, an SP reach pre-reach animation and ends, and an SP reach post-reach losing variation pattern that develops to an SP reach post-reach animation and ends. In addition, there are four types of normal variation patterns with variation times of 15s (s = seconds, the same applies below), 10s, 5s, and 3s, four types of N reach losing variation patterns with a difference of -3, -2, -1, and +1 between the final stopping symbol and the reach symbol, and three types each of the SP reach pre-reach losing variation pattern and SP reach post-reach losing variation pattern with different SP reach animations.
[0144] The second special reserve count display means 539 is for notifying the number of special reserves, and can display reserve display images Q4~Q1 for the number of special reserves (maximum 4) and a reserve image Q0 in motion corresponding to the performance symbol P in motion at a predetermined position on the display screen 522a, for example, on the lower side. When the number of special reserves increases due to a game ball entering the special symbol starting means 519, the second special reserve count display means 539 adds one reserve display image Q1~ to the end of the queue (for example, the left end), and when a new variation of the special symbol starts and the number of special reserves decreases, for example, the reserve image Q0 in motion is erased, and the reserve display images Q1~ are shifted one by one toward the front of the queue (for example, the right side), and the leading reserve display image Q1 that is pushed out is changed to a new reserve image Q0 in motion.
[0145] Figure 27 is a block diagram of the control system of this pachinko machine. In Figure 27, 541 is the main control board and 542 is the performance control board. These control boards 541 and 542 are detachably mounted in appropriate locations on the back of the game board 505, housed in board cases. Note that in the block diagram of Figure 27, boards other than the main control board 541 and the performance control board 542 are omitted.
[0146] The main control board 541 comprehensively controls the game operation and includes a normal random number generation processing means 551 composed of a CPU, ROM, RAM, etc., a normal start gate check processing means 552, a normal random number storage means 553, a normal symbol processing means 554, a normal symbol display control means 555, a normal reserved number display control means 556, a normal profit state generation means 557, a special random number generation processing means 561, a special start gate check processing means 562, a special random number storage means 563, a special symbol processing means 564, a special symbol display control means 565, a first special reserved number display control means 566, a special profit state generation means 567, a special game state generation means 568, a control command transmission means 569, and the like.
[0147] The normal random number generation processing means 551 is configured to repeatedly generate a win determination random number, etc., at predetermined intervals, which is used to determine whether or not the normal symbol after variation is a winning pattern. The normal start gate check processing means 552 performs processing based on the detection of game balls by the normal symbol start means 518. Based on the detection of game balls by the normal symbol start means 518, it acquires one normal random number piece of information, such as a win determination random number piece created by the normal random number generation processing means 551, and stores that normal random number piece of information in the first-in, first-out normal random number storage means 553, up to a predetermined upper limit of the number of reserved pieces (for example, 4 pieces).
[0148] The normal symbol processing means 554 performs processing related to the display of the changing normal symbols and includes a win determination means 554a, a normal stop symbol selection means 554b, a change time selection means 554c, etc. The win determination means 554a performs a lottery to determine whether the stop symbol after the change of the normal symbols will be a win, that is, whether or not to generate a normal profit state. Provided that the normal symbol display means 525 is in a state where it can display changes and that one or more normal random number information is stored in the normal random number storage means 553 (the normal number of reserved items is one or more), it takes the first win determination random number value from the queue of normal random number information stored in the normal random number storage means 553 and makes a win / loss determination depending on whether or not that win determination random number value matches a predetermined win determination value.
[0149] The normal stop symbol selection means 554b selects the type of stop symbol after the normal symbols have changed. In this embodiment, since there is only one type of symbol corresponding to the winning and losing patterns, based on the win / loss determination result by the win / loss determination function, "○" is uniformly selected in the case of a win and "×" in the case of a loss. The change time selection means 554c selects the change time of the normal symbols.
[0150] The normal symbol display control means 555 controls the display of the normal symbol display means 525 based on the normal symbol processing performed by the normal symbol processing means 554. The normal symbol display means 525 starts changing the normal symbols when it is in a state where it can display a variable symbol and when one or more normal random number information is stored in the normal random number storage means 553 (i.e., the number of normal reserved symbols is 1 or more). Based on the elapsed time of the variable change selected by the variable change time selection means 554c, the normal symbol change is stopped at the stop symbol selected by the normal stop symbol selection means 554b.
[0151] The normal reserved ball count display control means 556 controls the display of the normal reserved ball count display means 527. Based on the detection of game balls by the normal symbol starting means 518 and the change in normal symbols by the normal symbol display means 525, the normal reserved ball count display means 527 displays the normal reserved ball count information.
[0152] The normal profit state generating means 557 generates a normal profit state when the stop symbol after the change of the normal symbol display means 525 becomes a winning symbol based on the hit determination result of the hit determination means 554a, by changing the opening / closing means 536 of the lower special start opening 519b that constitutes the special symbol start means 519 to an open state according to, for example, one of several types of opening / closing patterns.
[0153] The special random number generation processing means 561 is configured to perform a special random number generation process that repeatedly generates a jackpot determination random number used for determining whether a jackpot is hit or miss, a symbol determination random number used for selecting the stopping symbol after the special symbol has changed, a variation pattern random number used for selecting a variation pattern, and other predetermined random numbers.
[0154] The special start gate check processing means 562 performs processing based on the entry of a game ball into the special symbol start means 519. Based on the entry of a game ball into either the start entry means 519a or 519b, it acquires special random number information consisting of a jackpot judgment random number, a symbol judgment random number, etc., created by the special random number creation processing means 561, and stores this special random number information in the special random number storage means 563 up to a predetermined upper limit of the number of reserved balls (for example, 4).
[0155] Furthermore, the special start gate check processing means 562 is equipped with a pre-read determination means 562a. This pre-read determination means 562a performs a pre-read determination process on the special random number information acquired when a game ball enters the start prize entry means 519a, 519b at a predetermined timing before it is used for symbol variation, for example, when the special random number information is acquired. In this pre-read determination process, provided that pre-reading is not prohibited, a jackpot / miss determination result is output depending on whether the jackpot determination random number matches a predetermined jackpot determination value. This pre-read determination result is transmitted to the performance control board 542, etc., by a hold addition command that is sent based on the game ball entering either the start prize entry means 519a, 519b. In this embodiment, this pre-read determination process determines not only the jackpot determination as described above, but also the type of variation pattern.
[0156] The special symbol processing means 564 performs processing related to the display of the special symbols, and includes a jackpot determination means 564a, a jackpot / miss selection means 564b, a variation pattern selection means 564c, etc. The jackpot determination means (lottery means) 564a determines whether it is a jackpot or a miss by random number lottery, that is, whether or not to generate a special benefit state (a lottery to determine whether or not to grant a benefit to the player). Provided that the special symbol display means 526 is in a state where it can be displayed in a variation and that one or more special random number information is stored in the special random number storage means 563 (the number of special reserves is one or more), the jackpot determination random number value at the front of the queue of special random number information stored in the special random number storage means 563 is taken out, and a jackpot / miss determination is made depending on whether or not that jackpot determination random number value matches a predetermined jackpot determination value.
[0157] The jackpot / loss selection means 564b selects the type of jackpot / loss. If the jackpot determination means 564a determines that it is a loss, it selects the type of loss based on the loss variation pattern selection table and the symbol determination random value shown in Figure 28(a). If the jackpot determination means 564a determines that it is a jackpot, it selects the type of jackpot based on the jackpot variation pattern selection table and the symbol determination random value shown in Figure 28(b).
[0158] Regarding misses, in this embodiment, there are two types of misses, A and B. Either A or B is selected based on the random value for symbol determination in an arbitrary distribution ratio such as 9:1, as shown in Figure 28(a). For miss A, the distribution of the variation pattern differs depending on the number of special reserves at the start of the symbol variation. As shown in Figure 28(a), the range of the random value for the variation pattern and the correspondence between multiple types of miss variation patterns are defined for each of the special reserve numbers from 0 to 3. For miss B, on the other hand, the distribution of the variation pattern does not change depending on the number of special reserves at the start of the symbol variation. As shown in Figure 28(a), only one type of correspondence between the range of the random value for the variation pattern and multiple types of variation patterns is defined.
[0159] Furthermore, regarding the jackpot, in this embodiment, there are four types: 10R normal, 5R normal, 10R probability variation, and 5R probability variation. One of these is selected based on the symbol determination random value in an arbitrary distribution ratio such as 1:4:1:4, as shown in Figure 28(b). The 10R normal jackpot and 5R normal jackpot are jackpots that generate a time-saving state as a special game state, which will be described later. In the special profit state, the jackpot prize means 520 performs predetermined unit opening operations for 10 rounds and 5 rounds, respectively. Here, the unit opening operation is, for example, an operation in which the jackpot prize means 520 is closed after a predetermined time (for example, 28 seconds) has elapsed since opening the jackpot prize means 520, or after a predetermined number of game balls (for example, 9) have entered the prize. Furthermore, the 10R and 5R probability-increasing jackpots are jackpots that trigger a probability-increasing state as a special game state, which will be described later. In this special state, the unit release operation is performed for 10 rounds and 5 rounds, respectively.
[0160] The variation pattern selection means 564c selects a variation pattern for the performance symbol P from among several options. For example, if the result of the jackpot determination means 564a is a miss, and the jackpot / miss selection means 564b selects a miss A, then one of the multiple miss variation patterns is selected based on the number of special reserves at that time and the leading variation pattern random value in the queue of special random number information stored in the special random number storage means 563 (Figure 28(a)). If the result of the jackpot determination means 564a is a miss, and the jackpot / miss selection means 564b selects a miss B If this occurs, regardless of the number of special reserves at that time, one of several losing variation patterns is selected based on the leading random variation pattern value in the queue of special random number information stored in the special random number storage means 563 (Figure 28(a)). If the result of the jackpot determination means 564a is a jackpot, one of several jackpot variation patterns is selected based on the type of jackpot selected by the jackpot / losing selection means 564b and the leading random variation pattern value in the queue of special random number information stored in the special random number storage means 563 (Figure 28(b)).
[0161] As shown in Figure 28, the reach variation patterns are configured so that the reliability of reaching a jackpot animation (specific animation) increases as the stages of the reach animation progress. However, in this embodiment, the N reach variation pattern does not result in a jackpot animation, and while the S reach variation pattern has the potential to result in a jackpot animation, the probability is extremely low (less than 1%). Furthermore, the SP reach pre-animation does not result in a jackpot animation, and if the SP reach variation pattern results in a jackpot animation, it always progresses to the SP reach post-animation.
[0162] The special symbol display control means 565 controls the display of the special symbol display means 526. When the special symbol display means 526 is in a state where it can display variations and one or more special random number pieces are stored in the special random number storage means 563 (the number of special reserved pieces is one or more), the special symbol display means 526 starts the variation of the special symbol. Based on the elapsed variation time corresponding to the variation pattern selected by the variation pattern selection means 564c, the variation of the special symbol is stopped in a predetermined way if the result of the jackpot determination means 564a is a miss, or in a jackpot way corresponding to the type of jackpot selected by the jackpot / miss selection means 564b if the result of the jackpot determination means 564a is a jackpot.
[0163] The first special reserved ball count display control means 566 controls the display of the first special reserved ball count display means 528. Based on the detection of game balls by the special symbol starting means 519 and the change in special symbols by the special symbol display means 526, the first special reserved ball count display means 528 displays special reserved ball count information.
[0164] The special benefit state generation means 567 generates a special benefit state in which the big prize means 520 opens according to a predetermined opening pattern. When the result of the big win determination means 564a is a big win and the stopping symbols after the special symbols change by the special symbol display means 526 become a big win, the unit opening operation of the big prize means 520 is repeatedly executed for, for example, 5 rounds or 10 rounds, according to the type of big win selected by the big win / miss selection means 564b (Figure 28(b)).
[0165] The special game state generation means 568 is for generating a special game state that is advantageous to the player after a special benefit state has occurred. For example, depending on the type of jackpot selected by the jackpot / miss selection means 564b, it is configured to generate a time-saving state in the case of a 10R normal or 5R normal jackpot, and a probability change state in the case of a 10R probability change or 5R probability change jackpot.
[0166] During the time-saving state, for example, the variation time of the special symbol display means 526 for special symbols is switched to a shortened variation time that is shorter than the normal variation time. For ordinary symbols, the probability of winning is switched from the normal probability (e.g., 1 / 10) to the high probability (e.g., 1 / 1.3), the variation time is switched from the normal variation time (e.g., 27 seconds) to the shortened variation time (e.g., 2.7 seconds), and the opening and closing pattern of the opening and closing means 536 of the lower special start opening 519b is switched from the normal opening and closing pattern (e.g., 0.2 seconds x 1 opening) to the special opening and closing pattern (e.g., 2 seconds x 3 openings). The time-saving state starts when the special profit state ends and ends when, for example, the special symbol has varied a predetermined number of times (e.g., 50 times), or when the next special profit state occurs before then.
[0167] During the probability variation state, in addition to the same switching mechanisms as in the time-saving state, the number of jackpot determination values increases, so that the probability of special symbols resulting in a jackpot is switched to a high probability (e.g., 1 / 60) which is higher than the normal probability (e.g., 1 / 319). Note that the probability variation state starts when the special profit state ends and ends when, for example, the next special profit state occurs.
[0168] The control command transmission means 569 is for transmitting predetermined control commands to the performance control board 542, etc., to provide control commands. It has the function of transmitting a hold-add command to the performance control board 542 when the number of special hold items increases, specifying the addition of special hold items, a hold-subtract command to specify the subtraction of special hold items when the special symbol starts to change based on the special symbol processing by the special symbol processing means 564, a change-pattern command to specify the change pattern of the performance symbol P, and a special symbol command to specify the stopping pattern of the special symbol in this order to the performance control board 542, and a change-stop command to the performance control board 542 when the change of the special symbol ends to instruct the change to stop.
[0169] The performance control board (performance control means) 542 controls performances by various performance means such as LEDs 571, speakers 572, movable performance means 530, and image display means 522, and includes a hold-add command reception processing means 581, a variation pattern command reception processing means 582, and a game-play performance control means 583. The LEDs 571 are arranged in large numbers on the game board 505 and the front frame 504, as well as on the center case 517 which includes the movable body 531 of the movable performance means 530, and the speakers 572 are arranged, for example, two on the top and one on the bottom of the front frame 504 (Figure 26). In this embodiment, the movable performance means 530 is arranged only on the game board 505, but the movable performance means may be arranged on the front frame 504, or on both the game board 505 and the front frame 504.
[0170] The pending addition command reception processing means 581 is responsible for processing when the number of special pending items increases. It includes a pre-reading effect lottery means 581a, etc. When a pending addition command is received from the main control board 541, the pre-reading effect lottery means 581a performs a lottery related to the pre-reading effect, except in cases such as pre-reading being prohibited. Depending on the lottery result, a pending change effect scenario is set in which pending display images Q1~ are added one by one on the screen of the image display means 522.
[0171] Here, "pre-reading effect" refers to an effect based on the pre-reading judgment result, and includes "pre-reading consecutive effect" and "pre-reading hold change effect." A "pre-reading consecutive effect" is an effect that, based on the pre-reading judgment result by the pre-reading judgment means 562a, executes the same type of effect for multiple symbol changes up to the symbol change (target change) corresponding to the special random number information that was the subject of the pre-reading judgment. For example, if there are two types of effect types, "rain" and "thunder," available as pre-reading consecutive effects, and the pre-reading effect lottery means 581a, based on the pre-reading judgment result, wins either of them, then the image of "rain" or "thunder" will be used as the background image for multiple effect symbol changes up to the target change corresponding to that special random number information. This allows the player to predict whether or not a jackpot will occur at the target change based on whether "rain" or "thunder" appears as the background image of the consecutive effect.
[0172] Furthermore, the "pre-read hold change effect" displays hold display images Q1 to Q4 and the in-spin hold image Q0 in a predetermined display manner based on the pre-read judgment result by the pre-read judgment means 562a, and the hold change effect scenario is selected according to the lottery result of this pre-read hold change effect. For example, there are multiple types of hold display manners for the pre-read hold change effect, such as "elephant," "lion," and "giraffe," and if the lottery by the pre-read effect lottery means 581a based on the pre-read judgment result is successful in selecting one of them, then, for example, when a new hold display image is added to the display, or at a predetermined timing thereafter, that hold display image is displayed in the predetermined display manner that was selected. As a result, the player can predict whether or not a big win will occur in the spin corresponding to the hold display image, depending on whether the display manner of the hold display image is "elephant," "lion," "giraffe," or something else.
[0173] Furthermore, the target of the pre-announcement effect is not limited to whether or not it will result in a jackpot; it can also be the type of variation pattern (for example, whether or not it will develop into an SP reach).
[0174] When the variable pattern command receiving processing means 582 receives a variable pattern command, it performs processing when starting the symbol variation by the special symbol display means 526. It includes a symbol variation content determination means 582a and the like. When the main control board 541 receives a hold subtraction command, a variable pattern command, and a special symbol command, for example, within a certain period of time, the symbol variation content determination means 582a selects the specific variation content of the effect symbol P and the selection regarding the preview effect, and sets a variable pattern scenario, a preview effect scenario, a hold change effect scenario, etc. according to the results and the like. In the hold change effect scenario in this case, for example, the hold image Q0 during variation is erased, and the hold display images Q1~ are shifted one by one toward the front side of the queue (for example, the right side of the screen), and the pushed-out leading hold display image Q1 is moved to a predetermined position and changed to a new hold image Q0 during variation.
[0175] The symbol variation content determination means 582a determines the specific effect content of the variable pattern based on the variable pattern command received from the main control board 541. For example, when the SP reach big win variable pattern is specified by the variable pattern command, it determines whether the result display in the last SP reach effect is a revival big win or a normal big win, etc.
[0176] Also, the symbol variation content determination means 582a performs a lottery on whether to execute one or more types of preview effects, and when executing, further performs a lottery on the preview effect content, etc. Here, the preview effect is an effect that suggests the occurrence of a predetermined event such as a big win mode or an SP reach, and so-called "SU preview", "timer preview", "premium preview", "pseudo continuous effect", "button effect", etc. correspond to it.
[0177] Note that in various presentation scenarios such as a variable pattern scenario, a preview presentation scenario, a hold change presentation scenario, etc., for each row at every elapsed time (ms) from the start of execution of the scenario, presentation contents by various presentation means, that is, each presentation by the LED 571, the speaker 572, the movable presentation means 530, the image display means 522, etc. are set. This presentation scenario is executed by the in-game presentation control means 583 sequentially starting the presentations set for each row at the timing set for each row.
[0178] Subsequently, the presentation content by the variable pattern of the presentation symbol P in the present embodiment, particularly the reach variable pattern, will be specifically described. Before that, the outline of the variable pattern will be described. As shown in FIG. 29, in the variable pattern of the presentation symbol P, first, normal variation is performed. In this normal variation, all (three) symbol columns move in parallel at high speed and then stop (temporarily stop) with the same symbol in the first (for example, left) and second (for example, right) symbol columns, and a reach state is established, or it stops and is determined in a losing presentation mode without going through the reach state. The former is the reach variable pattern, and the latter is the normal variable pattern. In the present embodiment, four types of normal variable patterns with different variable times are prepared (FIG. 28(a)).
[0179] In the case of the reach variable pattern (when the reach state is established in the normal variation), an N-reach presentation is performed after the normal variation. In the N-reach presentation, after an arbitrary video presentation is executed, a development result display indicating a transition (development) to the next S-reach presentation, a jackpot result display indicating that the presentation symbol P becomes a jackpot presentation mode (specific mode), and a losing result display indicating that the presentation symbol P does not become a jackpot presentation mode (becomes a losing presentation mode) are performed. In the present embodiment, at a branch point during the N-reach presentation, any one of these multiple types of result displays is executed. As is clear from FIG. 28, in the N-reach presentation of the present embodiment, a jackpot result display is not performed (that is, the N-reach jackpot variable pattern is not selected), and when it ends with the N-reach presentation, a losing result display is always performed, and it becomes a losing presentation mode (N-reach losing variable pattern).
[0180] If a development result display is shown at the end of the N-Reach performance, the S-Reach performance will follow. In this S-Reach performance, after an arbitrary video performance is executed, one of the following result displays will be shown: a development result display indicating that the performance will proceed to the next SP-Reach performance; a jackpot result display indicating that the performance symbol P will result in a jackpot performance (specific form); or a miss result display indicating that the performance symbol P will not result in a jackpot performance (specific form) (i.e., a miss performance). In this embodiment, one of these multiple result displays will be executed at a branching point during the S-Reach performance. As is clear from Figure 28, the probability of a jackpot being displayed in the S-reach sequence of this embodiment is not zero, but extremely low (in the example in Figure 28, assuming a jackpot probability of 1 / 319, the jackpot reliability in the S-reach variation pattern is approximately 0.08%, the appearance rate of the S-reach variation pattern is approximately 1.6%, and the frequency of a jackpot occurring in the S-reach variation pattern is approximately 1 / 80000). When the S-reach sequence ends, there is a high probability that a losing result will be displayed, resulting in a losing sequence (S-reach losing variation pattern). The probability of a jackpot being displayed in the S-reach sequence (jackpot reliability) is preferably less than 1%, more preferably less than 0.5%, even more preferably less than 0.2%, and may even be 0.
[0181] If a development result display is shown at the end of the S-Reach performance, the SP-Reach pre-performance is then performed. In this S-Reach pre-performance, after an arbitrary video performance is executed, either a development result display indicating that the performance will transition (develop) to the next SP-Reach post-performance is shown, or a loss result display indicating that the performance symbol P will not result in a jackpot performance (specific performance) (i.e., it will result in a loss performance). In this embodiment, at one branching point during the SP-Reach performance, one of these multiple result displays is executed. As is clear from Figure 28, in this embodiment, a jackpot result display is not shown in the SP-Reach pre-performance (i.e., the SP-Reach pre-jackpot variation pattern is not selected), and if the performance ends with the SP-Reach pre-performance, a loss result display is always shown, resulting in a loss performance (SP-Reach pre-loss variation pattern).
[0182] If a development result display is shown at the end of the pre-SP reach performance, the post-SP reach performance will then be performed. In this post-SP reach performance, after an arbitrary video performance is executed, either a jackpot result display indicating that the performance symbol P will result in a jackpot performance (specific performance), or a miss result display indicating that the performance symbol P will not result in a jackpot performance (specific performance) (i.e., a miss performance), will be shown. In this embodiment, since there is no reach performance following the post-SP reach performance, a development result display will not be shown in this post-SP reach performance.
[0183] Next, we will specifically explain the S-reach effect, the pre-SP-reach effect, and the post-SP-reach effect, which are among the multiple types of reach effects of this embodiment. First, we will explain a specific example of the S-reach effect based on Figure 30, etc. As shown in Figure 30, the effect period of the S-reach effect consists of a reach video display period for executing the video effect unique to S-reach, and a result display period that follows the reach video display period, in which one of the following is executed: development result display, jackpot result display, or miss result display.
[0184] Furthermore, immediately before the results are displayed, that is, towards the end of the reach video display period, a pre-results display sequence is performed to suggest the appearance of the results. This pre-results display sequence consists of a build-up period to heighten the player's anticipation for the results, and a pause period (i.e., a waiting period) to create a sense of anticipation when transitioning from the build-up period to the results display.
[0185] When the S-reach animation begins (during the reach video display period), as shown in Figure 30(a1), the image display means 522 displays the S-reach video, and any sound output or LED light effect is performed in synchronization with the S-reach video. In the S-reach video, reduced-size (retracted) reach symbol images Ps such as "7 7", reach animation images 602a with characters, and other images are displayed in front of the special background 601a for the S-reach.
[0186] Subsequently, as the build-up period near the end of the reach video display period begins (Figure 30(a2)), the reach animation image 602a changes to a build-up animation image 603a. This build-up animation image 603a performs the final stage of the animation before the third (for example, the center) row of symbols, which is still changing, stops. In the example in Figures 30(a2) to (a3), the first character repeatedly hits the first stop symbol candidate (here, "7"), which constitutes a winning animation pattern (i.e., the same as the reach symbols), with a hammer, while the second character repeatedly hits the second stop symbol candidate (here, "6"), which constitutes a losing animation pattern (i.e., different from the reach symbols), competing to see who can destroy the stop symbol candidate first.
[0187] The hype animation image 603a is designed to gradually build up over time. For example, the attack pitch of each character gradually increases, and the damage to each potential stop symbol progresses gradually. The hype period ends just before one of the potential stop symbols is destroyed (Figure 30(a3)). In the example in Figure 30, the length of the hype period is set to 3 seconds. When the hype period ends, the hype animation image 603a becomes static (Figure 30(a3)), and this static state is maintained during the subsequent build-up period. In the example in Figure 30, the length of the build-up period is set to 1 second.
[0188] Then, when the build-up period ends, at that branching point, either the development result display, the jackpot result display, or the miss result display starts, continuing from the previously paused build-up animation image 603a (result display period). In this way, by making the branching for jackpot / miss / development at a single point, the animation can be performed more efficiently compared to when the branching for development or not is made after the jackpot / miss branching. In particular, in the S-reach animation of this embodiment, the probability of the jackpot result display being performed is extremely low (less than 1%), so the effect of the animation is low even if the build-up for jackpot / miss is performed independently, and it is possible to perform the animation efficiently by including the build-up for development or not.
[0189] The jackpot result display features a jackpot result animation. In this animation, the second stop symbol candidate, "6," is destroyed and disappears (Figure 30(c1)), and the middle symbol stops on the remaining first stop symbol candidate, "7" (Figure 30(c2)). In the example in Figure 30, the length of the jackpot result animation is set to 7 seconds.
[0190] In the losing result display, a losing result animation is performed first. In this losing result animation, the first stop symbol candidate, "7", is destroyed and disappears (Figure 30(d1)), and the middle symbol stops on the remaining second stop symbol candidate, "6" (Figure 30(d2)). After that, a background return animation (Figure 30(d3)) returns from special background 601a to normal background 600, and then the display transitions to the normal screen display (Figure 30(d4)) where a losing animation pattern such as "7-6-7" is displayed. In the example in Figure 30, the lengths of the losing result animation, background return animation, and normal screen display that make up the losing result display are set to 3s, 1s, and 2s respectively, and the total time is shorter than the 7s of the jackpot result display.
[0191] Furthermore, a development animation is performed when the development result is displayed. In this development animation, both "7" and "6", which are candidates for the first and second stop symbols, are destroyed and disappear simultaneously (Figure 30(b1)), and then a development notification image 604a such as "Development" indicating development to an SP Reach is displayed (Figure 30(b2)). In the example in Figure 30, the length of the development animation is set to 4s, which is shorter than the 7s for the jackpot result display and the 6s for the loss result display, but the length of the development animation can be the same as or longer than the loss result display.
[0192] Next, a specific example of an SP reach pre-performance will be explained based on Figure 31, etc. As shown in Figure 31, the performance period of an SP reach pre-performance consists of a reach video display period for executing a video performance unique to SP reaches, and a result display period that follows the reach video display period, in which either a development result display or a loss result display (a jackpot result display is not included). In addition, immediately before the result display period, that is, towards the end of the reach video display period, a result display pre-performance is executed to suggest the appearance of the result display. This result display pre-performance consists of a build-up period and a waiting period (i.e., a waiting period), similar to the case of an S reach performance (Figure 30). Note that this SP reach pre-performance is an example of a non-winning reach performance that does not result in a jackpot performance (specific performance).
[0193] When the SP pre-reach animation begins (during the reach video display period), as shown in Figure 31(a1), the SP pre-reach video is displayed on the image display means 522, and arbitrary sound output and LED lighting effects are performed in synchronization with the SP pre-reach video. In the SP pre-reach video, reduced-size (retracted) reach symbol images Ps such as "7 7", reach animation images 602b with characters, and other images are displayed in front of the special background 601b for the SP pre-reach.
[0194] Subsequently, when the build-up period at the end of the reach video display period begins (Figure 31(a2)), the reach animation image 602b changes to a build-up animation image 603b. In the examples of Figures 31(a2) to (a3), the build-up animation image 603b shows the monster (enemy) character being attacked with a cannon. Incidentally, in the pre-SP reach animation (non-winning reach animation) of this embodiment, as mentioned above, the jackpot result display does not appear, so it is desirable that the animation during this build-up period (pre-result display animation) be designed to not give the player any unnecessary expectations and to not suggest a jackpot. Therefore, in this embodiment, an explanatory display 605 indicating that the game will move to the next reach animation when a specific result display such as "the game will progress if you defeat the monster" appears is displayed in parallel with the build-up animation image 603b (Figures 31(a2), (a3)). This prevents players from mistakenly believing they've won a jackpot even when a monster (enemy) is defeated, thus preventing unnecessary disappointment despite favorable outcomes (developments) for the player. In the example in Figure 31, the length of the build-up period is set to 3s, the same as in the S-reach animation (Figure 30).
[0195] Furthermore, the explanatory display 605 may be composed of an explanation of the action, such as "Attack the monster," and an explanation of the result, such as "Success leads to XX," and may be configured to be displayed simultaneously or alternately.
[0196] Once the build-up period ends, the build-up animation image 603b becomes static (Figure 31(a3)), and this static state is maintained throughout the subsequent build-up period. The explanatory display 605 continues to be displayed during this build-up period as well. In the example in Figure 31, the length of the build-up period is set to 1 second, the same as in the S-reach animation (Figure 30).
[0197] Then, once the build-up period ends and the results display period begins, either the advanced result display or the losing result display will start, continuing from the previously paused teasing animation image 603b.
[0198] In the case of a losing result, a losing result animation is performed first. In this losing result animation, the attack on the monster fails (Figure 31(c1)), and consequently the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 31(c2)). After that, a background return animation is performed, returning from the special background 601b to the normal background 600, and then the game transitions to the normal screen display where a losing animation pattern such as "7-6-7" is shown. Note that in the example in Figure 31, the length of the losing result animation is 4s, which is longer than the 3s in the case of the S-reach animation (Figure 30), but the length of the background return animation and the normal screen display are 1s and 2s respectively, which are the same as in the case of the S-reach animation.
[0199] Furthermore, a development animation is performed when the development result is displayed. In this development animation, the attack is successful and the monster is defeated (Figure 31(b1)), and then a development notification image 604b such as "Development" is displayed, indicating the development to the SP Reach post-animation (Figure 31(b2)). In the example in Figure 31, the length of the development animation is set to 4s, the same as in the S Reach animation, but the length of the development animation in the SP Reach pre-animation may be longer than the length of the development animation in the S Reach animation. Also, the length of the development animation may be the same as or longer than the length of the failure result display.
[0200] In addition to the development sequence shown in Figure 31 (normal development sequence), a revival development sequence may also be implemented to display a development notification image after a revival sequence has been performed either after or during the display of a losing result. In the case of this revival development sequence, the timing of the revival sequence may be before or after the background return sequence in the display of a losing result, but it is preferable to perform it before the background return sequence.
[0201] Next, specific examples of SP reach post-performance (specific reach performance) will be explained based on Figures 32 and 33. Figure 32 shows the case where a losing result is displayed, and Figure 33 shows the case where a winning result is displayed. As shown in Figures 32 and 33, the performance period of an SP reach post-performance consists of a reach video display period for executing a video performance unique to SP reaches, and a result display period that follows the reach video display period for executing either a winning result display (Figure 33) or a losing result display (Figure 32) (development result display is not included).
[0202] Furthermore, immediately before the result display period, that is, towards the end of the reach video display period, a pre-result display effect is performed to suggest the appearance of the result. This pre-result display effect in the post-SP reach effect is a so-called button effect, and includes an operation validity period suggestion effect that indicates the arrival of the operation validity period during which the operation of the effect button 514 becomes effective, and the operation validity period begins after the operation validity period suggestion effect ends.
[0203] When the SP Reach Post-Performance starts (Reach Video Display Period), as shown in Figure 32(a1), the SP Reach Post-Performance video is displayed on the image display means 522, and arbitrary sound output and LED light effects are performed in synchronization with the SP Reach Post-Performance video. In the SP Reach Post-Performance video, reduced-size (retracted) images of reach symbols such as "7 7", reach performance images 602c with characters, and other images are displayed in front of the special background 601c for SP Reach Post-Performance.
[0204] Subsequently, towards the end of the reach video display period, an indication of successful operation begins. This indication of successful operation is configured to fade in (form the target image) of the target button 514, which is the target of operation during the operation valid period, onto the screen. In the examples of Figures 32(a2) to (a4), the fade-in of the target image 606 is such that it rotates and approaches from a distance. The display manner of the target image 606 during the indication of successful operation is arbitrary, but it must be at least different from the display manner during the operation valid period so that the player does not mistakenly believe that the operation valid period has begun. The fade-in of the target image 606 is completed, for example, at the end of the indication of successful operation, i.e., at the start of the operation valid period (Figure 32(a4)). Thus, the indication of successful operation is the sequence from when the target image begins to be formed (displayed) on the screen until it is formed, and the target image during that time is the indication of successful operation.
[0205] In this embodiment, at the start of the operation validity period, that is, approximately simultaneously with the completion of the fade-in (formation of the operation target image 606), an operation mode notification image 607 consisting of the word "PUSH!" and an arrow image to notify the operation mode, and a progress notification image 608 to notify the progress of the operation validity period are newly displayed (Figure 32(a4)). The progress notification image 608 is configured such that the length of a strip-shaped gauge decreases from 100% to 0% as the operation validity period progresses (Figure 32(a5)). In the example in Figure 32, the operation validity period from the start to the end is set to 3s, and the duration of the preceding operation validity indication effect is set to 4s, which is longer than the operation validity period.
[0206] If the player presses the performance button 514 during this operation valid period, thereby fulfilling the conditions for executing the performance, the operation valid period ends at that point and the result display (either a losing result display or a winning result display) begins. Thus, while the start timing of the result display changes depending on the player's operation, the variation time is already determined, so it is necessary to perform a time adjustment (described later) during the result display to absorb the change in the player's operation timing (i.e., the start timing of the result display). Here, if the time required for this time adjustment is long, it will feel unnatural in the performance, so in that sense, it is desirable for the operation valid period to be short, but if the operation valid period is short, the possibility of the player missing the opportunity to operate increases. Therefore, in this embodiment, in order to suppress the unnaturalness of the performance due to time adjustment, the operation valid period is made as short as possible (3s in this case), and in order to prevent the player from missing the opportunity to operate as a result, an operation validity indication performance (4s in this case) that is longer than the operation valid period (3s) is executed immediately before the operation valid period ends.
[0207] Regarding the performance button 514, possible conditions for executing the performance include a one-hit execution condition that is met when the performance button 514 is operated once, a rapid-fire execution condition that is met when the performance button 514 is operated multiple times in succession, and a long-press execution condition that is met when the performance button 514 remains in an operated state. However, in this embodiment, the one-hit execution condition is adopted.
[0208] Figures 32(A1) and (A2) are both time charts for displaying a losing result. Figure 32(A1) shows the earliest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the start of the operation validity period, while Figure 32(A2) shows the latest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the end of the operation validity period. If the performance button 514 is not operated during the operation validity period (i.e., the operation condition is not met), the system may be configured to start displaying the same or a different losing result at the end of the operation validity period, as would have occurred if the performance button 514 had been operated.
[0209] As shown in Figures 32(A1) and (A2), when a losing result is displayed, a losing result animation is performed first. In this losing result animation, after the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 32(b1)), a loop waiting animation is performed for a length corresponding to the timing of the operation of the animation button 514, i.e., the start timing of the losing result display (Figure 32(b2)). This loop waiting animation adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.
[0210] As shown in Figure 32(A1), the loop waiting animation time is maximized (3 seconds in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 32(A2), the loop waiting animation time is minimized (0 seconds in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest). Thus, in the display of a losing result in this embodiment, the loop waiting animation for time adjustment is performed after the losing result animation is executed and before switching to the normal screen display (in this case, before the background return animation). As a result, even if the loop waiting animation time is long, the tempo from the end of the losing result display (background return animation, normal screen display) to the next variation is not disrupted, and the sense of incongruity caused by time adjustment is suppressed.
[0211] The loop standby effect is configured on the image display means 522 to repeatedly play video data for loop standby that is connected to the previous video, for example. Regarding the LED 571 light effect, when the effect button 514 is operated, it lights up in a pattern corresponding to a loss (using light pattern data for one-time playback), and then repeats a predetermined light pattern until the end of the loop standby effect (using light pattern data for loop playback). Regarding the audio output from the speaker 572, when the effect button 514 is operated, it outputs a sound effect corresponding to a loss (using sound effect data for one-time playback), and then either remains silent until the end of the loop standby effect, or repeats the output of a predetermined sound effect (using sound effect data for loop playback). This loop standby effect is repeated until a change stop command is received from the main control board 541.
[0212] After that, the background returns from special background 601c to normal background 600, and then the game transitions to the normal screen display showing a losing animation such as "7-6-7". In the example in Figure 32, the shortest length of the losing result animation is 5s, which is longer than the S-reach animation (3s) and the SP-reach pre-animation animation (4s), but the length of the background returns animation and the normal screen display are 1s and 2s respectively, which are the same as the S-reach animation and the SP-reach pre-animation animation.
[0213] Furthermore, in the example shown in Figure 32, the effective operation time (3 seconds in this case) is shorter than the animation time for the losing result animation (a minimum of 5 seconds in this case). This makes it possible to reduce the proportion of the animation time for the loop waiting animation used for time adjustment to less than half of the animation time for the losing result animation, thereby suppressing the sense of incongruity caused by time adjustment.
[0214] As described above, in this embodiment, when comparing the case where the last reach animation is a weak reach animation (e.g., an S reach animation) (Figure 30) with the case where a strong reach animation (e.g., a post-SP reach animation) can appear at a later stage (i.e., has a higher probability of resulting in a jackpot than a weak reach animation) (Figure 32), the display time for the result is set to be longer in the case of a strong reach animation than in the case of a weak reach animation. This makes it possible to shorten the display time for the result in reach animation patterns with low jackpot reliability and low player expectations, thereby increasing the tempo, and to lengthen the display time for reach animation patterns with high jackpot reliability and high player expectations, thereby enhancing the effect of the animation. Furthermore, by enhancing the effect of the animation in this way, it becomes less likely for players to get bored even if the animation is reused in other machines, and as a result, the cost of the gaming machine can be reduced.
[0215] Furthermore, in this embodiment, the duration of the losing result animation is longer in the case of a strong reach animation (e.g., the animation after an SP reach) than in the case of a weak reach animation (e.g., an S reach animation), but the duration of the background return animation and the normal screen display are the same. If the result display time is set to be longer in the case of a strong reach animation than in the case of a weak reach animation, one of the background return animation and the normal screen display may be the same in the case of a weak reach animation and a strong reach animation, while the other of the background return animation and the normal screen display, as well as the losing result animation, may be different in the case of a weak reach animation and a strong reach animation.
[0216] Furthermore, Figures 33(A1), (A2), (B1), and (B2) are all time charts for displaying jackpot results, but Figures 33(A1) and (A2) show the normal jackpot result display, while Figures 33(B1) and (B2) show the revival jackpot result display. Here, the revival jackpot result display (Figures 33(B1), (B2)) is configured to execute the revival jackpot result display after executing the miss result display, followed by a revival jackpot movable body display involving the movement of a movable body, whereas the normal jackpot result display (Figures 33(A1), (A2)) is configured to execute the normal jackpot result display after a normal jackpot movable body display involving the movement of a movable body, without executing the miss result display.
[0217] Furthermore, whether to execute the normal jackpot result display shown in Figures 33(A1) and (A2) or the revival jackpot result display shown in Figures 33(B1) and (B2) is determined by the symbol variation content determination means 582a (Figure 33) on the performance control board 542 when it receives a variation pattern command corresponding to a specific variation pattern (for example, the SP Reach 1 jackpot variation pattern) from the main control board 541. Therefore, the variation time is the same for both the normal jackpot result display and the revival jackpot result display, and consequently, the performance time and the end timing of each result display are also the same. In other words, the time from the timing of the win / loss branch (the timing when the performance button 514 is operated and the result display starts) until the symbols stop in a confirmed state is the same for both the normal jackpot result display and the revival jackpot result display.
[0218] Furthermore, of Figures 33(A1) and (A2) which show the normal jackpot result display, Figure 33(A1) shows the earliest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the start of the operation valid period, while Figure 33(A2) shows the latest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the end of the operation valid period. Similarly, of Figures 33(B1) and (B2) which show the revival jackpot result display, Figure 33(B1) shows the earliest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the start of the operation valid period, while Figure 33(B2) shows the latest start timing, i.e., the case where the performance button 514 is operated approximately simultaneously with the end of the operation valid period. Note that if the performance button 514 is not operated during the operation valid period (i.e., the operation conditions are not met), the system may be configured to start displaying the same or a different jackpot result at the end of the operation valid period as if the performance button 514 had been operated.
[0219] As shown in Figures 33(A1) and (A2), in the normal jackpot result display, the normal jackpot movable body animation is performed first. In this normal jackpot movable body animation, as shown in Figures 33(b1) to (b3), the movable body 531 operates in a predetermined normal jackpot operation pattern, and an arbitrary image animation corresponding to the operation of the movable body 531 is displayed on the image display means 522, the middle symbol stops at the same symbol as the reach symbol (in this case, "7"), and the LED 571 lights up in a predetermined normal jackpot illumination pattern. In the example in Figure 33, the normal jackpot operation pattern is configured such that the movable body 531 descends at high speed from the origin position (upper position) to the lower position in front of the image display means 522 (Figure 33(b1)), stops for a predetermined time, and then returns to the origin position at low speed (Figures 33(b2), (b3)).
[0220] Furthermore, the normal jackpot illumination pattern is a so-called rainbow illumination pattern, and as shown in Figure 34(a), the light-emitting part of the movable body 531, that is, the letters "Kappa Legend," are illuminated in rainbow colors flowing in a predetermined direction (for example, left and right). This rainbow illumination pattern is configured to cycle at a predetermined interval, and the illumination data for one cycle is executed a predetermined number of times during the 5s from the start to the end of the normal jackpot movable body performance. Note that not only the LEDs on the movable body 531, but also the LEDs on the game board 505 and the front frame 504 may be illuminated with the same rainbow illumination pattern. In addition, when the performance button 514 is operated, that is, at the start of the normal jackpot movable body performance, the illumination may be set to light up in the illumination mode corresponding to a normal jackpot (for example, rainbow flashing), and then the illumination with the rainbow illumination pattern may be repeated.
[0221] After the normal jackpot animation ends, the normal jackpot result animation is performed. In this normal jackpot result animation, a celebration animation (Figure 33(b4)) is performed to celebrate the jackpot, followed by a loop waiting animation of a length corresponding to the timing of the operation of the animation button 514, i.e., the start timing of the normal jackpot result display (Figure 33(b5)). This loop waiting animation adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.
[0222] As shown in Figure 33(A1), the loop waiting animation time is maximized (3 seconds in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 33(A2), the loop waiting animation time is minimized (0 seconds in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest). Thus, in the normal jackpot result display of this embodiment, the loop waiting animation for time adjustment is performed at the end of the jackpot result animation, which takes place after the normal movable body animation, that is, before the jackpot is confirmed. As a result, the movable body animation that notifies that a jackpot has been won and the result animation that celebrates the jackpot are executed in succession, starting from the timing of the button press, and this sequence is not affected by the loop waiting animation, making it possible to suppress any sense of incongruity caused by time adjustment without compromising the exhilarating feeling of the animation.
[0223] The loop standby effect is configured so that, on the image display means 522, for example, the loop standby video data connected from the previous video is repeatedly played. Regarding the LED 571 light effect, when the effect button 514 is operated, it lights up in a light pattern corresponding to a normal jackpot (e.g., rainbow flashing) (using light pattern data for one-time playback), and then repeats a predetermined light pattern (rainbow flashing pattern) until the end of the loop standby effect (using light pattern data for loop playback). Regarding the audio output from speaker 572, when the effect button 514 is operated, it outputs a sound effect corresponding to a normal jackpot (using sound effect data for one-time playback), and then either remains silent until the end of the loop standby effect, or repeats the output of a predetermined sound effect (using sound effect data for loop playback). This loop standby effect is repeated until a variation stop command is received from the main control board 541.
[0224] In the example shown in Figure 33, the length of the normal jackpot movable body animation in the normal jackpot result display is set to 5s, and the minimum length of the normal jackpot result animation is set to 8s.
[0225] Furthermore, as shown in Figures 33(B1) and (B2), in the revival jackpot result display, the same effects as those shown in Figures 32(A1) and (A2) for the loss result display are performed first. That is, after the loss result effects (Figures 33(c1) and (c2)) are performed first, a background return effect (Figure 33(c3)) returns from the special background 601b to the normal background 600, and then the game transitions to the normal screen display (Figure 33(c4)) where a loss effect pattern such as "7-6-7" is displayed. In the loss result effects, after the middle symbol stops on "6", which is different from the reach symbol (in this case, "7") (Figure 33(c1)), a loop waiting effect is performed with a length corresponding to the timing of the operation of the effect button 514, i.e., the start timing of the loss result display (Figure 33(c2)). This loop waiting effect adjusts the timing so that the end time of the result display does not change even if the start time of the result display changes.
[0226] As shown in Figure 33(B1), the loop waiting animation time is the longest (3s in this case) when the button is pressed approximately simultaneously with the start of the operation validity period (earliest), and as shown in Figure 33(B2), the loop waiting animation time is the shortest (0 in this case) when the button is pressed approximately simultaneously with the end of the operation validity period (latest).
[0227] The loop standby effect is configured on the image display means 522 to repeatedly play video data for loop standby that is connected to the previous video, for example. Regarding the LED 571 light effect, when the effect button 514 is operated, it lights up in a pattern corresponding to a loss (using light pattern data for one-time playback), and then repeats a predetermined light pattern until the end of the loop standby effect (using light pattern data for loop playback). Regarding the audio output from the speaker 572, when the effect button 514 is operated, it outputs a sound effect corresponding to a loss (using sound effect data for one-time playback), and then either remains silent until the end of the loop standby effect, or repeats the output of a predetermined sound effect (using sound effect data for loop playback). This loop standby effect is repeated until a change stop command is received from the main control board 541.
[0228] In the example shown in Figure 33, the shortest duration of the losing result animation in the revival jackpot result display is 5 seconds, and the durations of the background return animation and the normal screen display are 1 second and 2 seconds, respectively, which are the same as in the case of the losing result display (Figures 32(A1), (A2)).
[0229] Following the normal screen display, a revival jackpot movable body animation is performed. In this revival jackpot movable body animation, as shown in Figures 33(c5) to (c7), the movable body 531 operates in a predetermined revival jackpot operation pattern, and the image display means 522 displays an arbitrary image animation corresponding to the movement of the movable body. At the same time, the middle symbol, which had temporarily stopped at "6" which is different from the reach symbol, changes to the same symbol as the reach symbol (in this case, "7"), and the LED 571 lights up in a predetermined revival jackpot lighting pattern. Note that the animation time (3s) for this revival jackpot movable body animation is shorter than the animation time (5s) for the normal jackpot movable body animation.
[0230] In the example shown in Figure 33, the revival jackpot operation pattern is configured such that the movable body 531 rapidly descends from its origin position (upper position) to the lower position in front of the image display means 522 (Figure 33(c5)), stops for a predetermined time, and then returns to the origin position at a low speed (Figures 33(c6), (c7)). Thus, the revival jackpot operation pattern is almost identical to the normal jackpot operation pattern (Figures 33(b1) to (b3)) in terms of the operation of the movable body 531, but the performance time is different. This difference in performance time is adjusted by, for example, varying the stopping time at the lower position and the movement speed (for example, the speed of return to the origin position).
[0231] Furthermore, the content of the animation images displayed on the image display means 522 during the revival jackpot movable body animation differs from the content of the animation images displayed on the image display means 522 during the normal jackpot movable body animation. The difference in the content of the animation images between the revival jackpot movable body animation and the normal jackpot movable body animation may be based solely on the difference in the movement of the movable body 531 due to the difference in animation time (differences in stopping time at the lower position and movement speed), or it may go beyond the difference in the movement of the movable body 531, such as the appearance of different characters.
[0232] Furthermore, the revival jackpot lighting pattern is a so-called rainbow lighting pattern, and as shown in Figure 34(b), the light-emitting part of the movable body 531, that is, the letters "Kappa Legend," light up in rainbow colors flowing in a predetermined direction (for example, left and right). The revival jackpot lighting pattern shown in Figure 34(b) and the normal jackpot lighting pattern shown in Figure 34(a) are executed at the same cycle using common lighting pattern data, and the only difference between the two is the number of repetitions based on the length of the performance time. Note that not only the LEDs on the movable body 531, but also the LEDs on the other game boards 505 and the front frame 504 may be made to light up with the same rainbow lighting pattern.
[0233] In this way, by using the same movable body 531 for both the regular jackpot movable body effect and the revival jackpot movable body effect, it is possible to reduce costs while enhancing the effect of the effect.
[0234] After the revival jackpot moving mechanism animation ends, a revival jackpot result animation (Figure 33(c8)) is performed, which celebrates the jackpot. In the example in Figure 33, the animation time for this revival jackpot moving mechanism animation is 2 seconds, which is shorter than the animation time for the normal jackpot moving mechanism animation (minimum 8 seconds).
[0235] As explained above, in the revival jackpot result display of this embodiment, the loop waiting animation for time adjustment is performed after the loss result animation is executed and before switching to the normal screen display (in this case, before the background return animation), so that the revival jackpot result animation is executed after the time adjustment is complete. As a result, even if the loop waiting animation takes a long time, the connection from button operation to the loss result animation is not impaired, and the sequence from the movable body animation that notifies that it is a jackpot to the result animation that celebrates the jackpot is not affected. Therefore, it is possible to suppress the sense of incongruity caused by time adjustment without compromising the exhilarating feeling of the animation.
[0236] Furthermore, in the post-SP reach sequence of this embodiment, the timing of the end of the display of the normal jackpot result and the display of the revival jackpot result are the same, and if the timing of the player's button operation is the same, the duration of the sequences is also the same.
[0237] Figure 35 illustrates a fifth embodiment of the present invention, which is a modified version of the fourth embodiment. In the pre-result display of the SP reach pre-performance, which is an example of a non-winning reach performance, a teasing performance is executed using symbols other than the reach symbol and the symbols immediately before and after it as the final stopping symbols, thereby performing a performance that does not suggest that the symbols will become a winning performance (specific form).
[0238] Figure 35 corresponds to Figure 31 of the fourth embodiment. In the SP pre-reach animation of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 35(a1)→(a2)), the reach animation image 602d changes to the build-up animation image 603d. The build-up animation image 603d performs the final stage of animation before the third (for example, the center) row of symbols, which is still changing, stops. In the example of Figures 35(a2)~(a3), the first character repeatedly hits the first stop symbol candidate (here, "5"), which is -2 from the reach symbol (here, "7"), with a hammer, and the second character repeatedly hits the second stop symbol candidate (here, "4"), which is -3 from the reach symbol (here, "7"), with a hammer, competing to see which character can destroy the stop symbol candidate first.
[0239] Thus, in the pre-result display sequence of the SP reach sequence in this embodiment, a build-up sequence is performed using a symbol other than the reach symbol (in this case, "7") and the symbols immediately before and after it (in this case, "6" and "8") as the final stopping symbol.
[0240] When the build-up period ends, the build-up animation image 603d becomes static (Figure 35(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 603d.
[0241] In the losing result display, a losing result animation is performed first. In this losing result animation, the first stop symbol candidate "5" is destroyed (Figure 35(c1)), and the middle symbol stops on the remaining second stop symbol candidate "4" (Figure 35(c2)). After that, the background returns to normal (Figure 35(c3)) and the screen returns to normal (Figure 35(c4)). In the development result display, a development animation is performed. In this development animation, the second stop symbol candidate "4" is destroyed (Figure 35(b1)), and then a development notification image 604d such as "Development" indicating development after an SP reach is displayed (Figure 35(b2)).
[0242] Thus, in the pre-result display sequence of the SP reach sequence in this embodiment, a teasing sequence is performed using symbols other than the reach symbol and the symbols immediately before and after it as the final stopping symbols. Therefore, regardless of the outcome of the teasing sequence, the player will not mistakenly believe that they have won the jackpot, thus preventing unnecessary disappointment for the player.
[0243] In this embodiment as well, similar to the fourth embodiment, an explanatory display indicating that the game will proceed to the next reach animation if a specific result display such as "destroy 4 will lead to development" appears may be displayed in parallel with the hype animation image 603d.
[0244] Figure 36 illustrates a sixth embodiment of the present invention, showing an example in which the fourth embodiment is partially modified to perform an effect that does not suggest that the symbols will become a jackpot effect (specific effect) in the pre-result display effect of the pre-SP reach effect, which is an example of a non-winning reach effect, by not using the success (win) effect result among multiple types of effect results including success (win) and failure (loss).
[0245] Figure 36 corresponds to Figure 31 of the fourth embodiment. In the SP reach pre-performance of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 36(a1)→(a2)), the reach performance image 602e changes to the build-up performance image 603e. In the example of Figures 36(a2)~(a3), the build-up performance image 603e depicts a kappa (ally) that has been defeated by a monster (enemy) trying to stand up again.
[0246] When the build-up period ends, the build-up animation image 603e becomes static (Figure 36(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 603e.
[0247] In the losing result display, a losing result animation is performed first. In this losing result animation, the fallen kappa is unable to stand up and loses (fails) (Figure 36(c1)), and consequently the middle symbol stops at "6", which is different from the winning symbol (in this case, "7") (Figure 36(c2)). After that, the background returns to normal (Figure 36(c3)) and then the screen returns to normal display (Figure 36(c4)).
[0248] Furthermore, a development animation is performed when displaying the development result. In this development animation, the kappa stands up again (Figure 36(b1)), and then a development notification image 604e such as "Development" indicating development after an SP reach is displayed (Figure 36(b2)). Thus, in this embodiment, the development animation does not mean that the kappa has won the battle against the monster just because it stands up, so players will not mistakenly think that they have won the jackpot, and it is possible to prevent players from feeling unnecessarily disappointed.
[0249] In this embodiment as well, similar to the fourth embodiment, an explanatory display indicating that the game will proceed to the next reach animation if a specific result display such as "If it can stand up, it will progress" appears may be displayed in parallel with the hype animation image 603e.
[0250] Figure 37 illustrates a seventh embodiment of the present invention, which is a partial modification of the fourth embodiment. In the display of the result of the pre-SP reach performance, which is an example of a non-winning reach performance, the LEDs are illuminated with a light pattern other than the specific light pattern (rainbow light pattern) used in the display of the jackpot result in other reach performances. This configuration ensures that the performance does not suggest that the symbols will be in a jackpot performance mode (specific mode).
[0251] Figure 37 corresponds to Figure 31 of the fourth embodiment. In the pre-SP reach animation of this embodiment, when the build-up period at the end of the reach video display period begins (Figure 37(a1)→(a2)), the reach animation image 602f changes to the build-up animation image 603f. In the example of Figures 37(a2)~(a3), the build-up animation image 603f shows a monster (enemy) character being attacked with a cannon. In this embodiment, an explanatory display indicating that the next reach animation will begin when a specific result display such as "defeat the monster" appears is not executed in parallel with the build-up animation image 603f, but such an explanatory display may be displayed as in the fourth embodiment.
[0252] When the build-up period ends, the build-up animation image 603f becomes static (Figure 37(a3)), and this static state is maintained throughout the subsequent build-up period. Then, when the build-up period ends and the result display period begins, either the development result display or the failure result display starts, continuing from the previously paused build-up animation image 603f.
[0253] In the losing result display, a losing result animation is performed first. In this losing result animation, the attack on the monster fails (Figure 37(c1)), and consequently the middle symbol stops on a "6" which is different from the winning symbol (in this case, "7") (Figure 37(c2)). After that, the background returns to normal (Figure 37(c3)) and then the screen returns to normal display (Figure 37(c4)).
[0254] In the development result display, development effects are performed. In this development effect, a movable body development effect (Figs. 37(b1) to (b3)) is performed. In this movable body development effect, the movable body 531 operates in a predetermined development operation pattern, and the image display means 522 performs an arbitrary image effect corresponding to the operation of the movable body 531 (here, the content that the attack is successful and the monster is defeated), and a development notification image 604f such as "development" indicating the development to the post-SP reach effect is displayed. Also, the LED 571 of the movable body 531 emits light in a predetermined development light emission pattern.
[0255] In the example of Fig. 37, the development operation pattern is configured such that the movable body 531 rapidly descends from the origin position (upper position) to the lower position in front of the image display means 522 (Fig. 37(b1)), stops for a predetermined time, and then returns to the origin position at low speed (Figs. 37(b2), (b3)). Thus, the development operation pattern is substantially the same as the normal jackpot operation pattern (Figs. 33(b1) to (b3)) in terms of the operation content of the movable body 531, but the effect time is different. The difference in this effect time is adjusted, for example, by varying the stop time at the lower position and the moving speed (for example, the return speed to the origin position).
[0256] Also, the content of the effect image displayed on the image display means 522 during the movable body development effect is different from the content of the effect image displayed on the image display means 522 during the normal jackpot movable body effect (Fig. 33). Also, the development light emission pattern is a light emission pattern different from the normal jackpot light emission pattern, that is, the rainbow light emission pattern (specific light emission pattern) (including the case where light emission is not performed).
[0257] Thus, in this embodiment, since the LED 571 of the movable body 531 is configured to emit light in a development light emission pattern different from the normal jackpot light emission pattern (here, the rainbow light emission pattern), even though the movable body 531 is operated in a development operation pattern that is substantially the same as the normal jackpot operation pattern in terms of the operation content in the normal jackpot result effect, the player will not misunderstand this as a jackpot when seeing it, and it is possible to prevent the player from being unnecessarily disappointed.
[0258] FIG. 38 illustrates the eighth embodiment of the present invention. By partially modifying the fourth embodiment, an explanatory display indicating that when a specific result display appears, the process proceeds to the next reach effect is configured to be displayed earlier than the pre-result display (exciting effect, waiting period). An example is shown.
[0259] FIG. 38 corresponds to FIG. 31 of the fourth embodiment. As shown in FIG. 38, in the pre-SP reach display of this embodiment, first, after the reach title 611 is displayed on the image display means 522 (FIG. 38(a1)), an explanatory display 605 such as "If you defeat the monster, you will progress" is largely displayed at approximately the center of the screen for a predetermined time (for example, about 2 seconds) (FIG. 38(a2)). Then, after the explanatory display 605 is reduced and retreats to the peripheral part (for example, the upper part) of the screen (FIG. 38(a3)), the reach effect by the reach effect image 602b by a character or the like proceeds.
[0260] After that, when entering the exciting period at the end of the reach video display period (FIG. 38(a4)), with the explanatory display 605 continuously displayed, the reach effect image 602b until then changes to the exciting effect image 603b. In the example of FIGS. 38(a4)-(a5), similar to the case of FIG. 31, the exciting effect image 603b shows the content of attacking a monster (enemy) character with a cannon.
[0261] When the exciting period ends, at that time, the exciting effect image 603b becomes stationary (FIG. 38(a5)), and during the subsequent waiting period, the stationary state of the exciting effect image 603b is maintained. Note that the display of the explanatory display 605 also continues during this waiting period. Since the display during the result display period after the waiting period ends is the same as that of the fourth embodiment (FIG. 31), the explanation is omitted here.
[0262] As described above, the explanatory display indicating that when a specific result display appears, the process proceeds to the next reach effect may be configured to be displayed not only during the pre-result display (exciting effect, waiting period) but also earlier than that.
[0263] Figure 39 illustrates a ninth embodiment of the present invention, showing an example in which the fourth embodiment is partially modified to form an operation target image during the operation validity indication performance, and the operation validity period starts after a predetermined time has elapsed from the completion of the formation of the operation target image.
[0264] Figure 39 corresponds to Figures 32 and 33 of the fourth embodiment. As shown in Figure 39, in the SP reach post-performance of this embodiment, an operation valid indication performance is started at the end of the reach video display period. In the operation valid indication performance of this embodiment, the performance period (4s) consists of a button formation period (3s) and a post-button formation waiting period (1s) that follows the button formation period. The button formation period is the period for forming the operation target image 606 that indicates the performance button 514. As shown in Figures 39(a2) to (a4), for example, the transparency of the operation target image 606 on the screen gradually decreases from 100% and becomes clearer, and at the end of the button formation period, the transparency reaches 0% and the operation target image 606 is completed (Figure 39(a4)). However, this button formation process is arbitrary. The post-button formation waiting period is the waiting time from the completion of the formation of the operation target image 606 until the operation valid period begins, and the display state of the operation target image 606 at the time of formation completion is maintained.
[0265] Furthermore, a gauge formation waiting period (0.5s) is provided in the latter half of the button formation waiting period. This gauge formation waiting period is a period during which the progress notification image 608, which notifies the progress of the operation valid period, is maintained in a waiting state (for example, when the gauge is stopped at 100%). It starts one hour (0.5s in this case) after the button formation waiting period has started, and the progress notification image 608 is displayed on the screen at the start of this period (Figure 39(a5)).
[0266] The waiting period after gauge formation (and the waiting period after button formation) ends after 2 hours (here, 0.5 s) have elapsed since the start of the waiting period after gauge formation, and the operation valid period starts. When the operation valid period starts, an operation mode notification image 607 composed of characters "PUSH!" and an arrow image, etc. for notifying the operation mode is displayed (Fig. 39(a6)), and the gauge change of the progress status notification image 608 starts (Figs. 39(a6) to (a7)).
[0267] As described above, in this embodiment, the operation valid period starts after a predetermined time has elapsed since the completion of the formation of the operation target image 606 during the operation valid suggestion effect. Moreover, the progress status notification image 608 is displayed in a state of waiting to start after 1 hour (0.5 s) has elapsed since the completion of the formation of the operation target image 606, and the operation valid period starts after 2 hours (0.5 s) have elapsed since the start of the display of the progress status notification image 608. Therefore, even if the operation valid time is shortened to suppress the sense of incongruity of the effect due to subsequent time adjustment, it is possible to more reliably prevent the loss of the player's operation opportunity due to this.
[0268] Fig. 40 illustrates the 10th embodiment of the present invention, in which a part of the 4th embodiment is modified, and an example is shown in which the effect time of the operation valid suggestion effect in the strong reach effect (here, the effect after SP reach) is made longer than the effect time of the operation valid suggestion effect in the weak reach effect (here, the S reach effect). As described above, the strong reach effect is a reach effect with a higher degree of expectation in a specific mode than the weak reach effect.
[0269] Figure 40(b) is a time chart regarding the operation effectiveness suggestion effect and the operation effective period in the post-SP reach effect (an example of a strong reach effect) of this embodiment, which is the same as that of the fourth embodiment (Fig. 32). Fig. 40(a) is a time chart regarding the operation effectiveness suggestion effect and the operation effective period in the S reach effect (an example of a weak reach effect) of this embodiment. In the fourth embodiment (Fig. 30), the pre-result display effect of the S reach effect was not a button effect, but in the S reach effect of this embodiment (Fig. 40(a)), a button effect is executed in the same manner as the post-SP reach effect, and an operation effectiveness suggestion effect and an operation effective period are provided before the result display period.
[0270] As is clear from Figs. 40(a) and (b), in this embodiment, the effect time of the operation effectiveness suggestion effect in the post-SP reach effect (strong reach effect) (here, 4 s) is longer than the effect time of the operation effectiveness suggestion effect in the S reach effect (weak reach effect) (here, 2 s). Also, the operation effective time from the start to the end of the operation effective period is the same for both the S reach effect and the post-SP reach effect (both 3 s), and the effect time of the pre-result display effect combining the operation effectiveness suggestion effect and the operation effective period is longer for the post-SP reach effect (strong reach effect) than for the S reach effect (weak reach effect). Note that the effect time of the operation effectiveness suggestion effect in the post-SP reach effect (4 s) is longer than the operation effective time (3 s), whereas the effect time of the operation effectiveness suggestion effect in the S reach effect (2 s) is shorter than the operation effective time (3 s).
[0271] As described above, in this embodiment, regarding the post-SP reach effect (strong reach effect), similar to the fourth embodiment, in order to suppress the sense of incongruity of the effect due to subsequent time adjustment, the operation effective time (here, 3 s) is made as short as possible, and in order to surely prevent the loss of the player's operation opportunity, an operation effectiveness suggestion effect (here, 4 s) longer than the operation effective time (3 s) is executed immediately before the operation effective period. However, regarding the S reach effect (weak reach effect), in order to prioritize enhancing the effect of the reach effect over the loss of the player's operation opportunity, the operation effectiveness suggestion effect (here, 2 s) is made shorter than the operation effective time (here, 3 s).
[0272] FIG. 41 illustrates the 11th embodiment of the present invention. By partially modifying the 4th embodiment, a development preview effect that can execute a development preview effect indicating that it will develop (or is highly likely to develop) to the next reach effect before the result display effect is enabled, and the content of the result display effect before is made different according to whether the development preview effect appears or not.
[0273] FIG. 41 corresponds to FIG. 30 of the 4th embodiment, and shows the content of the result display effect before in the S-reach effect when a development preview effect indicating that it will develop (or is highly likely to develop) to the SP-reach post-effect (the next reach effect after the next reach effect) is executed during the normal variation in the symbol variation (before reaching the reach state). It is assumed that the content of the result display effect before in the S-reach effect when the development preview effect is not executed is the same as that in the 4th embodiment (FIG. 30).
[0274] In the example of FIG. 41, during the normal variation in the symbol variation, a preview image 612 indicating a blue signal is displayed on the screen (development preview effect). This preview image 612 indicating a blue signal shows that it will develop to the SP-reach post-effect (a predetermined reach effect) in the symbol variation, and when this preview image 612 is displayed, it will develop to the SP-reach post-effect with a 100% probability thereafter.
[0275] <0, And when this preview image 612 is displayed, in the reach effect until reaching the SP-reach post-effect, different from the case where the preview image 612 is not displayed (FIG. 30), a result display effect before with content assuming development is executed. That is, the exciting effect images 603g shown in FIGS. 41(a3) to (a4) are such that a character sets a bomb and ignites it for both the first stop symbol candidate (here, "7") that constitutes the big win effect mode (i.e., the same as the reach symbol) and the second stop symbol candidate (here, "6") that constitutes the losing effect mode (i.e., different from the reach symbol).
[0276] When the fanning period ends, at that point, the fanning effect image 603g becomes stationary (Fig. 41(a4)), and during the subsequent waiting period, the stationary state of the fanning effect image 603g is maintained. Then, when the waiting period ends and the result display period begins, the development result display starts in a form that continues from the fanning effect image 603g which had been paused. In this development effect, both of the first and second stop symbol candidates, "7" and "6", are simultaneously exploded (Fig. 41(b1)), and then a development notification image 604a such as "Development" indicating the development to SP reach is displayed (Fig. 41(b2)). Note that the content of the development result display may be the same as when the preview image 612 is not displayed (Fig. 30) (i.e., using common effect data).
[0277] As described above, by varying the content of the pre-result display according to whether a development preview effect indicating development up to a predetermined (next) reach effect appears or not, it becomes possible to execute a more appropriate pre-result display according to whether it is clear that development up to a predetermined reach effect occurs or not.
[0278] As described above, the embodiments of the present invention have been described in detail, but the present invention is not limited to the above embodiments, and various modifications are possible without departing from the spirit of the present invention. For example, although the first to third embodiments and the fourth to eleventh embodiments are embodied as completely different gaming machines, it is needless to say that they can be embodied as the same gaming machine by appropriately combining the former and the latter. For example, it is possible to configure the gaming machine according to the first to third embodiments to execute the same effects as the gaming machine according to the fourth to eleventh embodiments. In that case, the board movable body 67a shown in Fig. 5 may be changed to the same configuration as the movable body 531 decorated with the "Kappa legend" shown in Fig. 26, and the two gaming machines may be appropriately adapted according to their differences.
[0279] In the first to third embodiments, the opening angle of the front frame 3 is configured to increase in the order of the first to fifth open states. However, the present invention is not limited to this. For example, the opening angles may be substantially the same in any two or more of the first to fifth open states, or the order of the first to fifth open states and the order of the corresponding opening angles may not match, such as the opening angle in the first open state being larger than the opening angle in the second open state.
[0280] In the first to third embodiments, an example is shown in which in all of the first to fifth open states, the opening angle of the front frame 3 is an acute angle (hereinafter referred to as the first condition) and the protruding portion is located inside the first hinge 4 (and the outer frame 2) in the left-right direction (hereinafter referred to as the second condition). However, for at least one of the first to fifth open states, it may be configured to satisfy only one of the first condition and the second condition and not satisfy the other.
[0281] When providing operating means other than the above-described RAM clear switch 107, power switch 128, error release button 142, etc. (hereinafter referred to as other operating means) on the back side of the front frame 3, or when providing display means other than the error display means 141, etc. (hereinafter referred to as other display means), for those operating means and display means as well, they are arranged at positions near the left-right opening / closing ends in the front frame 3, for example, near the opening / closing ends. When the front frame 3 is opened to a predetermined open state with respect to the outer frame 2, those operating means and display means are visible from between the outer frame 2 and the front frame 3 by being located in front of the front edge of the outer frame 2, and the operating means can be operated. At that time, it is desirable to configure the protruding portion to be located inside the first hinge 4 (and the outer frame 2) in the left-right direction.
[0282] Other operating methods include a setting key switch (setting operation means) for operating when the setting value corresponding to the jackpot probability can be set to one of several levels (for example, six levels from setting 1 to setting 6). This setting key switch is provided on the main control board 101, etc., along with the RAM clear switch 107, and can be switched ON / OFF from the outside of the main control board case 102 by inserting, for example, a dedicated setting key into the keyhole and rotating it. When the power switch 128 is switched from OFF to ON with the setting key switch ON and the RAM clear switch 107 ON, a setting value setting period is provided in the startup process during which the setting value can be set. During this setting value setting period, the setting value is changed sequentially by operating the RAM clear switch 107, and then the changed setting value is finalized when the setting key switch is switched OFF.
[0283] Other possible display means include specific information display means (for example, a base monitor that displays a base value) that displays specific information obtained based on game performance, and setting information display means that displays information related to the setting values mentioned above. These specific information display means and setting information display means are arranged on the main control board 101 in a manner that makes them visible from the outside of the main control board case 102. The specific information display means and the setting information display means may be configured using a common display means.
[0284] In the first to third embodiments, the connection portion of the power harness 129 to the power board 123 is located near the power switch 128, but the connection portion of the power harness 129 may be located at a position away from the power switch 128. Furthermore, the location of the connection portion of the power harness 129 is not limited to the opening / closing end side of the front frame 3 on the power board 123, but may also be located near the lower edge side of the power board 123, or on the hinge end side of the front frame 3 on the power board 123. In this case, the first wiring path 131a can be shortened or become unnecessary.
[0285] In addition, in the first to third embodiments, an example in which the RAM clear switch 107 is provided on the main control board 101 has been shown. However, the present invention is not limited to this, and it may be provided on other boards or the like, for example, on the payout emission control board 125. In this case, the RAM clear switch provided on the payout emission control board 125 may also be used as an error release button.
[0286] As a modification of the sixth embodiment (FIG. 36), a battle-type effect may be performed in the pre-result display effect of the non-winning reach effect, and the effect may be configured to be either a draw or a loss effect. In the case of a draw, the effect may be configured to develop into the next reach effect, thereby performing an effect that does not remind the user that the symbol becomes a big win effect mode (specific mode).
[0287] In the ninth embodiment (FIG. 39), an example in which the progress notification image 608 is displayed after 1 hour (0.5 s) has elapsed since the completion of the formation of the operation target image 606 (the end of the button formation period) has been shown. However, the progress notification image 608 may be displayed substantially simultaneously with the completion of the formation of the operation target image 606, and during the subsequent waiting period after the button formation, the progress notification image 608 may be displayed in a waiting state for start.
[0288] In the tenth embodiment (FIG. 40), an example in which the effect time of the operation valid suggestion effect is set to be longer than the operation valid time in the case of a strong reach effect and shorter than the operation valid time in the case of a weak reach effect has been shown. However, the effect time of the operation valid suggestion effect and the operation valid time may be set to be substantially the same in either the case of a weak reach effect or a strong reach effect.
[0289] In the eleventh embodiment (FIG. 41), an example in which the excitement and the pre-result display effect of building up are also executed when the development notice effect appears has been shown. However, when the development notice effect appears, the development result display may be performed without executing the excitement and the pre-result display effect of building up. In addition, in the eleventh embodiment (FIG. 41), the development notice effect is configured to be executed during normal variation. However, the development notice effect may be configured to be executed after a reach (for example, during an N-reach effect).
[0290] In the 11th embodiment (FIG. 41), an example of executing a development notice effect during the symbol variation has been shown. However, the development notice effect may be executed as a prediction effect before the start of the symbol variation (target variation). This prediction effect may be either the above-described continuous prediction effect or the prediction hold change effect. When the continuous prediction effect is used as the development notice effect, it is conceivable to use a background image of "snow" in a plurality of effect symbol variations until the target variation, on the condition that a prediction determination result indicating that the target variation will be a SP reach variation pattern is obtained. When the prediction hold change effect is used as the development notice effect, it is conceivable to use a hold display image corresponding to the target variation as a specific image such as "● (red circle)" on the condition that a prediction determination result indicating that the target variation will be a SP reach variation pattern is obtained.
[0291] The 5th to 11th embodiments are each a partial modification of the 4th embodiment, but two or more of the 5th to 11th embodiments may be appropriately combined. Also, two or more of the 1st to 11th embodiments may be appropriately combined.
[0292] The embodiments have shown examples of applying the present invention to a pachinko machine, but the present invention can be similarly implemented in various gaming machines such as slot machines, arrangement ball machines, and mahjong ball gaming machines.
Explanation of Signs
[0293] 2 Outer frame 3 Front frame 4 First hinge (hinge portion) 5 Locking means 5a Keyhole 39 Launch handle 107 RAM clear switch (RAM clear operation unit) 128 Power switch (power operation unit) 538 Effect symbol display means (symbol display means) 542 Effect control board (effect control means) 564a Big win determination means (lottery means)
Claims
[Claim 1] A lottery method for determining whether or not to grant a benefit to the player, A symbol display means that displays symbols in a variable manner based on the lottery result by the lottery means, and stops the symbols in a specific manner when the prize is to be awarded, A performance control means that causes the performance related to the lottery result to be executed according to one of several types of variation patterns, along with the variation display by the symbol display means, An outer frame that can be fixed to the gaming island equipment, A front frame positioned in front of the outer frame with its rear end inserted into the outer frame, An error clearing operation unit is located on the rear side of the front frame, The front frame is equipped with a launch handle and a performance control means that are positioned on the front side of the frame so that the player can operate them, The aforementioned multiple types of variation patterns include a reach variation pattern that displays the result in a reach animation performed after the symbols enter a reach state, The front frame is mounted to the outer frame in a manner that allows it to rotate around a hinge at one end in the left-right direction, and when the rotation angle with respect to the outer frame is 0°, it can be locked to the outer frame by a locking means having a keyhole near the opening / closing end, which is the other end of the front frame in the left-right direction. The front frame has a projection on which the performance control means is arranged and which protrudes forward of the launch handle, When the specific error clearing conditions, including the operation of the error clearing operation unit, are met, the specific error state can be cleared. In gaming machines, In the aforementioned reach variation pattern, when the reach performance is a specific reach performance, an operation validity period is provided during the specific reach performance, and the result display is started when a predetermined operation means is operated during the operation validity period and the performance execution conditions are met. In the aforementioned reach variation patterns, in the reach winning variation pattern corresponding to the winning variation in which the symbols are in the aforementioned specific form, any of several types of result displays in the specific reach performance can be executed, including a revival winning result display and a normal winning result display. In the aforementioned revival win result display and normal win result display, it is possible to execute a movable body effect that involves the movement of a movable body. The aforementioned revival win result display is configured to first execute a losing result animation, then switch the special background back to the normal background, display the normal screen, and then execute the revival win result animation to conclude. The aforementioned normal win result display is configured to terminate by executing the normal win result display without executing the aforementioned loss result display, the aforementioned background restoration display, and the aforementioned normal screen display. The aforementioned losing result display in the aforementioned revival win result display ends by displaying a losing result indicating that the symbols do not form the aforementioned specific configuration. The normal win result display in the normal win result display ends by executing a win display indicating that the symbols are in the specific configuration. In the aforementioned specific reach performance, time adjustments are made so as not to change the end time of the result display even if the start time of the result display changes according to the timing of the operation, in the case of the revival win result display, before the movable body performance and the background return performance and after the execution of the loss display in the loss result performance, and in the case of the normal win result display, after the movable body performance and after the execution of the win display in the normal win result performance. The amount of forward protrusion of the aforementioned protrusion gradually decreases from the central part in the left-right direction towards the hinge part. When the front frame is opened to a predetermined open state relative to the outer frame, the error release operation unit becomes operable from between the outer frame and the front frame. In the predetermined open state, the error release operation unit is located in front of the front edge of the outer frame, and the entire protruding portion is located inward in the left-right direction from the hinge portion. A gaming machine characterized by the following features.