Gaming machine
The gaming machine enhances production effects by using a unified sound effect for display mode changes, improving player engagement through consistent sound and display enhancements.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2022-03-16
- Publication Date
- 2026-06-02
AI Technical Summary
Existing gaming machines lack effective means to enhance production effects, particularly in terms of sound and display changes during gameplay, which can enhance player engagement and excitement.
A gaming machine that includes a storage means for lottery information, a lottery means for conducting lotteries, a display means for displaying images, and a sound output means for producing consistent sound effects during display mode changes, simplifying sound processing by using a single sound effect file regardless of the number of displays changing.
The solution improves the production effect by ensuring consistent and easily recognizable sound effects during display mode changes, simplifying sound processing and enhancing player engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, when a game ball enters a start port or the like, hold information is stored in a storage means, and when a start condition is satisfied, a lottery is conducted to read out the hold information stored in the storage means and determine the winning or losing, and based on the result of the lottery, a special game such as opening a big winning port can be executed. As this type of gaming machine, there is known one that performs an effect such as suggesting the degree of expectation of winning based on the display mode of the hold display or changing the display mode of the hold display based on the satisfaction of a predetermined condition (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in a gaming machine, it is required to improve the production effect.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving the production effect.
Means for Solving the Problems
[0006] In order to achieve the above object, the gaming machine of the present invention includes a storage means capable of storing a plurality of lottery information acquired based on the satisfaction of a predetermined condition, a lottery means for conducting a lottery based on the lottery information, a display means for displaying an image, A sound output means that outputs sound, A performance control means for controlling the execution of the performance, It includes a means for storing performance data related to performance, The aforementioned performance control means is The display means displays a corresponding display for each of the lottery information stored in the storage means. In a corresponding display change effect that changes the display mode of multiple corresponding displays, when the display mode of multiple corresponding displays changes, a specific effect sound related to the change is output to the sound output means by playing back one data stored in the effect data storage means only once. The aforementioned specific sound effect is characterized in that it remains the same regardless of the number of corresponding displays whose display mode changes.
[0007] According to the present invention, the sound effect associated with changes in the display mode of corresponding displays remains the same regardless of the number of corresponding displays whose display mode changes. This simplifies the sound structure and makes the sound easier to hear. Furthermore, since only one data file for the sound effect needs to be prepared and played back once regardless of the number of corresponding displays whose display mode changes, the processing involved in playing back the sound effect can be simplified. [Effects of the Invention]
[0008] According to the present invention, the effect of the performance can be improved. [Brief explanation of the drawing]
[0009] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention, illustrating its external configuration. [Figure 2] This is a front view showing the external configuration of the game board. [Figure 3] This is a front view showing the external configuration of the status display unit. [Figure 4] This is a block diagram showing the general configuration of a gaming machine. [Figure 5] This is a state transition diagram of the game state. [Figure 6] It is a diagram for explaining the display of the same, performance symbols, and hold symbols. [Figure 7] It is a diagram for explaining the simultaneous hold change performance. [Figure 8] It is a diagram for explaining the simultaneous hold change performance. [Figure 9] It shows an example of a gaming machine according to the second embodiment of the present invention, and is an exploded perspective view of the ball return prevention mechanism. [Figure 10] It is a front view of the ball return prevention mechanism when the ball return prevention member is in the closed state. [Figure 11] It is a front view of the ball return prevention mechanism when the ball return prevention member is in the open state. [Figure 12] It is a diagram showing a state where a game ball that has entered the game area is trying to return to the boundary area when the ball return prevention member is in a state between the closed state and the open state. [Figure 13] It is an enlarged view of the area surrounded by the dotted line shown in FIG. 12. [Figure 14] It is an enlarged view of the area surrounded by the dotted line shown in FIG. 12. [Figure 15] It is a diagram showing a state where a game ball that has returned from the game area to the boundary area collides with the ball return prevention member.
Mode for Carrying Out the Invention
[0010] (First Embodiment) Hereinafter, the first embodiment of the present invention will be described with reference to the drawings. In the following description, basically, "front and rear" means that when a player is on the front side of the gaming machine, the player side is "front" and the gaming machine side is "rear", "up and down" means that the upper surface side of the gaming machine is "up" and the lower surface side is "down", "left and right" means that the left hand side of the player playing on the gaming machine is "left", and the right hand side is "right".
[0011] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to the present embodiment. The gaming machine according to the present embodiment is configured to play a game using game balls (game media: game values) rented from a game arcade, and includes an outer frame 2 forming the outer surface of the gaming machine, a game board 6 provided inside the gaming machine and forming a game area 4 through which the game balls move, an inner frame 7 holding the game board 6, a glass unit 8 that makes the game board 6 visible but non-contactable by the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. Further, the front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. Then, the inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) closing the opening of the outer frame 2 and an open position (open state) opening the opening of the outer frame 2.
[0012] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material, a plurality of front frame lamps 12 that output illumination light for enlivening the game are provided. Further, speakers 14 (acoustic devices) that output sound effects for enlivening the game are provided on the upper left and right and lower left and right of the upper part of the front frame 10.
[0013] An upper tray 16 for storing game balls is provided at the center of the lower part of the front frame 10, and a payout port 18 for paying out game balls from the gaming machine to the player is provided at the left part of the inner side surface of the upper tray 16. Further, a grip unit 20 is provided on the lower right side of the front frame 10. When the player rotates the grip unit 20 clockwise toward the gaming machine, a launching device (not shown) provided inside the gaming machine operates, and game balls are launched into the game area 4. The launching device according to the present embodiment can launch 99 game balls per minute (1.65 game balls per second).
[0014] A supply port 22 for supplying game balls from the upper tray 16 to the launching device is provided on the right side of the inner side of the upper tray 16. Below the upper tray 16, a lower tray 24 is provided for storing excess game balls when the upper tray 16 can no longer hold them all.
[0015] Furthermore, a performance button 26 (performance control means) is provided on the front edge of the upper tray 16, and when the player operates the performance button 26, the performance displayed on the game machine changes.
[0016] Figure 2 is a front view showing the external configuration of the game board 6 shown in Figure 1. As shown in Figure 2, the game board 6 is provided with a circular outer rail 28, and the area enclosed by the outer rail 28 is the game area 4 on which the game balls move. In addition, an inner rail 30 is provided in an arc shape along the outer rail 28 at the left end of the game area 4, and the outer rail 28 and inner rail 30 guide the game balls launched from a launching device (not shown) located below the game board 6 into the game area 4.
[0017] In the center of the game board 6, there is a performance unit 36 which includes a liquid crystal display 32 (performance display means) that displays performance images and the like to enhance the game, and a display frame 34 formed to surround the liquid crystal display 32. The display frame 34 is equipped with a display frame lamp 38 that outputs performance lights and the like to enhance the game, located above the center of the liquid crystal display 32.
[0018] In this embodiment, the game balls are prevented from passing in front of the liquid crystal display 32, and the game balls launched from the launching device fall through the game area 4. In addition, numerous game pins (not shown) are driven into the game area 4, intersecting the surface of the game board 6, so that the direction of movement of the game balls as they move through the game area 4 changes randomly.
[0019] A sorting device 400 is provided below the liquid crystal display 32. The sorting device 400 has an inlet 401, a first outlet 402, and a second outlet 403. Game balls falling through the game area 4 can enter the sorting device 400 from the inlet 401. The sorting device 400 sorts the game balls so that those entering from the inlet 401 are discharged from either the first outlet 402 or the second outlet 403.
[0020] Below the first exit 402, a first start port 45 is provided. Game balls discharged from the first exit 402 of the distribution device 400 enter the first start port 45. A first start port switch 100 (see Figure 4) is installed inside the first start port 45 to detect game balls that have entered the first start port 45. When the first start port switch 100 detects a game ball (a game ball entering the first start port 45), it outputs a detection signal to the main control board 200. The main control board 200 then executes the first special symbol lottery as a special symbol lottery based on the detection signal input from the first start port switch 100. The main control board 200 also causes the payout device 130 to dispense prize balls based on the detection signal input from the first start port switch 100. Game balls that have entered the first start port 45 are collected inside the game machine.
[0021] Below the second exit 403, a second start port 46 is provided. Game balls discharged from the second exit 403 of the distribution device 400 enter the second start port 46. A second start port switch 103 (see Figure 4) is installed inside the second start port 46 to detect game balls that have entered the second start port 46. When the second start port switch 103 detects a game ball (a game ball entering the second start port 46), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery as a special symbol lottery based on the detection signal input from the second start port switch 103. The main control board 200 also causes the payout device 130 to dispense prize balls based on the detection signal input from the second start port switch 103. Game balls that have entered the second start port 46 are collected inside the game machine.
[0022] In this embodiment, the sorting device 400 is configured to alternately discharge game balls from the first outlet 402 and the second outlet 403. That is, game balls that enter the sorting device 400 are alternately (in a predetermined order) sorted into the first start port 45 and the second start port 46.
[0023] Furthermore, the game area 4 is provided with multiple (2) general prize slots 47. The game board 6 is also equipped with a general prize slot switch 101 (see Figure 4) that detects game balls that have entered the general prize slots 47. When the general prize slot switch 101 detects a game ball (a game ball entering the general prize slot 47), it outputs a detection signal to the main control board 200. The main control board 200 then causes the payout device 130 to perform a prize ball payout operation based on the detection signal input from the general prize slot switch 101. Note that one general prize slot switch 101 may be provided for each of the multiple general prize slots 47, or one may be provided for multiple (for example, 2) general prize slots 47.
[0024] Furthermore, the game area 4 is provided with a passage gate 48 through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 4) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 200. The main control board 200 then performs a regular symbol lottery to determine whether a regular win has occurred based on the input of the detection signal from the gate switch 102.
[0025] Furthermore, a third start port 49 is provided below the passage gate 48 in the game area 4. Inside the third start port 49 is a third start port switch 107 (see Figure 4) that detects game balls that have entered the third start port 49. When the third start port switch 107 detects a game ball (a game ball entering the third start port 49), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery as a special symbol lottery based on the input of the detection signal from the third start port switch 107. The main control board 200 also causes the payout device 130 to dispense prize balls based on the input of the detection signal from the third start port switch 107. Game balls that have entered the third start port 49 are collected inside the game machine.
[0026] The third starting opening 49 is provided with a standard mechanism 54 (auxiliary means) that can operate between a reduced state (a state in which entry is not assisted) and an enlarged state (a state in which entry is assisted) that makes it difficult for game balls to enter the third starting opening 49. The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.
[0027] Furthermore, a large prize opening 50 is provided in the game area 4. Inside the large prize opening 50, a count switch 104 (see Figure 4) is installed to detect game balls that have entered the large prize opening 50. When the count switch 104 detects a game ball (a game ball entering the large prize opening 50), it outputs a detection signal to the main control board 200. The main control board 200 then causes the payout device 130 to perform a prize ball payout operation based on the detection signal input from the count switch 104. The main control board 200 also counts the number of game balls that have entered the large prize opening 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize opening 50 are then collected inside the game machine.
[0028] The large prize opening 50 is equipped with a special mechanism 56 that can operate between a closed state (second state, entry prohibited state) in which game balls cannot enter the large prize opening 50 and an open state (first state, entry permitted state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state that starts when a jackpot is won in the special symbol lottery (first special symbol lottery or second special symbol lottery).
[0029] Furthermore, at the bottom of the game area 4, there is an outlet 62 that collects game balls that fall out of the game area 4 without entering any of the prize winning openings 45, 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning openings 45, 46, 47, 49, or 50 or by passing through the outlet 62. Specifically, game balls that enter each of the prize-winning slots 45, 46, 47, 49, and 50 are detected by switches 100, 101, 103, 104, and 107 located within the prize-winning slots, and then guided to the discharge path. Game balls recovered from the out-out slot 62 are also guided to the discharge path. An out-switch 106 (see Figure 4) is located in the discharge path. When the out-switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out-switch 106.
[0030] The game ball launching device is configured such that the launching force of the game ball changes by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls into the game area 4 on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls into the game area 4 on the right side of the liquid crystal display 32.
[0031] A status indicator unit 70 is provided in the lower right part of the game board 6, outside the game area 4, which indicates various states of the game machine by turning on and off lamps or the like.
[0032] Figure 3 is a front view showing the external configuration of the status display unit 70. As shown in Figure 3, the status display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 80, a second special hold display unit 82, and a game status display unit 84.
[0033] The regular symbol display unit 72 is composed of two lamps. When a regular symbol lottery is held, the two lamps flash to display a changing regular symbol, and the two lamps light up or turn off to display a stopped regular symbol, thereby displaying the result of the regular symbol lottery.
[0034] The normal hold display unit 74 consists of two lamps and displays the normal hold number corresponding to the number of normal hold numbers that are held, when a normal symbol is already being displayed in a variable or stopped state when a game ball passes through the passage gate 48, or when a normal symbol lottery cannot be performed even if a random value for normal symbol lottery is acquired. The normal hold number is displayed by a combination of lighting, extinguishing, or flashing the two lamps.
[0035] The first special symbol display unit 76 is composed of a 7-segment display. When a game ball enters the first start opening 45 and the first special symbol lottery is performed, the 7-segment display flashes to display the first special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the first special symbol in a stationary state, thereby displaying the result of the first special symbol lottery.
[0036] The first special reserve display unit 78 consists of two lamps and displays the number of first special reserves corresponding to the number of first special random values that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the first start opening 45, and even if a random value for special symbol lottery (lottery information) is acquired, a special symbol lottery cannot be performed. The first special reserve display unit 78 displays 0 to 4 first special reserves by combining the lighting, extinguishing, or flashing of the two lamps.
[0037] The second special symbol display unit 80 is composed of a 7-segment display. When a game ball enters the second start port 46 or the third start port 49 and a second special symbol lottery is held, the 7-segment display flashes to display the second special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the second special symbol in a stationary state, thereby displaying the result of the second special symbol lottery.
[0038] The second special reserve display unit 82 consists of two lamps and displays the number of second special reserves corresponding to the number of second special reserves that are being held in reserve when a game ball enters the second start port 46 or the third start port 49 and the first special symbol or the second special symbol is already being displayed in a variable or stopped state, or when a random value for special symbol lottery cannot be obtained but a special symbol lottery cannot be performed. The second special reserve display unit 82 displays 0 to 4 second special reserves by a combination of lighting, extinguishing, or flashing the two lamps.
[0039] The game state display unit 84 is composed of six lamps, and the type of game state currently set is displayed by the combination of lighting, extinguishing, or flashing the six lamps. In this embodiment, four types of game states can be set: a normal state (low probability state), a probability variation state (high probability state / special state) in which the probability of winning a jackpot is set higher than in the normal state, a special game state that starts when a jackpot is won in the special symbol lottery, and a time-saving state (special state) in which the variation time of the first special symbol or the second special symbol is shortened, making the opportunity to execute the special symbol lottery more frequent. The game state is displayed by the combination of lighting, extinguishing, or flashing the six lamps.
[0040] Figure 4 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board that includes a main control board 200 (main control means) and a sub-control board 202 (sub-control means). The functions of each board, such as the main control board 200 and the sub-control board 202, are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in the ROM, etc.
[0041] The main control board 200 controls the progress of the game. The main control board 200 receives input signals from input means such as the first start gate switch 100, the general prize gate switch 101, the gate switch 102, the second start gate switch 103, the count switch 104, the out switch 106, or the third start gate switch 107, performs various calculations to execute the game, and controls the operation of output means such as the status display unit 70, the regular prize 54, the special prize 56, or the payout device 130 based on the calculation results.
[0042] The sub-control board 202 controls the execution of the effects based on information transmitted from the main control board 200. The sub-control board 202 receives signals from the main control board 200 and input signals from the effects button switch 150 that detect operations on the effects button 26, performs various calculations to execute effects according to the progress of the game, and controls the operation of the effects devices such as the liquid crystal display 32, lamps 12 and 38, speaker 14, and effects drive device based on the calculation results.
[0043] The main control board 200 is composed of a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal bonus item control means 224, a special symbol lottery means 230, a special display control means 240, a game state transition control means 250, a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0044] The random number generation means 210 is a means for generating random numbers for the lottery, and is implemented by a random number generator that generates hardware random numbers or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0045] The normal symbol lottery means 220, based on the detection signal input from the gate switch 102 which detects each game ball passing through the passage gate 48, obtains a random value for normal symbol lottery from the random number generation means 210 and stores it in the normal random number storage means 2912 of the main memory 290. It then performs a normal symbol lottery to determine whether a normal win has occurred based on the random value for normal symbol lottery read from the normal random number storage means 2912. Specifically, the normal symbol lottery means 220 performs normal win determination processing as part of the normal symbol lottery.
[0046] The normal win determination process is the process of determining whether a normal win has occurred. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which of the multiple normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each normal symbol lottery table has either a normal win or a loss associated with each of the 100 normal symbol lottery random values from 0 to 99. The normal symbol lottery means 220 then refers to the selected normal symbol lottery table and determines whether one of the normal symbol lottery random values read from the normal random number storage means 2912 is associated with a normal win, thereby determining whether a normal win has been achieved. Then, if a regular win is achieved, the regular win winning flag in the flag storage means 2916 of the main memory 290 is set to the ON state, and if it is a loss, the regular win winning flag is set to the OFF state.
[0047] Furthermore, the regular symbol lottery table selected when the game state is either a probability-increasing state or a time-saving state has a higher probability of winning a regular prize compared to the regular symbol lottery table selected when the game state is neither a probability-increasing state nor a time-saving state. In other words, the regular symbol lottery conducted when the game state is either a probability-increasing state or a time-saving state has a higher probability of winning a regular prize compared to the regular symbol lottery conducted when the game state is neither a probability-increasing state nor a time-saving state.
[0048] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the lottery result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0049] In the normal symbol display control process, the normal display control means 222 causes the normal symbols to change and display by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed. In the normal win determination process, depending on whether or not a normal win has been achieved, the normal symbol display unit 72 displays the result of the normal symbol lottery by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbols.
[0050] Specifically, in this embodiment, if the game state at the time of the normal symbol draw is neither a probability variation state nor a time reduction state, the normal symbol variation time is set to 20 seconds. If the game state at the time of the normal symbol draw is a probability variation state or a time reduction state, the normal symbol variation time is set to 1 second. This ensures that the trigger for the normal symbol draw occurs more frequently when the game state is a probability variation state or a time reduction state.
[0051] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the normal hold display unit 74, according to the number of random values for normal symbol lottery stored in the normal random number storage means 2912.
[0052] The ordinary feature control means 224 is a means for controlling the ordinary feature 54 based on the result of the ordinary symbol lottery. When the game state is neither a probability variation state nor a time reduction state, the ordinary feature control means 224 controls the ordinary feature 54 to expand for 0.1 seconds before returning to a reduced state when the ordinary symbol stops and displays in a manner indicating a normal win. Furthermore, when the game state is a probability variation state or a time reduction state, the ordinary feature control means 224 controls the ordinary feature 54 to expand for 20 seconds before returning to a reduced state when the ordinary symbol stops and displays in a manner indicating a normal win.
[0053] Therefore, in the case of a normal win in the normal symbol lottery, if the game state is neither a probability variation state nor a time reduction state, the normal mechanism 54 operates in such a way that the ease with which the game ball enters the third start opening 49 does not increase significantly. However, if the game state is a probability variation state or a time reduction state, the normal mechanism 54 operates in such a way that the ease with which the game ball enters the third start opening 49 increases.
[0054] The special symbol lottery means 230 obtains a random value for special symbol lottery from the random number generation means 210 based on a detection signal input from the first start-up switch 100, which detects each game ball entering the first start-up 45, and stores it as the first special random value in the special random number storage means 2914 of the main memory 290. Furthermore, the special symbol lottery means 230 obtains a random value for special symbol lottery from the random number generation means 210 based on a detection signal input from the second start-up switch 103, which detects each game ball entering the second start-up 46, or from the third start-up switch 107, which detects each game ball entering the third start-up 49, and stores it as the second special random value in the special random number storage means 2914. The special symbol lottery means 230 then uses the first special random number or the second special random number read from the special random number storage means 2914 to perform a special symbol lottery to determine whether or not a jackpot has been won. The special symbol lottery performed using the first special random number is called the first special symbol lottery, and the special symbol lottery performed using the second special random number is called the second special symbol lottery.
[0055] The special random number storage means 2914 is provided with eight special reserve storage areas, special reserve storage area 1 to special reserve storage area 8, as storage areas for storing the acquired first special random number or second special random number. One special reserve storage area is provided as a storage area for storing the first special random number or second special random number read from special reserve storage area 1 and used for the special symbol lottery, until the fluctuation display and stop display of the first special symbol or second special symbol are finished.
[0056] Then, when the special symbol lottery means 230 receives a detection signal from the first start switch 100 and acquires a random value for special symbol lottery, if the first special random value or the second special random value is not stored in any of the special hold memory areas 1 to 8, it first stores the acquired random value for special symbol lottery as the first special random value in special hold memory area 1. Then, when the first special random value is stored in special hold memory area 1, if the first special symbol or the second special symbol is not being displayed in a fluctuating or stopped state (i.e., the first special random value or the second special random value is not stored in the special hold memory area), and the game state is not a special game state, it immediately reads the first special random value from special hold memory area 1 to perform a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the special hold memory area. On the other hand, if the first special symbol or the second special symbol is in a variable display state or stopped display state (i.e., the first special random value or the second special random value is stored in the special reserve memory area), or if the game state is a special game state, the first special random value is reserved in the special reserve memory area 1.
[0057] Furthermore, when the special symbol lottery means 230 acquires a random value for special symbol lottery based on a detection signal input from the second start switch 103 or the third start switch 107, if the first special random value or the second special random value is not stored in any of the special hold memory areas 1 to 8, it first stores the acquired random value for special symbol lottery as the second special random value in special hold memory area 1. Then, when the second special random value is stored in special hold memory area 1, if the first special symbol or the second special symbol is not being displayed in a fluctuating or stopped state (i.e., the first special random value or the second special random value is not stored in the special hold memory area), and the game state is not a special game state, it immediately reads the second special random value from special hold memory area 1 to perform a special symbol lottery, and stores the second special random value obtained from the special symbol lottery in the special hold memory area. On the other hand, if the first special symbol or the second special symbol is in a variable display state or stopped display state (i.e., the first special random value or the second special random value is stored in the special reserve memory area), or if the game state is a special game state, the second special random value is reserved in the special reserve memory area 1.
[0058] On the other hand, if a detection signal is input from the first start switch 100 and a random number for special symbol lottery is obtained while a first special random number or a second special random number is being held in any of the special holding memory areas 1 to 8, the special symbol lottery means 230 stores the first special random number in the special holding memory area with the smallest ordinal number among the special holding memory areas 1 to 8, provided that the number of first special random numbers being held in the special holding memory areas 1 to 8 is less than four, i.e., the number of first special holdings is less than four.
[0059] Furthermore, if a detection signal is input from the second start switch 103 or the third start switch 107 while a first special random value or a second special random value is being held in any of the special holding memory areas 1 to 8, and a random value for special symbol lottery is obtained, the special symbol lottery means 230 will store the second special random value in the special holding memory area with the smallest ordinal number among the special holding memory areas 1 to 8, which does not hold a first special random value or a second special random value, provided that the number of second special random values being held in the special holding memory areas 1 to 8 is less than four, i.e., the number of second special holdings is less than four.
[0060] In other words, when the number of first special reserved balls reaches 4, even if more game balls enter the first start port 45, the detection signal from the first start port switch 100 is disabled and the first special random value is not reserved. When the number of second special reserved balls reaches 4, even if more game balls enter the second start port 46 or the third start port 49, the detection signal from the second start port switch 103 or the third start port switch 107 is disabled and the second special random value is not reserved.
[0061] Then, when the variation and stop display of the first or second special symbol is finished, the special symbol lottery means 230 erases the first or second special random value stored in the special reserve memory area. Then, it reads the first or second special random value from the special reserve memory area 1 and performs the special symbol lottery. In other words, in this embodiment, the first or second special random value is stored in the special random number storage means 2914 in the order in which the game balls entered the first start opening 45, the second start opening 46, or the third start opening 49, and the first or second special random value is read in the order in which it was stored in the special random number storage means 2914 and performs the special symbol lottery.
[0062] Furthermore, if a second special random value is stored in any of the special reserve memory areas 1 to 8, the second special random value may be read out with priority over the first special random value to perform the special symbol lottery.
[0063] Furthermore, when the first special random value or the second special random value is read from special reserved memory area 1, if the first special random value or the second special random value remains in special reserved memory area 2 or later, the remaining first special random value or the second special random value is moved to a special reserved memory area with an ordinal number one less than the original special reserved memory area. For example, when the first special random value is read from special reserved memory area 1, if the first special random value or the second special random value remains in each of special reserved memory areas 2 to 8, the first special random value or the second special random value stored in each of special reserved memory areas 2 to 8 is moved to each of special reserved memory areas 1 to 7.
[0064] As described above, in the special random number storage means 2914, the first special random number value or the second special random number value for which a special symbol lottery was conducted is stored in the special reserve storage area up to a maximum of one, the first special random number value for which a special symbol lottery was conducted is stored in special reserve storage areas 1 to 8 up to a maximum of four, and the second special random number value for which a special symbol lottery was conducted is stored in special reserve storage areas 1 to 8 up to a maximum of four.
[0065] The special symbol lottery means 230 acquires multiple types of random numbers, such as a jackpot determination random number and a symbol determination random number, as random numbers for special symbol lottery, based on the input of a detection signal from the first start switch 100, the second start switch 103, or the third start switch 107, and stores these multiple types of random numbers in the special random number storage means 2914 as the first special random number or the second special random number. Then, the special symbol lottery means 230 uses the first special random number or the second special random number read from the special random number storage means 2914 to perform a special symbol lottery to determine whether or not a jackpot has been won. Specifically, the special symbol lottery means 230 performs a jackpot determination process, a symbol determination process, etc., as part of the special symbol lottery.
[0066] The jackpot determination process involves reading one jackpot determination random number from the first special random number or second special random number stored in the special random number storage means 2914 to determine whether or not a jackpot has been won. Here, one jackpot determination random number is obtained from 65,536 jackpot determination random numbers ranging from 0 to 65,535 based on a detection signal input from the first start switch 100, the second start switch 103, or the third start switch 107, and is stored in the special random number storage means 2914 as either the first special random number or the second special random number.
[0067] In the jackpot determination process, the special symbol lottery means 230 selects, according to the game state, which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each jackpot lottery table associates either a jackpot or a loss with each of the 65,536 jackpot determination random numbers from 0 to 65,535. The special symbol lottery means 230 then refers to the selected jackpot lottery table and determines whether the read jackpot determination random number is associated with a jackpot, thereby determining whether a jackpot has been won. Furthermore, if a jackpot is won, the special symbol lottery means 230 sets the jackpot winning flag in the flag storage means 2916 to the ON state, and if it is a loss, sets the jackpot winning flag to the OFF state.
[0068] Furthermore, the jackpot lottery table selected when the game state is in a probability variation state has a higher probability of winning a jackpot compared to the jackpot lottery table selected when the game state is in a normal state or a time-saving state. In other words, the jackpot determination process (special symbol lottery) performed when the game state is in a probability variation state has a higher probability of winning a jackpot compared to the jackpot determination process (special symbol lottery) performed when the game state is in a normal state or a time-saving state.
[0069] The symbol determination process is performed when a jackpot is won in the jackpot determination process. It involves reading one symbol determination random number from the first special random number or second special random number stored in the special random number storage means 2914 to determine whether the jackpot symbol (type of jackpot) will be a 10-round probability variation symbol, a 2-round probability variation symbol, or a 10-round normal symbol. Here, one symbol determination random number is obtained from 100 symbol determination random numbers from 0 to 99 based on a detection signal input from the first start port switch 100, the second start port switch 103, or the third start port switch 107, and is stored in the special random number storage means 2914 as either the first special random number or the second special random number.
[0070] In the symbol determination process, the special symbol lottery means 230 selects which of the multiple symbol lottery tables stored in the lottery table storage means 2910 to refer to for random number determination processing, depending on whether the read symbol determination random number was stored as the first special random number or the second special random number. Here, each symbol lottery table has 100 symbol determination random numbers from 0 to 99, each associated with either a 10-round probability change symbol, a 2-round probability change symbol, or a 10-round normal symbol. The special symbol lottery means 230 then refers to the selected symbol lottery table to determine which of the multiple types of jackpot symbols the read symbol determination random number is associated with, thereby determining which of the multiple types of jackpot symbols has been won. The special symbol lottery means 230 also sets the winning flag corresponding to the winning jackpot symbol in the flag storage means 2916 to the ON state.
[0071] Furthermore, as described above, the special symbol lottery means 230 reads the first special random value or the second special random value from the special random number storage means 2914 when the first special symbol or the second special symbol is not being displayed in a variable state and the game state is not a special game state, and performs a jackpot determination process and a symbol determination process as a special symbol lottery. However, when storing the first special random value or the second special random value in the special random number storage means 2914, it also performs a jackpot determination process and a symbol determination process as a pre-determination process. Specifically, the special symbol lottery means (pre-determination means) 230, upon receiving a detection signal from the first start switch 100, the second start switch 103, or the third start switch 107, obtains a random value for special symbol lottery from the random number generation means 210. Before storing the first or second special random value in one of the special reserve memory areas 1 to 8 as a pre-determination process, it performs a jackpot determination process and a symbol determination process as pre-determination processing for the first or second special random value, depending on the game state and the number of reserves at that time. The special symbol lottery means 230 then stores the pre-determination results, including the results of the jackpot determination process and the symbol determination process, in one of the special reserve memory areas 1 to 8, associating them with the first or second special random value that was the subject of the pre-determination processing.
[0072] Furthermore, during the special symbol lottery and pre-determination process, a variation pattern determination process is also performed to determine the variation patterns of the first and second special symbols.
[0073] The special display control means 240 is a means for controlling the display of the status display unit 70 based on the result of the special symbol lottery, and performs a first special symbol display control process, a second special symbol display control process, a first special hold display control process, and a second special hold display control process.
[0074] The first special symbol display control process is performed when a first special random value is read from the special random number storage means 2914 and a special symbol lottery is held. The special display control means 240 displays the first special symbol in a variable state by blinking the 7-segment display of the first special symbol display unit 76 until a predetermined variation time has elapsed, and then displays the first special symbol in a stopped state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner.
[0075] In this embodiment, the display modes of the 7-segment display are predetermined to correspond to three types of winning symbols and losing symbols. The special display control means 240 lights up the 7-segment display of the first special symbol display unit 76 in a manner corresponding to whether or not a jackpot has been won in the jackpot determination process, and if a jackpot has been won in the jackpot determination process, in a manner corresponding to the jackpot symbol determined in the symbol determination process, thereby stopping the display of the first special symbol and displaying the result of the special symbol lottery on the first special symbol display unit 76.
[0076] The second special symbol display control process is performed when a second special random value is read from the special random number storage means 2914 and a special symbol lottery is conducted. The special display control means 240 displays the second special symbol in a variable state by blinking the 7-segment display of the second special symbol display unit 80 until a predetermined variation time has elapsed, and then displays the second special symbol in a stopped state by lighting the 7-segment display of the second special symbol display unit 80 in a predetermined manner.
[0077] The special display control means 240 then lights up the 7-segment display of the second special symbol display unit 80 in a manner that corresponds to whether or not a jackpot has been won in the jackpot determination process, and if a jackpot has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, thereby stopping the display of the second special symbol and displaying the result of the special symbol lottery on the second special symbol display unit 80.
[0078] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the first special hold display unit 78, according to the number of first special random values stored in the special random number storage means 2914.
[0079] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the second special hold display unit 82, according to the number of second special random values stored in the special random number storage means 2914.
[0080] As shown in Figure 5, the game state transition control means 250 performs game state transition control processing to transition the game state between the normal state, special game state, probability variation state, and time reduction state based on the fulfillment of predetermined transition conditions. The game state transition conditions may consist of one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.
[0081] The normal state is the initial state among several types of game states, and it is possible to transition from the normal state to the special game state. In the normal state, the special symbol lottery is conducted by referring to a jackpot lottery table with a jackpot winning probability set to approximately 1 / 319.
[0082] Furthermore, in the normal state, the probability of winning a regular prize in the regular symbol lottery is lower than in the probability variation state or time reduction state, and the variation time of the regular symbols is set to be longer, resulting in a shorter period during which the regular mechanism 54 is in an expanded state, making it difficult to get the game ball into the third start opening 49.
[0083] The special game state is initiated when a jackpot is won in the special symbol lottery during the normal state, probability variation state, or time reduction state, and ends when a predetermined number of rounds (executions) of special gameplay are performed according to the type of jackpot symbol.
[0084] Specifically, when the special game state is started based on the winning flag for the 10-round probability variation symbol being set to ON in the special symbol lottery, the special game state ends when the 10 rounds of special gameplay from the 1st to the 10th round have been executed.
[0085] Furthermore, if the special game state is initiated based on the winning flag for the 2-round probability variation symbol being set to ON in the special symbol lottery, the special game state will end once the 2 rounds of special gameplay, from the 1st round to the 2nd round, have been completed.
[0086] Furthermore, if the special game state is initiated based on the winning flag for the 10-round regular symbols being set to ON during the special symbol lottery, the special game state will end once the 10 rounds of special gameplay from the 1st to the 10th round have been completed.
[0087] The probability variation state begins when the special game state, which was started based on the winning flag for a 10-round probability variation symbol or a 2-round probability variation symbol (probability variation symbol), ends. It is possible to transition from the probability variation state to the special game state. In addition, the probability variation state is more advantageous to the player than the normal state because the special symbol lottery is conducted by referring to a jackpot lottery table where the probability of winning a jackpot is set to approximately 1 / 39.
[0088] Furthermore, in the probability variation state, the probability of winning a regular win in the regular symbol lottery is higher than in the normal state, and the variation time of the regular symbols is set to be shorter, and the period during which the regular mechanism 54 is in an expanded state is longer, making it easier to get the game ball into the third start opening 49 than in the normal state, which is advantageous to the player.
[0089] Furthermore, in the probability variation state, regardless of the number of reserved symbols, a shorter variation time is often set for the variation time of the first or second special symbol, so the opportunity to draw special symbols occurs more frequently than in the normal state.
[0090] The time-saving mode begins when the special game mode, which was started based on the winning flag for the 10 rounds of normal symbols being set to ON, ends. From the time-saving mode, it is possible to transition to either the special game mode or the normal mode. In the time-saving mode, the special symbol lottery is conducted by referring to a jackpot lottery table where the probability of winning a jackpot is set to approximately 1 / 319, just like in the normal mode, making it less favorable to the player than the probability-increasing mode. The time-saving mode ends when the number of times the special symbol lottery has been conducted in the time-saving mode reaches 150, and the player transitions to the normal mode.
[0091] Specifically, the game state transition control means 250, upon transitioning the game state to the time-saving state, writes a value (e.g., 150) corresponding to a predetermined number of games (e.g., 150) to the time-saving end determination counter 2932 in the main memory 290, and performs a decrement update by subtracting a value (e.g., 1) corresponding to one game from the stored value of the time-saving end determination counter 2932 each time a special symbol lottery is performed in the time-saving state. When the stored value of the time-saving end determination counter 2932 reaches a threshold (e.g., 0), the time-saving state is terminated.
[0092] Furthermore, in the shortened time state, similar to the probability variation state, the probability of winning a regular win in the regular symbol lottery is higher than in the normal state, and the time during which the regular symbol changes is shorter and the period during which the regular mechanism 54 is in an expanded state is longer, making it easier to get the game ball into the third start opening 49 than in the normal state, which is advantageous to the player.
[0093] Furthermore, in the time-saving state, similar to the probability variation state, a shorter variation time is often set for the variation time of the first or second special symbol, regardless of the number of reserved symbols. As a result, the opportunity to draw special symbols occurs more frequently than in the normal state.
[0094] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and performs special game execution processes 1 to 3, etc.
[0095] Special game execution process 1 is executed based on the winning of a 10-round probability variation symbol in the special symbol lottery. The special game execution means 260 sets the upper limit of the round counter 2933 to a value equivalent to 10 times, which is a predetermined number of rounds for the 10-round probability variation symbol (for example, 10). Each time the special mechanism 56 completes its operation in a predetermined manner in each round, an increment update is performed, adding a value equivalent to one round (for example, 1) to the stored value of the round counter 2933. When the stored value of the round counter 2933 reaches the upper limit (for example, 10), the special game state ends.
[0096] Specifically, in the special game execution process 1, during the special game of each round from the 1st to the 10th round, the special mechanism 56 is driven and controlled so that when the special mechanism 56 is in the open state, the open timer 2934 counts 29 seconds, or when the count switch 104 detects the entry of one game ball, a value equivalent to one game ball (for example, 1) is added to the big win counter 2936. When the value of the big win counter 2936 reaches its upper limit (for example, 10), the special mechanism 56 is closed. Then, the conditions for the end of one round are met, and "1" is added to the value of the round counter 2933.
[0097] Special game execution process 2 is executed based on the winning of a 2-round probability variation symbol in the special symbol lottery. The special game execution means 260 sets the upper limit of the round counter 2933 to a value equivalent to two predetermined rounds for the 2-round probability variation symbol (for example, 2), and performs an increment update by adding a value equivalent to one round (for example, 1) to the stored value of the round counter 2933 each time the special mechanism 56 completes its operation in a predetermined manner in each round. When the stored value of the round counter 2933 reaches the upper limit (for example, 2), the special game state ends.
[0098] Specifically, in the special game execution process 2, during the special game of each round from the 1st round to the 2nd round, the special mechanism 56 is controlled to close when the opening timer 2934 has counted 29 seconds since the special mechanism 56 opened, or when the value of the big win counter 2936 reaches its upper limit (for example, 10). Then, the conditions for the end of one round are met, and "1" is added to the value of the round counter 2933.
[0099] The special game execution process 3 is executed based on the winning of a 10-round regular symbol in the special symbol lottery. The special game execution means 260 sets the upper limit of the round counter 2933 to a value equivalent to 10 times, which is a predetermined number of rounds for the 10-round regular symbol (for example, 10). Each time the special mechanism 56 completes its operation in a predetermined manner in each round, an increment update is performed, adding a value equivalent to one round (for example, 1) to the stored value of the round counter 2933. When the stored value of the round counter 2933 reaches the upper limit (for example, 10), the special game state ends.
[0100] Specifically, in the special game execution process 3, during the special game of each round from the 1st to the 10th round, the special mechanism 56 is controlled to close when the special mechanism 56 is in the open state and the open timer 2934 counts 29 seconds, or when the value of the big win counter 2936 reaches its upper limit (for example, 10). Then, the conditions for the end of one round are met, and "1" is added to the value of the round counter 2933.
[0101] The payout control means 270 controls the payout device 130 to dispense a number of game balls corresponding to a predetermined number of prize balls for each detection signal, based on the input of a detection signal from the first start switch 100, the general prize slot switch 101, the second start switch 103, the count switch 104, or the third start switch 107. The number of prize balls can be any number, one or more, and the number of prize balls dispensed from each of the first start switch 100, the general prize slot switch 101, the second start switch 103, the count switch 104, or the third start switch 107 may be different or set to the same number.
[0102] The dispensing device 130 dispenses the number of game balls instructed by the dispensing control means 270. The dispensing device 130 is equipped with a dispensing motor in the game ball tank where the game balls are stored, and the dispensing control means 270 dispenses the instructed number of game balls from the game ball tank by controlling the rotation angle of the dispensing motor. The dispensing device 130 is also equipped with a dispensing switch that operates each time a game ball is dispensed, and the dispensing control means 270 can manage the number of game balls actually dispensed from the dispensing device 130 based on the dispensing signal from the dispensing switch.
[0103] The communication control means 280 controls the transmission of various commands generated according to the various calculation results of the main control board 200 to the sub-control board 202. In this embodiment of the gaming machine, only unidirectional communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and the communication connection is such that the sub-control board 202 cannot transmit information to the main control board 200.
[0104] Next, the sub-control board 202 will be described. The sub-control board 202 includes a performance control means 300 and a sub-memory 302. The sub-memory 302 also includes multiple types of RAM and ROM, and various data stored in the sub-memory 302 are stored in the respective RAM and ROM. The performance control means 300 controls the performance device to perform performances that enhance or assist the game by displaying performance images on the liquid crystal display 32, lighting up light-emitting parts such as lamps 12 and 38, outputting performance sounds from the speaker 14, and driving the performance device drive device to operate the performance devices, based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the ROM of the sub-memory 302.
[0105] The liquid crystal display 32 performs the performance by displaying a performance image on its display surface.
[0106] The animation screen displayed on the liquid crystal display 32 is composed of, for example, 30 frames per second (hereinafter referred to as "frames") (a so-called 30fps frame rate). Therefore, for example, in the case of an animation pattern with a length of 1 minute, the animation screen consists of a total of 1800 frames, which is 60 seconds x 30 frames. However, it may also be composed of, for example, 60 frames per second.
[0107] As shown in Figure 6, the performance control means 300 executes a performance that displays the performance symbols (demo symbols) 350 on the liquid crystal display 32 in accordance with (corresponding to) the fluctuation and stopping display of the special symbols in the first special symbol display unit 76 or the second special symbol display unit 80, and notifies the result of the special symbol lottery.
[0108] Figure 6(a) shows the state before the special symbols begin to change. The display area 32a of the liquid crystal display 32 shows the upper performance symbol 350a, the middle performance symbol 350b, and the lower performance symbol 350c as performance symbols 350. The upper performance symbol 350a is displayed in the upper part of the display area 32a of the liquid crystal display 32, the middle performance symbol 350b is displayed in the central part of the display area 32a of the liquid crystal display 32, and the lower performance symbol 350c is displayed in the lower part of the display area 32a of the liquid crystal display 32. The upper performance symbol 350a, the middle performance symbol 350b, and the lower performance symbol 350c each constitute a sequence of nine performance symbols representing the numbers "1" to "9". Note that each performance symbol 350 representing the numbers "1" to "9" may also include decorative elements such as characters along with the numbers.
[0109] As shown in Figure 6(b), the display of the special symbols changes, and the display of the special symbols (display display effect) begins. The leftward arrow in the figure indicates that the special symbols 350 are rapidly changing horizontally (scrolling).
[0110] As shown in Figure 6(c), the performance symbols 350 are displayed in a stopped state based on the stop display of the special symbols. The performance symbols 350 are displayed in a manner corresponding to the result of the special symbol lottery. For example, if a jackpot is won in the special symbol lottery, the performance symbols 350 are displayed in a manner corresponding to the jackpot symbols determined in the symbol determination process.
[0111] In other words, each time a first special random value is read from the special reserve memory area 1 and a special symbol lottery is performed, the liquid crystal display 32 executes an effect in which the upper performance symbol 350a, middle performance symbol 350b, and lower performance symbol 350c are displayed in a variable manner, corresponding to whether or not a jackpot has been won in the jackpot determination process in the special symbol lottery, and if a jackpot has been won, in a manner corresponding to the jackpot symbol determined in the symbol determination process.
[0112] Furthermore, the performance control means 300 executes a performance that displays an image (an image related to the holding of the first special symbol or the second special symbol: a holding image (hold display) 420) on the liquid crystal display 32, based on the number of special holdings in the main control board 200. In this embodiment, as shown in Figure 6, eight holding display areas (display areas), from the first holding display area 411 to the eighth holding display area 418, are provided at the bottom of the display area 32a of the liquid crystal display 32 (below the lower performance symbol 350c), corresponding to the special holding storage areas 1 to 8. In each holding display area, as shown in Figures 6(a) to (c), a holding image 420 is displayed that indicates which of the special holding storage areas 1 to 8 stores the first special random value or the second special random value.
[0113] Furthermore, in the lower part of the display area 32a of the liquid crystal display 32, to the left of the first reserved display area 411, there is a reserved display area 419 corresponding to the special reserved storage area. When the first special random value or the second special random value is read from the special reserved storage area 1 and stored in the special reserved storage area, the reserved image 420 is displayed in the reserved display area 419, as shown in Figure 6(b).
[0114] When a first special random number or a second special random number is read from the special reserve memory area 1 and a special symbol lottery is performed and the first special random number or the second special random number is stored in the special reserve memory area, the performance control means 300 moves the reserve image 420 displayed in the first reserve display area 411 to the reserve display area 419, as shown in Figure 6(b), and starts the display of the upper performance symbol 350a, the middle performance symbol 350b, and the lower performance symbol 350c, and performs display control to move the reserve image 420 displayed in the reserve display areas from the second reserve display area 412 onwards to a reserve display area with an ordinal number one smaller than the original reserve display area. As a result, the reserve image 420 displayed in the reserve display area 419 corresponds to the first special random number or the second special random number that is the target of the special symbol lottery this time, and the reserve images 420 displayed in the first reserve display area 411 and beyond correspond to the first special random number or the second special random number that will be the target of the special symbol lottery in subsequent times.
[0115] Next, we will explain the simultaneous hold change effect. In the following, the first special random value or the second special random value stored in special hold memory area 1 to special hold memory area 8, or the hold image 420 displayed in the first hold display area 411 to the eighth hold display area 418, may simply be referred to as "hold".
[0116] The performance control means 300 performs a simultaneous reserve change performance when eight reserves are accumulated. Specifically, when the first special random value or the second special random value is stored in the special reserve memory area 8, the performance control means 300 reads out the first special random value or the second special random value stored in the special reserve memory area 1, and performs a simultaneous reserve change performance when the variation display of the first special symbol begins (when the first variation display begins after eight reserves have been accumulated). Whether or not to perform the simultaneous reserve change performance may be determined by the performance control means 300, for example, when the first special random value or the second special random value is stored in the special reserve memory area 8. Alternatively, the performance control means 300 may determine whether or not to perform the simultaneous reserve change performance by lottery, or it may be set so that the simultaneous reserve change performance is always performed when the first special random value or the second special random value is stored in a predetermined special reserve memory area.
[0117] In this embodiment, when eight reserved symbols are accumulated, the performance control means 300 decides whether or not to perform a simultaneous reserved symbol change performance based on the result of a pre-determination process for the accumulated reserved symbols. Specifically, the performance control means 300 decides to perform a simultaneous reserved symbol change performance if the result of the pre-determination process for the first special random value or the second special random value for any of the special reserved symbol memory areas 1 to 8 is a jackpot win, or if the result of the pre-determination process is not a jackpot win but the variation pattern of the special symbols determined in the pre-determination process is a predetermined pattern (for example, if the variation pattern has a variation time of a predetermined time or longer, or if the execution of a performance with an expected value of a predetermined degree or higher (for example, a so-called reach performance, etc.) is determined).
[0118] Furthermore, the simultaneous hold change effect can be considered a type of pre-read effect. Here, a pre-read effect refers to an effect that the effect control means 300 causes the effect device (liquid crystal display 32, etc.) to execute in accordance with the pre-determination result corresponding to the first special random value or the second special random value, from the time the first special random value or the second special random value is acquired until the display of the variation of the first special symbol or the second special symbol for that first special random value or the second special random value is completed, or from the time the first special random value or the second special random value is acquired until the display of the variation of the first special symbol or the second special symbol for the first special random value or the second special random value acquired immediately before that first special random value is completed.
[0119] Here, we will explain the display on the liquid crystal display 32 during the simultaneous hold change effect, referring to Figure 7. Based on the fact that the first special random value or the second special random value has been stored in the special reserve memory area 8, the execution of the simultaneous reserve change effect is decided (see Figure 7(a)). Subsequently, the first special random value or the second special random value is read from the special reserve memory area 1 and a special symbol lottery is performed. When the first special random value or the second special random value is stored in the special reserve memory area, the effect control means 300 causes the liquid crystal display 32 to execute a display that moves the reserve image 420 displayed in the first reserve display area 411 to the reserve display area 419, as shown in Figure 7(b), and moves the reserve images 420 displayed in the second reserve display area 412 to the eighth reserve display area 418 to a reserve display area with an ordinal number one smaller than the original reserve display area (first reserve display area 411 to seventh reserve display area 417). Then, once the movement of the reserved images 420 that were displayed in the first reserved display area 411 to the eighth reserved display area 418 is complete, the performance control means 300 starts the simultaneous reserved change performance. In other words, once the execution of the simultaneous reserved change performance is decided (8 reserved items have been accumulated), and then the display of the special symbols (performance symbols 350) begins to change, the performance control means 300 starts the simultaneous reserved change performance.
[0120] In the simultaneous hold change effect, first, the effect control means 300 causes the liquid crystal display 32 to display all the hold display areas, from the first hold display area 411 to the eighth hold display area 418 and the hold display area 419, and the hold images 420 displayed in these hold display areas, with a specific display object (for example, a curtain), as shown in Figure 7(c).
[0121] Next, the performance control means 300 causes the liquid crystal display 32 to execute a display that shows the state in which the specific display object was hiding the held image 420 (for example, the curtain opens) and the held image 420 reappears, as shown in Figures 7(d) and (e). At this time, the display mode of the held image 420 changes between before it was hidden by the specific display object and when it reappears. In this embodiment, before the display mode changes in the simultaneous held image change performance, each held image 420 is round (circular / spherical). In this context, the simultaneous hold change effect only requires that there be cases where the display patterns of multiple hold images 420 change. It is also possible that the display patterns of all hold images 420 change (always change). Furthermore, it is also possible that only one hold image 420 changes its display pattern, or that none of the hold images 420 change their display patterns. Note that the hold images 420 of each display pattern, such as the circular hold image 420, may appear to be swaying, but such swaying motion does not constitute a change in display pattern (it can be said that the display pattern has not changed).
[0122] In the simultaneous hold change effect, the effect control means 300 determines one of the multiple holds as the hold to be pre-read. The effect control means 300 then changes the hold image 420 of the hold determined as the hold to be pre-read from a circle to a letter shape, specifically a pink letter shape. The effect control means 300 also changes the hold image 420 of holds acquired before the hold determined as the hold to be pre-read from a circle to a letter shape, specifically a white letter shape. At this time, the effect control means 300 also changes the hold image 420 in the hold display area 419 to a letter shape, specifically a white letter shape. The effect control means 300 does not change the hold image 420 of holds acquired after the hold determined as the hold to be pre-read, keeping it in a circle shape. In other words, in the simultaneous hold change effect, one of the first special random values or the second special random values stored in special hold memory areas 1 to 8 is determined as the random value of the hold to be read in advance. The display pattern of the hold image 420 corresponding to random values acquired before that random value (random values whose fluctuation display has not yet finished) changes, while the display pattern of the hold image 420 corresponding to random values acquired after that random value does not change. Figure 7 shows the case where the hold image 420 in the third hold display area 413 changes to a pink letter shape, and the hold images 420 in the hold display area 419, the first hold display area 411, and the second hold display area change to a white letter shape. In this embodiment, the result of the pre-determination process is either a jackpot win, or the result of the pre-determination process is not a jackpot win, but the variation pattern of the special symbols determined in the pre-determination process is a predetermined pattern, and either a first special random number or a second special random number (for example, a first special random number or a second special random number with a variation pattern whose variation time is longer than a predetermined time, or a first special random number or a second special random number for which the execution of an effect with an expected value of a predetermined degree or higher has been determined) is determined as a pre-read target reserve.
[0123] Furthermore, when the special symbols related to the hold whose display mode has changed in the simultaneous hold change effect (letter-shaped hold) begin to change, an effect indicating the expectation level regarding the granting of a bonus (e.g., a big win) is executed. Specifically, as shown in Figure 7(f), the effect control means 300 causes the liquid crystal display 32 to execute an effect showing a letter opening and a predetermined number of hearts coming out of the letter for the letter-shaped hold image 420 displayed in the hold display area 419. There are multiple patterns for the number of hearts that come out, for example, one to eight can be selected. The number of hearts for each hold may be determined, for example, at the timing when the execution of the simultaneous hold change effect is decided. In addition, each time the special symbols related to each letter-shaped hold begin to change, the hearts that have come out of the letter are additionally displayed on the liquid crystal display 32. For the pink letter-shaped hold image 420, which is a pre-read target hold, the expectation level regarding the granting of a bonus is indicated by the number of hearts displayed on the liquid crystal display 32 after the effect showing hearts coming out of the letter (total number of hearts for each letter: final number of hearts). In this embodiment, the final number of hearts is selected from 1, 3, 5, 7, or 8, and the more hearts there are in the final number, the higher the expectation of a big win. In this embodiment, among the reserves whose display changes in the simultaneous reserve change effect, the reserves targeted for pre-reading (pink letter-shaped reserves) have a higher probability of winning a big win in the special symbol lottery (the probability that the result of the pre-determination process is a big win) compared to the other reserves (white letter-shaped reserves). In other words, the reserves targeted for pre-reading have a higher expectation of being granted a predetermined bonus compared to the other reserves. In this embodiment, the hold image 420 after the simultaneous hold change effect includes two types of hold images 420 with different levels of expectation: a pink letter-shaped hold image 420 as a pre-read target hold and a white letter-shaped hold image 420 as a hold prior to the pre-read target hold. However, there may be three or more types of hold images 420 with different levels of expectation. Also, among the hold images 420 whose display form changes in the simultaneous hold change effect, the last hold image 420 does not have to be the one with the highest level of expectation. For example, there may be multiple types of hold images (hold images 420) with different colors, such as a default color hold, a blue hold, a green hold, and a red hold, and in the simultaneous hold change effect, each hold may change to a color corresponding to its respective level of expectation. In other words, the hold image 420 after the change in the simultaneous hold change effect may include multiple types of hold images 420 with different levels of expectation.
[0124] Next, we will explain the sound output from speaker 14 during the simultaneous hold change effect. In the simultaneous hold change effect, the effect control means 300 outputs a specific effect sound (specific effect sound) related to the change in the display mode of the hold image 420 to the speaker 14.
[0125] The specific sound effects include a sound related to the appearance of a specific display object that hides the held image 420, and a sound indicating that the display manner of the held image 420 has changed. Specifically, the specific sound effects include a "whoosh" sound effect indicating that a curtain, which is the specific display object, appears, and a "ping" sound effect indicating that the display manner of the held image 420 has changed. The performance control means 300 controls the output of the specific sound effects so that when the curtain, which is the specific display object, appears and hides the displayed held image 420, a "whoosh" sound effect indicating the movement of the curtain is output from the speaker 14, and as the curtain opens and the change in the display manner of the held image 420 becomes recognizable to the player, a "ping" sound effect is output from the speaker 14.
[0126] Furthermore, in this embodiment, the performance control means 300 plays back one sound data stored in the sound data storage means 310 (ROM) of the sub-memory 302, causing a specific performance sound to be output from the speaker 14. In other words, in this embodiment, the specific sound data, which is a single sound data in which the specific performance sound is recorded, is stored in the sound data storage means 310. To put it another way, the sound related to the appearance of a specific display object that hides the held image 420 and the sound indicating that the display mode of the held image 420 has changed are stored in the sound data storage means 310 as specific sound data, which is a single sound data. When the performance control means 300 plays back the specific sound data, the sound effect of a curtain appearing as the specific display object, and the sound effect of a beeping sound indicating that the display mode of the held image 420 has changed are output from the speaker 14. In addition, the performance control means 300 plays back the specific sound data only once when outputting the specific performance sound. In other words, the performance control means 300 is capable of repeatedly playing a single sound data when playing sound data, but for specific sound data, it is configured to play it only once without repeating it.
[0127] Furthermore, in this embodiment, only one type of sound is provided for the sound related to the appearance of a specific display object that hides the held image 420, and for the sound indicating that the display mode of the held image 420 has changed. In other words, in the simultaneous held image change effect, there are multiple patterns for the number of held images 420 whose display mode changes, but regardless of the number of held images 420 whose display mode changes, the same specific sound data is played only once. In other words, regardless of the number of held images 420 whose display mode changes, the length of the output specific effect sound is constant. That is, regardless of the number of held images 420 whose display mode changes, the number of times the specific sound data is played (playback time) is constant. In other words, in this embodiment, there is no sound indicating the number of held images that have changed. As mentioned above, the hold image 420 after the change in the simultaneous hold change effect may include multiple types of hold images 420 with different levels of expectation. In this case, regardless of which level of expectation the hold image 420 contains (or regardless of how many hold images 420 of a particular level of expectation are included), the same specific sound data may be played only once.
[0128] In other words, if the number of held images 420 whose display mode changes is different, the type of specific sound effect may be changed according to the number, or a predetermined sound data may be repeatedly played to output a sound effect indicating that the display mode of the held image 420 has changed a number of times corresponding to the number, but this embodiment does not have such a configuration. Note that the specific sound effect output (type of specific sound effect or length of output time, etc.) may differ depending on the number of held images 420 whose display mode changes. Specifically, either the sound related to the appearance of a specific display object or the sound indicating that the display mode of the held image 420 has changed, or both, may be different depending on the number of held images 420 whose display mode changes. In addition, the sound indicating that the display mode of the held image 420 has changed may be output a number of times (time) corresponding to the number of held images 420 whose display mode changes.
[0129] In this embodiment, when the letter-shaped hold image 420 is shown to open and a predetermined number of hearts appear from inside the letter, the performance control means 300 outputs a predetermined sound effect to the speaker 14 according to the number of hearts that appear. In other words, in this embodiment, when the special symbol related to the hold (letter-shaped hold) whose display mode has changed in the simultaneous hold change performance starts to change, different sound effects are output from the speaker 14 according to the expectation level (number of hearts) of the bonus being awarded.
[0130] In this embodiment, the performance control means 300 outputs a predetermined winning sound to the speaker 14 based on the ball entering the first starting port 45, the second starting port 46, or the third starting port 49. The winning sound can be described as a sound that notifies the ball entering a predetermined area such as the first starting port 45, the second starting port 46, or the third starting port 49 (winning port), as well as a sound that notifies the increase in the number of reserved balls, or as a sound that notifies the acquisition of a random value for special symbol lottery. In other words, the winning sound is a sound that is output from the speaker 14 in conjunction with the acquisition of a random value for special symbol lottery (increase in the number of reserved balls). During the simultaneous reserve change animation, if a ball enters the first start port 45, the second start port 46, or the third start port 49 (increasing the number of reserved balls), the volume of the winning sound output from speaker 14 may be lower than when a ball enters in a predetermined state where the simultaneous reserve change animation is not being performed (the normal state (during the execution of a predetermined animation in which the display of the reserved image 420 does not change)). Here, "low volume" includes cases where the winning sound is not output (played). Alternatively, even during the simultaneous reserve change animation, the volume of the winning sound output from speaker 14 may not be lower, and may be output at the same volume as in a predetermined state where the simultaneous reserve change animation is not being performed (the normal state (during the execution of a predetermined animation in which the display of the reserved image 420 does not change)).
[0131] Furthermore, the simultaneous reserve change animation is not limited to being performed when 8 reserves have been accumulated. For example, it may be determined by lottery whether or not to perform the simultaneous reserve change animation when the first special random value or the second special random value is stored in any of the special reserve memory areas 1 to 8.
[0132] Furthermore, in this embodiment, eight hold display areas, from the first hold display area 411 to the eighth hold display area 418, are provided in the display area 32a of the liquid crystal display 32. However, for example, only four hold display areas, from the first hold display area 411 to the fourth hold display area 414, may be provided. Also, in the normal state, the first to fourth hold display areas 414 are provided, where the hold image 420 corresponding to the first special random value stored in the special hold memory area is displayed. In the probability variation state and time reduction state, the first to fourth hold display areas 414 are provided, where the hold image 420 corresponding to the second special random value stored in the special hold memory area (or the hold image 420 corresponding to the random value for normal symbol lottery stored in the normal random number memory means 2912) is displayed. And, a simultaneous hold change effect in which these various hold images 420 change may be executed.
[0133] The gaming machine of this embodiment is A storage means (special random number storage means 2914) capable of storing multiple lottery information (random numbers for special symbol lottery) obtained based on the fulfillment of predetermined conditions, A lottery means (special design lottery means 230) that conducts a lottery based on the lottery information, A display means for displaying images (liquid crystal display 32), A sound output means (speaker 14) that outputs sound, A performance control means 300 that controls the execution of the performance, It includes a performance data storage means (sound data storage means 310) for storing performance data, The aforementioned performance control means 300 is The display means displays a corresponding display (holding image 420) that corresponds to each of the lottery information stored in the storage means. In a corresponding display change effect (simultaneous hold change effect) that changes the display mode of multiple corresponding displays, when the display mode of multiple corresponding displays changes, a specific effect sound related to the change is output to the sound output means by playing back one data stored in the effect data storage means only once. The aforementioned specific sound effect remains the same regardless of the number of corresponding displays whose display mode changes.
[0134] According to this embodiment, the sound effect related to the change in the display mode of the held image 42 is the same regardless of the number of corresponding displays whose display mode changes, thus simplifying the sound structure and making the sound easier to hear. Furthermore, since only one data file for the sound effect needs to be prepared and played only once regardless of the number of corresponding displays whose display mode changes, the processing related to the playback of the sound effect can be simplified.
[0135] (modified version) Next, we will explain a variation of the simultaneous hold change effect. That is, the simultaneous hold change effect may be an effect like the following, for example.
[0136] Figure 8 shows the display on the liquid crystal display 32 when, in this modified example, a simultaneous hold change effect occurs, and a hold image 420 (a specific form of hold image 420 (specific hold image 420a)) appears in the third hold display area 413, and the display forms of the hold image 420 that was displayed in the first hold display area 411 and the hold image 420 that was displayed in the second hold display area 412 change simultaneously. In this modified version of the gaming machine, four reserve display areas (display areas), namely the first reserve display area 411 to the fourth reserve display area 414, are provided at the bottom of the display area 32a of the liquid crystal display 32.
[0137] Here, the first time point is defined as the point in time when the display of the held image 420 (third held) displayed in the third held display area 413 begins (Figure 8(a)). The third time point is defined as the point in time when the display of the held image 420 (third held) displayed in the third held display area 413 is completed (Figure 8(c)). The second time point is defined as the point in time when the display patterns of the held image 420 (first held) displayed in the first held display area 411 and the held image 420 (second held) displayed in the second held display area 412 begin to change (Figure 8(b)). The fourth time point is defined as the point in time when the display patterns of the held image 420 (first held) displayed in the first held display area 411 and the held image 420 (second held) displayed in the second held display area 412 are completed (Figure 8(d)). Furthermore, the third hold can also be called a new hold, and the first and second holds can also be called holds prior to the new hold. In other words, Figure 8 shows the display of the liquid crystal display 32 from the start of displaying the new hold (hold image 420) until the display pattern of the holds (hold image 420) prior to the new hold (hold image 420) changes, when the number of holds increases based on balls entering the first start port 45, the second start port 46, or the third start port 49.
[0138] The number of frames from the first to the third time point is 10 frames. Similarly, the number of frames from the second to the fourth time point is also 10 frames. In other words, the number of frames from the first to the third time point is approximately the same as the number of frames from the second to the fourth time point (here, "approximately the same" includes cases where they are exactly the same). Here, "approximately the same" means, for example, that the difference between the two number of frames is 20% or less (preferably 10% or less) of the number of frames of one of them. Furthermore, the second time point is located between the first and third time points. Also, the interval between the first and second time points is shorter than the interval between the second and third time points. In other words, the second time point is located closer to the first time point than the midpoint between the first and third time points.
[0139] Furthermore, in the simultaneous hold change effect, a sound related to the display of the third hold (a sound that notifies that the third hold has been displayed: hold display sound) and a sound related to the changes in the first and second holds (a sound that notifies that the display patterns of the first and second holds have changed: hold change sound) are output. Note that the hold change sound is not output separately for the change of the first hold and the change of the second hold, but rather a single sound is output that indicates both the change of the first hold and the change of the second hold. In other words, in this embodiment, similar to the first embodiment, in the simultaneous hold change effect, regardless of the number of hold images 420 whose display patterns change, the same specific sound data (data related to the hold change sound) is played only once. However, it is also possible that the hold change sound is output separately for the change of the first hold and the change of the second hold.
[0140] Furthermore, the hold notification sound and the hold change sound are similar in sound. Here, "similar" includes cases where they are identical. However, the hold notification sound and the hold change sound do not necessarily have to be similar.
[0141] The performance control means 300 controls the output of the hold indicator sound so that the output of the hold indicator sound from the speaker 14 starts between the first and third time points. The performance control means 300 also controls the output of the hold change sound so that the output of the hold change sound from the speaker 14 starts between the second and fourth time points.
[0142] (Application to slot machines) In this embodiment, an example of applying the present invention to a pachinko game machine that uses game balls as the game value has been described. However, it may also be applied to a slot machine in which the number of bets is set using medals or electronic information as the game value, the reels are rotated by a game start operation on the start lever, the rotating reels are stopped by a stop operation on the stop button, and winnings are possible depending on the type of symbols or combination of symbols when the reels stop.
[0143] (Second Embodiment) Next, a second embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the first embodiment, the explanation of the configuration that is the same as that of the gaming machine of the first embodiment will be omitted or simplified.
[0144] As shown in Figure 10, the gaming machine (pachinko gaming machine) of this embodiment has an outer rail 27 and an inner rail 28. A guide passage (guide area) 29 is formed between the outer rail 27 and the inner rail 28 to guide the game balls launched from the launching device to the game area 4. Furthermore, as shown in Figures 9 and 10, a ball return prevention mechanism 50 is provided at the upper end of the guide passage 29 to prevent the game balls from returning from the game area 4 to the guide passage 29 (launching device side). Specifically, the ball return prevention mechanism 50 is provided at the upper end of the inner rail 28. In other words, the ball return prevention mechanism 50 is provided in the boundary area 700, which is the boundary between the guide passage 29 and the game area 4.
[0145] The ball return prevention mechanism 50 includes a main body case 52, a cover 53, a ball return prevention member 54, and a support shaft 56.
[0146] The main body case 52 has a bottom surface 52a on the rear side that is in contact with the game board 6 and on the front side on which the ball return prevention member 54 is placed, a wall portion 52b that covers the portion of the ball return prevention member 54 that is on the game area side 4, and a stopper wall 52c that restricts the rotation of the ball return prevention member 54 toward the game area side 4. In this embodiment, the wall portion 52b and the stopper wall 52 are formed integrally, and it can be said that the upper portion (upper end) of the wall portion 52b is the stopper wall 52c. In this embodiment, the main body case 52 is formed integrally with the inner rail 28, but a gap is formed between the upper end of the inner rail 28 and the stopper wall 52c. The main body case 52 has a notch S which is a space enclosed by the bottom surface 52a and the wall portion 52b, and is capable of accommodating a part of the ball return prevention member 54 (the weight portion 54c described later). Furthermore, a part of the ball return prevention member 54 (the on-off valve 54b, described later) protrudes from the upper side of the notch S, in other words, from the gap between the upper end of the wall portion 52b (stopper wall 52c) and the upper end of the inner rail 28 (the upper opening of the notch S).
[0147] The bottom surface 52a has a first bearing portion 52d into which one end of the support shaft 56 can be inserted (supported), and a guide groove 52e into which the engagement pin of the ball return prevention member 54 (described later) can be inserted. The bottom surface 52a is also provided with a boss having a screw hole 52f and protruding forward, and a positioning pin 52g that enables the positioning of the cover 53.
[0148] The cover 53 is roughly plate-shaped. The cover 53 also has a screw insertion hole 53a through which a screw 55 can be inserted, a pin insertion hole 53b through which a positioning pin 52g of the main body case 52 can be inserted, and a second bearing portion 53c into which the other end of the support shaft 56 can be inserted (supported). The cover 53 is attached to the main body case 52 when the positioning pin 52g of the main body case 52 is inserted into the pin insertion hole 53b and the screw inserted into the screw insertion hole 53a is screwed into the screw hole 52f of the main body case 52. Furthermore, when the cover 53 is attached to the main body case 52, it covers the front side of the notch S.
[0149] The ball return prevention member 54 has a shaft hole 54a, an on / off valve 54b, and a weight portion 54c. The on / off valve 54b and the weight portion 54c are formed to bend in a V-shape at the shaft hole 54a. A support shaft 56 is inserted through the shaft hole 54a, one end of which is locked to the first bearing portion 52d of the bottom portion 52a, and the other end is locked to the second bearing portion 53c of the cover 53. As a result, the ball return prevention member 54 is rotatably supported by the main body case 52 and the cover 53.
[0150] The on / off valve 54b is formed in a roughly rectangular plate shape, and its length in the longitudinal direction (vertical direction) is long enough to collide with a game ball returning from the game area 4 to the boundary area 700. The on / off valve 54b has a first side portion 540b facing the guide passage 29, and a second side portion 541b on the opposite side of the first side portion 540b and facing the game area 4 (left-handed area 4a) (see Figure 10). The first side portion 540b is the part that collides with the game ball launched from the launching device and passing through the guide passage 29. The second side portion 541b is the part that collides with the game ball attempting to return from the game area 4 to the guide passage 29.
[0151] The tip of the on / off valve 54b is tapered. Specifically, the vertical length of the first side portion 540b is longer than the vertical length of the second side portion 541b, and it slopes downward from the tip of the first side portion 540b towards the tip of the second side portion 541b. In addition, a projection 541c is formed in the center of the second side portion 541b, which protrudes toward the game area 4.
[0152] The weight portion 54c is thicker and heavier than the on / off valve 54b. An engagement pin is provided protruding from the back side of the weight portion 54c, and this engagement pin is inserted into the guide groove 52e of the bottom portion 52a. As described above, the ball return prevention member 54 is rotatably supported by the main body case 52 and cover 53, and is displaceable between an open state and a closed state. Under normal conditions, the ball return prevention member 54 is biased to rotate in one direction (counterclockwise) around the support shaft 56 by the weight of the weight portion 54c, and the engagement pin is in contact with one end of the guide groove 52e. As a result, the ball return prevention member 54 cannot rotate any further and maintains a closed state. On the other hand, when the ball return prevention member 54 comes into contact with a game ball launched from the launching device, the contact force causes it to rotate in the other direction (clockwise) around the support shaft 56, and it comes into contact with the stopper wall 52c described above, opening the valve. Furthermore, the ball return prevention member 54 does not necessarily have to be restricted from rotating toward the game area 4 by the stopper wall 52c. In other words, the stopper wall 52c only needs to be in contact with the ball return prevention member 54 when it is in the open state, and contact here means being in contact with or close to it.
[0153] Next, with reference to Figures 10 and 11, the ball return prevention mechanism 50 when the ball return prevention member 54 is in the closed state (first state) and the ball return prevention mechanism 50 when it is in the open state (second state) will be described. Figure 10 is a front view of the ball return prevention mechanism 50 when the ball return prevention member 54 is in the closed state, and Figure 11 is a front view of the ball return prevention mechanism 50 when the ball return prevention member 54 is in the open state.
[0154] As shown in Figure 10, when the ball return prevention member 54 is in the closed state (first state), the on-off valve 54b protrudes from the upper opening of the notch S toward the exit of the boundary region 700 in a substantially vertical position. In this state, the distance (specific distance) from the tip of the ball return prevention member 54 (on-off valve 54b) to the outer rail 27 is shorter than the diameter of the game ball B and is the shortest possible distance. This distance refers to the shortest distance from the tip of the on-off valve 54b (first side portion 540b) of the ball return prevention member 54 toward the outer rail 27. Therefore, even if a game ball B that has entered the game region 4 collides with a game nail 36 or the like arranged in the game region 4 and bounces back toward the boundary region 700, it will collide with the ball return prevention member 54. Furthermore, the ball return prevention member 54 does not rotate counterclockwise because it maintains its closed state even when struck by a game ball B. Therefore, when the ball return prevention member 54 is in the closed state, it prevents the game ball B that has entered the game area 4 from returning to the guide passage 29.
[0155] As shown in Figure 10, when a game ball B launched from the launcher toward the game area 4 rises up the guide passage 29 and enters the boundary area 700, it comes into contact with the on-off valve 54b. The contact force causes the ball return prevention member 54 to displace from the closed state to the open state. Then, as shown in Figure 11, the ball return prevention member 54 rotates in the direction of opening the exit of the boundary area 700, and when it collides with the stopper wall 52c, further rotation is restricted, and it enters the open state (second state). In this state, the distance (specific distance) from the tip of the on-off valve 54b (first side portion 540b) to the outer rail 27 is longer than the diameter of the game ball B and is the longest distance. Therefore, when the ball return prevention member 54 is in the open state, it allows the game ball launched by the launcher to enter the game area 4 from the boundary area 700. Furthermore, after the ball return prevention member 54 is displaced to the open state, it is subjected to the biasing force of the weight portion 54c and instantaneously rotates in the opposite direction (counterclockwise), displacing it again to the closed state shown in Figure 10.
[0156] As described above, the ball return prevention mechanism 50 is configured to prevent game balls that have entered the game area 4 from returning to the guide passage 29 when the ball return prevention member 54 is in the closed state. In this embodiment, however, it is also possible to prevent game balls from returning to the guide passage (guide area) 29 even when the ball return prevention member 54 is in the process of being displaced from the closed state to the open state (third state).
[0157] Figure 12 shows the state in which the ball return prevention member 54 is being displaced from a closed state to an open state, and a game ball that has entered the game area 4 (left-handed area 4a) is attempting to return to the boundary area 700. Figures 13 and 14 are enlarged views of the area enclosed by the dotted line in Figure 12.
[0158] In Figure 12, one game ball B1 launched from the launching device toward the game area 4 enters the boundary area 700 from the guide passage 29 and makes contact with the ball return prevention member 54 (on-off valve 54b), the outer rail 27, and the other game ball B2. In Figure 13, the contact point between one game ball B1 and the first side surface 540b of the on-off valve 54b is indicated by the symbol P1, the contact point with the outer rail 27 is indicated by the symbol P2, and the contact point with the other game ball B2 is indicated by the symbol P3.
[0159] Furthermore, the other game ball B2 enters the boundary area 700 from the game area 4 and makes contact with the tip of the ball return prevention member 54, the outer rail 27, and one of the game balls B1. In Figure 13, the contact point between the other game ball B2 and the tip of the on / off valve 54b is indicated by the symbol P4, the contact point with the outer rail 27 is indicated by the symbol P5, and the lowest point of the other game ball B2 is indicated by the symbol P6.
[0160] In the state shown in Figure 13, the distance (specific distance) from the tip of the ball return prevention member 54 to the outer rail 27 is longer than in the closed state (see Figure 10) and shorter than in the open state (see Figure 11). In other words, it is the distance between the closed state and the open state. Moreover, the distance H1 from the tip of the ball return prevention member 54 (on-off valve 54b) to the outer rail 27 is shorter than the distance H2 from the lowest point P6 of the other game ball B2 to the outer rail 27. In other words, the distance H1 from the contact point P4 between the other game ball B2 and the tip of the ball return prevention member 54 to the outer rail 27 is shorter than the distance H2 from the lowest point P6 of the other game ball B2 to the outer rail 27. That is, the length H1 of the perpendicular L1 drawn from the tip of the ball return prevention member 54 to the outer rail 27 is shorter than the length H2 of the perpendicular L2 drawn from the lowest point P6 of the other game ball B2 to the outer rail 27.
[0161] Furthermore, as shown in Figure 14, when the ball return prevention member 54 is in the intermediate state described above, the distance H3 from the contact point P4 between the other game ball B2 and the tip of the ball return prevention member 54 (on-off valve 54b) to the contact point P3 between the other game ball B2 and one game ball B1 is shorter than the distance H4 from the lowest point P6 of the other game ball to the contact point P3. In other words, the length of the line segment L3 connecting the contact point P4 and the contact point P3 is shorter than the length of the line segment L4 connecting the lowest point P6 and the contact point P3.
[0162] Furthermore, as shown in Figures 13 and 14, when the ball return prevention member 54 is in the intermediate state described above, the ball return prevention member 54 has not rotated so that its tip reaches the lowest point P6 of the other game ball B2. Specifically, the tip of the ball return prevention member 54 is located higher than the lowest point P6 of the game ball B2 in the vertical direction, and to the left (towards the guide passage 29) of the lowest point P6 of the game ball B2 in the horizontal direction. In other words, the tip of the ball return prevention member 54 is located to the upper left of the lowest point P6.
[0163] After the collision between game ball B1 and game ball B2 as described above, even if game ball B2 tries to return to the guide passage 29, it will come into contact with the tip of the ball return prevention member 54 (on-off valve 54b) from the game area 4 side. As a result, the ball return prevention member 54 is likely to rotate counterclockwise due to the contact force applied from the game area 4 side toward the guide passage 29 side. Consequently, the ball return prevention member 54 blocks the exit of the boundary area 700 more than when game ball B1 and game ball B2 collide, making it difficult for game ball B2 to return to the guide passage 29. As a result, even when game ball B1 and game ball B2 collide as shown in Figure 12, it is possible to suppress game ball B2 from returning to the guide passage 29. In other words, it is possible to suppress two game balls from returning to the guide passage 29 consecutively.
[0164] Furthermore, when game ball B1 and game ball B2 collide as shown in Figure 12, if the distance H1 from the tip of the ball return prevention member 54 (on-off valve 54b) to the outer rail 27 (specific distance) is longer than the distance H2 from the lowest point P6 of the other game ball B2 to the outer rail 27, then after the collision, game ball B2 can get between the tip of the ball return prevention member 54 and the outer rail 27. In that case, game ball B2 can come into contact with the tip of the ball return prevention member 54 from above, and the ball return prevention member 54 is more likely to rotate clockwise. Therefore, the ball return prevention member 54 opens the exit of the boundary region 700 more than when game ball B1 and game ball B2 collide, and is unable to prevent game ball B2 from returning to the guide passage 29.
[0165] As described above, the pachinko game machine according to this embodiment has made significant improvements to prevent game balls that have entered the game area 4 from returning to the guide passage (guide area) 29 compared to conventional pachinko game machines. However, as shown below, further improvements in preventing the return of game balls are made by preventing the game balls from getting caught between the ball return prevention mechanism 50 and the game balls. With reference to Figure 15, the prevention of the ball return prevention mechanism 50 from getting caught between the game balls will be explained. Figure 15 shows a state in which a game ball B that has returned from the game area 4 to the boundary area 700 is colliding with the ball return prevention member 54.
[0166] As shown in Figure 15, the game ball B returns from the game area 4 to the boundary area 700 and makes contact with the on-off valve 54b and the main body case 52 of the ball return prevention member 54. Specifically, the game ball B is in contact with the protruding portion 541c of the on-off valve 54b, which is in the closed state, and also in contact with the upper end (stopper wall 52c) of the main body case 52. In Figure 15, the contact point between the game ball B and the protruding portion 541c of the on-off valve 54b is indicated by the letter P7, the contact point with the upper end of the main body case 52 is indicated by the letter P8, and the leftmost point of the game ball B is indicated by the letter P9.
[0167] In this state, the contact point P7 between the game ball B and the protruding portion 541c of the on-off valve 54b is located below the leftmost point P9 of the game ball B in the vertical direction. Also, the contact point P8 between the game ball B and the upper end of the main body case 52 is located to the left of the lowest point P6 of the game ball B in the horizontal direction, and above the lowest point P6 of the game ball B in the vertical direction. In other words, contact point P8 is located to the upper left of the lowest point P6. Furthermore, the distance from contact point P7 to contact point P8 (first distance) H5 is shorter than the distance from the leftmost point P9 of the game ball B to the lowest point P6 (second distance) H6. As a result, the game ball B cannot enter the gap area SP between the upper opening (see Figure 9) facing the boundary area 700 of the main body case 52 and the portion of the second side portion 541b of the on-off valve 54b that is closer to the base end than the protruding portion 541c. Furthermore, as shown by the dotted arrow in Figure 15, when the game ball B collides with the ball return prevention member 54, a force is applied to the right from the protruding portion 541c of the on-off valve 54b and a force is applied diagonally upward to the right from the upper end of the main body case 52, causing it to bounce back into the game area 4. As a result, the game ball B is prevented from getting stuck between the on-off valve 54b of the ball return prevention mechanism 50 and the main body case 52 by entering the gap area SP. Therefore, the ball return prevention mechanism 50's ability to prevent the game ball from returning due to such entanglement of the game ball B is not impaired. Consequently, the ball return prevention mechanism 50 can be reliably ensured, further improving the prevention of the game ball returning to the guide passage (guide area) 29 once it has entered the game area 4.
[0168] The pachinko game machine according to this embodiment, configured in this manner, can achieve the following effects.
[0169] The ball return prevention mechanism 50 not only prevents game balls that have entered the game area 4 from returning when the ball return prevention member 54 is in the closed state, but also suppresses game balls that have entered the game area 4 from returning to the guide passage 29 even when the ball return prevention member 54 is in the process of being displaced from the closed state to the open state. Therefore, it is possible to improve the prevention of game balls that have entered the game area 4 from returning to the guide passage (guide area) 29.
[0170] Furthermore, the pachinko game machine according to this embodiment includes a guide passage (guide area) 29 in the region between the outer rail 27 and the inner rail 28 that guides the launched game balls to the game area 4, and a ball return prevention mechanism 50 that prevents the game balls from returning from the game area 4 to the guide passage 29. The ball return prevention mechanism 50 has an on / off valve (displacement member) 54b that can be displaced between a closed state (first state) and an open state (second state), and a main body case (holding member) 52 that can hold the on / off valve 54b. The on / off valve 54b has a second side portion (side portion) 541b that faces the game area 4, and a tip portion on the tip side of the second side portion 541b. If the distance from the tip portion to the outer rail 27 is a specific distance, the closed state is when the specific distance is greater than the open state. In the open state, the specific distance is longer than in the closed state. The main body case 52 has a stopper wall (contact portion) 52c that contacts the second side portion 541b of the on / off valve 54b in the open state. When the game ball is in contact with the main body case (holding member) 52 (specifically, the stopper wall 52c of the main body case 52) and the second side portion 541b (the protruding portion 541c) in the closed state, the distance from the contact point P8 between the game ball and the main body case 52 (stopper wall 52c) to the contact point P7 between the game ball and the second side portion 541b (the protruding portion 541c) is defined as the first distance H5, and the distance from the lowest point P6 to the leftmost point P9 of the game ball is defined as the second distance H6. The first distance H5 is characterized by being shorter than the second distance H6. Therefore, it is possible to further improve the prevention of the game ball returning to the guide passage (guide area) 29 after it has entered the game area 4.
[0171] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. For example, the game control modes and configurations of pachinko machines and slot machines are not limited to those of the embodiments described above. Furthermore, the control operations described above can also be applied to other gaming machines such as coinless gaming machines.
[0172] Furthermore, within the scope of the present invention, it is possible to freely combine the components of each embodiment, modify each component as desired, or omit any components. [Explanation of Symbols]
[0173] 14. Speaker (means of sound output) 32 Liquid crystal display (display means) 230 Special Symbol Drawing Method 300 Performance control means 310 Audio data storage means 420 held images 2914 Special Random Number Memory Method
Claims
[Claim 1] A storage means capable of storing multiple lottery information obtained based on the fulfillment of predetermined conditions, A lottery means for conducting a lottery based on the aforementioned lottery information, A means for displaying an image, A sound output means that outputs sound, A performance control means for controlling the execution of the performance, It includes a means for storing performance data related to performance, The aforementioned performance control means is The display means displays a corresponding display for each of the lottery information stored in the storage means. In a corresponding display change performance that changes the display modes of multiple corresponding displays, when the display modes of the multiple corresponding displays change, a specific performance sound, including a first sound effect and a second sound effect output after the first sound effect, is output to the sound output means as a performance sound related to the change. The aforementioned specific sound effect remains the same regardless of the number of corresponding displays whose display mode changes. A gaming machine characterized by the following features.