Game machine
The gaming machine's strategic positioning and visibility management of operation units and information displays address the issue of player photography, ensuring the game state remains the focus and privacy is maintained, while allowing essential information to be displayed and easily visible.
Patent Information
- Application Number
- JP2023214588
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-20
- Publication Date
- 2025-07-02
- Estimated Expiration
- 2043-12-20
AI Technical Summary
The increasing trend of players taking pictures of their gaming situations and distributing them through electronic communication poses challenges in managing the visibility of various operation units during shooting, which can divert attention from the game state and compromise privacy.
The gaming machine design includes a main body part with a locking unit and effect operation parts positioned such that they are visible from one side but not the other, using low visibility modes for certain information displays, ensuring that critical operation units are less likely to be captured in photographs, while maintaining decorativeness and operational visibility for administrators.
This design effectively suppresses the reflection of operation parts in photographs, maintaining the focus on the game state and privacy, while allowing essential information to be displayed and easily visible to players and administrators.
Smart Images

Figure 2025098453000001_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, as gaming machines, pachinko machines, rotary gaming machines, etc. are known (for example, Patent Document 1). As an example, a gaming machine includes an operation unit that is operated by a player to progress the game. As an example, a gaming machine includes an operation unit that is operated by an administrator for maintenance or the like.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In recent years, there are players who take pictures of their own gaming situations. There are also players who distribute the taken images (still images or moving images) through an electric communication line such as the Internet. Consideration is required regarding various operation units being captured during the shooting.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems includes a main body part that constitutes the appearance of the gaming machine, and a gaming part that is provided on or accommodated in the main body part. The main body part has a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle compared to the first part. The second part includes a part that displays information explaining the functions mounted on the gaming machine. The main body part has a locking part and an effect operation part. When viewed from the front of the gaming machine, the top of the locking part is below the top of the effect operation part and to the right of the top of the effect operation part. When viewed from the right side of the gaming machine, the locking part is visible. When viewed from the left side of the gaming machine, the locking part is not visible or is more difficult to view compared to when viewed from the right side of the gaming machine.
Advantages of the Invention
[0006] According to the present invention, the reflection of a predetermined operation part can be suppressed.
Brief Description of the Drawings
[0007]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
MODE FOR CARRYING OUT THE INVENTION
[0008] (First Embodiment) Hereinafter, an example embodied in a pachinko gaming machine will be described. As shown in FIGS. 1 to 4, the island facility FS can install a plurality of gaming machines 10. The gaming machine 10 is a pachinko gaming machine. In the island facility FS, the gaming machines 10 and the management device 90 are arranged alternately. The management device 90 is installed beside the gaming machine 10.
[0009] The management device 90 will be described. The management device 90 includes a medium insertion part (not shown) into which a card-type or coin-type management medium can be inserted. The management medium can store the balance of the inserted money and the number of gaming media P1. The number of gaming media P1 indicates the number of gaming media owned by the player. The management device 90 includes a cash insertion part (not shown) into which cash can be inserted. The amount of money inserted into the cash insertion part is stored in the management medium.
[0010] The management device 90 includes an operation unit group (not shown) that can be operated by a player. As an example, the operation unit group includes a loan operation unit for balls, a payout operation unit, a return operation unit, a display unit for the number of gaming media, and a balance display unit. The loan operation unit for balls is operated when increasing the number of gaming media P2 managed by the gaming machine 10 based on the balance stored in the management medium. The number of gaming media P2 indicates the number of gaming media owned by the player. The payout operation unit is operated when increasing the number of gaming media P2 based on the number of gaming media P1. The return operation unit is operated when receiving the return of the management medium. The number of gaming media P1 is displayed on the display unit for the number of gaming media. The number of gaming media P1 and the number of gaming media P2 indicate the number of gaming media electronically managed. The balance display unit displays the remaining balance of the payment amount.
[0011] The management device 90 includes a management board (not shown). The management board includes a CPU and a memory. The CPU of the management board performs predetermined processing by executing a predetermined control program. The memory of the management board stores the predetermined control program. The memory stores various pieces of information that can be rewritten during the operation of the management device 90. The management device 90 includes a communication terminal. The management board is connected to the gaming machine 10 via the communication terminal. The CPU of the management board is configured to be able to input various control information output by the gaming machine 10 via the communication terminal. The CPU of the management board is configured to be able to output various control information to the gaming machine 10 via the communication terminal. The management board includes an external terminal. The management device 90 is configured to be able to communicate with a hall computer and an external management server via the external terminal.
[0012] The gaming machine 10 will be described. As shown in FIGS. 1 to 4, the gaming machine 10 includes a frame W and a game board YB. The frame W is an example of a main body member that constitutes the appearance of the gaming machine. The game board YB is an example of a game component provided on the main body member or a game component housed in the main body member. The gaming machine 10 is a gaming machine that electronically manages game media that can be used by a player for gaming. The game media in the gaming machine 10 is preferably a game ball. As an example, the gaming machine 10 is a circulation type gaming machine configured such that a predetermined number of game balls are circulated inside the machine. The number of game media managed by the gaming machine 10 includes the number of game media P2. However, the gaming machine 10 may be a non-circulation type gaming machine. The gaming machine 10 may be configured to receive a supply of game balls from the island facility FS and return game balls to the island facility FS.
[0013] The frame W will be described. The frame W includes an outer frame W1, a middle frame W2, and a front frame W3. The outer frame W1 is fixed to the island facility FS using nails or the like. The middle frame W2 holds the game board YB. The front frame W3 forms an opening W3a. The front frame W3 has a protective glass (not shown) fitted into the opening W3a. The protective glass covers the game area YBa formed on the game board YB. The middle frame W2 is supported so as to be openable and closable with respect to the outer frame W1. The middle frame W2 has a holding portion into which the game board YB is fitted and a plurality of clamps for fixing the game board YB to the holding portion. The game board YB is held by tightening the clamps in a state where it is fitted into the holding portion. The front frame W3 is supported so as to be openable and closable with respect to the middle frame W2.
[0014] The front frame W3 includes a game media number display portion 16a. The game media number display portion 16a displays the number of game media P2. As an example, the game media number display portion 16a is provided on the front side of the front frame W3. The front frame W3 includes a counting button 16b. The counting button 16b allows a counting operation when it is in a predetermined countable state. The counting button 16b outputs a counting signal when a counting operation is performed.
[0015] The front frame W3 is provided with a speaker SP. The speaker SP can execute an effect (hereinafter referred to as a voice effect) of outputting a predetermined voice. The speaker SP can execute a notification (hereinafter referred to as a voice notification) of outputting a predetermined voice. For example, the predetermined voice is a music piece, a sound effect, a human voice reading a predetermined string, and the like.
[0016] The front frame W3 is provided with a decorative lamp LA. The decorative lamp LA can execute an effect (hereinafter referred to as a light emission effect) by lighting, flashing, and turning off a light emitter such as an LED. The decorative lamp LA can execute a notification (hereinafter referred to as a notification light emission) by lighting, flashing, and turning off the light emitter.
[0017] The front frame W3 is provided with a first effect operation unit B1. As an example, the first effect operation unit B1 is a button-type operation device configured to be capable of a pressing operation. The operation target portion of the first effect operation unit B1 is preferably a button B1a having a shape that bulges upward. Not limited to this, the first effect operation unit B1 may be a lever-type operation device configured to be capable of a pushing operation or a pulling operation, or may be a gun-type or a joystick-type operation device. The first effect operation unit B1 incorporates a vibration motor. The first effect operation unit B1 can execute a vibration effect by the vibration motor generating vibration. The vibration effect can be perceived when the player GP touches the first effect operation unit B1. The first effect operation unit B1 is an example of a tactile effect device. The vibration effect is an example of a tactile effect.
[0018] The vibration generated by the vibration motor can be transmitted through the middle frame W2 and the front frame W3 and reach the firing operation unit HD as well. Therefore, the vibration effect can also be perceived by touching the firing operation unit HD. The firing operation unit HD is an example of a tactile effect device. Not limited to this, the tactile effect can be anything as long as it can be perceived by the player GP. For example, the tactile effect device may be a device capable of performing an effect of blowing wind (hereinafter referred to as a blowing effect). In the following description, among the respective parts constituting the first effect operation unit B1, the uppermost part is referred to as the top of the first effect operation unit B1. When the uppermost part of the first effect operation unit B1 is a horizontal plane, the center in the front-rear direction and the left-right direction of the horizontal plane may be the top of the first effect operation unit B1. When there are a plurality of uppermost parts in the first effect operation unit B1, any one of these plurality of parts may be the top of the first effect operation unit B1.
[0019] The front frame W3 includes a second effect operation unit B2. As an example, the second effect operation unit B2 is a button-type operation device configured to be able to perform a pressing operation. As an example, the second effect operation unit B2 is an operation unit in which an upper button B21, a lower button B22, a left button B23, and a right button B24 are arranged in a cross shape (see FIG. 4). Not limited to this, the second effect operation unit B2 may be a lever-type operation device configured to be able to perform a pushing-in operation or a pulling operation, or may be a pistol-type or joystick-type operation device. The second effect operation unit B2 may be configured as a tactile effect device. In the following description, among the respective parts constituting the second effect operation unit B2, the uppermost part is referred to as the top of the second effect operation unit B2. When the uppermost part of the second effect operation unit B2 is a horizontal plane, the center in the front-rear direction and the left-right direction of the horizontal plane may be the top of the second effect operation unit B2. When there are a plurality of uppermost parts in the second effect operation unit B2, any one of these plurality of parts may be the top of the second effect operation unit B2.
[0020] The front frame W3 and the middle frame W2 are provided with a locking part Wk. The locking part Wk can be locked and unlocked using a matching key. When the locking part Wk is unlocked, the middle frame W2 can be opened with respect to the outer frame W1. When the locking part Wk is unlocked, the front frame W3 can be opened with respect to the middle frame W2. In the following description, among the parts constituting the locking part Wk, the uppermost part is referred to as the top of the locking part Wk. When the uppermost part of the locking part Wk is a horizontal plane, the center in the front-rear direction and the left-right direction of the horizontal plane may be the top of the locking part Wk. When there are a plurality of uppermost parts of the locking part Wk, any one of these plurality of parts may be the top of the locking part Wk.
[0021] The middle frame W2 is provided with a firing operation part HD. The firing operation part HD is configured to enable an operation of firing a game ball. As an example, the firing operation part HD, as an example of an operation part, enables an operation for progressing the game. As an example, the firing operation part HD is provided on the front side of the middle frame W2. As an example, the firing operation part HD is of a handle type. The gaming machine 10 is configured to launch a game ball with a firing intensity corresponding to the operation amount of the firing operation part HD. In the following description, among the parts constituting the firing operation part HD, the uppermost part is referred to as the top of the firing operation part HD. When the uppermost part of the firing operation part HD is a horizontal plane, the center in the front-rear direction and the left-right direction of the horizontal plane may be the top of the firing operation part HD. When there are a plurality of uppermost parts of the firing operation part HD, any one of these plurality of parts may be the top of the firing operation part HD.
[0022] On the front side of the middle frame W2 and the front frame W3, a decorative body D forming the appearance of the gaming machine 10 is provided. The decorative body D is composed of at least one of the shape, color, and pattern according to the motif set for the gaming machine 10. The motif may be content such as movies, music, theater, literature, photos, comics, animations, and computer games. The content may be characters, graphics, colors, sounds, actions, or videos, or a combination of any plurality of these. Generally, copyright exists in the content that can be the motif of the gaming machine 10. The gaming machine 10 is manufactured with the permission of the copyright owner.
[0023] In the frame W, the locking part Wk, the shooting operation part HD, the gaming medium number display part 16a, the counting button 16b, the speaker SP, the decorative lamp LA, the first effect operation part B1, and the second effect operation part B2 are provided on the decorative body D. It can be said that the locking part Wk, the shooting operation part HD, the gaming medium number display part 16a, the counting button 16b, the speaker SP, the decorative lamp LA, the first effect operation part B1, and the second effect operation part B2 form a part of the decorative body D. Details of the decorative body D in the gaming machine 10 will be described later.
[0024] The game board YB will be described. As shown in FIG. 5, on the front surface of the game board YB, a game area YBa that is substantially circular in a front view is defined. Nails, windmills, etc. are arranged in the game area YBa. A display window YBb is formed substantially at the center of the game area YBa. To the left of the game area YBa, a shooting passage YBc for guiding the game balls launched by the operation of the shooting operation part HD into the game area YBa is formed. The game area YBa and the shooting passage YBc are covered with a protective glass (not shown).
[0025] The game board YB is provided with an information display device 22. As an example, the information display device 22 may include a first special symbol display section 22a, a second special symbol display section 22b, a first special hold display section 22c, a second special hold display section 22d, a normal symbol display section 22e, and a normal hold display section 22f. As an example, each of the display sections 22a to 22f is disposed together in a portion visible to the player on the game board YB, but is not limited thereto, and part or all of them may be disposed in different portions. As an example, each of the display sections 22a to 22f is provided in a portion different from both the game area YBa and the launch passage YBc of the game board YB.
[0026] The special symbol display sections 22a and 22b can execute a special symbol variation game (hereinafter referred to as a special game) that variably displays a predetermined symbol and finally stops and displays a special symbol. The special symbol is a symbol for notifying the result of an internal lottery (a winning lottery for the special symbol). The special symbol includes a jackpot symbol and a losing symbol. The special symbol may include a minor winning symbol. In the gaming machine 10, when winning a jackpot in the winning lottery for the special symbol, the jackpot symbol is stopped and displayed in the special game, and after the end of the special game for the jackpot, a jackpot game is awarded. The jackpot game will be described later. In the following description, the special game executed by the first special symbol display section 22a is referred to as the "first special game", and the special game executed by the second special symbol display section 22b is referred to as the "second special game".
[0027] The first special hold display section 22c displays information that can specify the number of times of the first special game (hereinafter referred to as the first hold number) whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The second special hold display section 22d displays information that can specify the number of times of the second special game (hereinafter referred to as the second hold number) whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied.
[0028] The normal symbol display section 22e is capable of executing a normal game in which a predetermined symbol is variably displayed and finally the normal symbol is stopped and displayed. The normal symbol is a symbol for notifying the result of an internal lottery (lottery for winning the normal symbol). The normal symbols include a normal winning symbol and a normal losing symbol. In the gaming machine 10, when winning a normal win in the lottery for the normal symbol, the normal winning symbol is stopped and displayed in the normal game, and after the end of the normal game, a normal winning game is awarded.
[0029] The normal hold display section 22f displays information that can identify the number of normal games whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The information display device 22 may include a right strike display section that displays information instructing a right strike and a round display section that notifies the upper limit number of times of the round game.
[0030] The game board YB includes an effect display DS. The effect display DS has a display area HR capable of displaying an image. The effect display DS is assembled to the rear side of the game board YB so that the display area HR can be visually recognized through the display window YBb. As an example, the effect display DS is a liquid crystal type, an organic EL type, or a plasma type display. The effect display DS can execute an effect (hereinafter referred to as a display effect) of displaying a predetermined image. The effect display DS can execute a notification (hereinafter referred to as a display notification) of displaying a predetermined image. For example, the predetermined image is an image such as an effect symbol, a character, a landscape, a character (character string), a number, and a symbol. In the following description, when simply indicating "display" for these effect symbols, characters, etc., it means displaying these characters, etc. as images. The effect display DS is an example of an image display panel.
[0031] In the display performance by the performance display DS, there is a performance symbol variation game (hereinafter referred to as the performance game) using a plurality of columns of performance symbols. In the performance game, a plurality of columns of performance symbols are variably displayed, and finally, a combination of performance symbols (hereinafter referred to as the symbol combination) is stopped and displayed. The performance symbols are symbols decorated with decorations such as characters and patterns, and are symbols for diversifying the display performance. As an example, the performance game is performed by variably displaying a plurality of columns of performance symbols in a predetermined direction respectively. The performance game may include a reach performance that forms a reach. The performance game is started together with a special game and ends together with the special game. In the performance game, a symbol combination corresponding to the special symbol stopped and displayed in the special game is stopped and displayed. When the jackpot symbol is stopped and displayed in the special game, in the performance game, the jackpot symbol combination is stopped and displayed. When the losing symbol is stopped and displayed in the special game, in the performance game, the losing symbol combination is stopped and displayed. In the following description, the special game and the performance game executed together with the special game are collectively referred to as the "variation game".
[0032] A plurality of winning holes are formed in the game board YB. The plurality of winning holes open to the game area YBa so that game balls can enter. The plurality of winning holes include a first start hole 23A, a second start hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include winning holes different from these winning holes 23.
[0033] The first start hole 23A is a winning hole for entering a game ball to satisfy the condition for awarding prize balls and the hold condition for the first special game. As an example, the first start hole 23A is below the performance display DS. The first start hole 23A is always opened so that a game ball can enter. The game board YB is provided with a first start sensor SE1 (see FIG. 6) that detects a game ball entering the first start hole 23A as a winning sensor.
[0034] The second start port 23B is a winning port for letting game balls enter to satisfy the conditions for awarding prize balls and the conditions for holding the second special game. As an example, the second start port 23B is located to the right of the effect display DS. The second start port 23B includes a normal opening / closing piece 23Ba which is claw-shaped as an example. When no normal winning game is awarded, the second start port 23B is closed so that game balls cannot enter or it is difficult for game balls to enter. When a normal winning game is awarded, the second start port 23B is opened so that game balls can enter or it is easy for game balls to enter. The game board YB includes a first actuator A1 as a means for opening the second start port 23B (see Fig. 6). Also, the game board YB includes a second start sensor SE2 as a winning sensor for detecting game balls that have entered the second start port 23B (see Fig. 6).
[0035] The big winning port 23C is a winning port for letting game balls enter to satisfy the conditions for awarding prize balls. As an example, the big winning port 23C is located at the lower right of the effect display DS. The big winning port 23C includes a special opening / closing piece 23Ca which is door-shaped as an example. When no big winning game is awarded, the big winning port 23C is closed so that game balls cannot enter or it is difficult for game balls to enter. When a big winning game is awarded, the big winning port 23C is opened so that game balls can enter or it is easy for game balls to enter. The game board YB includes a second actuator A2 as a means for opening the big winning port 23C (see Fig. 6). Also, the game board YB includes a count sensor SE3 as a winning sensor for detecting game balls that have entered the big winning port 23C (see Fig. 6).
[0036] The normal winning port 23D is a winning port for letting game balls enter to satisfy the conditions for awarding prize balls. As an example, the normal winning ports 23D are respectively located at the lower left of the effect display DS and at the lower right of the effect display DS. The normal winning port 23D is always open so that game balls can enter. The game board YB includes a normal sensor (not shown) as a winning sensor for detecting game balls that have entered the normal winning port 23D.
[0037] The game board YB is provided with a gate 24. As an example, the gate 24 is in the right region of the game area YBa and above the second start port 23B and the big winning port 23C. A gate port 24a is formed in the gate 24. The gate port 24a is always open so that a game ball can enter. The gate 24 has an operation sensor SE4 (see FIG. 6) that detects a game ball that has entered the gate port 24a as a winning sensor. The gate 24 is an entrance port for allowing a game ball to enter in order to establish the start conditions of a normal game. Even if a game ball enters the gate 24, the condition for awarding a prize ball is not satisfied.
[0038] An out port 25 is formed in the game board YB. As an example, the out port 25 opens at the very bottom of the game area YBa. The game ball enters the out port 25 when it does not enter any of the first start port 23A, the second start port 23B, the big winning port 23C, and the normal winning port 23D. The plurality of winning ports and the out port 25 can be regarded as discharge ports for discharging the game ball from the game area YBa or return ports for returning the game ball from the game area YBa. When the game ball enters the plurality of winning ports or the out port 25, it is discharged from the game board YB. The game ball discharged from the game area YBa of the game board YB is a so-called "out ball".
[0039] The jackpot game will be described. In a big win game, first, a predetermined performance is carried out over a predetermined time (hereinafter referred to as the opening time). For example, the predetermined performance is an opening performance that can recognize the start of the big win game. In the big win game, after the elapse of the opening time, a round game for opening the big winning opening 23C is carried out with a predetermined upper limit number of times as the upper limit. One round game ends when the number condition that a predetermined upper limit number of game balls enter or the time condition that a predetermined upper limit time elapses is satisfied. In the round game, the big winning opening 23C is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is carried out. In the big win game, when the final round game ends, a predetermined performance is carried out over a predetermined time (hereinafter referred to as the ending time). For example, the predetermined performance is an ending performance that can recognize the end of the big win game. The big win game ends as the ending time elapses.
[0040] The functions of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function for varying the probability of winning a big win (hereinafter referred to as the big win probability) in the winning lottery of special symbols. The gaming machine 10 has a low probability state in which the probability variation function does not operate and a high probability state in which the probability variation function operates as states in which the big win probability can be different. The high probability state has a higher big win probability than the low probability state. In the high probability state, since the big win probability increases compared to the low probability state, it becomes an advantageous state for the player. The high probability state is a so-called "probability variation state (probability variation state)".
[0041] The gaming machine 10 is equipped with a ball entry assistance function. The ball entry assisting function is a function for varying the ball entry rate into the second start port 23B. The gaming machine 10 has a low ball entry rate state in which the ball entry assisting function does not operate and a high ball entry rate state in which the ball entry assisting function operates as states in which the ball entry rate into the second start port 23B can be different. The high ball entry rate state has a higher probability that a game ball enters the second start port 23B than the low ball entry rate state. In the high ball entry rate state, the probability that a game ball enters the second start port 23B increases, and the entry of the game ball into the second start port 23B becomes easier, so that it becomes a state advantageous to the player (an easy ball entry state). The high ball entry rate state is a so-called "electric assist state", and the low ball entry rate state is a so-called "non-electric assist state".
[0042] For example, the high ball entry rate state can be realized by performing any one of the following three controls or by combining a plurality of controls. The first control is a variation time shortening control of the normal symbol that shortens the variation time of the normal game to be shorter than that in the low ball entry rate state. The second control is a probability variation control of the normal symbol that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than that in the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 23B in one normal winning game longer than that in the low ball entry rate state. The opening time extension control is preferably at least one of a control that increases the number of opening times of the second start port 23B in one normal winning game to be more than that in the low ball entry rate state and a control that makes the opening time of the second start port 23B in one normal winning game longer than that in the low ball entry rate state. The high ball entry rate state may be realized by combining the following fourth control. The fourth control is a variation time shortening control of the special symbol that shortens the variation time of the special game (for example, the average variation time) to be shorter than that in the low ball entry rate state. When performing the variation time shortening control of the special symbol, the high ball entry rate state becomes a variation time shortening state (time shortening state) of the special symbol, and the low ball entry rate state becomes a non-variation time shortening state (non-time shortening state) of the special symbol.
[0043] The gaming state is defined by the combination of the presence or absence of the operation of the high-probability function and the presence or absence of the operation of the ball entry assistance function. In the following description, a gaming state that is a low-probability state and a low ball entry rate state is referred to as the "normal state". Also, a gaming state that is a low-probability state and a high ball entry rate state is referred to as the "first advantageous state", and a gaming state that is a high-probability state and a high ball entry rate state is referred to as the "second advantageous state". The gaming machine 10 may be provided with a gaming state that is a high-probability state and a low ball entry rate state.
[0044] The electrical configuration of the gaming machine 10 will be described. As shown in FIG. 6, the gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board 40, a performance control board 41, and a frame control board 42. The game control board 40 and the performance control board 41 are provided on the game board YB. The frame control board 42 is provided on the frame W. These control boards 40 to 42 are in a position where they cannot be accessed unless the locking portion Wk is unlocked and the middle frame W2 is opened.
[0045] The game control board 40 and the performance control board 41 are connected so that control information (signals, control commands, telegrams, etc.) can be output in one direction from the game control board 40 to the performance control board 41. The game control board 40 executes predetermined processing and outputs control information to the performance control board 41. The performance control board 41 executes predetermined processing based on the control information input from the game control board 40. The game control board 40 and the frame control board 42 are connected so that control information can be output in both directions. The frame control board 42 of the gaming machine 10 and the management board of the management device 90 are connected so that control information can be output in both directions.
[0046] The game control board 40 will be described in detail. The game control board 40 includes a CPU 40a, a ROM 40b, and a RAM 40c. The CPU 40a executes a game control program to execute processes related to the progress of the game. The ROM 40b stores the game control program, determination values used for various determinations and lotteries, tables, etc. The ROM 40b stores a plurality of types of variation patterns. The variation pattern is information capable of specifying at least the variation time from the start to the end of the variation game and the variation content (production content) of the production game. The RAM 40c stores various information that can be rewritten according to the processing results of the CPU 40a. For example, the information stored in the RAM 40c includes flags, counters, timers, etc. The game control board 40 is configured to be able to generate software random numbers by a hardware random number generation circuit or by random number generation processing by the CPU 40a.
[0047] The game control board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, and an operation sensor SE4. The CPU 40a can input detection signals output when each of the sensors SE1 to SE4 detects a game ball. The game control board 40 is connected to each of the display units 22a to 22f. The CPU 40a can control the display content of each of the display units 22a to 22f. The game control board 40 is connected to each of the actuators A1, A2. By controlling the operations of the actuators A1, A2, the CPU 40a can control the opening modes of the second start port 23B and the big winning port 23C, respectively.
[0048] The production control board 41 will be described in detail. The performance control board 41 includes a CPU 41a, a ROM 41b, and a RAM 41c. The CPU 41a performs processes related to performance by executing a performance control program. The ROM 41b stores a performance control program, determination values used for a predetermined lottery, etc. The ROM 41b stores display performance data used for display performance, light emission performance data used for light emission performance, and voice performance data used for voice performance. The RAM 41c stores various information that can be rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 41c includes flags, counters, and timers. The performance control board 41 is configured to be able to generate software random numbers by random number generation processing by the CPU 41a. The performance control board 41 may include a random number generation circuit and be able to generate hardware random numbers.
[0049] The performance control board 41 is connected to the performance display DS. The CPU 41a can control the display content of the performance display DS. The performance control board 41 is connected to the speaker SP. The CPU 41a can control the output content of the speaker SP. The performance control board 41 is connected to the decorative lamp LA. The CPU 41a can control the light emission mode of the decorative lamp LA. The performance control board 41 is connected to the first performance operation unit B1. The CPU 41a can input an operation signal output by the first performance operation unit B1 when the first performance operation unit B1 is operated. The performance control board 41 is connected to the second performance operation unit B2. The CPU 41a can input an operation signal output by the second performance operation unit B2 (buttons B21 to B24) when the second performance operation unit B2 is operated.
[0050] The frame control board 42 will be described in detail. The frame control board 42 includes a CPU 42a, a ROM 42b, a RAM 42c, a performance display monitor 42d, a ball ejection button 42e, an error cancel button 42f, a game ball clear button 42g, and a RAM clear button 42h. The CPU 42a performs processing related to the operation of the mechanism mounted on the middle frame W2 by executing a frame control program. The ROM 42b stores a frame control program and the like. The RAM 42c stores various pieces of information that can be rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 42c includes flags, counters, and timers.
[0051] The performance display monitor 42d displays a base value. The base value is a value indicating the ratio of the total number of prize balls during normal games to the total number of valid balls during normal games. A normal game is a game in a normal state and when a big win game is not being played. A valid ball is a game ball that has reached the game area YBa among the game balls launched toward the game area YBa. The base value is obtained by the calculation formula of "total number of acquired prize balls during normal games ÷ total number of valid balls during normal games × 100".
[0052] The ball ejection button 42e is operated to bring about a state in which the game balls inside the machine can be ejected outside the machine (hereinafter referred to as the ball ejection state). The ball ejection state is a state in which it is possible to eject the game balls from the game ball circulation mechanism. The error reset button 42f is operated to cancel the setting of an error when a predetermined error is set. The setting of an error is performed when an error is detected. The game ball clear button 42g is operated to initialize the number of game media P2 stored as data in the RAM 42c. The RAM clear button 42h is operated when initializing the information stored in the RAM 40c and the information stored in the RAM 42c (hereinafter referred to as RAM clear). The RAM clear button 42h outputs a RAM clear signal when a pressing operation is performed. As an example, an error is notified by the light emitters (LEDs) of a plurality of decorative lamps LA lighting up or flashing in a predetermined pattern. Note that, in each decorative lamp LA, the notification of an error is not limited to being executed using all the LEDs, and it may be executed using some of the LEDs.
[0053] The frame control board 42 is connected to the count button 16b. The CPU 42a is configured to be able to input the count signal output by the count button 16b. The frame control board 42 is connected to the game media number display unit 16a. The CPU 42a is configured to be able to control the display content of the game media number display unit 16a so as to display the number of game media P2 at that time.
[0054] Various processes performed by the game control board 40 (CPU 40a) will be described. The hold process for the special game will be described. When the first reserved number is less than the upper limit number and the CPU 40a receives a detection signal from the first start sensor SE1, the CPU 40a updates the first reserved number by adding 1 thereto. Next, the CPU 40a stores in the RAM 40c the random numbers necessary for the execution of the first special game. For example, the random numbers are the winning random numbers used for the winning lottery of the special symbol, the winning symbol random numbers used for the determination of the winning symbol, and the variable pattern random numbers used for the determination of the variable pattern. When the second reserved number is less than the upper limit number and the CPU 40a receives a detection signal from the second start sensor SE2, the CPU 40a updates the second reserved number by adding 1 thereto. Next, the CPU 40a stores in the RAM 40c the random numbers necessary for the execution of the second special game.
[0055] The start process of the special game will be described. When the start condition of the special game is satisfied and the first reserved number is 1 or more, the CPU 40a starts the first special game. On the other hand, when the start condition of the special game is satisfied, the first reserved number is 0, and the second reserved number is 1 or more, the CPU 40a starts the second special game. The CPU 40a determines whether it is a win or not, the special symbol to be stopped and displayed, and the variable pattern by lottery using the random numbers stored in the RAM 40c. The start condition of the special game is satisfied when it is not during the winning game and not during the execution of the special game. The CPU 40a outputs one or more control commands to the effect control board 41 so that it is possible to specify whether it is a win or not, the special symbol to be stopped and displayed, and the variable pattern.
[0056] The execution process of the special game will be described. When the CPU 40a executes the first special game, it controls the first special symbol display unit 22a to start the variable display of a predetermined symbol. When the variable time defined in the variable pattern has elapsed, the CPU 40a controls the first special symbol display unit 22a to stop displaying the special symbol. Further, the CPU 40a outputs control information (hereinafter referred to as a variable end command) that can identify the end of the variable game to the effect control board 41. When the CPU 40a executes the second special game, it controls the second special symbol display unit 22b to start the variable display of a predetermined symbol. When the variable time defined in the variable pattern has elapsed, the CPU 40a controls the second special symbol display unit 22b to stop displaying the special symbol. Further, the CPU 40a outputs the variable end command to the effect control board 41.
[0057] The winning game process will be described. When the CPU 40a stops displaying the winning symbol in the special game, it executes the winning game process after the end of the special game. The CPU 40a identifies the type of winning game based on the winning symbol (type of win) determined in the start process of the special game. The CPU 40a controls the second actuator A2 using the opening control data corresponding to the identified type of winning game to open and close the big winning opening 23C. That is, the CPU 40a assigns a winning game corresponding to the winning symbol. The CPU 40a outputs various control information to the effect control board 41 in response to the start of the opening time, each round game, and the ending time.
[0058] The state transition process will be described. The CPU 40a controls the gaming state of the gaming machine 10 by storing or erasing the operation flag and the high probability flag in the RAM 40c. As an example, when the winning game based on the first winning symbol ends, the CPU 40a controls to the second advantageous state until the next winning game is granted. As an example, when the big winning game based on the second winning symbol different from the first winning symbol ends, the CPU 40a controls to the first advantageous state. In this case, after the end of the big winning game based on the second winning symbol, when the special game of the number of operating times ends, the CPU 40a controls to the normal state. Note that the CPU 40a controls to the normal state during the winning game.
[0059] Describe various processes executed by the effect control board 41 (CPU 41a). The CPU 41a controls at least one of the effect display DS, the decorative lamp LA, and the speaker SP based on various control information input from the game control board 40, and executes a predetermined effect. As an example, the CPU 41a executes an opening effect, a round effect, and an ending effect as effects during the winning game (hereinafter referred to as winning game effects). As an example, the CPU 41a executes an effect game as an effect during the special game. As an example, the CPU 41a executes a demonstration effect (hereinafter referred to as a demo effect) as an effect during the standby state. The standby state is a situation where the winning game is not being executed, the variable game is not being executed, and there is no reservation for the variable game. The demo effect is a so-called "customer waiting effect".
[0060] The effect game, the winning game effect, and the demo effect may include a first operation effect. The first operation effect is an effect that changes to a predetermined effect when the operation of the first effect operation unit B1 is triggered. When the start condition of the first operation effect is satisfied, the CPU 41a starts a first reception period during which the operation of the first effect operation unit B1 can be received. As an example, when the CPU 41a receives the operation of the first effect operation unit B1 during the first reception period, the CPU 41a may change the image displayed on the effect display DS. At this time, the CPU 41a may output a predetermined sound from the speaker SP, or may cause the decorative lamp LA to emit light in a predetermined light emission pattern.
[0061] The performance game, the winning game performance, and the demo performance may include a second operation performance. The second operation performance is a performance that changes a predetermined performance upon an operation of the second performance operation unit B2. When the start condition of the second operation performance is satisfied, the CPU 41a starts a second reception period during which the operation of the second performance operation unit B2 can be received. When the CPU 41a receives the operation of the second performance operation unit B2 during the second reception period, it may change the image displayed on the performance display DS. At this time, the CPU 41a may output a predetermined sound from the speaker SP, or may cause the decorative lamp LA to emit light in a predetermined light emission pattern. Not limited to this, the second performance operation unit B2 may be capable of an operation for instructing customization of the performance. For example, the customization of the performance may be that the volume, the light quantity (brightness), the appearance rate of a predetermined performance, the presence or absence of a predetermined performance, the jackpot expectation degree of a predetermined performance, and the performance mode can be changed.
[0062] The decorative body D in the gaming machine 10 will be described. As shown in FIGS. 2 to 4, the decorative body D is in a frame shape that surrounds the opening W3a of the front frame W3 on the front side of the frame W. As an example, the decorative body D is formed on the front frame W3. The decorative body D includes an upper decorative body D1, a lower decorative body D2, a left decorative body D3, and a right decorative body D4. The upper decorative body D1 extends in the left-right direction along the upper edge portion of the frame W and protrudes forward. The lower decorative body D2 extends in the left-right direction at a position spaced above the lower edge portion of the frame W and protrudes forward. The left decorative body D3 extends in the up-down direction along the left edge portion of the frame W and protrudes forward. The right decorative body D4 extends in the up-down direction along the right edge portion of the frame W and protrudes forward.
[0063] The upper decorative body D1 has a box-shaped upper base D11 that protrudes forward. The upper base D11 extends along the left-right direction at the upper edge of the front frame W3. As an example, the upper surface D11a of the upper base D11 is a plane that extends horizontally or substantially horizontally. As an example, the lower surface D11b of the upper base D11 is an inclined surface that slopes downward so as to go downward toward the rear. The upper decorative body D1 has an upper decorative member D12 assembled to the tip of the upper base D11. As an example, the upper decorative member D12 may be in a shape related to the motif of the gaming machine 10. For example, the upper decorative member D12 may be in a plate shape imitating characters indicating the name of the content that is the motif of the gaming machine 10. As an example, the length of the upper decorative member D12 along the left-right direction is the same as or substantially the same as the length of the frame W along the left-right direction. A pair of speakers SP arranged along the left-right direction are provided on the upper base D11. The upper base D11 and the upper decorative member D12 incorporate a total of m1 LEDs. That is, the upper base D11 and the upper decorative member D12 are also used as a decorative lamp LA.
[0064] The lower decorative body D2 has a box-shaped lower base D21 that protrudes forward. The lower base D21 extends along the left-right direction at the lower edge of the front frame W3. Based on the image display surface of the effect display DS, the maximum forward protrusion amount of the upper decorative body D1 is larger than the maximum protrusion amount of the lower decorative body D2. That is, the upper decorative body D1 protrudes more toward the player GP than the lower decorative body D2. As an example, the upper surface of the lower base D21 forms a planar upper operation surface D21a that extends horizontally or substantially horizontally. The upper operation surface D21a is at a position that can be looked down upon from the player GP.
[0065] On the upper operation surface D21a, a game medium number display unit 16a, a counting button 16b, a first effect operation unit B1, and a second effect operation unit B2 are provided. As an example, the second effect operation unit B2 is provided at the right rear of the first effect operation unit B1 on the upper operation surface D21a. The upper operation surface D21a may be provided with a ball lending operation unit and a return operation unit. In the middle frame W2, a firing operation unit HD is provided to the right of the lower base D21. The top of the firing operation unit HD is below the upper operation surface D21a of the lower base D21. In the frames W2 and W3, a locking unit Wk is provided to the right of the lower base D21. As an example, the top or the whole of the locking unit Wk may be below the upper operation surface D21a of the lower base D21 and above the top of the firing operation unit HD. The lower base D21 incorporates a total of n1 LEDs. That is, the lower base D21 also serves as a decorative lamp LA.
[0066] Here, an example of the positional relationship among the first effect operation unit B1, the second effect operation unit B2, the firing operation unit HD, and the locking unit Wk will be described. As an example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is below the top of the first effect operation unit B1 and to the right of the top of the first effect operation unit B1. As an example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is below the top of the second effect operation unit B2 and to the right of the top of the second effect operation unit B2. As an example, when viewed from the front of the gaming machine 10, the top of the firing operation unit HD is below the top of the first effect operation unit B1. As an example, when viewed from the front of the gaming machine 10, the top of the firing operation unit HD is below the top of the second effect operation unit B2. That is, when viewed from the front of the gaming machine 10, the top of the first effect operation unit B1 is above the top of the firing operation unit HD. When viewed from the front of the gaming machine 10, the top of the second effect operation unit B2 is above the top of the firing operation unit HD.
[0067] The left decorative body D3 has a wall-shaped left base D31 that protrudes forward. The left base D31 extends along the vertical direction. The left base D31 has a left side surface D31a that forms the left side surface of the machine body and a right side surface D31b on the side of the game area YBa (effect display DS). The tip of the left base D31 is inclined so as to protrude forward as it approaches the upper end from the lower end. The left base D31 incorporates a total of p1 LEDs. That is, the left base D31 also serves as a decorative lamp LA.
[0068] The right decorative body D4 has a wall-shaped right base D41 that protrudes forward. The right base D41 extends along the vertical direction. The right base D41 has a left side surface D41a on the side of the game area YBa (effect display DS) and a right side surface D41b that forms the right side surface of the machine body. The upper part of the right decorative body D4 forms a right decorative member D42 that protrudes forward. The right decorative member D42 has a shape related to the motif of the gaming machine 10. The tip of the right decorative member D42 is inclined so as to protrude forward as it approaches the upper end from the lower end. Based on the image display surface of the effect display DS, the maximum forward protrusion amount of the right decorative body D4 is larger than the maximum protrusion amount of the left decorative body D3. That is, the right decorative body D4 protrudes more toward the player GP than the left decorative body D3. A locking part Wk is provided in the part of the right base D41 below the right decorative member D42. The right base D41 and the right decorative member D42 incorporate a total of q1 LEDs. That is, the right base D41 and the right decorative member D42 also serve as a decorative lamp LA. Here, the number of LEDs of the left decorative body D3 and the right decorative body D4 may satisfy the relationship of p1 < q1, or may satisfy the relationship of q1 < p1. As an example, the right decorative body D4 may be configured to be detachable from the front frame W3 using screws or clamps.
[0069] Each of the decorative bodies D1 to D4 protrudes forward from the image display surface of the effect display DS. Each of the decorative bodies D1 to D4 is an example of a protruding portion. The left decorative body D3 is an example of a left protruding portion located to the left of the effect display DS. The right decorative body D4 is an example of a right protruding portion located to the right of the effect display DS. Based on the image display surface of the effect display DS, the protruding amount of the most forward protruding portion of the right decorative body D4 is smaller than the protruding amount of the most forward protruding portion of the left decorative body D3. The right decorative body D4 is an example of one protruding portion, and the left decorative body D3 is an example of the other protruding portion.
[0070] The maintenance of the gaming machine 10 will be described. The administrator of the gaming machine 10 performs maintenance on the gaming machine 10 during business hours or outside business hours. As an example, the maintenance is cleaning. As an example, the cleaning targets in the gaming machine 10 include the effect operation units B1 and B2. As an example, the cleaning targets in the gaming machine 10 include the locking unit Wk. As an example, the cleaning targets in the gaming machine 10 include the firing operation unit HD. As an example, the cleaning targets in the gaming machine 10 include the gaming area Yba of the game board YB and the protective glass (not shown). Without being limited to this, the cleaning targets of the gaming machine 10 may be arbitrarily selected part or all of the components of the gaming machine 10.
[0071] As an example, the maintenance is inspection. As an example, the inspection targets in the gaming machine 10 include the effect operation units B1 and B2. As an example, the inspection targets in the gaming machine 10 include the locking unit Wk. As an example, the inspection targets in the gaming machine 10 include the firing operation unit HD. As an example, the inspection targets in the gaming machine 10 include the gaming area Yba of the game board YB and the protective glass (not shown). As an example, the inspection targets in the gaming machine 10 include various substrates 40 to 42 arranged on the rear side of the gaming machine 10. Further, the maintenance may include repair and replacement. As already described, the various substrates 40 to 42 cannot be accessed unless the locking unit Wk is operated to unlock and the middle frame W2 is opened.
[0072] It is normal for the manager to maintain the plurality of gaming machines 10 arranged in the island facility FS in order from one end. Generally, there are more right-handed managers than left-handed ones. Right-handed managers often perform maintenance such as cleaning the gaming machines 10 mainly using their right hands. For this reason, there are many situations where the manager moves from the right side to the left side of each gaming machine 10 arranged in the island facility FS and performs maintenance in order. Therefore, as shown by the arrow Ya, when performing maintenance on the gaming machine 10, the manager often views the gaming machine 10 from the right side of the gaming machine 10 (see FIGS. 1 to 4). At this time, the viewing point of the manager tends to be at the viewing point SA at the lower end of the game area YBa or at the height of the upper operation surface D21a in order to carefully maintain the effect operation units B1, B2, the locking unit Wk, and the firing operation unit HD.
[0073] On the other hand, the player selects the gaming machine 10 on which he or she will play from among the plurality of gaming machines 10 arranged in the island facility FS. At this time, similar to when the manager performs maintenance, it is assumed that the player moves from the right side to the left side of each gaming machine 10 arranged in the island facility FS and observes the gaming machines 10 in order. Also, when inspecting the gaming machine 10, unlike maintenance, no fine work is required and the player's dominant hand is not very relevant. Therefore, as shown by the arrow Yb, it is also possible to assume a situation where the player moves from the left side to the right side of each gaming machine 10 arranged in the island facility FS and observes the gaming machines 10 in order (see FIGS. 1 to 4). At this time, the viewing point of the player tends to be at the viewing point SA or the viewing point SB at the lower end of the game area YBa or at the height of the upper operation surface D21a because the player often carefully observes the periphery of the first start port 23A in the game area YBa.
[0074] The photographing in the gaming machine 10 will be described. As shown in FIGS. 1 and 7, in the gaming machine 10, the player GP may sometimes photograph the state of his / her own game with the camera CM. The gaming machine 10 and the player GP are the subjects. As an example, the camera CM is a device capable of shooting a moving image. In the following description, when referred to as "game video YG", it shall mean the video obtained by the player GP photographing his / her own game with the camera CM. The game video YG may or may not include sound. Not limited to this, the camera CM may be a device for shooting a still image. That is, the game image may be a still image, a moving image, or a combination thereof. Note that the camera CM may be a dedicated device having only a photographing function, or may be one of the functions installed in a smartphone.
[0075] As an example, the camera CM includes a processor, an image sensor, a memory, a lens, a battery, and an external connection part. The camera CM may include a microphone. The lens refracts the incident light. An image is formed on the light receiving surface of the image sensor. The image sensor converts the wavelength and intensity of the refracted light into an electrical signal and outputs it to the processor. The microphone converts the input sound into an electrical signal and outputs it to the processor.
[0076] The processor converts the electrical signal input from the image sensor into image data. When the camera CM includes a microphone, the processor converts the electrical signal input from the microphone into audio data. The processor creates game video data from the image data. The processor may include the audio data in the game video data. The processor stores the created game video data in the memory. The processor may output the game video data stored in the memory to an external device connected via the external connection part. For example, the external device may be a personal computer, a server computer, or a smartphone. The connection form between the external connection part and the external device may be a wired connection or a wireless connection.
[0077] Player GP may publicly disclose the game video YG so that a third party can view it. The public disclosure of the game video YG is to make it viewable by a third party via a telecommunications line such as the Internet by uploading the game video data to a distribution server. Not limited to this, the public disclosure of the game video YG may be real-time video distribution (so-called live distribution) or video distribution in response to a request from a third party (so-called on-demand distribution). The public disclosure of the game video YG may be broadcast by wire or wirelessly.
[0078] When publicly disclosing the game video YG, Player GP may edit the game video data. As an example, a predetermined text image (so-called telop) can be added to the game video YG. As an example, by applying bokeh or mosaic to a part that has inadvertently been captured in the game video YG by Player GP, that part can be made difficult or impossible to visually recognize. As an example, by masking a part that has inadvertently been captured in the game video YG with a predetermined image, that part can be made difficult or impossible to visually recognize. As an example, the object that is not preferably captured in the game video YG (hereinafter referred to as the unsuitable object for shooting) is a third party (Player GP and the administrator) from the perspective of privacy. As an example, the unsuitable object for shooting is information that is unnecessary for explaining the state of the game.
[0079] When shooting the gameplay with the camera CM, it is preferable to set the focal length (angle of view) of the lens, the position of the camera CM, the orientation of the camera CM, and the aspect ratio of the generated image so that the objects unsuitable for shooting are less likely to be captured. In the following description, the preferable settings of the camera CM when shooting the gameplay are simply referred to as "specific shooting settings". As shown by the arrow Yc in the figure, the position and orientation of the camera CM included in the specific shooting settings can be said to reproduce the viewing point SC that views the gaming machine 10 from a position behind the left side of the player GP. Note that the shooting of the game video YG is not limited to being performed with a fixed shooting setting, and may include appropriately changing at least one of the focal length of the lens, the position of the camera CM, and the orientation of the camera CM according to the progress of the game. Also, in the specific shooting settings, it is sufficient that the reference position (standard position) of the player GP is determined, and it does not include always staying at the reference position. That is, the player GP may have scenes where the position where the player GP appears in the game video YG changes or the area where the player GP is captured changes according to the actions during the game.
[0080] The specific shooting settings include setting the focal length of the lens to a specific focal length. The specific shooting settings include setting the aspect ratio of the image to a specific aspect ratio. These focal lengths and aspect ratios are an example of a specific angle of view. Hereinafter, when it is a specific shooting setting, the angle of view (range) captured by the camera CM is simply referred to as the frame FM. The specific shooting settings include shooting from the side of the decorative body with a smaller forward protrusion amount among the left decorative body D3 and the right decorative body D4. As an example, the specific shooting settings include arranging the camera CM behind the left side of the player GP. That is, the specific shooting settings are to shoot the gaming machine 10 and the player GP from behind the left side of the player GP. Therefore, in the specific shooting settings, the gaming machine 10 is captured on the left side of the game video YG, and the player GP is captured on the right side of the game video YG.
[0081] In a specific shooting setting, the area R1 in which the gaming machine 10 is captured in the overall area of the game video YG is preferably 10% or more and less than 90%, preferably 20% or more and less than 80%, and preferably 30% or more and less than 70%. In a specific shooting setting, the area R2 in which the player GP is captured in the overall area of the game video YG may be the remaining area R3 excluding the area in which the gaming machine 10 is captured in the overall area of the game video YG. In a specific shooting setting, the remaining area R3 in the overall area of the game video YG may be 20% or more and less than 80%, may be 30% or more and less than 70%, or may be 40% or more and less than 60%. Also, in the game video YG, parts different from the gaming machine 10 and the player GP may be captured. In this case, the area R2 is an area less than the area R3.
[0082] In a specific shooting setting, in the game video YG, it is preferable that only the upper body of the player GP is captured, preferably only the part above the shoulders is captured, and it is also possible that only the head is captured. In a specific shooting setting, in the game video YG, it is preferable that only the part below the upper decorative body D1 excluding the upper decorative member D12 of the gaming machine 10 is captured. In a specific shooting setting, in the game video YG, it is preferable that the upper operation surface D21a of the lower decorative body D2 of the gaming machine 10 is included and the part above the upper operation surface D21a is captured. In a specific shooting setting, it is preferable that the left decorative body D3 is captured in the game video YG. In a specific shooting setting, it is preferable that the left side surface D41a of the right decorative body D4 (right decorative member D42) is captured in the game video YG.
[0083] The game video YG captures the game medium number display section 16a, the counting button 16b, the first effect operation section B1, and the second effect operation section B2. The game video YG captures the game area YBa and the launching passage YBc of the game board YB. That is, the game video YG captures the whole or substantially the whole of the effect display DS. The game video YG captures the upper operation surface D21a of the lower decorative body D2. The game video YG captures the left side surface D41a of the right decorative body D4 (right decorative member D42). These parts are the parts to be captured in a specific shooting setting. On the other hand, the game video YG does not capture the launching operation section HD, the locking section Wk, and their surroundings. The game video YG does not capture the upper decorative body D1 (upper decorative member D12), or most of it does not capture. The game video YG does not capture the right side surface D41b of the right decorative body D4 (right decorative member D42). These parts are the non-capturing target parts in a specific shooting setting.
[0084] The non-capturing target parts are less likely or not to be captured in the game video YG compared with the capturing target parts. The non-capturing target parts are parts that are not displayed or are less likely to be displayed at a specific shooting angle (specific frame) compared with the capturing target parts. The capturing target parts are an example of the first part. Among the non-capturing target parts, the upper surface D11a of the upper decorative body D1 is an example of the third part. Among the non-capturing target parts, the parts excluding the upper surface D11a of the upper decorative body D1 are an example of the second part.
[0085] As shown in FIGS. 2 to 7, various types of information are displayed on the gaming machine 10. The display of various types of information is performed in various modes such as attaching a label, printing, displaying an image, and emitting light. The display modes of various types of information include a highly visible mode in which the display content can be easily read and understood, and a low visible mode in which the display content cannot be read and understood unless carefully observed as compared with the highly visible mode. As an example, the highly visible mode includes a large display area of information, display with large characters or symbols, and high contrast to be prominent compared with the surroundings. The low visible mode includes a small display area of information, display with small characters or symbols, and low contrast as compared with the highly visible mode.
[0086] The various types of information may include player-oriented caution information J1 as "information capable of identifying cautionary matters for players in the game". The various types of information may include administrator-oriented caution information J2 as "information capable of identifying cautionary matters for administrators in the installation or operation of the gaming machine". The various types of information may include function information J3 as "information explaining the functions installed in the gaming machine". The various types of information may include right information J4 as "information capable of identifying the right relationship related to the gaming machine". The various types of information may include predetermined game-related information J5. The various types of information may include performance information J6 as "information capable of identifying the performance of the gaming machine". The various types of information may include game state information J7 as "information capable of identifying the current game state". The various types of information may include variation information J8 as "information capable of identifying the variable game display section". The various types of information may include name information J9 as "information capable of identifying the name of the gaming machine".
[0087] A specific example of the player-oriented caution information J1 will be described. As an example, the player-oriented caution information J1 may include fixation caution information J1a as information for alerting against fixating on the light emission effect or display effect. For example, the fixation caution information J1a may be words for alerting that adverse effects may be suffered by continuously gazing at the same light, such as "Please do not gaze at the same light for a long time". As an example, the fixation caution information J1a is displayed in a low visibility mode on the shooting passage YBc. As an example, the fixation caution information J1a may be displayed in a low visibility mode on a part that is visible to the player GP among the fixation caution information J1a and the game board YB, outside the game area YBa, and not on the shooting passage YBc. That is, the fixation caution information J1a is displayed on the photographed target part.
[0088] As an example, the player-oriented caution information J1 may include tipping caution information J1b as information for alerting against tipping. For example, the tipping caution information J1b may include the words "Caution against tipping" and "Pachinko and pachislot are games to be enjoyed moderately". As an example, the tipping caution information J1b is displayed in a high visibility mode as a predetermined image on the effect display DS. That is, the tipping caution information J1b is displayed on the photographed target part. The tipping caution information J1b may be displayed as a demo effect in the standby state and as a part of the ending effect in the big win game.
[0089] As an example, the player-oriented caution information J1 may include effect caution information J1c as information for prompting caution regarding the tactile effect. For example, the effect caution information J1c may include the words "The button will pop out", "Please be careful of pinching with hands or fingers", "The button will vibrate", and "Please be careful of the wind". As an example, the effect caution information J1c is displayed in a low visibility mode below the upper operation surface D21a of the lower decoration body D2 and around the firing operation part HD. That is, the effect caution information J1c is displayed on the non-photographed target part. As an example, the effect caution information J1c may be displayed in a low visibility mode on the upper operation surface D21a of the lower decoration body D2. That is, the effect caution information J1c may be displayed on the photographed target part.
[0090] As an example, the attention information J1 for the player may include frame attention information J1d as information regarding the shape or structure of the frame W. For example, the frame attention information J1d may be characters such as "The upper part of the frame protrudes, so please be careful above your head", "Upper frame convex, be careful above your head", and "Please do not hang on the convex part of the frame". As an example, the frame attention information J1d is displayed in a low visibility mode on the left side surface D41a of the right decorative body D4. That is, the frame attention information J1d is displayed on the part to be photographed.
[0091] As an example, the attention information J1 for the player may include handling attention information J1e as information prompting attention regarding the handling of a predetermined operation unit. For example, the handling attention information J1e may include characters such as "There is a risk of damage due to excessive operation". As an example, the handling attention information J1e is displayed in a low visibility mode below the upper operation surface D21a and around the firing operation unit HD. That is, the handling attention information J1e is displayed on the non-photographed part. As an example, the handling attention information J1e may be displayed in a low visibility mode on the upper operation surface D21a of the lower decorative body D2. That is, the handling attention information J1e may be displayed on the part to be photographed.
[0092] As an example, the attention information J1 for the player may include recovery attention information J1f as information prompting attention regarding the recovery of items held by the player GP. For example, the recovery attention information J1f may include characters such as "Please be careful not to forget to count" and "Please be careful not to forget to take the card". The recovery attention information J1f may be displayed in a low visibility mode on the upper operation surface D21a of the lower decorative body D2. That is, the recovery attention information J1f is displayed on the part to be photographed.
[0093] A specific example of the attention information J2 for the administrator will be described. As an example, the administrator attention information J2 may include the operation attention information J2a as information prompting attention during the operation of removing the components of the frame W for purposes such as maintenance. For example, the operation attention information J2a may include characters such as "Please confirm that there are no people around", "Please perform the operation with the power turned off", "Please pay attention to not forgetting to tighten the screws and clamps", "Please handle with both hands to prevent the components from falling", and "Please pay attention to pinching of hands and fingers". As an example, the operation attention information J2a is displayed on the upper surface D11a of the upper decorative body D1 in a highly visible manner. As an example, the operation attention information J2a is displayed on the right side surface D41b of the right decorative body D4 in a highly visible manner. That is, the operation attention information J2a is displayed on the non-photographing target portion.
[0094] A specific example of the function information J3 will be described. The function information J3 may include the counting function information J3a as information explaining the function of the counting button 63. As an example, the counting function information J3a may be the characters "Press the button to count" and "Long press for high-speed counting". As an example, the counting function information J3a is displayed on the upper operation surface D21a of the lower decorative body D2 in a low visibility manner. That is, the counting function information J3a is displayed on the photographing target portion. As an example, the counting function information J3a may be displayed in a low visibility manner below the upper operation surface D21a and around the firing operation unit HD. That is, the counting function information J3a may be displayed on the non-photographing target portion.
[0095] The function information J3 may include the cleaning function information J3b as information indicating that antibacterial processing or antiviral processing has been performed. For example, the cleaning function information J3b may include characters such as "Antiviral processed" and "Antibacterial processed". As an example, the cleaning function information J3b is displayed in a highly visible manner on the firing operation unit HD or in the vicinity of the firing operation unit HD. That is, the cleaning function information J3b is displayed on the non-photographing target portion.
[0096] The function information J3 may include illegal detection function information J3c as information indicating that a system for detecting illegal acts is already installed. For example, the illegal detection function information J3c may include characters such as "illegal detection system installed" and "illegal detection sensor installed". As an example, the illegal detection function information J3c is displayed in a low visibility mode on the ejection passage YBc. As an example, the illegal detection function information J3c may be displayed in a low visibility mode on a part of the game board YB that is visible to the player GP, outside the game area YBa, and not on the ejection passage YBc. That is, the illegal detection function information J3c is displayed on the part to be photographed.
[0097] A specific example of the right information J4 will be described. For example, the right information J4 may include license right information J4a as information regarding the license of copyright. As an example, the license right information J4a may be characters, numbers, and symbols indicating the name (title) of the content that is the motif of the gaming machine 50, the year of publication of the work, the name of the copyright owner, the name of the copyright management operator, and the copyright license number. As an example, the license right information J4a is displayed in a low visibility mode on the ejection passage YBc. That is, the license right information J4a is displayed on the part to be photographed. Also, as an example, the license right information J4a is displayed in a low visibility mode on the right side surface D41b of the right decoration D4. That is, the license right information J4a is displayed on a non-photographed part.
[0098] A specific example of the game-related information J5 will be described. As an example, the game-related information J5 may include game count information J5a indicating the number of times of execution of variable games after transitioning to the normal state, remaining game information J5b indicating the remaining number of variable games that can stay in the advantageous state, and acquired information J5c indicating the number of game media given to the player after transitioning to the advantageous state. These pieces of information J5a to J5c may include Arabic numerals. For example, the remaining game information J5b may be displayed in a manner such that the remaining number of variable games that can stay in the advantageous state decreases each time a variable game is executed. There may be a scene where the number of digits of the numerical value displayed as the remaining number decreases in accordance with the execution of variable games while the display position of the units digit is fixed for the remaining game information J5b. As an example, the information J5a to J5c may be displayed in a highly visible manner as a predetermined image on the effect display DS. As an example, the information J5a to J5c may be displayed in a portion adjacent to the right decorative body D4 within the display area HR. The information J5a to J5c is displayed in a portion on the side of the right decorative body D4 having a relatively large protruding amount among the effect display DS. As an example, the information J5a to J5c may be displayed in a portion on the side of the lower decorative body D2 within the display area HR. That is, the information J5a to J5c is displayed in the portion to be photographed. The game-related information J5 may include information indicating that the operation of the first effect operation unit B1 is being received and information indicating that it is within the first reception period. The game-related information J5 may include information indicating that the operation of the second effect operation unit B2 is being received and information indicating that it is within the second reception period.
[0099] The game-related information J5 may include hold item information J5d as information indicating the number of game media P2 held by the player GP. As an example, the hold item information J5d (number of game media P2) is displayed in a highly visible manner on the game media number display unit 16a on the upper operation surface D21a of the lower decorative body D2. That is, the hold item information J5d (number of game media P2) is displayed in the portion to be photographed.
[0100] The game-related information J5 may include right-hit information J5e as information for instructing a right hit. As an example, the right-hit information J5e is displayed in a low visibility mode on the right-hit display section of the information display device 22. The right-hit information J5e may be displayed in a high visibility mode as a predetermined image on the effect display DS. For example, the right-hit information J5e may be the characters "right hit", a right-facing arrow symbol, or simply an LED lighting up. That is, the right-hit information J5e is displayed on the part to be photographed.
[0101] The game-related information J5 may include round upper limit number information J5f as information for notifying the upper limit number of rounds of a round game. As an example, the round upper limit number information J5f is displayed in a low visibility mode on the round display section of the information display device 22. The round upper limit number information J5f may be displayed in a high visibility mode as a predetermined image on the effect display DS. For example, the round upper limit number information J5f may be the characters "10-round jackpot", or simply an LED corresponding to the upper limit number of rounds of the round game lighting up. That is, the round upper limit number information J5f is displayed on the part to be photographed.
[0102] A specific example of the performance information J6 will be described. The performance information J6 may include probability information J6a as information indicating the jackpot probability and the continuation rate of an advantageous state (high ball entry rate state or high probability state) in the gaming machine 10. As an example, the probability information J6a may include Arabic numerals, characters, symbols, etc., such as "jackpot probability 1 / 318" or "continuation rate 80%". The performance information J6 may include prize ball information J6b as information indicating the number of prize balls determined for the winning opening. As an example, the prize ball information J6b may include Arabic numerals, characters, symbols, etc., such as "prize balls 3&1&4&10". As an example, the probability information J6a and the prize ball information J6b are displayed in a low visibility mode on a part of the game board YB that is visible to the player GP, outside the game area YBa, and not in the throwing passage YBc. That is, the probability information J6a and the prize ball information J6b are displayed on the part to be photographed.
[0103] A specific example of the game state information J7 will be described. The game state information J7 may include advantageous state information J7a as information that can identify whether it is an advantageous state. As an example, the advantageous state information J7a is used in combination with the above-described right hitting information J5e. In the gaming machine 10, the advantageous state information J7a can be displayed in a low visibility mode on the information display device 22 (right hitting display section). That is, the advantageous state information J7a is displayed on the part to be photographed.
[0104] A specific example of the variation information J8 will be described. The variation information J8 may include special variation information J8a as information that can identify the special symbol display sections 22a and 22b. The special variation information J8a may include characters such as "Special Figure 1" and "Special 1" as information that can identify the first special symbol display section 22a. The special variation information J8a may include characters such as "Special Figure 2" and "Special 2" as information that can identify the second special symbol display section 22b. The special symbol display sections 22a and 22b are an example of the variation game display section. As an example, the special variation information J8a is displayed in a low visibility mode at a position adjacent to the special symbol display sections 22a and 22b on the information display device 22. That is, the special variation information J8a is displayed on the part to be photographed.
[0105] A specific example of the name information J9 will be described. The name information J9 may be characters indicating the name of the content that is the motif of the gaming machine 50, or may be a name in which information such as characters, symbols, or numbers is added to the name of the content. As an example, the name information J9 is displayed in a highly visible mode integrally with the design applied to the upper decoration member D12 of the upper decoration body D1. The name information J9 is displayed in a highly visible mode on the right side surface D41b of the right decoration body D4. That is, the name information J9 is displayed on the non-photographed part. The name information J9 is displayed in a highly visible mode as part of the demo effect in the effect display DS. That is, the name information J9 is displayed on the part to be photographed.
[0106] As described above, in the frame W which is an example of a main body component, a non-photographing target portion which is an example of a second portion may include a portion for displaying various types of information J1 to J4. In the frame W which is an example of a main body component, a photographing target portion which is an example of a first portion may include a portion for displaying various types of information J5 to J8. The first portion may include effect operation portions B1 and B2 which are examples of tactile effect devices, and a firing operation portion HD.
[0107] As an example, the locking portion Wk is provided below the right decorative body D4 in the right edge portion of the frame W. In the frame W, there is no portion protruding forward from the front end portion of the locking portion Wk to the right of the locking portion Wk. Therefore, when an administrator or the like views in the direction of the arrow Ya from the viewpoint SA, the locking portion Wk can be visually recognized. That is, when viewed from the right side of the gaming machine 10, the locking portion Wk is visible.
[0108] As an example, the operation target member of the first effect operation portion B1 is a button B1a having a shape that bulges upward. In this case, when a player or the like views in the direction of the arrow Yb from the viewpoint SB, the entire locking portion Wk may enter the shadow of the button B1a and a situation where it cannot be visually recognized may occur. Similarly, a part of the locking portion Wk may enter the shadow of the button B1a and a situation where it is difficult to visually recognize may occur. That is, when viewed from the left side of the gaming machine 10, the locking portion Wk cannot be visually recognized or is more difficult to visually recognize than when viewed from the right side of the gaming machine 10.
[0109] As an example, the firing operation portion HD is provided at the lower end portion of the right edge portion of the frame W and to the right of the lower base D21. In the frame W, there is no portion protruding forward from the firing operation portion HD to the right of the firing operation portion HD. Therefore, when an administrator or the like views in the direction of the arrow Ya from the viewpoint SA, the locking portion Wk can be visually recognized. When a player or the like views in the direction of the arrow Yb from the viewpoint SB, the entire firing operation portion HD may enter the shadow of the lower base D21 and a situation where it cannot be visually recognized may occur. Similarly, a part of the firing operation portion HD may enter the shadow of the lower base D21 and a situation where it is difficult to visually recognize may occur. That is, when viewed from the left side of the gaming machine 10, the firing operation portion HD cannot be visually recognized or is more difficult to visually recognize than when viewed from the right side of the gaming machine 10.
[0110] The upper operation surface D21a of the lower base D21 is a flat surface. On the upper operation surface D21a, the second effect operation unit B2 is to the right of the first effect operation unit B1. Therefore, when an administrator or the like views in the direction of arrow Ya from the viewpoint SA, the second effect operation unit B2 can be visually recognized. That is, when viewed from one side in the left-right direction of the gaming machine 10, the second effect operation unit B2 is visible. The height from the upper operation surface D21a is higher for the button B1a of the first effect operation unit B1 than for the buttons B21 to B24 of the second effect operation unit B2. Therefore, an administrator or the like can visually recognize the first effect operation unit B1 when viewing in the direction of arrow Ya from the viewpoint SA. An administrator or the like can visually recognize the first effect operation unit B1 when viewing in the direction of arrow Yb from the viewpoint SB. That is, the first effect operation unit B1 is visible regardless of whether viewed from either side in the left-right direction of the gaming machine 10. On the other hand, when a player or the like views in the direction of arrow Yb from the viewpoint SB, a situation may occur where all of the second effect operation unit B2 is blocked by the first effect operation unit B1 and cannot be visually recognized. Similarly, a situation may occur where a part of the second effect operation unit B2 is blocked by the first effect operation unit B1 and is difficult to visually recognize. Therefore, when viewed from the other side in the left-right direction of the gaming machine 10, the second effect operation unit B2 cannot be visually recognized or is more difficult to visually recognize than when viewed from the said one side of the gaming machine. And when viewed from a virtual viewpoint SC, the second effect operation unit B2 cannot be visually recognized or is more difficult to visually recognize than when viewed from the said one side of the gaming machine. That is, in a specific shooting setting, the second effect operation unit B2 is difficult to be reflected in the game video YG or is not reflected at all.
[0111] In the present embodiment, the following effects can be obtained. (1-1) The player-oriented caution information J1 has no direct relation to the state of the game to be photographed. If such information is captured during photography, there is a risk that the attention of the person viewing the image will be diverted from the state of the game of the player GP, who is the subject. In contrast, according to the gaming machine 10, at least the handling caution information J1e among the player-oriented caution information J1 does not get captured or is difficult to capture during photography. Therefore, it is suppressed that the attention of the person viewing the image is diverted from the state of the game of the player GP, who is the subject. Thus, various information can be appropriately displayed.
[0112] (1-2) The player-oriented caution information J1 excluding the handling caution information J1e is displayed on the part to be photographed, but the display mode thereof is a low visibility mode. Therefore, while providing the necessary information to the player GP, it is possible to suppress the situation where the attention of the person viewing the image is diverted due to the player-oriented caution information J1 being captured during photography.
[0113] (1-3) The administrator-oriented caution information J2 has no direct relation to the state of the game to be photographed. If such information is captured during photography, there is a risk that the attention of the person viewing the image will be diverted from the state of the game of the player GP, who is the subject. In contrast, according to the gaming machine 10, the administrator-oriented caution information J2 does not get captured or is difficult to capture during photography. Therefore, it is suppressed that the attention of the person viewing the image is diverted from the state of the game of the player GP, who is the subject. Thus, various information can be appropriately displayed.
[0114] (1-4) The function information J3 has no direct relation to the state of the game to be photographed. If such information is captured during photography, there is a risk that the attention of the person viewing the image will be diverted from the state of the game of the player GP, who is the subject. In contrast, according to the gaming machine 10, at least the cleaning function information J3b among the function information J3 does not get captured or is difficult to capture during photography. Therefore, it is suppressed that the attention of the person viewing the image is diverted from the state of the game of the player GP, who is the subject. Thus, various information can be appropriately displayed.
[0115] (1-5) Among the function information J3, for example, the counting function information J3a and the fraud detection function information J3c are displayed on the part to be photographed, but their display modes are of low visibility. Therefore, while providing the necessary information to the player GP, it is possible to prevent the function information J3 from being reflected in the photograph and distracting the attention of the person viewing the image.
[0116] (1-6) The right information J4 has no direct relation to the state of the game to be photographed. If such information is reflected in the photograph, there is a risk that the attention of the person viewing the image will be distracted from the state of the game of the player who is the subject. On the other hand, according to the gaming machine 10, at least a part of the permission right information J4a among the right information J4 is not reflected or is hardly reflected at the time of photographing. For this reason, it is possible to prevent the attention of the person viewing the image from being distracted from the state of the game of the player who is the subject. Therefore, various information can be displayed appropriately.
[0117] (1-7) Among the right information, a part of the permission right information J4a is displayed on the throwing passage YBc etc. which is the part to be photographed, but its display mode is of low visibility. Therefore, while providing the necessary information to the player GP, it is possible to prevent the right information J4 from being reflected in the photograph and distracting the attention of the person viewing the image.
[0118] (1-8) Useful information for understanding the gaming machine 10, which is one of the subjects, is displayed on the part to be photographed of the gaming machine 10. Such information is, for example, performance information J6, game state information J7, variation information J8, and name information J9. Since these information J6 to J9 are reflected at the time of photographing, it is easy to understand the gaming machine 10 from the image. Also, if it is a video, it becomes easier to explain the gaming machine 10 to the player GP who is the subject. That is, it is easy to improve the interest of the person viewing the image. Therefore, various information can be displayed appropriately.
[0119] (1-9) Among the information J6 for the player, the performance information J6 can be more easily understood by the person viewing the image if it is reflected at the time of photographing. (1-10) Among the information J6 for players, the gaming state information J7 is more likely to be captured during shooting, which can make it easier for the viewer of the image to understand the gaming state.
[0120] (1-11) Among the information J6 for players, the variable information J8 is more likely to be captured during shooting, which can make it easier for the viewer of the image to identify the parts to be seen for understanding the progress of the game.
[0121] (1-12) Since the upper surface D11a of the upper decorative body D1 corresponding to the upper part of the gaming machine 10 can be provided in the non-shooting part, various information can be displayed while making it difficult to be captured during shooting.
[0122] (1-13) Since the attention information J2 for the administrator is displayed on the upper surface D11a of the upper decorative body D1, more information for the administrator can be displayed while making it difficult to be captured during shooting.
[0123] (1-14) Since the first effect operation unit B1, which is an example of the tactile effect device, is a part directly operated by the player GP, it is more likely to be captured during shooting, which can make it easier for the viewer of the image to understand the progress of the game.
[0124] (1-15) By providing a non-shooting target part near the firing operation unit HD, which is an example of the tactile effect device, it can be easily noticed by the player GP and difficult to be captured during shooting.
[0125] (1-16) Information explaining the antibacterial function closely related to the device is displayed near the firing operation unit HD. Thus, various information can be appropriately displayed. (1-17) The name of the gaming machine 10 is more likely to be captured during shooting, which can make it easier for the viewer of the image to identify the target model of the game. On the other hand, the right information J4 is displayed in the non-shooting target part or, even if it is a shooting target part, in a low visibility mode. Although the right relationship (such as copyright) is closely related to the name of the gaming machine 10, it has little relation to the game itself. Thus, various information can be appropriately displayed.
[0126] (1-18) The operation of the first performance operation unit B1 (vibration performance as an example) is difficult to perceive without direct contact. It is difficult for a person viewing the image to grasp the operation of the tactile effect device through the image. Therefore, especially when shooting a video, it is assumed that the player GP, who is the subject, will face a situation where they are forced to explain the tactile effect device. Since the tactile effect device is likely to be captured in the image, it becomes easier for the player GP to explain the tactile effect device. And it is easy to improve the interest of the viewers.
[0127] (1-19) The upper surface D11a of the upper decoration body D1, which is an example of a non-photographing target part, does not appear in the image or is difficult to appear in the image, like other non-photographing target parts. Therefore, it is preferably not shown in the image, but an area for displaying information that is better shown to the player GP or the administrator can be secured as the upper part of the frame W.
[0128] (1-20) The number of LEDs for functioning as the decoration lamp LA is different between the left decoration body D3 and the right decoration body D4. Therefore, in a scene where an image is taken by setting an angle of view (frame) from the other decoration body, the light emission mode of the LEDs can be made easier or more difficult to appear in the image. Therefore, compared with the case where the number of LEDs in the left and right decoration bodies is the same, a vivid image can be taken in the information display by the LEDs. Therefore, various information can be displayed appropriately.
[0129] (1-21) The locking unit Wk is located at the lower right of the performance operation units B1 and B2, and is not visible when viewed from the left side of the gaming machine 10, or is more difficult to view compared to when viewed from the right side. Therefore, compared with a configuration where it can be easily viewed from either the left or right side, while reducing the situation where the locking unit Wk appears in the shot during shooting, it is possible to meet the administrator's request to easily visually confirm the locking unit Wk. Therefore, the reflection of a predetermined operation unit can be suppressed.
[0130] (1-22) The launch operation unit HD is located at the lower right of the production operation units B1 and B2, and is difficult to visually recognize when viewed from the left side of the gaming machine 10 or is less visible compared to when viewed from the right side. Therefore, compared to a configuration where it can be easily visually recognized from either the left or right side, it is possible to reduce the situation where the launch operation unit HD is captured during shooting, and it is also possible to meet the request of the administrator who wants to easily visually confirm the launch operation unit HD. Therefore, it is possible to suppress the reflection of a predetermined operation unit.
[0131] (1-23) The second production operation unit B2 is difficult to visually recognize when viewed from one side of the gaming machine 10 in the left-right direction or is less visible compared to when viewed from the other side. Therefore, compared to a configuration where it can be visually recognized regardless of which side (left or right) it is viewed from, it is possible to reduce the scene where the second production operation unit B2 is captured during shooting. Therefore, it is possible to suppress the reflection of a predetermined operation unit. On the other hand, since the second production operation unit B2 is above the launch operation unit HD, it is also possible to meet the desire of the player who wants to actively capture it in the image. In addition, the first production operation unit is visible from both the right and left sides of the gaming machine, and it is easy to capture the scene where an operation that triggers the production is performed.
[0132] (1-24) If the decorative body D on the right side of the gaming machine 10 makes the production operation units B1 and B2, the locking unit Wk, and the launch operation unit HD invisible, while the decorativeness can be ensured, it becomes difficult to confirm whether these parts are being operated for an improper purpose. In contrast, in the gaming machine 10, the right decorative body D4 can ensure the visibility from the right side while enhancing the decorativeness.
[0133] (1-25) In recent years, in game arcades, with the expansion of the store scale, while a large number of gaming machines 10 are installed, it is also conceivable that it is difficult to arrange enough administrators. The administrator can easily and continuously confirm the production operation units B1 and B2, the locking unit Wk, and the launch operation unit HD in a plurality of gaming machines 10 while moving from the right side to the left side of each gaming machine 10 arranged in the island equipment. Therefore, work efficiency can be improved and the man-hours related to maintenance can be reduced.
[0134] (Second Embodiment) An example in which the gaming machine is embodied as a slot machine (rotary gaming machine) will be described. In the following description, for the same configurations and the same controls as those already described in the embodiments, the same reference numerals are used, and duplicate descriptions are omitted or simplified.
[0135] As shown in FIG. 8, the island facility FS can install a plurality of gaming machines 50. The gaming machine 50 is a slot machine (rotary gaming machine). In the island facility FS, the gaming machines 50 and the management device 90 are arranged alternately. The management device 90 is installed adjacent to the gaming machine 50. In the second embodiment, since the management device 90 is the same as that in the first embodiment except that the unit price of the game medium is different, a detailed description thereof is omitted. Note that the management device 90 may be shared by the gaming machine 10 and the gaming machine 50, or may be dedicated to the gaming machine 10 or the gaming machine 50.
[0136] The gaming machine 50 will be described. The gaming machine 50 may be a medal-less gaming machine that electronically manages game media that can be used by a player for gaming. The number of game media managed by the gaming machine 50 includes the number of game media P2. In this case, the gaming machine 50 does not include a medal insertion slot, a selector, a hopper, and a medal payout port. Not limited thereto, the gaming machine 50 may be a gaming machine that uses actual game medals as game media.
[0137] As shown in FIGS. 9 to 11, the gaming machine 50 includes a main body cabinet 51. The main body cabinet 51 is in the shape of a rectangular box having an opening (not shown) on the front surface. The gaming machine 50 includes a front door 52 that covers the opening of the main body cabinet 51. The front door 52 is supported so as to be openable and closable with respect to the main body cabinet 51. A symbol display window 52a through which the inside of the machine can be visually recognized is formed in the front door 52. The gaming machine 50 includes a locking unit Wk that locks the front door 52. The locking unit Wk can be locked and unlocked using a compatible key. When the locking unit Wk is unlocked, the front door 52 can be opened with respect to the main body cabinet 51. The main body cabinet and the front door 52 are an example of main body members that constitute the appearance of the gaming machine. In a state where the gaming machine 50 is installed in the island facility FS, from the viewpoint that the player GP cannot visually recognize the main body cabinet 51, only the front door 52 can be grasped as the main body member.
[0138] The front door 52 includes a speaker SP. The front door 52 includes a decorative lamp LA. The front door 52 includes an effect display DS. The effect display DS has a display area HR capable of displaying an image. As an example, the effect display DS is a transmissive display. The effect display DS is disposed at a position covering the front side of the symbol display window 52a.
[0139] The front door 52 includes a first effect operation unit B1. As an example, the first effect operation unit B1 is a button-type operation device configured to be capable of being depressed, but is not limited thereto. The operation target portion of the first effect operation unit B1 is preferably a button B1a having a shape that bulges upward. The first effect operation unit B1 incorporates a vibration motor. The first effect operation unit B1 can execute a vibration effect by the vibration motor generating vibration. The vibration effect can be perceived when the player GP touches the first effect operation unit B1. The first effect operation unit B1 is an example of a tactile effect device. The vibration effect is an example of a tactile effect.
[0140] The front frame W3 is provided with a second effect operation unit B2. As an example, the second effect operation unit B2 is a button-type operation device configured to enable a pressing operation. As an example, the second effect operation unit B2 is an operation unit in which an upper button B21, a lower button B22, a left button B23, and a right button B24 are arranged in a cross shape (see FIG. 4). Not limited to this, the second effect operation unit B2 may be a lever-type operation device configured to enable a pushing operation or a pulling operation, or may be a pistol-type or joystick-type operation device. The second effect operation unit B2 may be configured as a tactile effect device.
[0141] The gaming machine 50 includes a reel unit 56 which is an example of a gaming component. The reel unit 56 is disposed inside the gaming machine 50 so that a player can visually recognize it through the symbol display window 52a. The reel unit 56 has a left reel 56a, a middle reel 56b, and a right reel 56c. Each of the reels 56a to 56c has a symbol row in which a plurality of symbols are arranged. There are a plurality of types of symbols. As an example, the types of symbols may include a cherry symbol, a watermelon symbol, a bell symbol, a seven symbol, and a replay symbol. The reel unit 56 is provided with a reel sensor SE6 (see FIG. 12). The reel sensor SE6 outputs a symbol signal according to the result of separately detecting the rotational positions of the respective reels 56a to 56c.
[0142] The reel unit 56 includes an actuator that drives each of the reels 56a to 56c. As an example, the actuator is a stepping motor. The reels 56a to 56c can be rotated and stopped independently of each other in the vertical direction by the actuator. A variable game is executed by variably displaying a symbol row that can be visually recognized through the symbol display window 52a in accordance with the rotation of the reels 56a to 56c. For example, the variation of the symbol row is performed in such a manner that the symbol row is scrolled and displayed vertically from top to bottom. The symbol display window 52a is sized to be able to display three symbols that are continuous in the circumferential direction on the reels 56a to 56c in the upper, middle, and lower stages respectively.
[0143] In the symbol display window 52a, an active line NL is defined. "Winning" in the gaming machine 50 means that the symbol combination that determines the prize stops and is displayed on the active line NL. When a win occurs in the gaming machine 50, the prize (profit) determined for the winning symbol combination is awarded. The "symbol combination that determines the prize" is a so-called "winning combination". Note that lines other than the active line NL are invalid lines where a stopped symbol combination cannot be judged as a win.
[0144] The front door 52 is provided with a bet button 57. The bet button 57 is configured to enable an operation of consuming the number of gaming media P2 and increasing the bet amount (number of bets) for the variable game. The bet button 57 may be a MAX bet button that increases the bet amount to the maximum bet amount (for example, 3 bets), or may be configured in combination with a MAX bet button and a 1 - bet button that increases the bet amount by 1. Note that the variable game can be started on the condition that a specified bet number is set. The specified bet number may be the same as the maximum bet amount or less than the maximum bet amount.
[0145] The front door 52 is provided with a payout button 59. The payout button 59 is configured to enable an operation of returning the bet gaming media to the player. When the payout button 59 is operated, the bet amount is decreased to 0 and added to the number of gaming media P2.
[0146] The front door 52 is provided with a start lever 60. The start lever 60 is configured to enable a start operation to start the variable game. When the start lever 60 is operated in a state where the specified bet amount is set in the gaming machine 50, the variable game is started.
[0147] The front door 52 is provided with a left stop button 61a, a middle stop button 61b, and a right stop button 61c. The stop buttons 61a to 61c respectively correspond to the reels 56a to 56c. The stop buttons 61a to 61c are configured to enable a stop operation for stopping the rotation of the corresponding reel. Here, the vibration generated by the vibration motor of the first effect operation unit B1 can propagate through the front door 52 and reach the start lever 60 and the stop buttons 61a to 61c. Therefore, the vibration effect can also be perceived by touching the start lever 60 and the stop buttons 61a to 61c. The start lever 60 and the stop buttons 61a to 61c are an example of a tactile effect device. The bet button 57, the settlement button 59, the start lever 60, and the stop buttons 61a to 61c are an example of an operation unit in the gaming machine 50.
[0148] The front door 52 is provided with a gaming medium number display unit 62. The gaming medium number display unit 62 displays the number of gaming media P2. As an example, the gaming medium number display unit 62 is provided on the front side of the front door 52. The front door 52 is provided with a counting button 63. The counting button 63 allows a counting operation when it is in a predetermined countable state. The counting button 63 outputs a counting signal when a counting operation is performed.
[0149] The front door 52 is provided with an information display device 65. The information display device 65 includes a replay display unit 65a, a wait display unit 65b, a favorable section display unit 65c, a bet amount display unit 65d, a payout display unit 65e, and an operation information display unit 65f. The replay display unit 65a displays information that can identify whether a replay is in operation. "Replay" means a variable game that can be performed without consuming the gaming media newly held by the player.
[0150] The weight display unit 65b displays information that can identify whether it is within the weight time. The weight time is a standby time set so that the number of executions of the variable game per unit time does not exceed a predetermined specified number. The advantageous section display unit 65c displays information that can identify whether it is an advantageous section. The advantageous section is a state that is more advantageous to the player compared to a section that is not an advantageous section. Note that the information display device 65 may be configured not to include the advantageous section display unit 65c.
[0151] The bet number display unit 65d displays information that can identify the bet number. The bet number display unit 65d can display in a manner that enables identification of bet number = 1, bet number = 2, and bet number = 3. The payout display unit 65e displays information that can identify the number of acquired game media triggered by the occurrence of a winning. The "number of acquired game media" means the increased number P2 of game media accompanying a winning. The payout display unit 65e may also be used as a display unit that displays error information that can identify an error.
[0152] The operation information display unit 65f displays information (hereinafter referred to as operation information) that can identify the operation mode of the stop buttons 61a to 61c necessary to cause a winning of a winning combination. As an example, the operation information is information that can identify at least one of the operation order (pressing order) and operation timing (pressing position) of the stop buttons 61a to 61c in one variable game. The payout display unit 65e may also be used in common with the operation information display unit 65f.
[0153] On the front side of the front door 52, a decorative body D forming the appearance of the gaming machine 50 is provided. The decorative body D is composed of at least one of a shape, color, and pattern corresponding to the motif set for the gaming machine 50. Generally, there is copyright for the content that can be the motif of the gaming machine 50. Therefore, the gaming machine 50 is manufactured with the permission of the copyright owner.
[0154] In the front door 52, the decorative lamp LA, the speaker SP, the gaming medium number display unit 62, and the information display device 65 are provided on the decorative body D. In the front door 52, the locking unit Wk, the first effect operation unit B1, the second effect operation unit B2, the bet button 57, the settlement button 59, the start lever 60, the stop buttons 61a to 61c, and the counting button 63 are provided on the decorative body D. That is, these parts can be said to form a part of the decorative body D. The details of the decorative body D in the gaming machine 50 will be described later.
[0155] An example of the combination of symbols and prizes will be described. The gaming machine 50 includes a plurality of types of symbols. As an example, the plurality of types of symbols may include a payout symbol (minor symbol) and a replay symbol. For the payout symbol, a gaming medal is defined as a prize. For the replay symbol, the activation of a replay is defined as a prize. As an example, the payout symbols include a cherry symbol, a watermelon symbol, a bell symbol, and a spilled bell symbol. The gaming machine 50 may include a bonus symbol for which the awarding of a bonus game is defined as a prize. As an example, when winning on the bonus symbol and the bonus symbol wins, a bonus game is awarded. When the gaming machine 50 is awarded a bonus game, it is controlled to a bonus state. The bonus state may end with a variable game in which the number of gaming media awarded after the start of the bonus state exceeds a specified number (for example, 200).
[0156] The internal state of the gaming machine 50 will be described. The internal state can be defined by the combination of the gaming section and the gaming state. The gaming machine 50 includes a plurality of gaming sections. The plurality of gaming sections include a normal section and a favorable section. The favorable section is more likely to shift to a favorable gaming state than the normal section. The notification of operation information is permitted in the favorable section and prohibited in the normal section. The gaming section shifts from the normal section to the favorable section when the start condition of the favorable section is satisfied in the normal section. The gaming section shifts from the favorable section to the normal section when the end condition of the favorable section is satisfied in the favorable section.
[0157] The gaming machine 50 has a plurality of gaming states. The plurality of gaming states include a normal state and an advantageous state. The operation information is notified in the advantageous state and not notified in the normal state. The advantageous state is a so-called assist time (AT). The advantageous state is a state in which it is easier to win a payout winning combination selected by an internal lottery compared to the normal state. That is, the advantageous state is a more advantageous internal state compared to the normal state.
[0158] The normal state includes a first normal state and a second normal state. The second normal state has a higher probability of transitioning to the advantageous state (hereinafter referred to as the transition probability) compared to the first normal state. The second normal state is a so-called chance zone (CZ). The gaming state transitions to the second normal state when the transition condition to the second normal state is satisfied in the first normal state. The gaming state transitions to the advantageous state when the transition condition to the advantageous state is satisfied in any of the normal states. The gaming state transitions to the first normal state when the transition condition to the first normal state is satisfied in the advantageous state or the second normal state.
[0159] An example of a specific transition mode of the internal state will be described. The internal state can transition to the advantageous section and the first normal state when the start condition of the advantageous section is satisfied in the normal section and the first normal state. The internal state can transition to the advantageous section and the second normal state when the transition condition to the second normal state is satisfied in the advantageous section and the first normal state. The internal state can transition to the advantageous section and the advantageous state when the transition condition to the advantageous state is satisfied in the advantageous section and any of the normal states. The internal state can transition to the normal section and the first normal state when the transition condition to the first normal state is satisfied in the advantageous section and the advantageous state. Not limited to this, the internal state may transition to the advantageous section and the first normal state when the transition condition to the first normal state is satisfied in the advantageous section and the advantageous state. Also, the internal state can transition to the normal section and the first normal state when the end condition of the advantageous section is satisfied in the advantageous section and the advantageous state.
[0160] The electrical configuration of the gaming machine 50 will be described. As shown in FIG. 12, the gaming machine 50 includes a game control board 70, a performance control board 71, and a game medium number control board 72. The game control board 70, the performance control board 71, and the game medium number control board 72 are disposed inside the machine. These control boards 70 to 72 are in a position where they cannot be accessed unless the locking unit Wk is unlocked and the front door 52 is opened.
[0161] The game control board 70 and the performance control board 71 are connected so that control information can be output in one direction from the game control board 70 to the performance control board 71. The game control board 70 executes predetermined processing and outputs control information to the performance control board 71. The performance control board 71 executes predetermined processing based on the control information input from the game control board 70. The game control board 70 and the game medium number control board 72 are connected so that control information can be output in both directions. The game medium number control board 72 of the gaming machine 10 and the management board of the management device 90 are connected so that control information can be output in both directions.
[0162] The game control board 70 will be described in detail. The game control board 70 includes a CPU 70a, a ROM 70b, and a RAM 70c. The CPU 70a executes a game control program to execute processing related to the progress of the game. The ROM 70b stores a game control program, determination values used for various determinations and lotteries, and various tables. The various tables may include a role information determination table that is referred to for determining one or more role information from a plurality of role information. The role information is an identifier that can identify a role that allows winning in a variable game. As an example, each role information defines one or a plurality of roles that allow winning in a variable game. As an example, the plurality of role information may include cherry role information, watermelon role information, bell role information, and replay role information. In the gaming machine 50, when the stop buttons 61a to 61c are operated in an operation mode corresponding to the role defined in the role information (hereinafter referred to as the corresponding operation mode), control for generating a win of the role corresponding to the corresponding operation mode (hereinafter referred to as symbol stop control) may be performed.
[0163] The RAM 70c stores various information that can be rewritten according to the processing results of the CPU 70a. For example, the information stored in the RAM 70c includes flags, counters, and timers. The game control board 70 is configured to be able to generate software random numbers by a hardware random number generation circuit or by a random number generation process by the CPU 70a.
[0164] The CPU 70a is connected to the reel sensor SE6. The CPU 70a can input a symbol signal from the reel sensor SE6. The CPU 70a is connected to each of the bet button 57, the payout button 59, the start lever 60, and the stop buttons 61a to 61c. The CPU 70a can input an operation signal from each of the bet button 57, the payout button 59, the start lever 60, and the stop buttons 61a to 61c. The CPU 70a is connected to the actuator of the reel unit 56. The CPU 70a can control the operation mode (rotation and stop) of each reel by controlling the operation of the actuator. The game control board 70 is connected to the information display device 65. The CPU 70a can control the display content of the information display device 65.
[0165] The game control board 70 includes a setter 70d. The setter 70d is configured to be operable using a predetermined key. The CPU 70a is connected to the setter 70d. The CPU 70a can input a detection signal output when the setter 70d is operated. The game control board 70 includes a setting button 70e. The CPU 70a is connected to the setting button 70e. The CPU 70a can input a detection signal output when the setting button 70e is operated.
[0166] When the power is turned on, if the setter 70d is operated, the CPU 70a shifts to a setting change state in which the set value can be changed. In the setting change state, when the setting button 70e is operated, the set value is changed step by step. When the start lever 60 is operated, the CPU 70a determines the set value being selected at that time. The CPU 70a performs various lotteries with a winning probability according to the set value. That is, the pachinko machine 50 has different ball payout rates according to the set value.
[0167] The effect control board 71 will be described. The effect control board 71 includes a CPU 71a, a ROM 71b, and a RAM 71c. The CPU 71a performs processes related to effects by executing an effect control program. The ROM 71b stores an effect control program, determination values used for a predetermined lottery, and the like. The ROM 71b stores display effect data used for display effects, light emission effect data used for light emission effects, and voice effect data used for voice effects. The RAM 71c stores various types of information that can be rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 71c includes flags, counters, and timers. The effect control board 71 is configured to be able to generate software random numbers by a random number generation process by the CPU 71a. The effect control board 71 may include a random number generation circuit and be able to generate hardware random numbers.
[0168] The effect control board 71 is connected to the effect display DS. The CPU 71a can control the display content of the effect display DS. The effect control board 71 is connected to the speaker SP. The CPU 71a can control the output content of the speaker SP. The effect control board 71 is connected to the decorative lamp LA. The CPU 71a can control the light emission mode of the decorative lamp LA. The effect control board 71 is connected to the first effect operation unit B1. The CPU 71a can input an operation signal output by the first effect operation unit B1 when the first effect operation unit B1 is operated. The effect control board 71 is connected to the second effect operation unit B2. The CPU 71a can input an operation signal output by the second effect operation unit B2 when the second effect operation unit B2 is operated.
[0169] The game medium number control board 72 will be described in detail. The game medium number control board 72 includes a CPU 72a, a ROM 72b, and a RAM 72c. The CPU 72a performs processing related to the management of the game medium number P2 by executing a game medium number control program. The ROM 72b stores a game medium number control program and the like. The RAM 72c stores various information that can be rewritten according to the processing results of the CPU 72a. As an example, the information stored in the RAM 72c includes, in addition to the game medium number P2, flags, counters, and timers.
[0170] The game medium number control board 72 includes a game medium number clear button 72d. The game medium number clear button 72d is configured to enable an operation to initialize the game machine management game medium number stored in the RAM 72c to 0. When the game medium number clear button 72d is pressed, it outputs a game medium number clear signal. The CPU 72a is connected to the game medium number clear button 72d and can input the game medium number clear signal. The game medium number control board 72 is connected to the game medium number display unit 62. The CPU 72a can control the display content of the game medium number display unit 62. The game medium number control board 72 is connected to the count button 63. The CPU 72a can input a count signal output when the count button 63 is operated.
[0171] The game progress main process executed by the game control board 70 (CPU 70a) will be described. First, the CPU 70a executes a game start set process. In the game start set process, the CPU 70a updates a predetermined storage area in the RAM 70c. Next, the CPU 70a performs a replay determination process to determine whether the replay is inactive. If the replay is inactive, the CPU 70a executes a bet setting process to set the bet for the current variable game.
[0172] In the bet number setting process, the CPU 70a determines whether an operation signal is input from the bet button 57. When the CPU 70a inputs an operation signal from the bet button 57 and the number of bets is less than the maximum number of bets, the number of bets is added so as to approach the maximum number of bets, with the number of gaming media P2 at that time as the limit. When the number of bets is added or when the bet button 57 is not input, the CPU 70a ends the bet number setting process.
[0173] When the bet number setting process ends, the CPU 70a executes a settlement process. In the settlement process, when no operation signal is input from the settlement button 59, the CPU 70a ends the settlement process. When an operation signal is input from the settlement button 59, the CPU 70a outputs control information (hereinafter referred to as a settlement command) that can specify adding the number of gaming media corresponding to the number of bets to the number of gaming media P2 to the gaming media number control board 72. The CPU 70a sets the number of bets to 0. The CPU 72a of the gaming media number control board 72 adds the number of gaming media that can be specified from the settlement command to the number of gaming media P2. Thereafter, the CPU 70a ends the settlement process.
[0174] When the replay is not in the non-operating state and when the settlement process ends, the CPU 70a determines whether the number of bets matches the specified number of bets. When the replay is in operation, the CPU 70a resets the number of bets for the previous variable game as the number of bets for the current variable game. When the number of bets does not match the specified number of bets, the CPU 70a returns to the replay determination process. When the number of bets matches the specified number of bets, the CPU 70a performs a start determination process to determine whether a start operation has been received. The CPU 70a makes an affirmative determination when a detection signal is input from the start lever 60. The CPU 70a makes a negative determination when a detection signal is not input from the start lever 60. When a start operation has not been received, the CPU 70a returns to the replay determination process. On the other hand, when a start operation has been received, the CPU 70a executes a winning combination drawing process.
[0175] In the role drawing process, the CPU 70a determines one piece of role information from among a plurality of pieces of role information. The CPU 70a acquires a special random number generated on the game control board 70. The CPU 70a determines the role information by role drawing using the special random number. The role drawing can also be said to be a special drawing for determining success or failure. Not winning any of the role information is a so-called loss. The CPU 70a outputs control information (hereinafter referred to as a drawing result command) that can specify the result of the role drawing to the effect control board 71. Thereafter, the CPU 70a ends the role drawing process. When the role drawing process ends, the CPU 70a executes a first transition process regarding the internal state.
[0176] In the first transition process, the CPU 70a controls the transition of the internal state. When the CPU 70a is in the normal section and the first normal state, it executes the first section transition process. In the first section transition process, the CPU 70a acquires a predetermined random number generated on the game control board 70. The CPU 70a determines whether to transition to the advantageous section by section transition drawing using the acquired random number. When winning the section transition drawing, the CPU 70a transitions to the advantageous section. Not limited to this, the CPU 70a may transition to the advantageous section when a winning of a specific role occurs while winning the section transition drawing. Thereafter, the CPU 70a ends the first transition process. On the other hand, when not winning the section transition drawing, the CPU 70a ends the first transition process.
[0177] When the CPU 70a is in the advantageous section and the first normal state, it executes the first state transition process. In the first state transition process, the CPU 70a acquires a predetermined random number generated by the game control board 70 and performs a state transition lottery using the random number. The CPU 70a performs the state transition lottery so as to have a winning probability corresponding to the winning combination information won in the winning combination lottery process. When winning the state transition lottery, the CPU 70a makes a transition to the second normal state. Not limited to this, the CPU 70a may make a transition to the second normal state when a winning of a specific combination occurs in the state where the state transition lottery is won. Thereafter, the CPU 70a ends the first transition process. On the other hand, when not winning the state transition lottery, the CPU 70a ends the first transition process.
[0178] When the first transition process ends, the CPU 70a executes operation information processing. In the advantageous section, the CPU 70a is permitted to display operation information on the payout display unit 65e. On the other hand, in the normal section, the CPU 70a is prohibited from displaying operation information on the payout display unit 65e. As an example, when the CPU 70a is in the advantageous section and the advantageous state, it displays the operation information specified according to the winning combination information. As an example, when the CPU 70a is in the advantageous section and any normal state, it does not display the operation information. The CPU 70a outputs control information (hereinafter referred to as operation information command) indicating the operation information specified according to the winning combination information to the effect control board 71. Thereafter, the CPU 70a ends the operation information processing.
[0179] Next, the CPU 70a performs an elapsed determination process for determining whether or not the wait time has elapsed. When the wait time has not elapsed, the CPU 70a waits until the wait time elapses. When the wait time has elapsed, the CPU 70a sets a wait time for determining whether or not the wait time has elapsed next time.
[0180] After setting the wait time, the CPU 70a controls the actuators of the reels 56a to 56c so that the rotation of the reels 56a to 56c starts. The variable game starts when the rotation of the reels 56a to 56c starts. The CPU 70a outputs control information (hereinafter referred to as a start command) that can identify that the variable game has started to the effect control board 71.
[0181] When the rotation speed of the reels 56a to 56c reaches the specified speed, the CPU 70a performs a stop determination process to determine whether a stop operation by any of the stop buttons 61a to 61c has been received. The CPU 70a makes an affirmative determination when a detection signal is input from any of the stop buttons 61a to 61c corresponding to the rotating reel. On the other hand, the CPU 70a makes a negative determination when a detection signal is input from the stop operation unit corresponding to the reel that has already stopped, or when no detection signal is input from any of the stop buttons 61a to 61c. When a stop operation has not been received, the CPU 70a waits until a stop operation is received.
[0182] When a stop operation is received, the CPU 70a executes a reel stop process to stop the rotation of the reel corresponding to the stop operation unit that input the detection signal. That is, the CPU 70a controls the actuator upon the stop operation and stops the rotation of the reel corresponding to the stop operation. As an example, symbol stop control is realized by the reel stop process. The symbol stop control may include symbol drawing control and symbol kicking control.
[0183] Next, the CPU 70a performs an all-stop determination process to determine whether all of the reels 56a to 56c have been stopped. When not all of the reels have been stopped, the CPU 70a returns to the stop determination process. On the other hand, when all of the reels have been stopped, the CPU 70a ends the variable game and executes a winning determination process. The CPU 70a outputs control information (hereinafter referred to as an end command) that can identify that the variable game has ended to the effect control board 71.
[0184] In the winning determination process, the CPU 70a determines whether or not a winning of any role has occurred. That is, the CPU 70a determines whether the symbol stopped on the effective line NL constitutes a symbol combination that determines a prize. When a winning of any role has occurred, the CPU 70a awards the prize determined for the role in which the winning has occurred. The CPU 70a outputs control information (hereinafter referred to as a winning occurrence command) that can identify the role in which the winning has occurred to the effect control board 71. When no winning of any role has occurred, the CPU 70a ends the winning determination process.
[0185] When a winning of the payout role has occurred, the CPU 70a outputs control information (hereinafter referred to as an awarding command) indicating the number of game media to be awarded as a prize to the game media number control board 72. The CPU 72a of the game media number control board 72 adds the number of game media that can be specified from the awarding command to the game media number P2. Thereafter, the CPU 70a ends the winning determination process. When a winning of the replay role has occurred, the CPU 70a activates the replay. That is, the CPU 70a resets the same number of bets as the variable game in which the winning of the replay role has occurred. Thereafter, the CPU 70a ends the winning determination process.
[0186] When the winning determination process is ended, the CPU 70a executes an interval limit process. In the interval limit process, when it is an advantageous interval, the CPU 70a subtracts 1 from the remaining number of times in the advantageous interval. The remaining number of times in the advantageous interval is information that can identify the remaining number of variable games that can stay in the advantageous interval. As an example, when shifting to the advantageous interval, the initial value of the remaining number of times in the advantageous interval is 4000 times. When it is an advantageous interval, the CPU 70a updates the difference number of game medals in the advantageous interval. The difference number of game medals in the advantageous interval indicates the difference number since shifting to the advantageous interval. As an example, the CPU 70a subtracts the number of bets in the current variable game from the difference number of game medals in the advantageous interval. The CPU 70a adds the number of paid-out medals in the current variable game to the difference number of game medals in the advantageous interval.
[0187] Next, the CPU 70a determines whether the end condition of the advantageous section is satisfied. When the remaining number of times of the advantageous section is subtracted and the remaining number of times of the advantageous section becomes 0, the CPU 70a determines that the end condition of the advantageous section is satisfied. When the difference number of the advantageous section is updated and the difference number of the advantageous section reaches the specified number, the CPU 70a determines that the end condition of the advantageous section is satisfied. As an example, the specified number is 2,400. When the end condition of the advantageous section is satisfied, the CPU 70a ends the advantageous section and shifts to the normal section. Further, the CPU 70a shifts to the first normal state. Then, the CPU 70a ends the section limit process. When the end condition of the advantageous section is not satisfied, the CPU 70a ends the section limit process. When the CPU 70a ends the section limit process, it executes the second transition process.
[0188] In the second transition process, when in the advantageous state, the CPU 70a subtracts 1 from the remaining number of times of the advantageous state. The remaining number of times of the advantageous state is information that can specify the remaining number of variable games that can stay in the advantageous state. As an example, when shifting to the advantageous state, the initial value of the remaining number of times of the advantageous state is 100 times. When the remaining number of times of the advantageous state is subtracted and the remaining number of times of the advantageous state becomes 0, the CPU 70a shifts to the first normal state. Then, the CPU 70a ends the second transition process and returns to the game start set process.
[0189] The process executed by the effect control board 71 (CPU 71a) will be described. The CPU 71a controls at least one of the effect display DS, the decorative lamp LA, and the speaker SP based on various control information input from the game control board 70, and causes a predetermined effect to be executed. As an example, the CPU 71a displays a mode screen (effect mode) corresponding to the game state on the effect display DS. The mode screen is configured to include a plurality of elements such as characters, backgrounds, and characters (character strings). When in an advantageous state, the CPU 71a causes a navigation effect to be executed so as to notify an operation mode that can be specified from the operation information command. As an example, the navigation effect is executed in such a manner that information (hereinafter referred to as navigation information) that enables recognition of the pressing order of the stop buttons 61a to 61c is displayed on the effect display DS. In the first normal state and the second normal state, since the operation information command is not transmitted, the navigation effect is not executed. The CPU 71a may cause the first operation effect to be executed. The CPU 71a may cause the second operation effect to be executed.
[0190] The decorative body D in the gaming machine 50 will be described. As shown in FIGS. 9 to 11, the decorative body D is in a frame shape surrounding the periphery of the effect display DS on the front side of the front door 52. The decorative body D includes an upper decorative body D1, a lower decorative body D2, a left decorative body D3, and a right decorative body D4. The upper decorative body D1 extends in the left-right direction along the upper edge portion of the front door 52 and protrudes forward. The lower decorative body D2 extends in the left-right direction along the lower edge portion of the front door 52 and protrudes forward. The lower decorative body D2 occupies the lower half or substantially half of the front surface of the front door 52. The left decorative body D3 extends in the up-down direction along the left edge portion of the front door 52 and protrudes forward. The right decorative body D4 extends in the up-down direction along the right edge portion of the front door 52 and protrudes forward.
[0191] The upper decorative body D1 has a wall-shaped upper base D11 that protrudes forward. The upper base D11 extends along the left-right direction. As an example, the upper surface D11a of the upper base D11 is a plane that spreads horizontally or substantially horizontally. As an example, the lower surface D11b of the upper base D11 is an inclined surface that inclines downward so as to go downward toward the rear. A pair of speakers SP arranged along the left-right direction are provided on the upper base D11.
[0192] The upper decorative body D1 has an upper decorative member D12 assembled to the tip of the upper base D11. The upper decorative member D12 is provided between the pair of speakers SP in the upper base D11. As an example, the upper decorative member D12 has a shape related to the motif of the gaming machine 50. As an example, the upper decorative member D12 is a plate-like shape imitating characters indicating the name of the content that has become the motif of the gaming machine 50. As an example, the length of the upper decorative member D12 along the left-right direction is the same as or substantially the same as the length of the front door 52 along the left-right direction. The upper base D11 and the upper decorative member D12 incorporate a total of m2 LEDs. That is, the upper base D11 and the upper decorative member D12 are also used as a decorative lamp LA.
[0193] The lower decorative body D2 has a box-shaped lower base D21 that protrudes forward. The lower base D21 extends along the left-right direction. As an example, the upper surface of the lower base D21 forms a planar upper operation surface D21a that extends horizontally or substantially horizontally. The upper operation surface D21a is located at a position where it can be looked down upon by the player GP. On the upper operation surface D21a, a bet button 57, a settlement button 59, a game medium number display unit 62, a counting button 63, an information display device 65, a first effect operation unit B1, and a second effect operation unit B2 are provided. As an example, the second effect operation unit B2 is provided at the right rear of the first effect operation unit B1 on the upper operation surface D21a. In a portion of the front surface of the lower base D21 that is continuous with the upper operation surface D21a, a strip-shaped front operation surface D21b that extends along the left-right direction is provided. On the front operation surface D21b, stop buttons 61a to 61c are provided so as to be arranged along the left-right direction. To the left of the stop buttons 61a to 61c on the front operation surface D21b, a start lever 60 is provided. To the right of the stop buttons 61a to 61c on the front operation surface D21b, a locking unit Wk is provided.
[0194] Here, an example of the positional relationship among the first effect operation unit B1, the second effect operation unit B2, and the locking unit Wk will be described. As an example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is below the top of the first effect operation unit B1 and to the right of the top of the first effect operation unit B1. As an example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is below the top of the second effect operation unit B2 and to the right of the top of the second effect operation unit B2. As an example, when viewed from the front of the gaming machine 10, the top of the start lever 60 is below the top of the first effect operation unit B1. As an example, when viewed from the front of the gaming machine 10, the top of the start lever 60 is below the top of the second effect operation unit B2. That is, when viewed from the front of the gaming machine 10, the top of the first effect operation unit B1 is above the top of the start lever 60. When viewed from the front of the gaming machine 10, the top of the second effect operation unit B2 is above the top of the start lever 60.
[0195] In the lower base D21, below the front operation surface D21b, a lower panel 21c extending along the left - right direction is provided. On the lower panel 21c, characters, patterns, symbols, etc. related to the content that is the motif of the gaming machine 50 are attached. The lower panel 21c incorporates a total of n2 LEDs. That is, the lower base D21 also serves as a decorative lamp LA. In the lower base D21, below the lower panel 21c, a tray 21d extending along the left - right direction is provided. On the tray 21d, the player GP can place their belongings. In the lower base D21, behind the tray 21d, a pair of speakers SP arranged along the left - right direction are provided. Based on the image display surface of the effect display DS, the maximum forward protrusion amount of the upper decorative body D1 is larger than the maximum protrusion amount of the lower decorative body D2. That is, the upper decorative body D1 protrudes more towards the player GP than the lower decorative body D2. Here, the maximum protrusion amount of the lower decorative body D2 may be the protrusion amount when the start lever 60, stop buttons 61a - 61c, and the tray 21d are included, or may be the protrusion amount when they are not included.
[0196] The left decorative body D3 has a wall - like left base D31 that protrudes forward. The left base D31 extends along the up - down direction. The left base D31 has a left side surface D31a that forms the left side surface of the machine body and a right side surface D31b on the side of the effect display DS. The tip of the left base D31 is inclined so as to protrude forward as it approaches the upper end from the lower end. The left base D31 incorporates a total of p2 LEDs. That is, the left base D31 also serves as a decorative lamp LA.
[0197] The right decorative body D4 has a wall-shaped right base D41 that protrudes forward. The right base D41 has a left side surface D41a on the side of the effect display DS and a right side surface D41b that forms the right side surface of the machine body. The right base D41 extends along the vertical direction. The tip of the right base D41 is inclined so as to protrude forward as it approaches the upper end from the lower end. The right base D41 incorporates a total of q2 LEDs. That is, the right base D41 also serves as a decorative lamp LA. Here, the number of LEDs in the left decorative body D3 and the right decorative body D4 may satisfy the relationship p2 < q2, or may satisfy the relationship q2 < p2.
[0198] As an example, the left decorative body D3 and the right decorative body D4 are provided symmetrically with respect to the center line of the gaming machine 50 in the left-right direction. Based on the opening of the main body cabinet 51 or the image display surface of the effect display DS, the forward protrusion amount T of the left decorative body D3 (left base D31) and the right decorative body D4 (right base D41) is the protrusion amount T1 in the lower first range H1 and the protrusion amount T2 in the upper second range H2. Here, the relationship between the protrusion amount T1 and the protrusion amount T2 is T1 < T2. That is, each decorative body D3, D4 protrudes forward in the second range H2 compared to the first range H1.
[0199] The front door 52 has a decorative body D as an example of a protruding portion that protrudes forward from the display surface of the effect display DS. The decorative body D includes a left decorative body D3 as an example of a predetermined protruding portion on a predetermined direction side (player side) from the effect display DS. The left decorative body D3 has a portion in the first range H1, which is an example of the first protruding portion, and a portion in the second range H2, which is an example of the second protruding portion that protrudes forward from the portion in the first range H1. Not limited to this, the first protruding portion may be the portion of the left decorative body D3 with the smallest forward protrusion amount, and the second protruding portion may be the portion with the largest forward protrusion amount.
[0200] The maintenance of the gaming machine 50 will be described. The administrator of the gaming machine 50 performs maintenance on the gaming machine 10 during business hours or outside business hours. As an example, the maintenance is cleaning. As an example, the cleaning targets in the gaming machine 50 include the effect operation units B1, B2. As an example, the cleaning targets in the gaming machine 50 include the locking unit Wk. As an example, the cleaning targets in the gaming machine 50 include the bet button 57, the settlement button 59, the start lever 60, and the stop buttons 61a to 61c. As an example, the cleaning targets in the gaming machine 50 include the effect display DS. Not limited to this, the cleaning targets of the gaming machine 50 may be arbitrarily selected part or all of the components of the gaming machine 50.
[0201] As an example, the maintenance is inspection. As an example, the inspection targets in the gaming machine 50 include the effect operation units B1, B2. As an example, the inspection targets in the gaming machine 50 include the locking unit Wk. As an example, the inspection targets in the gaming machine 50 include the bet button 57, the settlement button 59, the start lever 60, and the stop buttons 61a to 61c. As an example, the inspection targets in the gaming machine 50 include the effect display DS. As an example, the inspection targets in the gaming machine 50 include various substrates 70 to 72 arranged inside the machine. Also, the maintenance may include repair and replacement. As described above, the various substrates 70 to 72 cannot be accessed unless the locking unit Wk is operated to unlock and the front door 52 is opened.
[0202] The photographing in the gaming machine 50 will be described. As shown in FIGS. 8 and 13, the player GP may photograph the state of his / her own game with the camera CM in the same manner as the gaming machine 10. In the gaming machine 50, when photographing the state of the game with the camera CM, it is preferable to set the focal length (angle of view) of the lens, the position of the camera CM, the orientation of the camera CM, and the aspect ratio of the generated image so that the object not suitable for photographing is not captured as much as possible by setting specific photographing settings. As an example, the specific photographing settings include arranging the camera CM behind the left side of the player GP. That is, the specific photographing settings are to photograph the gaming machine 50 and the player GP from behind the left side. As shown by the arrow Yc in the figure, the position and orientation of the camera CM included in the specific photographing settings can be said to reproduce the viewpoint SC for viewing the gaming machine 10 from a position behind the left side of the player GP. In the specific photographing settings, the gaming machine 50 is captured on the left side of the game video YG, and the player GP is captured on the right side of the game video YG.
[0203] In the specific photographing settings, it is preferable that only the upper body of the player GP is captured in the game video YG, preferably only from the shoulders up, and the head alone may be captured. In the specific photographing settings, the game video YG preferably does not include the tray 21d and captures the upper part above half of the lower panel 21c. In the specific photographing settings, it is preferable that the lower side of the upper decorative body D1 of the gaming machine 50 is captured in the game video YG. In the specific photographing settings, it is preferable that the left side surface D41a of the left decorative body D3 is captured in the game video YG. In the specific photographing settings, it is preferable that the left side surface D41a of the right decorative body D4 is captured in the game video YG.
[0204] The game video YG captures the symbol display window 52a (reels 56a to 56c), the game medium number display section 62, and the information display device 65. The game video YG captures the locking section Wk, the first effect operation section B1, the bet button 57, the settlement button 59, the start lever 60, the stop buttons 61a to 61c, and the count button 63. The game video YG captures the portion of the display area HR of the effect display DS that does not adjoin the left decorative body D3. The game video YG captures the portion of the display area HR of the effect display DS that adjoins the right side of the first range H1 of the left decorative body D3. The game video YG captures the upper operation surface D21a, the front operation surface D21b, and the upper portion of the lower panel 21c. The game video YG captures the left side surface D41a of the left decorative body D3. The game video YG captures the left side surface D41a of the right decorative body D4. These portions are the portions to be photographed in a specific photographing setting. In the gaming machine 50, the portion to be photographed is an example of the first portion.
[0205] On the other hand, the game video YG does not capture the portion of the display area HR of the effect display DS that adjoins the right side of the second range H2 of the left decorative body D3. The game video YG does not capture the upper decorative body D1 or most of it. In the lower decorative body D2, the game video YG does not capture the lower portion of the lower panel 21c. The game video YG does not capture the right side surface D31b of the left decorative body D3. The game video YG does not capture the right side surface D41b of the right decorative body D4. These portions are the non-photographing target portions in a specific photographing setting. In the gaming machine 50, the non-photographing target portion is an example of the second portion.
[0206] Various types of information are displayed on the gaming machine 50. The display of various types of information is performed in various modes such as attaching a label, printing, displaying an image, and emitting light. The various types of information may include attention information J1 for players, attention information J2 for administrators, function information J3, and right information J4. In the front door 52 which is an example of a main body component, the second part may include a part for displaying these pieces of information J1 to J4. The various types of information may include predetermined game-related information J5, performance information J6, game state information J7, variable information J8, and name information J9. In the front door 52 which is an example of a main body component, the first part may include a part for displaying these pieces of information J5 to J8. The first part may include a first effect operation unit B1 which is an example of a tactile effect device and stop buttons 61a to 61c.
[0207] A specific example of the attention information J1 for players will be described. As an example, the attention information J1 for players may include gazing attention information J1a. As an example, the gazing attention information J1a is displayed in a low visibility mode at the lower part of the lower panel 21c. That is, the gazing attention information J1a is displayed on a non-photographing target part.
[0208] As an example, the attention information J1 for players may include tipping attention information J1b. As an example, the tipping attention information J1b is displayed in a high visibility mode as a predetermined image on the effect display DS. That is, the tipping attention information J1b is displayed on a photographing target part. As an example, the tipping attention information J1b may be displayed in a low visibility mode at the lower part of the lower panel 21c. That is, the tipping attention information J1b may be displayed on a non-photographing target part.
[0209] As an example, the attention information J1 for players may include the production attention information J1c. As an example, the production attention information J1c may be displayed in a low visibility mode on the lower part of the lower panel 21c. That is, the production attention information J1c is displayed on a non-photographing target part. As an example, the production attention information J1c may be displayed in a low visibility mode on the upper operation surface D21a, the front operation surface D21b of the lower decorative body D2, or the upper part of the lower panel 21c. That is, the production attention information J1c may be displayed on a photographing target part.
[0210] As an example, the attention information J1 for players may include the handling attention information J1e. As an example, the handling attention information J1e may be displayed in a low visibility mode on the lower part of the lower panel 21c. That is, the production attention information J1c is displayed on a non-photographing target part. As an example, the handling attention information J1e may be displayed in a low visibility mode on the upper operation surface D21a, the front operation surface D21b of the lower decorative body D2, or the upper part of the lower panel 21c. That is, the production attention information J1c may be displayed on a photographing target part.
[0211] As an example, the attention information J1 for players may include the collection attention information J1f. As an example, the collection attention information J1f is displayed in a low visibility mode on the lower part of the lower panel 21c. That is, the production attention information J1c is displayed on a non-photographing target part. As an example, the collection attention information J1f may be displayed in a low visibility mode on the upper operation surface D21a, the front operation surface D21b of the lower decorative body D2, or the upper part of the lower panel 21c. That is, the production attention information J1c may be displayed on a photographing target part.
[0212] As an example, the attention information J1 for players may include the cabinet attention information J1g as information regarding the shape or structure of the main body cabinet and the front door 52. For example, the cabinet attention information J1g may be words such as "The upper part protrudes, so please be careful above your head" and "Upper convex, be careful above your head". As an example, the frame attention information J1d is displayed in a low visibility mode on the left side surface D41a of the right decorative body D4. That is, the frame attention information J1d is displayed on a photographing target part.
[0213] A specific example of the administrator attention information J2 will be described. As an example, the administrator attention information J2 may include operation attention information J2b as information prompting attention during the operation of removing parts of the front door 52 or equipment housed in the main body cabinet 51 for maintenance or the like. For example, the operation attention information J2b may include words such as "Please confirm that there are no people around", "Please perform the operation with the power turned off", "Be careful not to forget to tighten the screws and clamps", "Please handle with both hands so that the parts do not fall", and "Be careful not to pinch your hands or fingers". As an example, the operation attention information J2b is displayed on the upper surface D11a of the upper decorative body D1 in a highly visible manner. As an example, the operation attention information J2b is displayed on the right side surface D41b of the right decorative body D4 in a highly visible manner. That is, the operation attention information J2a is displayed on the non-photographing target part.
[0214] A specific example of the function information J3 will be described. The function information J3 may include counting function information J3a. As an example, the counting function information J3a is displayed on the upper operation surface D21a, the front operation surface D21b, or the upper part of the lower panel 21c in a low visibility manner. That is, the counting function information J3a is displayed on the photographing target part. As an example, the counting function information J3a may be displayed on the lower part of the lower panel 21c in a low visibility manner. That is, the counting function information J3a may be displayed on the non-photographing target part.
[0215] The function information J3 may include cleaning function information J3b. As an example, the cleaning function information J3b is displayed on the lower part of the lower panel 21c in a highly visible manner. That is, the cleaning function information J3b is displayed on the non-photographing target part. The function information J3 may include unauthorized sensing function information J3c. As an example, the unauthorized sensing function information J3c is displayed on the lower part of the lower panel 21c in a low visibility manner. That is, the unauthorized sensing function information J3c is displayed on the non-photographing target part.
[0216] A specific example of the right information J4 will be described. For example, the right information J4 may include license right information J4a. As an example, the license right information J4a may be displayed in a low visibility mode in the lower part of the lower panel 21c. That is, the license right information J4a is displayed in a non-photographing target part.
[0217] A specific example of the game-related information J5 will be described. As an example, the game-related information J5 may include game count information J5a, remaining game information J5b, and acquired information J5c. The game count information J5a is displayed in a highly visible mode in a region adjacent to the right of the first range H1 in the left decorative body D3 among the display regions HR of the effect display DS. That is, at least a part of the game-related information J5 is displayed in a part of the effect display DS on the side of the first range H1 of the left decorative body D3. Also, the game count information J5a is displayed in a part of the effect display DS on the side of the lower decorative body D2. The game count information J5a is displayed in a photographing target part. On the other hand, the remaining game information J5b and the acquired information J5c are displayed in a highly visible mode so as to be arranged along the left-right direction in a region adjacent to the lower side of the upper decorative body D1 in the display region HR of the effect display DS. That is, the remaining game information J5b and the acquired information J5c are displayed along the upper edge of the display region HR of the effect display DS. The remaining game information J5b and the acquired information J5c are displayed in a photographing target part.
[0218] The game-related information J5 may include hold item information J5d as information indicating the number of game media P2 held by the player GP. The number of game media P2 is displayed on the game media number display unit 62 on the upper operation surface D21a of the lower decorative body D2. The predetermined game-related information J5 may include information indicating whether re-game is in operation, information that can identify whether it is during the wait time, information that can identify the number of acquired game media, information that can identify the bet amount, and operation information. These pieces of information are respectively displayed on the information display device 65 on the upper operation surface D21a of the lower decorative body D2. The game-related information J5 may include payout information as information indicating the number of game media granted upon winning.
[0219] A specific example of the performance information J6 will be described. The performance information J6 may include the role information J6c as information indicating the symbol combination (role) for which a prize is determined. As an example, the role information J6c may include characters such as "7" and "BELL", Arabic numerals, and symbols. The performance information J6 may include the prize information J6d as information indicating the prize determined for the role. As an example, the prize information J6d may include Arabic numerals, characters, and symbols such as "15 sheets" and "5 sheets". As an example, the role information J6c and the prize information J6d are displayed in a highly visible manner on the upper operation surface D21a, the front operation surface D21b, and the upper portion of the lower panel 21c. The role information J6c and the prize information J6d may be displayed in a highly visible manner around the symbol display window 52a. That is, the role information J6c and the prize information J6d are displayed on the part to be photographed.
[0220] The game state information J7 may include the advantageous state information J7a. The advantageous state in the gaming machine 50 is a so-called assist time. As an example, the advantageous state information J7a is displayed in a highly visible manner in the display area HR of the effect display DS. That is, the advantageous state information J7a is displayed on the part to be photographed. The game state information J7 may include the advantageous section information J7b as information capable of specifying whether it is an advantageous section. The advantageous section information J7b may be displayed on the information display device 65 on the upper operation surface D21a of the lower decorative body D2. That is, the advantageous section information J7b is displayed on the part to be photographed.
[0221] The variation information J8 may include the reel variation information J8b as information capable of identifying the reels 56a to 56c which are an example of the variation game display section. As an example, the reel variation information J8b may include a character string such as "MAIN-REEL". The reel variation information J8b is displayed in a highly visible manner on the upper operation surface D21a. That is, the reel variation information J8b is displayed on the part to be photographed.
[0222] The name information J9 may be displayed as the upper decorative member D12. The name information J9 may be displayed in a highly visible manner in the region adjacent to and above the lower decorative body D2 within the display area HR of the effect display DS. The name information J9 may be displayed in a highly visible manner on the upper portion of the lower panel 21c. That is, the name information J9 may be displayed on the part to be photographed. The name information J9 may be displayed on the right side surface D41b of the right decorative body D4. That is, the name information J9 may be displayed on the non-photographed part.
[0223] As described above, in the front door 52 which is an example of the main body part, the non-photographed part which is an example of the second part may include the part for displaying various information J1 to J4. The upper surface D11a is also an example of the third part. In the front door 52 which is an example of the main body part, the photographed part which is an example of the first part may include the part for displaying various information J5 to J8. The first part may include the first effect operation part B1 which is an example of the tactile effect device, the start lever 60, and the stop buttons 61a to 61c.
[0224] As an example, the locking part Wk is provided below the upper operation surface D21a in the front door 52. In the front door 52, there is no part protruding forward from the front end part of the locking part Wk on the right side of the locking part Wk. Therefore, when an administrator or the like views from the viewpoint SA in the direction of the arrow Ya, the locking part Wk can be visually recognized. That is, when viewed from the right side of the gaming machine 10, the locking part Wk is visible.
[0225] As an example, the operation target member of the first effect operation part B1 is the button B1a having a shape that bulges upward. In this case, when a player or the like views from the viewpoint SB in the direction of the arrow Yb, the entire locking part Wk may enter the shadow of the button B1a and a situation where it cannot be visually recognized may occur. Similarly, a part of the locking part Wk may enter the shadow of the button B1a and a situation where it is difficult to visually recognize may occur. That is, when viewed from the left side of the gaming machine 10, the locking part Wk cannot be visually recognized or is more difficult to visually recognize compared to when viewed from the right side of the gaming machine 10.
[0226] The upper operation surface D21a of the lower base D21 is a flat surface. On the upper operation surface D21a, the second effect operation unit B2 is to the right of the first effect operation unit B1. Therefore, when an administrator or the like views in the direction of arrow Ya from the viewpoint SA, the second effect operation unit B2 can be visually recognized. That is, when viewed from one side in the left-right direction of the gaming machine 50, the height of the second effect operation unit B2 from the visually recognizable upper operation surface D21a is higher for the button B1a of the first effect operation unit B1 than for each of the buttons B21 to B24 of the second effect operation unit B2. Therefore, an administrator or the like can visually recognize the first effect operation unit B1 when viewing in the direction of arrow Ya from the viewpoint SA. An administrator or the like can visually recognize the first effect operation unit B1 when viewing in the direction of arrow Yb from the viewpoint SB. That is, the first effect operation unit B1 is visible no matter from which side in the left-right direction of the gaming machine 50 it is viewed. When a player or the like views in the direction of arrow Yb from the viewpoint SB, a situation may occur where all of the second effect operation unit B2 gets into the shadow of the first effect operation unit B1 and cannot be visually recognized. Similarly, a situation may occur where a part of the second effect operation unit B2 gets into the shadow of the first effect operation unit B1 and is difficult to visually recognize. Therefore, when viewed from the other side in the left-right direction of the gaming machine 10, the second effect operation unit B2 cannot be visually recognized or is more difficult to visually recognize than when viewed from the one side of the gaming machine. That is, at a specific shooting setting, the second effect operation unit B2 is difficult to be reflected in the game video YG or is not reflected at all.
[0227] In this embodiment, the following effects can be obtained. (2-1) The attention information J1 for players has no direct relation to the state of the game to be photographed. If such information is reflected during shooting, the attention of the person viewing the image may deviate from the state of the game of the player GP who is the subject. On the other hand, according to the gaming machine 50, at least the attention information J1a, J1c, J1e, J1f among the attention information J1 for players is not reflected or is difficult to be reflected during shooting. For this reason, it is suppressed that the attention of the person viewing the image deviates from the state of the game of the player GP who is the subject. Therefore, various information can be appropriately displayed.
[0228] (2-2) In the gaming machine 50, among the attention information J1 for players excluding the attention information J1a, J1c, J1e, and J1f, although it is displayed on the part to be photographed, its display mode is a low visibility mode. Therefore, while providing the necessary information to the player GP, it is possible to suppress the attention of the person viewing the image from being distracted by the attention information J1 for players being captured during photography.
[0229] (2-3) The attention information J2 for administrators has no direct relation to the state of the game to be photographed. If such information is captured during photography, there is a risk that the attention of the person viewing the image will be distracted from the state of the game of the player GP who is the subject. In contrast, according to the gaming machine 50, during photography, the attention information J2 for administrators is not captured or is difficult to be captured. For this reason, it is suppressed that the attention of the person viewing the image is distracted from the state of the game of the player GP who is the subject. Therefore, various information can be appropriately displayed.
[0230] (2-4) The function information J3 has no direct relation to the state of the game to be photographed. If such information is captured during photography, there is a risk that the attention of the person viewing the image will be distracted from the state of the game of the player GP who is the subject. In contrast, according to the gaming machine 50, during photography, at least the function information J3b and J3c among the function information J3 are not captured or are difficult to be captured. For this reason, it is suppressed that the attention of the person viewing the image is distracted from the state of the game of the player GP who is the subject. Therefore, various information can be appropriately displayed.
[0231] (2-5) In the gaming machine 50, among the function information J3, for example, the counting function information J3a is displayed on the part to be photographed, but its display mode is a low visibility mode. Therefore, while providing the necessary information to the player GP, it is possible to suppress the attention of the person viewing the image from being distracted by the function information J3 being captured during photography.
[0232] (2-6) The right information J4 has no direct relation to the state of the game to be photographed. If such information is captured during photography, there is a risk that the attention of the person viewing the image will be diverted from the state of the game of the player who is the subject. On the other hand, according to the gaming machine 50, at least a part of the permission right information J4a among the right information J4 is not captured or is difficult to be captured during photography. Therefore, it is suppressed that the attention of the person viewing the image is diverted from the state of the game of the player who is the subject. Thus, various information can be appropriately displayed.
[0233] (2-7) Useful information for understanding the gaming machine 50, which is one of the subjects, is displayed on the part to be photographed of the gaming machine 50. For example, since various information J6 to J9 is captured during photography, it is easy to understand the gaming machine 50 from the image. Also, if it is a video, it is easier to explain the gaming machine 50 to the player GP who is the subject. That is, it is easy to improve the interest of the person viewing the image. Thus, various information can be appropriately displayed.
[0234] (2-8) Among the information for the player, the performance information J6 can be more easily understood by the person viewing the image if it is captured during photography. (2-9) Among the information for the player, the game state information J7 can be more easily understood by the person viewing the image if it is captured during photography.
[0235] (2-10) Among the information for the player, the variation information J8 showing the reels 56a to 56c can be more easily understood by the person viewing the image if it is captured during photography, and the part to be seen for understanding the progress of the game can be easily identified.
[0236] (2-11) Since the upper surface D11a of the upper decorative body D1 corresponding to the upper part of the gaming machine 50 can be provided on the non-photographed part, various information can be displayed while making it difficult to be captured during photography.
[0237] On the upper surface D11a of the upper decoration D1 in (2-12), since the caution information J2 for the administrator is displayed, more information can be displayed for the administrator while making it difficult to be reflected during shooting.
[0238] (2-13) Since the first effect operation unit B1, which is an example of the tactile effect device, is a part directly operated by the player GP, it is easier for the viewer of the image to understand the progress of the game if it is reflected during shooting.
[0239] (2-14) The name of the gaming machine 50 can be more easily understood by the viewer of the image if it is reflected during shooting. On the other hand, the right information J4 is displayed on the non-photographed part. Although the right relationship (such as copyright) is closely related to the name of the gaming machine 50, it has little relation to the game itself. Therefore, various information can be displayed appropriately.
[0240] (2-15) The operation of the first effect operation unit B1 (vibration effect as an example) is difficult to perceive without direct contact. It is difficult for the viewer of the image to grasp the operation of the tactile effect device through the image. For this reason, especially when shooting a video, it is assumed that the player GP, who is the subject, will face a situation where there is a need to explain the tactile effect device. Since the tactile effect device is easily reflected, it becomes easier for the player GP to explain the tactile effect device. And it is easy to improve the interest of the viewer.
[0241] (2-16) The upper surface D11a of the upper decoration D1, which is an example of the non-photographed part, does not appear in the image or is difficult to appear, like other non-photographed parts. Therefore, it is preferable not to appear in the image, but an area for displaying information that is better to be displayed to the player GP or the administrator can be secured as the upper part of the front door 52.
[0242] (2-18) The game-related information J5 (for example, the game count information J5a) is displayed in the part of the effect display DS on the left decoration body D3 side. Therefore, in the scene of setting the shooting angle (frame) from the left decoration body D3 side and taking a picture, the game-related information J5 can be easily reflected in the picture. The game-related information J5 is information useful for understanding the gaming machine 50. Since the game-related information J5 is reflected in the picture, the person viewing the picture can more easily understand the gaming machine 50. Therefore, various information can be appropriately displayed.
[0243] (2-19) The game-related information J5 (for example, the game count information J5a) is displayed in the part on the first range H1 side among the parts adjacent to the left decoration body D3. Therefore, in the scene of setting the shooting angle (frame) from the left decoration body D3 side and taking a picture, the game-related information can be easily reflected in the picture. The game-related information is information useful for understanding the gaming machine. Since the game-related information is reflected in the picture, the person viewing the picture can more easily understand the gaming machine 50. Therefore, various information can be appropriately displayed.
[0244] (2-20) The number of LEDs for functioning as the decoration lamp LA is different between the left decoration body D3 and the right decoration body D4. Therefore, in the scene of setting the shooting angle (frame) from the other decoration body and taking a picture, the light emission mode of the LEDs can be easily or hardly reflected in the picture. Therefore, compared with the case where the number of LEDs in the left and right decoration bodies is the same, a more vivid picture can be taken in the information display by the LEDs. Therefore, various information can be appropriately displayed.
[0245] (2-21) The game count information J5a is displayed in the part of the effect display DS on the lower decoration body D2 side. In the scene of setting the shooting angle (frame) from the upper decoration body D1 side and taking a picture, the game-related information J5 (for example, the game count information J5a) can be easily reflected in the picture. The game-related information J5 is information useful for understanding the gaming machine 50. Since the game-related information is reflected in the picture, the person viewing the picture can more easily understand the gaming machine 50. Therefore, various information can be appropriately displayed.
[0246] (2-22) The remaining game information J5b is displayed in a highly visible manner along the left-right direction in the region adjacent to the lower side of the upper decoration D1 within the display area HR of the effect display DS. According to this, relatively, when setting the viewing angle from the side of the decoration protruding part that does not protrude forward and taking an image, it is possible to easily project the subtractive display of a specific value onto the image. Therefore, various information can be appropriately displayed.
[0247] (2-23) In particular, the remaining game information J5b can have the number of digits of the value displayed as the remaining number of times decreased in response to the execution of the variable game while keeping the display position of the units digit fixed. Therefore, the remaining game information J5b has fewer digits as the remaining number of times decreases, and as a result, it moves away from the left decoration D3, improving visibility.
[0248] (2-24) And the acquired information J5c is displayed in a highly visible manner along the left-right direction in the region adjacent to the lower side of the upper decoration D1 within the display area HR of the effect display DS. According to this, relatively, when setting the viewing angle from the side of the decoration protruding part that does not protrude forward and taking an image, it is possible to easily project the subtractive display of a specific value onto the image. Therefore, various information can be appropriately displayed.
[0249] (2-25) The locking part Wk is located at the lower right of the effect operation parts B1, B2 and is difficult to view when seen from the left side of the gaming machine 50 or is more difficult to view than when seen from the right side. Therefore, compared with a configuration where it can be easily viewed from either the left or right side, it is possible to reduce the situation where the locking part Wk is captured during shooting while also meeting the administrator's request to easily visually confirm the locking part Wk. Therefore, it is possible to suppress the reflection of a predetermined operation part.
[0250] (2-26) When viewed from one side of the gaming machine 10 in the left-right direction, the second effect operation unit B2 is difficult to visually recognize compared to when viewed from the other side or is not visually recognizable. Therefore, compared to a configuration that enables visual recognition from either the left or right side, the scene in which the second effect operation unit B2 is captured during shooting can be reduced. Therefore, the reflection of a predetermined operation unit can be suppressed. On the other hand, since the second effect operation unit B2 is above the start lever 60, it can also meet the wishes of the player who actively wants to be incorporated into the image. In addition, the first effect operation unit B1 is visible from both the right and left sides of the gaming machine, and it is easy to capture the scene where an operation that triggers an effect is performed.
[0251] The above-described embodiments can be implemented with the following modifications. Note that the above-described embodiments and the following modification examples can be implemented in combination with each other within a technically consistent range.
[0252] · As shown in FIG. 14, in the gaming machine 10, the upper operation surface D21a may include a decorative body D7. For example, it is assumed that the decorative body D7 is provided to the right of the effect operation units B1 and B2 on the upper operation surface D21a. In this case, when viewed from the left side (viewpoint SB) of the gaming machine 10, the effect operation units B1 and B2 are visible. When viewed from the left side (viewpoint SB) of the gaming machine 10, the locking unit Wk and the firing operation unit HD are not visible or are more difficult to visually recognize compared to when viewed from the right side of the gaming machine. On the other hand, when viewed from the right side (viewpoint SA) of the gaming machine 10, the effect operation units B1 and B2 are not visible or are more difficult to visually recognize compared to when viewed from the left side of the gaming machine. When viewed from the right side (viewpoint SA) of the gaming machine 10, the locking unit Wk and the firing operation unit HD are visible.
[0253] According to this modification example, while moving from the right side to the left side of each gaming machine 10 arranged in the island facility, the administrator can easily and continuously check the locking parts Wk and the firing operation parts HD in the plurality of gaming machines 10. Therefore, it is easy to perform maintenance on the locking part Wk and the firing operation part HD. Here, it can be said that the effect operation parts B1 and B2 are less likely to be targets of illegal acts compared to the locking part Wk and the firing operation part HD. In this modification example, when viewed from the right side (viewpoint SA) of the gaming machine 10, the effect operation parts B1 and B2 cannot be visually recognized, or are more difficult to visually recognize compared to when viewed from the left side of the gaming machine. Therefore, relatively speaking, for the effect operation parts B1 and B2 that are less likely to be targets of illegal acts, by making it difficult to enter the field of view from the right side of the gaming machine 10, unnecessary information is not given to the administrator, and the confirmation work can be performed smoothly.
[0254] Also, the decorative body D7 may be provided to the left of the effect operation parts B1 and B2 on the upper operation surface D21a. In this case, when viewed from the right side (viewpoint SA) of the gaming machine 10, the effect operation parts B1 and B2 can be visually recognized. On the other hand, when viewed from the left side (viewpoint SB) of the gaming machines 10 and 50, the effect operation parts B1 and B2 cannot be visually recognized, or are more difficult to visually recognize compared to when viewed from the left side of the gaming machine. The decorative body D7 in this modification example may also be used as a decorative lamp LA, or may also be used as an effect operation part capable of operating as a trigger for changing a predetermined effect. The upper operation surface D21a of the gaming machine 50 can be similarly modified.
[0255] · In the gaming machines 10 and 50, the second effect operation part B2 may be to the left of the first effect operation part B1. According to this modification example, when viewed from the viewpoint SB, the administrator or the like can visually recognize the second effect operation part B2. The administrator or the like can visually recognize the first effect operation part B1 when viewed from either the viewpoints SA or SB. When viewed from the viewpoint SA, a situation may occur where all of the second effect operation part B2 enters the shadow of the first effect operation part B1 and cannot be visually recognized. Similarly, when viewed from the viewpoint SA, a situation may occur where a part of the second effect operation part B2 enters the shadow of the first effect operation part B1 and is difficult to visually recognize.
[0256] ·The specific shooting settings are not limited to the settings as in the above embodiments, and at least one of the focal length (angle of view) of the lens, the position of the camera CM, the orientation of the camera CM, and the aspect ratio of the generated image may be changed. For example, the camera CM may be installed behind the right of the player GP. When such a setting is adopted, in the gaming machines 10 and 50, based on the image display surface of the effect display DS, it is preferable that the maximum forward protrusion amount of the right decorative body D4 is the same as or smaller than the maximum forward protrusion amount of the left decorative body D3. That is, the specific shooting settings include shooting from the side with a small protrusion amount T. Also, the range included in the frame FM can be adjusted in the gaming machines 10 and 50. For example, in the gaming machine 50, the stop buttons 61a to 61c may not be included, and the effect operation units B1 and B2 may be at the boundary of the frame FM.
[0257] ·The forward protrusion amount T may be constant in each of the decorative bodies D1 to D4. In each of the decorative bodies D1 to D4, there may be a plurality of portions with a small forward protrusion amount T.
[0258] ·Any one or more of the decorative bodies D1 to D4 may be provided with a movable part capable of executing a movable effect. The movable effect is preferably executed as one of the effects associated with the variable game or the jackpot game.
[0259] · In the gaming machines 10 and 50, the information included in the attention information J1 for players may be changed as appropriate. The attention information J1 for players may be displayed only on the photographed part, only on the non-photographed part, or on both parts. The attention information J1 for players may not be displayed. The fixation attention information J1a may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The tipping-in attention information J1b may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The production attention information J1c may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The frame attention information J1d may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The handling attention information J1e may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The collection attention information J1f may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The cabinet attention information J1g may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted.
[0260] · In the gaming machines 10 and 50, the information included in the attention information J2 for administrators may be changed as appropriate. The attention information J2 for administrators may be displayed only on the photographed part, only on the non-photographed part, or on both parts. The attention information J2 for administrators may not be displayed. The attention information J2a during work may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The attention information J2b during work may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted.
[0261] · In the gaming machines 10 and 50, the information included in the function information J3 may be changed as appropriate. The function information J3 may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may not be displayed. The counting function information J3a may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The cleaning function information J3b may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The fraud detection function information J3c may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted.
[0262] · In the gaming machines 10 and 50, the information included in the right information J4 may be changed as appropriate. The right information J4 may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may not be displayed. The license right information J4a may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The right information J4 may include the patent license information J4b as information indicating the patent license number of the patent right. The patent license information J4b may be displayed only on the photographed part, only on the non-photographed part, on both parts.
[0263] ·In the gaming machines 10 and 50, the information included in the game-related information J5 may be changed as appropriate. The game-related information J5 may be displayed only on the part to be photographed, only on the part not to be photographed, or on both parts. The game-related information J5 may not be displayed. The game count information J5a may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The remaining game information J5b may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The acquired information J5c may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The held ball information J5d may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The right hit information J5e may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The round upper limit count information J5f may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted.
[0264] ·In the gaming machines 10 and 50, the information included in the performance information J6 may be changed as appropriate. The performance information J6 may be displayed only on the part to be photographed, only on the part not to be photographed, or on both parts. The performance information J6 may not be displayed. The probability information J6a may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The bonus ball information J6b may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The winning combination information J6c may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted. The prize information J6d may be displayed only on the part to be photographed, only on the part not to be photographed, on both parts, or may be omitted.
[0265] · In the gaming machines 10 and 50, the information included in the gaming state information J7 may be changed as appropriate. The gaming state information J7 may be displayed only on the photographed target portion, only on the non-photographed target portion, or on both portions. The gaming state information J7 may not be displayed. The advantageous state information J7a may be displayed only on the photographed target portion, only on the non-photographed target portion, on both portions, or may be omitted. The advantageous section information J7b may be displayed only on the photographed target portion, only on the non-photographed target portion, on both portions, or may be omitted.
[0266] · In the gaming machines 10 and 50, the information included in the variation information J8 may be changed as appropriate. The variation information J8 may be displayed only on the photographed target portion, only on the non-photographed target portion, or on both portions. The variation information J8 may not be displayed. The special variation information J8a may be displayed only on the photographed target portion, only on the non-photographed target portion, on both portions, or may be omitted. The reel variation information J8b may be displayed only on the photographed target portion, only on the non-photographed target portion, on both portions, or may be omitted.
[0267] · In the gaming machines 10 and 50, the information included in the name information J9 may be changed as appropriate. The name information J9 may be displayed only on the photographed target portion, only on the non-photographed target portion, or on both portions. The name information J9 may not be displayed.
[0268] · In the gaming machines 10 and 50, the subtractive display of a specific value such as the remaining game information J5b is preferably performed in the portion on the side of the ornament D3 or D4 with the smaller maximum protrusion amount forward among the display regions HR of the effect display DS.
[0269] · The gaming machines 10 and 50 may be equipped with a complete function. The complete function is a function that controls to a game stop state when the number of balls reaches a specified number after power-on. The caution information J1 for players may include complete information as information regarding the complete function. In the gaming machines 10 and 50, the complete information may be displayed only on the photographing target part, only on the non-photographing target part, on both parts, or may be omitted.
[0270] · The arrangement of each operation part in the gaming machines 10 and 50 may be changed. For example, in the gaming machine 10, the firing operation part HD may be arranged in a concave part provided at the lower end part of the lower decorative body D2 and at the center in the left-right direction. The gaming machine 10 may be provided with a plurality of firing operation parts HD. In the gaming machine 50, among the bet button 57, the settlement button 59, the start lever 60, and the stop buttons 61a to 61c, some or all that can be arbitrarily selected may be arranged such that the tops of each are below the tops of the effect operation parts B1 and B2 and are located to the right.
[0271] · The gaming machine 10 can adopt a specification that gives a high probability state until the next jackpot game, a specification that gives a high probability state until winning a fall lottery (so-called fall machine), or a specification that gives a high probability state until the end of a specified number of variable games (so-called ST machine). The gaming machine 10 can adopt a specification that gives a high probability state on the condition that the game ball passes through a predetermined area (so-called "V area") (so-called V probability variable machine). The gaming machine 10 may have a specification that mixes the specification of the fall machine and the specification of the V probability variable machine.
[0272] · The gaming machine 10 may be configured to perform a small win lottery in addition to the jackpot lottery as a special symbol win lottery. When winning a small win in the win lottery, a small win game (win game) is given after the end of the special game. In the present embodiment, compared with the normal game state (for example, the normal state), it may be configured to be controllable to a state (so-called small win RUSH) where the number of times of winning a small win (frequency) per unit time or the number of times of giving a small win game (frequency) per unit time is improved.
[0273] · The gaming machine 10 may adopt a specification classified as a second type, also known as a "blade type" or "airplane type". In this type of pachinko gaming machine, when a game ball enters the start port, the opening and closing blades (opening and closing members) of the ball entry device (big winning port) open, and the game ball that has entered the ball entry device enters the special winning port, thereby triggering a big win game.
[0274] · The specific configuration of the game board YB may be arbitrarily changed. · The CPU 40a, ROM 40b, and RAM 40c may be configured on a single chip. The CPU 70a, ROM 70b, and RAM 70c may be configured on a single chip.
[0275] · The effect control boards 41 and 71 may be used as sub-master control boards, and a display control board that specifically controls the effect display DS, a light emission control board that specifically controls the decorative lamp LA, and a sound control board that specifically controls the speaker SP may be provided separately from the effect control boards 41 and 71. These sub-master control boards and other boards that control effects may be included as secondary boards. Also, in the embodiment, the CPU 40a and the CPU 41a may be mounted on a single board. Further, the display control board, the light emission control board, and the sound control board may be arbitrarily combined into one or more boards.
[0276] Next, the technical ideas that can be grasped from the above embodiments and alternative examples are appended below. (Supplementary Note 1) A gaming machine comprising a main body component constituting the appearance of the gaming machine and a gaming component provided on or housed in the main body component, wherein the main body component has a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle compared to the first part, and the second part includes a part that displays information capable of identifying precautions for the player in the game.
[0277] (Supplementary Note 2) A gaming machine comprising a main body component constituting the appearance of the gaming machine and a gaming component provided in or accommodated by the main body component, wherein the main body component has a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle as compared with the first part, and the second part includes a part for displaying information capable of identifying precautions for an administrator in the installation or operation of the gaming machine.
[0278] (Supplementary Note 3) A gaming machine comprising a main body component constituting the appearance of the gaming machine and a gaming component provided in or accommodated by the main body component, wherein the main body component has a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle as compared with the first part, and the second part includes a part for displaying information explaining the functions installed in the gaming machine.
[0279] (Supplementary Note 4) A gaming machine comprising a main body component constituting the appearance of the gaming machine and a gaming component provided in or accommodated by the main body component, wherein the main body component has a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle as compared with the first part, and the second part includes a part for displaying information capable of identifying the rights relationship related to the gaming machine.
[0280] (Supplementary Note 5) The gaming machine according to any one of Supplementary Notes 1 to 4, wherein the first part includes a part for displaying information capable of identifying the name of the gaming machine. (Supplementary Note 6) The gaming machine according to any one of Supplementary Notes 1 to 5, wherein the first part includes a part for displaying information capable of identifying the performance of the gaming machine.
[0281] (Supplementary Note 7) The gaming machine according to any one of Supplementary Notes 1 to 6, wherein the first part includes a part for displaying information capable of identifying the current gaming state. (Supplementary Note 8) The gaming machine according to any one of Supplementary Notes 1 to 7, wherein the first part includes a part for displaying information capable of identifying the variable game display section.
[0282] (Supplementary Note 9) The first part is a gaming machine according to any one of Supplementary Notes 1 to 8 including a tactile effect device. (Supplementary Note 10) Among the main body components, there is a third part that is not displayed or has a low possibility of being displayed at a specific viewing angle compared to the first part, and the third part is the upper part of the main body components. The gaming machine according to any one of Supplementary Notes 1 to 9.
[0283] (Supplementary Note 11) A gaming machine comprising a main body component constituting the appearance of the gaming machine and a gaming component provided in or accommodated in the main body component, the gaming component including an image display panel capable of displaying predetermined gaming-related information, the main body component having a protruding portion protruding forward from the image display panel, the protruding portion including a left protruding portion located to the left of the image display panel and a right protruding portion located to the right of the image display panel, one of the left protruding portion and the right protruding portion protruding forward more than the other protruding portion, and the gaming-related information being displayed in a portion of the image display panel on the side of the one protruding portion.
[0284] (Supplementary Note 12) A gaming machine comprising a main body component constituting the appearance of the gaming machine and a gaming component provided in or accommodated in the main body component, the gaming component including an image display panel capable of displaying predetermined gaming-related information, the main body component having a protruding portion protruding forward from the image display panel, the protruding portion including a predetermined protruding portion located on a predetermined direction side of the image display panel, the predetermined protruding portion having a first protruding portion and a second protruding portion protruding forward more than the first protruding portion, and the gaming-related information being displayed in a portion of the image display panel on the side of the first protruding portion.
[0285] (Appended Note 13) A gaming machine includes a main body component that constitutes the appearance of the gaming machine and a gaming component provided on or accommodated in the main body component. The gaming component includes an image display panel capable of displaying predetermined gaming-related information. The main body component has a protruding portion that protrudes forward relative to the image display panel. The protruding portion includes a left protruding portion located to the left of the image display panel and a right protruding portion located to the right of the image display panel. One of the left protruding portion and the right protruding portion protrudes forward relative to the other protruding portion. The left protruding portion and the right protruding portion each have a light-emitting portion, and predetermined information can be displayed using at least a part of the light-emitting portions. The number of light-emitting portions of one of the protruding portions is different from the number of light-emitting portions of the other protruding portion.
[0286] (Appended Note 14) The protruding portion includes an upper protruding portion located above the image display panel and a lower protruding portion located below the image display panel. The upper protruding portion of the upper protruding portion and the lower protruding portion protrudes forward relative to the lower protruding portion. The gaming-related information is displayed in a portion of the image display panel on the lower protruding portion side. The gaming machine according to any one of Appended Notes 11 to 13.
[0287] (Appended Note 15) One of the left protruding portion located to the left of the image display panel and the right protruding portion located to the right of the image display panel protrudes forward relative to the other protruding portion. In a portion of the main body member on the side of the other protruding portion, a subtractive display of a specific value is performed. The gaming machine according to any one of Appended Notes 11 to 14.
[0288] (Appended Note 16) The gaming machine includes main body parts that constitute the appearance of the gaming machine, and gaming parts that are provided on or accommodated in the main body parts. The main body parts have a locking part and an effect operation part. When viewed from the front of the gaming machine, the top of the locking part is below the top of the effect operation part and to the right of the top of the effect operation part. When viewed from the right side of the gaming machine, the locking part is visible. When viewed from the left side of the gaming machine, the locking part is not visible or is more difficult to view compared to when viewed from the right side of the gaming machine.
[0289] (Appended Note 17) The gaming machine includes main body parts that constitute the appearance of the gaming machine, and gaming parts that are provided on or accommodated in the main body parts. The main body parts have an operation part and an effect operation part. When viewed from the front of the gaming machine, the top of the operation part is below the top of the effect operation part. When viewed from the right side of the gaming machine, the operation part is visible. When viewed from the left side of the gaming machine, the operation part is not visible or is more difficult to view compared to when viewed from the right side of the gaming machine.
[0290] (Appended Note 18) The gaming machine includes main body parts that constitute the appearance of the gaming machine, and gaming parts that are provided on or accommodated in the main body parts. The main body parts have an operation part and an effect operation part. The gaming parts include an image display panel capable of displaying predetermined gaming-related information. When viewed from the front of the gaming machine, the top of the effect operation part is above the top of the operation part. The effects executable on the image display panel can be changed triggered by the operation of the effect operation part. When viewed from one side of the gaming machine in the left-right direction, the effect operation part is visible. When viewed from the other side of the gaming machine in the left-right direction, the effect operation part is not visible or is more difficult to view compared to when viewed from the one side of the gaming machine.
[0291] (Appendix 19) A gaming machine comprising a main body part constituting the exterior of the gaming machine, and gaming parts provided or housed in the main body part, the main body part having an operation part, a first effect operation part, and a second effect operation part, the gaming parts including an image display panel capable of displaying predetermined game-related information, when viewed from the front of the gaming machine, each top of the first effect operation part and the second effect operation part is located above the top of the operation part, and the effects executable on the image display panel are changed in response to the operation of the first effect operation part. a first effect operation unit that can be displayed on the image display panel can be changed in response to the operation of the second effect operation unit, and when viewed from one side of the gaming machine in the left-right direction, the second effect operation unit is visible, and when viewed from the other side of the gaming machine in the left-right direction, the second effect operation unit is not visible or is less visible than when viewed from the one side of the gaming machine, and the first effect operation unit is visible no matter whether viewed from the left or right side of the gaming machine.
[0292] (Appendix 20) A gaming machine as described in any one of Appendices 1 to 19, wherein the main body part has a locking unit and a presentation operation unit, and when viewed from the front of the gaming machine, the top of the locking unit is lower than the top of the presentation operation unit and to the right of the top of the presentation operation unit, and when viewed from the right of the gaming machine, the locking unit is visible, and when viewed from the left of the gaming machine, the locking unit is not visible or is difficult to see compared to when viewed from the right of the gaming machine.
[0293] (Appendix 21) A gaming machine as described in any one of Appendices 1 to 20, wherein the main body part has an operation unit and a presentation operation unit, and when viewed from the front of the gaming machine, the top of the operation unit is lower than the top of the presentation operation unit, and when viewed from the right of the gaming machine, the operation unit is visible, and when viewed from the left of the gaming machine, the operation unit is not visible or is difficult to see compared to when viewed from the right of the gaming machine.
[0294] (Appendix 22) The gaming machine described in any one of Appendices 1 to 21, wherein the main body component has an operation unit and a presentation operation unit, the game component includes an image display panel capable of displaying predetermined game-related information, when viewed from the front of the gaming machine, the top of the presentation operation unit is higher than the top of the operation unit, and the presentation that can be executed on the image display panel can be changed in response to operation of the presentation operation unit, and when viewed from one side of the gaming machine in the left-right direction, the presentation operation unit is visible, and when viewed from the other side of the gaming machine in the left-right direction, the presentation operation unit is not visible or is difficult to see compared to when viewed from the one side of the gaming machine.
[0295] (Appendix 23) The gaming machine described in any one of Appendices 1 to 22, wherein the main body component has an operation unit, a first presentation operation unit, and a second presentation operation unit, the game component includes an image display panel capable of displaying predetermined game-related information, when viewed from the front of the gaming machine, each top of the first presentation operation unit and the second presentation operation unit is higher than the top of the operation unit, the presentation that can be executed on the image display panel can be changed in response to operation of the first presentation operation unit, the presentation that can be executed on the image display panel can be changed in response to operation of the second presentation operation unit, when viewed from one side of the gaming machine in the left-right direction, the second presentation operation unit is visible, and when viewed from the other side of the gaming machine in the left-right direction, the second presentation operation unit is not visible or is less visible than when viewed from the one side of the gaming machine, and the first presentation operation unit is visible no matter whether viewed from the left or right direction of the gaming machine. [Explanation of symbols]
[0296] 10... Gaming machine (pachinko machine) 50... Gaming machine (rotary gaming machine) 51... Main body cabinet 52... Front door 56... Reel unit 61a~61c... Stop buttons B1... First effect operation unit B2... Second effect operation unit D1~D4... Decorative body DS... Effect display HD... Launch operation unit J1... Caution information for players J2... Caution information for administrators J3... Function information J4... Right information J5... Game-related information J6... Performance information J7... Game state information J8... Fluctuation information J9... Name information YB... Game board W... Frame W3... Front frame Wk... Locking part
Claims
1. a main body part constituting the appearance of the gaming machine, and a gaming part provided in or accommodated in the main body part, and comprises: the main body part has a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle compared to the first part, the second part includes a part for displaying information explaining the functions mounted on the gaming machine, the main body part has a locking part and an effect operation part, when viewed from the front of the gaming machine, the top of the locking part is below the top of the effect operation part and to the right of the top of the effect operation part, when viewed from the right side of the gaming machine, the locking part is visible, when viewed from the left side of the gaming machine, the locking part is not visible or is more difficult to view than when viewed from the right side of the gaming machine. A gaming machine characterized by this.
2. a main body part constituting the appearance of the gaming machine, and a gaming part provided in or accommodated in the main body part, and comprises: the main body part has a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle compared to the first part, the second part includes a part for displaying information explaining the functions mounted on the gaming machine, the gaming part includes an image display panel capable of displaying predetermined gaming-related information, the main body part has a protruding part that protrudes forward from the image display panel. The protruding part includes a left protruding part to the left of the image display panel and a right protruding part to the right of the image display panel. One of the left protruding part and the right protruding part protrudes further forward than the other protruding part. the gaming-related information is displayed in a part of the image display panel on the side of the one protruding part, the main body part has a locking part and an effect operation part, when viewed from the front of the gaming machine, the top of the locking part is below the top of the effect operation part and to the right of the top of the effect operation part, when viewed from the right side of the gaming machine, the locking part is visible, when viewed from the left side of the gaming machine, the locking part is not visible or is more difficult to view than when viewed from the right side of the gaming machine. A gaming machine characterized by this.
3. a main body part constituting the appearance of the gaming machine, and a gaming part provided in or accommodated in the main body part, and comprises: The main body component includes a first part and a second part that is not displayed or is less likely to be displayed at a specific viewing angle compared to the first part. The second part includes a part for displaying information explaining the functions mounted on the gaming machine. The gaming component includes an image display panel capable of displaying predetermined gaming-related information. The main body component has a protruding part that protrudes forward from the image display panel. The protruding part includes a predetermined protruding part on a predetermined direction side of the image display panel. The predetermined protruding part has a first protruding part and a second protruding part that protrudes forward from the first protruding part. The gaming-related information is displayed in the part of the image display panel on the side of the first protruding part. The main body component has a locking part and an effect operation part. When viewed from the front of the gaming machine, the top of the locking part is below the top of the effect operation part and to the right of the top of the effect operation part. When viewed from the right side of the gaming machine, the locking part is visible. A gaming machine characterized in that when viewed from the left side of the gaming machine, the locking part is not visible or is more difficult to view compared to when viewed from the right side of the gaming machine.
Citation Information
Patent Citations
Game machine
JP2020162670A
Game machine
JP2021000542A
Game machine
JP2022143435A