Gaming machine and gaming system
The gaming machine and system enhance player engagement by integrating a portable terminal to capture and display game-related information, addressing the lack of immersive experiences in existing gaming machines.
Patent Information
- Application Number
- JP2024123314
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-30
- Publication Date
- 2026-02-12
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and interest through interactive and immersive experiences.
A gaming machine equipped with a main control system, sub-control system, display system, and information providing means, along with a portable terminal that can be placed on a mounting means, allowing the terminal to capture images from the display and provide specific information based on the game state.
Enhances player engagement by providing interactive and immersive gaming experiences through the use of a portable terminal that captures and displays game-related information, increasing interest in the game.
Smart Images

Figure 2026021998000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine and a gaming system. [Background technology]
[0002] BACKGROUND ART Gaming machines that display a two-dimensional code including a gaming history have been known (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-019179 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the player performs a specified operation on the gaming machine to display a two-dimensional code, and then the player photographs the two-dimensional code with a mobile device operated by the player to obtain the game history, etc., and there is still room for improvement in terms of increasing interest in the game.
[0005] In view of the above circumstances, the present invention aims to provide a gaming machine and a gaming system that can increase the interest in gaming. [Means for solving the problem]
[0006] The gaming machine of the present invention is a gaming machine equipped with a main control means for controlling the game, a sub-control means for controlling the presentation, and a display means, and is also equipped with an information providing means capable of providing specified information, a placing means on which a specified terminal can be placed, and a detection means for detecting whether or not a terminal has been placed on the placing means, and is characterized in that the sub-control means enables the information providing means to provide information when the detection means detects something.
[0007] Furthermore, a gaming system according to the present invention is a gaming system including a gaming machine having a display means and a portable terminal operable by a player, wherein the gaming machine is provided with a mounting means on which the portable terminal can be placed, and the portable terminal is provided with a portable terminal control means for controlling the portable terminal, a photographing means for photographing an image displayed on the display means, and a portable terminal display means for displaying specific information, and the portable terminal control means displays the specific information on the portable terminal display means in accordance with an image displayed on the display means photographed by the photographing means. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine and a gaming system that can increase interest in gaming. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 2 is a front view of the slot machine and card unit according to the first embodiment. [Figure 2] FIG. 2 is a front view of the box portion of the slot machine. [Figure 3] FIG. 2 is a rear view of the door portion of the slot machine. [Figure 4] XX cross-sectional view of the slot machine. [Figure 5] FIG. 1 is a block diagram of a slot machine. [Figure 6] FIG. 10 is a diagram illustrating mode transitions. [Figure 7] FIG. 10 is a diagram illustrating a CZ transition table. [Figure 8] FIG. 10 is a diagram illustrating a main process. [Figure 9] FIG. 10 is a diagram illustrating an interrupt process. [Figure 10] FIG. 10 is a diagram illustrating a counting process. [Figure 11] FIG. 10 is a diagram illustrating a lending process. [Figure 12] FIG. 10 is a diagram illustrating the main processing of the sub-control board. [Figure 13] FIG. 10 is a diagram illustrating the interrupt processing of the sub-control board. [Figure 14] FIG. 10 is a diagram showing animations for each mode. [Figure 15] FIG. 10 is a diagram showing an animation of the CZ mode. [Figure 16] FIG. 10 is a diagram showing an animation of the AT mode. [Figure 17] FIG. 1 is a diagram illustrating an outline of a gaming machine, a smartphone application, and an application management server. [Figure 18] FIG. 10 is a diagram illustrating a setting process for an application of a smartphone. [Figure 19] FIG. 10 is a diagram illustrating the main processing of a smartphone application. [Figure 20] FIG. 10 is a diagram illustrating a process performed by a smartphone application during photography. [Figure 21] FIG. 10 is a diagram illustrating a process performed during interaction with a smartphone application. [Figure 22] FIG. 10 is a diagram showing an animation that occurs when a model is selected on the setting screen of a smartphone application. [Figure 23] FIG. 10 is a diagram showing an animation that appears when a character is selected on the settings screen of a smartphone application. [Figure 24] FIG. 10 is a diagram showing a time chart when a player operates a smartphone application. [Figure 25] FIG. 10 shows an animation when a player inputs voice into a smartphone application. [Figure 26] FIG. 10 is a diagram showing an animation when the second image display device in normal mode is photographed with a smartphone. [Figure 27] FIG. 10 is a diagram showing an animation when the second image display device in CZ mode is photographed with a smartphone. [Figure 28] FIG. 10 is a diagram showing an animation when the second image display device in AT mode is photographed with a smartphone. [Figure 29]FIG. 11 is a diagram showing an animation when the second image display device in normal mode in the second embodiment is photographed with a smartphone. [Figure 30] FIG. 11 is a diagram showing an animation when the second image display device in CZ mode in the second embodiment is photographed with a smartphone. [Figure 31] FIG. 11 is a diagram showing an animation when the second image display device in the AT mode in the second embodiment is photographed with a smartphone. [Figure 32] FIG. 11 is a front view of a slot machine and a card unit according to a third embodiment. [Figure 33] FIG. 20 is a cross-sectional view of the slot machine according to the third embodiment taken along the line XX. [Figure 34] FIG. 11 is a diagram showing an animation when a slot machine in the third embodiment is photographed with a smartphone. [Figure 35-1] FIG. 10 is a front view of the appearance of a gaming machine according to a fourth embodiment. [Figure 35-2] FIG. 10 is a rear view of the appearance of the gaming machine according to the fourth embodiment. [Figure 35-3] FIG. 10 is a front view of a game board according to a fourth embodiment. [Figure 35-4] FIG. 10 is a block diagram of a gaming machine according to a fourth embodiment. [Figure 35-5] FIG. 10 is a configuration diagram of a Bluetooth module according to a fourth embodiment. [Figure 35-6] 10A and 10B are diagrams showing (A-1) the special pattern hit determination table for the first starting port, (A-2) the special pattern hit determination table for the second starting port, and (B) the normal pattern hit determination table relating to the fourth embodiment. [Figure 35-7] 10A and 10B are diagrams showing (A) a special symbol determination table, (B) a normal symbol determination table, and (C) details of rounds for each winning special symbol according to the fourth embodiment. [Figure 35-8] A figure showing a special symbol variation pattern table related to the fourth embodiment. [Figure 35-9] FIG. 13 is a diagram showing a command table (1 / 2) according to the fourth embodiment. [Figure 35-10]FIG. 13 is a diagram showing a command table (2 / 2) according to the fourth embodiment. [Figure 35-11] 10 is a flowchart showing a main control board main process according to the fourth embodiment. [Figure 35-12] 10 is a flowchart showing a main control board timer interrupt process according to the fourth embodiment. [Figure 35-13] 10 is a flowchart showing an input switch detection process according to the fourth embodiment. [Figure 35-14] A flowchart showing the processing when the first starting port is detected in the fourth embodiment. [Figure 35-15] A flowchart showing the processing when the second large prize opening is detected in the fourth embodiment. [Figure 35-16] 10 is a flowchart showing a process when a passage gate is detected according to the fourth embodiment. [Figure 35-17] 13 is a flowchart showing a special symbol-related process according to the fourth embodiment. [Figure 35-18] 10 is a flowchart showing the processing at the start of special symbol variation according to the fourth embodiment. [Figure 35-19] 10 is a flowchart showing a special symbol winning determination process according to the fourth embodiment. [Figure 35-20] 10 is a flowchart showing processing during special pattern fluctuation according to the fourth embodiment. [Figure 35-21] 10 is a flowchart showing a jackpot 1 game process according to the fourth embodiment. [Figure 35-22] 10 is a flowchart showing a small win game process according to the fourth embodiment. [Figure 35-23] 10 is a flowchart showing the second type big win transition control process according to the fourth embodiment. [Figure 35-24] 10 is a flowchart showing the jackpot 2 game processing according to the fourth embodiment. [Figure 35-25] 10 is a flowchart showing normal symbol-related processing in the fourth embodiment. [Figure 35-26] 10 is a flowchart showing the processing at the start of normal pattern fluctuation in the fourth embodiment. [Figure 35-27]10 is a flowchart showing the normal symbol winning determination process according to the fourth embodiment. [Figure 35-28] 10 is a flowchart showing the processing during normal pattern fluctuation in the fourth embodiment. [Figure 35-29] 10 is a flowchart showing an open game according to the fourth embodiment. [Figure 35-30] 10 is a flowchart showing the main processing of the performance control board according to the fourth embodiment. [Figure 35-31] 10 is a flowchart showing the performance control board timer interrupt processing according to the fourth embodiment. [Figure 35-32] 10 is a flowchart showing a wireless management process according to the fourth embodiment. [Figure 35-33] 13 is a flowchart showing a main command reception process (1 / 2) according to the fourth embodiment. [Figure 35-34] 13 is a flowchart showing a main command receiving process (2 / 2) according to the fourth embodiment. [Figure 35-35] 10 is a flowchart showing a transmission and reception process according to the fourth embodiment. [Figure 35-36] 10 is a flowchart showing a main process of an image / sound control unit according to the fourth embodiment. [Figure 35-37] FIG. 13 is a diagram showing an image / sound control unit interrupt process according to the fourth embodiment. [Figure 35-38] FIG. 10 is a diagram showing a notice determination table 1 (pre-reach notice) according to the fourth embodiment. [Figure 35-39] FIG. 13 is a diagram showing a dialogue advance decision table according to the fourth embodiment. [Figure 35-40] FIG. 13 is a diagram showing a button vibration notice determination table according to the fourth embodiment. [Figure 35-41] FIG. 10 is a diagram showing a notice determination table 2 (reach notice) according to the fourth embodiment. [Figure 35-42] 10A and 10B are diagrams showing (a) a logo preview determination table and (b) a vehicle group preview determination table according to the fourth embodiment. [Figure 35-43]FIG. 10 is a diagram showing (a) the notice determination table 3 (super reach notice_conversation notice) relating to the fourth embodiment, and (b) the notice determination table 4 (super reach notice_cut-in notice). [Figure 35-44] FIG. 10 is a diagram showing (c) a notice determination table 5 (super reach_judge) according to the fourth embodiment, and (d) a diagram showing a performance button determination table. [Figure 35-45] FIG. 10 is a diagram showing the manner of dialogue preview according to the fourth embodiment. [Figure 35-46] A figure showing the mode of button vibration notification in the fourth embodiment. [Figure 35-47] A figure showing the form of a logo preview in the fourth embodiment. [Figure 35-48] A figure showing the manner of vehicle group warning in the fourth embodiment. [Figure 35-49] A figure showing the form of cut-in notice in the fourth embodiment. [Figure 35-50] FIG. 10 is a diagram showing the form of the judgement effect according to the fourth embodiment. [Figure 35-51] A figure showing the mode of conversation preview in the fourth embodiment. [Figure 35-52] A figure showing the mode of conversation preview in the fourth embodiment. [Figure 35-53] A figure showing the mode of conversation preview in the fourth embodiment. [Figure 35-54] FIG. 10 is a diagram showing the appearance of the judgment effect (judgment during jackpot) during one jackpot game according to the fourth embodiment. [Figure 35-55] FIG. 10 is a diagram showing the mode selection presentation during one big win game in the fourth embodiment. [Figure 35-56] FIG. 10 is a diagram illustrating details of the effects from the small win game to the big win 2 game when mode A according to the fourth embodiment is selected. [Figure 35-57] FIG. 10 is a diagram showing details of the effects of a small win game and a big win 2 game when mode A according to the fourth embodiment is selected. [Figure 35-58] FIG. 10 is a diagram showing the state when transitioning from one big win game to a chance time-saving game state (first time-saving game state) according to the fourth embodiment. [Figure 35-59] FIG. 10 is a diagram showing the state when a normal symbol variation effect (game effect) corresponding to a normal symbol variation game is executed during the RUSH time reduction (second time reduction game state) according to the fourth embodiment. [Figure 35-60] FIG. 10 is a diagram showing the state when a small win game is executed after the second starting port 22 is long-opened during the RUSH time reduction (second time-reduction game state) according to the fourth embodiment. [Figure 35-61] FIG. 10 is a diagram showing a modified example of the second special chart variation effect (game effect) of a small win executed during the RUSH time reduction (second time reduction game state) according to the fourth embodiment. [Figure 35-62] FIG. 11 is a diagram showing the state when the RUSH time reduction (second time reduction gaming state) according to the fourth embodiment ends and the game transitions to the normal gaming state. [Figure 35-63] FIG. 11 is a diagram showing the state when the RUSH time reduction (second time reduction gaming state) according to the fourth embodiment ends and the game transitions to the normal gaming state. [Figure 35-64] FIG. 10 is a diagram showing the state when the final result display ends midway when the RUSH time reduction (second time reduction gaming state) according to the fourth embodiment ends. [Figure 35-65] FIG. 11 is a diagram showing the state when the RUSH time reduction (second time reduction gaming state) according to the fourth embodiment ends and the game transitions to the normal gaming state. [Figure 35-66] 1(a) and 1(b) are schematic diagrams showing wireless communication between a pachinko gaming machine according to the present embodiment and a connected device, and 1(c) is a schematic diagram of the connected device (earphones). [Figure 35-67] FIG. 13 is a diagram showing details of volume adjustment according to the fourth embodiment. [Figure 35-68] FIG. 13 is a diagram showing details of volume adjustment according to the fourth embodiment. [Figure 35-69] 13A and 13B are diagrams illustrating a warning regarding earphones in the fourth embodiment. [Figure 35-70] 10 is a diagram showing a connection operation between a pachinko gaming machine according to a fourth embodiment and a connection device (earphones). FIG. [Figure 35-71] 10 is a diagram showing a connection operation between a pachinko gaming machine according to a fourth embodiment and a connection device (earphones). FIG. [Figure 35-72] 13 is a first example of hiding a connection icon according to the fourth embodiment. [Figure 35-73] 20 is a second example of hiding a connection icon according to the fourth embodiment. [Figure 35-74] 13 is a third example of hiding a connection icon according to the fourth embodiment. [Figure 35-75] 13 is a fourth example of hiding a connection icon according to the fourth embodiment. [Figure 35-76] 13 is an example of notifying that wireless connection is possible according to the fourth embodiment. [Figure 35-77] FIG. 13 is a diagram showing the relationship between display and sound (disconnected state) according to the fourth embodiment. [Figure 35-78] FIG. 10 is a diagram showing the relationship (connection state) between display and sound according to the fourth embodiment. [Figure 35-79] FIG. 10 is a diagram showing the relationship (connection state) between display and sound according to the fourth embodiment. [Figure 35-80] FIG. 13 is a diagram illustrating an example in which an error (abnormality) occurs during wireless connection according to the fourth embodiment. [Figure 35-81] 10A and 10B are diagrams illustrating special effect sounds that can be output to the earphones only when they are in a connected state according to the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] [First embodiment] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A slot machine according to the present invention will be described below with reference to the following examples.
[0011] [Configuration of slot machine 1 and card unit CU] FIG. 1 is a front view of a slot machine 1 and a card unit CU in the first embodiment.
[0012] Referring to Figure 1, a plurality of gaming islands are installed in a gaming parlor, and each island is equipped with a slot machine 1. A card unit CU is installed at a predetermined side position of the slot machine 1 in correspondence with the slot machine 1. The slot machine 1 comprises a box portion 1A and a door portion 1B attached to the front of the box portion 1A so as to be able to open and close.
[0013] The slot machine 1 in this embodiment is not provided with a medal insertion slot for inserting medals or a medal payout outlet from which medals are paid out. In addition, the slot machine 1 in this embodiment is not provided with a medal selector for detecting the passage of medals or a hopper for storing medals.
[0014] For this reason, the slot machine 1 in this embodiment uses electromagnetically stored information (hereinafter referred to as "game value") when playing games, without using medals. When starting a game, game value is bet instead of medals, and if a win is achieved, game value is awarded instead of medals being paid out. In the following, for the sake of ease of explanation, game value may be referred to as "medals" at the end.
[0015] A start lever 2, a bet button 3, a max bet button 4, a left stop button 5, a center stop button 6, a right stop button 7, and a settlement button 8 are arranged on a base provided in the center of the slot machine 1.
[0016] The start lever 2 is a lever that accepts a player's operation to start a game. When the start lever 2 is operated after medals (game value) have been bet, the left reel 15, center reel 16, and right reel 17 start to rotate.
[0017] The bet button 3 is a button that accepts a bet operation by a player. When the bet button 3 is operated, one medal (game value) is bet from the medals (game value) stored in the slot machine 1.
[0018] The MAX BET button 4 is a button that accepts a MAX BET operation by the player. When the MAX BET button 4 is operated, 3 medals (game value), which is the maximum number that can be bet in one game, is bet from the medals (game value) stored in the slot machine 1.
[0019] The left stop button 5, center stop button 6, and right stop button 7 are arranged side by side and are buttons that accept stop operations to stop the left reel 15, center reel 16, and right reel 17 while they are spinning. The left stop button 5, center stop button 6, and right stop button 7 are provided corresponding to the left reel 15, center reel 16, and right reel 17, respectively, and when the left stop button 5 is operated, the left reel 15 stops while it is spinning. When the center stop button 6 is operated, the center reel 16 stops while it is spinning. When the right stop button 7 is operated, the right reel 17 stops while it is spinning.
[0020] The settlement button 8 is a button that accepts a settlement operation to settle the betted medals (game value). When the settlement button 8 is operated when the betted medals (game value) are 1, 1 medal (game value) is settled, and when the settlement button 8 is operated when the betted medals (game value) are 3, 3 medals (game value) are settled.
[0021] A bet lamp 9, a payout number indicator 10, and an instruction information indicator 11 are arranged on the base of the slot machine 1.
[0022] The bet lamps 9 are lamps that indicate the value of the bet medals (game value). The bet lamps 9 include a first bet lamp 9A that lights up when the bet medals (game value) are 1, a second bet lamp 9B that lights up when the bet medals (game value) are 2, and a third bet lamp 9C that lights up when the bet medals (game value) are 3.
[0023] Specifically, when the number of medals bet (game value) is 1, only the first bet lamp 9A lights up. When the number of medals bet (game value) is 2, the first bet lamp 9A and the second bet lamp 9B light up. When the number of medals bet (game value) is 3, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all light up. When the number of medals bet (game value) is 0, the first bet lamp 9A, the second bet lamp 9B, and the third bet lamp 9C all turn off.
[0024] The payout number indicator 10 is an indicator that notifies the number (value) of medals (awarded gaming value) that will be paid out upon winning, and is configured with a two-digit seven-segment LED.
[0025] The instruction information display 11 is a display that notifies information about the operation of the left stop button 5, the middle stop button 6, and the right stop button 7 (for example, the order of operation), and is composed of a two-digit seven-segment LED.
[0026] A left reel 15, a center reel 16, and a right reel 17 are arranged horizontally inside the slot machine 1. Of the symbols arranged on the left reel 15, the center reel 16, and the right reel 17, three consecutive symbols can be seen through the window 1C.
[0027] The image display device 18 is capable of displaying various images. The image display device 18 is capable of displaying effect images related to effects, error images notifying of errors, and demo images notifying that a game is not being played.
[0028] The performance LEDs 19 are capable of emitting light in a variety of light emission patterns. The performance LEDs 19 are capable of emitting light according to the performance being executed. The performance LEDs 19 include a left performance LED 19A arranged on the left side of the door section 1B and a right performance LED 19B arranged on the right side of the door section 1B.
[0029] The speakers 20 are capable of emitting a variety of sounds. The speakers 20 are capable of emitting effects sounds related to effects (e.g., background music), error sounds that notify of errors, etc. The speakers 20 include an upper left speaker 20A, an upper right speaker 20B, a lower left speaker 20C, and a lower right speaker 20D.
[0030] On the base of the slot machine 1, an effect button 22, a volume adjustment button 23, and a light intensity adjustment button 24 are arranged.
[0031] The effect button 22 is a button that accepts operation by the player when an effect is being executed, etc. When the effect button 22 is operated when it is possible to select the effect to be executed, the effect to be executed is selected. When the effect button 22 is operated when a first effect image is displayed on the image display device 18, a second effect image is displayed on the image display device 18. When the effect button 22 is operated while not playing, a menu image is displayed on the image display device 18.
[0032] The volume adjustment button 23 is a button that accepts an operation to adjust the volume (soft volume value) of the sound output from the speaker 20. When the volume adjustment button 23 is operated, the volume is incremented by 1, and when the volume adjustment button 23 is operated when the volume is at the maximum value, the volume is updated to the minimum value.
[0033] Although not shown, a volume knob is provided inside the slot machine 1 for accepting an operation to adjust the volume (hard volume value) of the sound output from the speaker 20. That is, the volume of the sound output from the speaker 20 is adjusted by the volume adjustment button 23 and the volume knob.
[0034] The volume adjustment button 23 may include a volume down button that accepts an operation to decrease the volume and a volume up button that accepts an operation to increase the volume, and the volume may be adjusted using the volume down button and the volume up button.
[0035] The light intensity adjustment button 24 is a button that accepts an operation to adjust the light intensity of the image display device 18 and the performance LED 19. When the light intensity adjustment button 24 is operated, the light intensity is incremented by 1, and when the light intensity adjustment button 24 is operated when the light intensity is at its maximum value, the light intensity is updated to its minimum value.
[0036] The light intensity adjustment button 24 may be provided with a light intensity decrease button that accepts an operation to decrease the light intensity and a light intensity increase button that accepts an operation to increase the light intensity, and the light intensity may be adjusted using the light intensity decrease button and the light intensity increase button.
[0037] A counting button 26, a medal number display 27, and a counting notification LED 28 are arranged on the base of the slot machine 1.
[0038] The count button 26 is a button that accepts an operation to count the value of the player's medals (game value) stored in the slot machine 1. The value of the medals (game value) counted by operating the count button 26 is stored in a card (e.g., a membership card, a visitor card).
[0039] The medal count display 27 is a display that displays the value of the player's medals (game value) stored in the slot machine 1. The medal count display 27 is configured with a 5-digit 7-segment LED.
[0040] The counting notification LED 28 is provided to notify whether it is possible / impossible to accept operation of the counting button 26. The counting notification LED 28 lights up when it is possible to accept operation of the counting button 26, and turns off when it is not possible to accept operation of the counting button 26.
[0041] A smartphone placing section 200 is disposed on the base of the slot machine 1. The smartphone placing section 200 is provided so that a player can place a smartphone 400 on it. The smartphone placing section 200 is provided with a smartphone detection switch 210, which can detect that a player has placed the smartphone 400 on the smartphone placing section 200. It is also possible to detect that a player has placed a general smartphone other than the smartphone 400 on the smartphone placing section 200. General smartphones will be described later.
[0042] The smartphone placing section 200 is made of a transparent member, and a second image display device 220 is provided below the smartphone placing section 200. The second image display device 220 provided below the smartphone placing section 200 can be seen from above the smartphone placing section 200.
[0043] The second image display device 220 is capable of displaying various images and can provide various information to the player. In this embodiment, the second image display device 220 is separate from the image display device 18. In this embodiment, the second image display device 220 is configured to display the same image as the image display device 18 when the smartphone detection switch 210 detects that the player has placed the smartphone 400 on the smartphone placement section 200.
[0044] The smartphone 400 is a mobile terminal capable of communicating via the Internet. The smartphone 400 is capable of downloading and installing the application 500 of this embodiment via the Internet. Details of the application 500 will be described later with reference to FIG. 17 and subsequent figures.
[0045] The Internet is an information and communication network made up of computers connected using the Internet Protocol. The smartphone 400 and a management server 600 for the application 500, which will be described later, can be connected to the Internet. The smartphone 400 may be connected to the Internet via mobile data communication using a mobile phone line provided by a mobile phone company, or via Wi-Fi provided by an amusement parlor.
[0046] The smartphone 400 includes a camera 401 , a display 402 , a speaker 403 , and a microphone 404 .
[0047] Camera 401 is provided on the surface opposite to the surface on which display 402 is provided. Camera 401 can take still images or videos, and the video being taken by camera 401 can be displayed on display 402. Hereinafter, an image taken by camera 401 may be referred to as a "taken image."
[0048] Display 402 is a touch panel, and smartphone 400 can be operated by pressing icons, buttons, and other displays displayed on display 402. Hereinafter, pressing an icon, button, or other display displayed on display 402 may be referred to as a "tap."
[0049] The speaker 403 is capable of outputting various sounds. When wired or wireless earphones are connected to the smartphone 400, sound is not output from the speaker 403 but is output from the earphones.
[0050] The microphone 404 is capable of inputting the voice of the player and surrounding sounds.
[0051] When a player places the smartphone 400 on the smartphone holder 200 with the display 402 facing up, the camera 401 provided on the side opposite the display 402 can capture an image of the second image display device 220. In this way, the player can use the smartphone 400 to capture an image displayed on the second image display device 220, which changes depending on the game state, without having to operate the smartphone 400. Here, the game state refers to the current game mode, the current winning combination, the current push order navigation state, etc.
[0052] The card unit CU is provided with a lending button 33, a card return button 34, a replay button 35, a bill insertion slot 36, a card insertion slot 37, and a lending indicator 38.
[0053] The loan button 33 is a button that accepts a player's operation to loan medals (game value). When the loan button 33 is operated, medals (game value) are loaned according to the balance recorded on the card inserted into the card insertion slot 37.
[0054] The card return button 34 is a button that accepts a card return operation by the player. When the card return button 34 is operated, the value of the medals (game value) at the end of the game is stored, and then the card is ejected from the card insertion slot 37. The value of the medals (game value) at the end of the game is calculated by subtracting the value of the lent medals (game value) from the value of the medals (game value) stored when the card was inserted into the card insertion slot 37, and adding the value of the medals (game value) counted when the count button 26 was operated.
[0055] The replay button 35 is a button that accepts a replay operation by the player. When the replay button 35 is operated, a replay can be performed using part of the value of the medals (game value) that are linked to and stored in association with the card inserted into the card insertion slot 37.
[0056] The bill insertion slot 36 is an insertion slot into which bills necessary to receive a loan of medals (game value) are inserted. If the bill inserted into the bill insertion slot 36 is a normal bill, it is possible to lend medals (game value). If the bill inserted into the bill insertion slot 36 is not a normal bill, it is not possible to lend medals (game value), and the inserted bill is returned.
[0057] Cards required for lending medals (game value) or for replaying are inserted into the card insertion slot 37. If the card inserted into the card insertion slot 37 is a normal card, it is possible to lend medals (game value) or replay. If the card inserted into the card insertion slot 37 is not a normal card, it is not possible to lend medals (game value) or replay, and the inserted card is returned.
[0058] The lending display 38 can display various information such as the card balance and medal (game value) value stored in the card inserted into the card insertion slot 37. The lending display 38 has a transparent touch panel on its surface, and various operation information can be input by touching the various display items displayed on the lending display 38.
[0059] [Front view of box 1A of slot machine 1] Next, FIG. 2 is a front view of the box portion 1A of the slot machine 1. As shown in FIG.
[0060] The setting key insertion section 13 is a keyhole into which a setting key is inserted to change the setting value. When a setting key is inserted into the setting key insertion section 13 and rotated a predetermined angle, a detection signal is output from the setting key switch 13A to the main control board 50. The setting value indicates the degree of advantage to the player, and is also an important value for the gaming establishment from the perspective of controlling the profits of the gaming establishment.
[0061] The reset button 14 is a button that is operated when clearing the storage area of the main RAM 53. The reset button 14 is also a button that is operated when changing a setting value.
[0062] The left reel 15, center reel 16, and right reel 17 are rotated by the corresponding left reel motor 15A, center reel motor 16A, and right reel motor 17A, respectively. As a result, the symbols depicted on the left reel 15, center reel 16, and right reel 17 are displayed in a variably manner in the window 1C. When the left reel 15, center reel 16, and right reel 17 stop rotating, three consecutive symbols depicted on each reel are derived and displayed, and when the left reel 15, center reel 16, and right reel 17 all stop rotating, a total of nine symbols are derived and displayed.
[0063] The medal count clear button 25 is a button that is operated when clearing the player's medals (game value) stored in the slot machine 1. When the medal count clear button 25 is operated when the slot machine 1 is turned on, the player's medals (game value) stored in the slot machine 1 are cleared.
[0064] The role ratio monitor 29 is a monitor on which role ratio information is displayed. The role ratio information is a numerical value that indicates the performance of the slot machine 1. The numerical values that indicate the performance of the slot machine 1 include the instructed role payout ratio to the total cumulative payout number, the consecutive role payout ratio for 6000 games, the role payout ratio for 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number.
[0065] The power button 32 is a button that receives power-on for the slot machine 1. When the power button 32 is operated, a DC voltage is generated according to the power supplied from an external source, and is supplied to the main control board 50, the sub-control board 60, and the medal count control board 70.
[0066] The main control board 50 is housed in a main control board case (not shown) and is a board that mainly controls games.
[0067] The reel board 54 is connected to the left reel motor 15A, center reel motor 16A, and right reel motor 17A, and controls the left reel 15, center reel 16, and right reel 17 by controlling the acceleration, constant speed, deceleration, and stopping of the left reel motor 15A, center reel motor 16A, and right reel motor 17A.
[0068] The medal count control board 70 is housed in a medal count control board case (not shown), and is a board that mainly controls the gaming value possessed by the player.
[0069] The power supply board 80 is a board that generates and supplies drive power to the various electrical components that make up the slot machine 1. The power supply board 80 is supplied with AC 100V power from an external source, and generates DC voltage from this AC 100V power supply that is necessary to drive the various electrical components that make up the slot machine 1, and supplies this to the main control board 50, the sub-control board 60, and the medal count control board 70.
[0070] [Rear view of door 1B of slot machine 1] Next, FIG. 3 is a rear view of the door portion 1B of the slot machine 1. As shown in FIG.
[0071] The relay board 55 is a board connected to the various switches connected thereto. When a detection signal is input from the various switches, the relay board 55 outputs the detection signal to the main control board 50 and the medal count control board 70.
[0072] The relay board 55 is connected to the bet lamp 9, payout number display 10, and instruction information display 11. The relay board 55 controls the bet lamp 9, payout number display 10, and instruction information display 11 based on signals input from the main control board 50.
[0073] The relay board 55 is connected to the door opening detection sensor 12. When a detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50 and the medal count control board 70.
[0074] The sub-control board 60 is housed in a sub-control board case (not shown) and is a board that mainly controls the performance.
[0075] In FIG. 3, the smartphone placement section 200, smartphone detection switch 210, and second image display device 220 provided on the front side of the door section 1B are shown by dashed lines.
[0076] [Cross-section of slot machine 1] Next, FIG. 4 is a cross-sectional view of the slot machine 1 taken along the line XX.
[0077] As shown in FIG. 4, the base of the slot machine 1 is provided with a smartphone placement section 200 and a smartphone detection switch 210, and a second image display device 220 is provided below the smartphone placement section 200.
[0078] When a player places the smartphone 400 on the smartphone holder 200 with the display 402 facing up, the camera 401 provided on the side opposite the display 402 can be used to photograph the second image display device 220.
[0079] [Block diagram of slot machine 1] Next, FIG. 5 is a block diagram of the slot machine 1.
[0080] The slot machine 1 is provided with a main control board 50, a sub-control board 60, a medal count control board 70, and a power supply board 80.
[0081] The main control board 50 is equipped with a main control unit 50A consisting of a main CPU 51 as the control center, a main ROM 52 that stores programs and control data for the main CPU 51 to operate, and a main RAM 53 that functions as a work area for the main CPU 51, and is connected to a setting key switch 13A, a reset switch 14A, a reel board 54, a relay board 55, a sub-control board 60, a medal count control board 70, and a power supply board 80.
[0082] The setting key switch 13A is a switch that detects the operation of a key inserted into the setting key insertion portion 13. When the setting key switch 13A detects the operation of a key inserted into the setting key insertion portion 13, it outputs a detection signal to the main control board 50.
[0083] The reset switch 14A is a switch that detects the operation of the reset button 14. The reset switch 14A outputs a detection signal to the main control board 50 when it detects the operation of the reset button 14.
[0084] A left reel motor 15A, a center reel motor 16A, and a right reel motor 17A are connected to the reel board 54. The left reel motor 15A controls the drive of the left reel 15. The center reel motor 16A controls the drive of the center reel 16. The right reel motor 17A controls the drive of the right reel 17.
[0085] The relay board 55 is connected to a start switch 2A, a bet switch 3A, a max bet switch 4A, a left stop switch 5A, a middle stop switch 6A, a right stop switch 7A, a settlement switch 8A, a bet lamp 9, a payout number display 10, an instruction information display 11, and a door opening detection sensor 12.
[0086] The start switch 2A is a switch that detects the operation of the start lever 2. When the start switch 2A detects the operation of the start lever 2, it outputs a detection signal to the relay board 55. When the detection signal is input from the start switch 2A, the relay board 55 outputs a detection signal to the main control board 50.
[0087] The bet switch 3A is a switch that detects the operation of the bet button 3. When the bet switch 3A detects the operation of the bet button 3, it outputs a detection signal to the relay board 55. When the detection signal is input from the bet switch 3A, the relay board 55 outputs the detection signal to the main control board 50.
[0088] The max bet switch 4A is a switch that detects the operation of the max bet button 4. When the max bet switch 4A detects the operation of the max bet button 4, it outputs a detection signal to the relay board 55. When the detection signal is input from the max bet switch 4A, the relay board 55 outputs a detection signal to the main control board 50.
[0089] The left stop switch 5A is a switch that detects the operation of the left stop button 5. When the left stop switch 5A detects the operation of the left stop button 5, it outputs a detection signal to the relay board 55. When the detection signal is input from the left stop switch 5A, the relay board 55 outputs a detection signal to the main control board 50.
[0090] The middle stop switch 6A is a switch that detects the operation of the middle stop button 6. When the middle stop switch 6A detects the operation of the middle stop button 6, it outputs a detection signal to the relay board 55. When the detection signal is input from the middle stop switch 6A, the relay board 55 outputs a detection signal to the main control board 50.
[0091] The right stop switch 7A is a switch that detects the operation of the right stop button 7. When the right stop switch 7A detects the operation of the right stop button 7, it outputs a detection signal to the relay board 55. When the detection signal is input from the right stop switch 7A, the relay board 55 outputs a detection signal to the main control board 50.
[0092] The settlement switch 8A is a switch that detects the operation of the settlement button 8. When the settlement switch 8A detects the operation of the settlement button 8, it outputs a detection signal to the relay board 55. When the detection signal is input from the settlement switch 8A, the relay board 55 outputs a detection signal to the main control board 50.
[0093] The door opening detection sensor 12 is a sensor that detects the opening of the door section 1B. When the door opening detection sensor 12 detects the opening of the door section 1B, it outputs a detection signal to the relay board 55 and the medal count control board 70. When the detection signal is input from the door opening detection sensor 12, the relay board 55 outputs a detection signal to the main control board 50.
[0094] The sub-control board 60 is equipped with a sub-control unit 60A consisting of a sub-CPU 61 as the control center, a sub-ROM 62 that stores programs and control data for the sub-CPU 61 to operate, and a sub-RAM 63 that functions as a work area for the sub-CPU 61, and is connected to an image display device 18, a performance LED 19, a speaker 20, a reel LED 21, a performance switch 22A, a volume adjustment switch 23A, a light intensity adjustment switch 24A, a smartphone detection switch 210, and a second image display device 220.
[0095] The reel LEDs 21 are provided in the left reel 15, the center reel 16, and the right reel 17, and are capable of illuminating the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 from behind. This makes the symbols drawn on the left reel 15, the center reel 16, and the right reel 17 easier to see.
[0096] The effect switch 22A is a switch that detects the operation of the effect button 22. When the effect switch 22A detects the operation of the effect button 22, it outputs a detection signal to the sub-control board 60. When a detection signal is input from the effect switch 22A when the effect to be executed can be selected, the sub-control board 60 performs a process to select the effect to be executed. When a detection signal is input from the effect switch 22A while a first effect image is being displayed on the image display device 18, the sub-control board 60 performs a process to switch the first effect image displayed on the image display device 18 to a second effect image. When a detection signal is input from the effect switch 22A while a game is not being played, the sub-control board 60 performs a process to display a menu image on the image display device 18.
[0097] The volume adjustment switch 23A is a switch that detects operation of the volume adjustment button 23. When the volume adjustment switch 23A detects operation of the volume adjustment button 23, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the volume adjustment switch 23A, the sub-control board 60 performs a process of adjusting the volume of the sound output from the speaker 20 (specifically, the soft volume value).
[0098] The light intensity adjustment switch 24A is a switch that detects operation of the light intensity adjustment button 24. When the light intensity adjustment switch 24A detects operation of the light intensity adjustment button 24, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the light intensity adjustment switch 24A, the sub-control board 60 performs processing to adjust the light intensity of the image display device 18 and the performance LED 19.
[0099] The smartphone detection switch 210 is capable of detecting that a player has placed a smartphone 400 on the smartphone placement section 200. When the smartphone detection switch 210 detects that the smartphone 400 has been placed on the smartphone placement section 200, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the smartphone detection switch 210, the sub-control board 60 starts control to display the same image as the image display device 18 on the second image display device 220.
[0100] The medal count control board 70 is equipped with a medal count control unit 70A consisting of a medal count CPU 71 as the control center, a medal count ROM 72 that stores programs and control data for the medal count CPU 71 to operate, and a medal count RAM 73 that functions as a work area for the medal count CPU 71, and is connected to a door opening detection sensor 12, a medal count clear switch 25A, a counting switch 26A, a medal count display 27, a counting notification LED 28, a role ratio monitor 29, a backup memory 30, and a connection terminal board 31.
[0101] The medal count clear switch 25A is a switch that detects operation of the medal count clear button 25. When the medal count clear switch 25A detects operation of the medal count clear button 25, it outputs a detection signal to the medal count control board 70. When a detection signal is input from the medal count clear switch 25A, the medal count control board 70 performs processing to clear the player's medals (game value) stored in the medal count RAM 73.
[0102] The counting switch 26A is a switch that detects operation of the counting button 26. When the counting switch 26A detects operation of the counting button 26, it outputs a detection signal to the medal count control board 70. When the detection signal is input from the counting switch 26A, the medal count control board 70 performs processing to count the medals (game value) of the player that are stored in the medal count RAM 73.
[0103] The backup memory 30 stores the role ratio information displayed on the role ratio monitor 29. The medal count control board 70 updates the value of the storage area of the backup memory 30 by performing a process of storing the role ratio information in the backup memory 30 in response to a command received from the main control board 50.
[0104] The connection terminal board 31 is a board for relaying communication between the slot machine 1 and the card unit CU. The slot machine 1 and the card unit CU are connected for communication via an asynchronous serial communication port.
[0105] The power supply board 80 generates a driving power supply and supplies this driving power supply to the main control board 50, the sub-control board 60, and the medal count control board 70. The power supply board 80 is connected to a power switch 32A.
[0106] The power switch 32A is a switch that detects the operation of the power button 32. The power switch 32A outputs a detection signal to the power supply board 80 when it detects the operation of the power button 32.
[0107] The card unit CU is provided with a unit control board 90.
[0108] The unit control board 90 is equipped with a unit control unit 90A consisting of a unit CPU 91 as the control center, a unit ROM 92 that stores programs and control data for the unit CPU 91 to operate, and a unit RAM 93 that functions as a work area for the unit CPU 91, and is connected to a loan switch 33A, a card return switch 34A, a replay switch 35A, a banknote identification sensor 36A, a card identification sensor 37A, and a loan indicator 38.
[0109] The lending switch 33A is a switch that detects the operation of the lending button 33. When the lending switch 33A detects the operation of the lending button 33, it outputs a detection signal to the unit control board 90. When the detection signal is input from the lending switch 33A, the unit control board 90 performs a process of lending medals (game value) to the player.
[0110] The card return switch 34A is a switch that detects operation of the card return button 34. When the card return switch 34A detects operation of the card return button 34, it outputs a detection signal to the unit control board 90. When the unit control board 90 receives the detection signal from the card return switch 34A, it performs a process to return the card to the player.
[0111] The replay switch 35A is a switch that detects operation of the replay button 35. When the replay switch 35A detects operation of the replay button 35, it outputs a detection signal to the unit control board 90. When the detection signal is input from the replay switch 35A, the unit control board 90 performs a replay process in which medals (game value) are loaned to the player.
[0112] The bill identification sensor 36A is a sensor that identifies bills inserted into the bill insertion slot 36. The bill identification sensor 36A identifies the inserted bill and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted bill.
[0113] The card identification sensor 37A is a sensor that identifies a card inserted into the card insertion slot 37. The card identification sensor 37A identifies the inserted card and outputs the identification result to the unit control board 90. In response to this, the unit control board 90 performs processing according to the inserted card.
[0114] [Mode transition] Next, FIG. 6 is a diagram illustrating mode transitions.
[0115] The slot machine 1 has four modes: a normal mode (low probability), a normal mode (high probability), a CZ mode, and an AT mode.
[0116] Normal mode (low probability) is a disadvantageous mode compared to normal mode (high probability), CZ mode, and AT mode. Also, in normal mode (low probability), a normal mode (high probability) transition lottery is held to determine whether to transition to normal mode (high probability). If the normal mode (high probability) transition lottery is won, the player transitions from normal mode (low probability) to normal mode (high probability). Also, in normal mode (low probability), a CZ mode transition lottery is held to determine whether to transition to CZ mode. If the CZ mode transition lottery is won, the player transitions from normal mode (low probability) to CZ mode. Also, in normal mode (low probability), an AT mode transition lottery is held to determine whether to transition to AT mode. If the AT mode transition lottery is won, the player transitions from normal mode (low probability) to AT mode. Winning the watermelon also results in a 10% chance of transitioning to normal mode (high probability). Also, the CZ mode transition lottery is held based on the CZ transition table (see Figure 7).
[0117] In normal mode (high probability), a normal mode (low probability) transition lottery is held to transition to normal mode (low probability), and if the normal mode (low probability) transition lottery is won, the game will transition from normal mode (high probability) to normal mode (low probability). Also, in normal mode (high probability), a CZ mode transition lottery is held to transition to CZ mode, and if the CZ mode transition lottery is won, the game will transition from normal mode (high probability) to CZ mode. Also, in normal mode (high probability), an AT mode transition lottery is held to transition to AT mode, and if the AT mode transition lottery is won, the game will transition from normal mode (high probability) to AT mode. The CZ mode transition lottery is held based on the CZ transition table (see Figure 7).
[0118] CZ mode is a mode in which it is easier to transition to AT mode than normal mode. In CZ mode, an AT mode transition lottery is held to determine whether to transition to AT mode. If the AT mode transition lottery is won, the machine transitions from CZ mode to AT mode. When the CZ mode termination condition (e.g., a predetermined number of games has been played) is met, the machine transitions from CZ mode to normal mode. Here, if the push order bell (left-center-right bell, left-center bell, center-left-center bell, center-right-left bell, right-left-center bell, right-center-left bell) is won in the AT mode transition lottery, there is, for example, a 10% chance of transitioning to AT mode. Also, if a rare combination such as a cherry or a watermelon is won, there is, for example, a 100% chance of transitioning to AT mode. Note that the push order bell is notified by a number image indicating the operation order decorated in yellow, but it may also be notified by a white decoration (hereinafter referred to as white navigation). For example, if the push order bell indicates a transition to AT mode, there is a high probability that the white navigation will be selected to notify you, but if the push order bell does not indicate a transition to AT mode, it is difficult to select the white navigation to notify you. This allows you to expect a transition to AT mode when the operation order is notified by the white navigation. The expected probability of transitioning to AT mode when notified by the white navigation is, for example, about 70%.
[0119] In the AT mode, when the push order bell (left-center-right bell, left-center bell, center-left-center bell, center-right-left bell, center-right-left bell, right-left-center bell, right-center-left bell) is selected, the operation order of the left stop button 5, center stop button 6, and right stop button 7 is announced by the instruction information display 11, image display device 18, speaker 20, etc. In this embodiment, when the termination condition of the AT mode is met (for example, the remaining navigations in the navigation number display unit 221B reach 0), the mode transitions from the AT mode to the normal mode. In the AT mode, an AT mode extension lottery process is carried out to extend the period during which the player can stay in the AT mode.
[0120] [CZ Migration Table] Next, Figure 7 is a diagram explaining the CZ transition table used in normal mode (low probability) and normal mode (high probability). The CZ transition table shows the probability of transitioning to CZ mode for each set value when a strong cherry, chance eye, or weak cherry is hit. The CZ transition table is stored in the main ROM 52.
[0121] In the case of setting 6 and normal mode (high probability), if you hit a strong cherry, there is a 100% chance of transitioning to CZ mode, if you hit a chance eye, there is a 90% chance, and if you hit a weak cherry, there is an 80% chance.In the case of setting 6 and normal mode (low probability), if you hit a strong cherry, there is a 60% chance of transitioning to CZ mode, if you hit a chance eye, there is a 50% chance, and if you hit a weak cherry, there is a 40% chance.
[0122] In the case of setting 1 and normal mode (high probability), if you hit a strong cherry, there is a 50% chance of transitioning to CZ mode, if you hit a chance eye, there is a 40% chance, and if you hit a weak cherry, there is a 30% chance.In the case of setting 1 and normal mode (low probability), if you hit a strong cherry, there is a 40% chance of transitioning to CZ mode, if you hit a chance eye, there is a 30% chance, and if you hit a weak cherry, there is a 20% chance.
[0123] [Left reel 15, center reel 16, right reel 17 symbol arrangement] A plurality of identifiable symbols are arranged in a predetermined order on the left reel 15, center reel 16, and right reel 17. In this embodiment, a black bonus symbol 39, a white bonus symbol 40, a BAR symbol 41, a watermelon symbol 42, a black watermelon symbol 43, a bell symbol 44, a black bell symbol 45, a cherry symbol 46, a replay symbol 47, and a blank symbol 48 are arranged on the left reel 15, center reel 16, and right reel 17. Twenty symbols are arranged on each of the left reel 15, center reel 16, and right reel 17.
[0124] [Pattern Combination] The slot machine 1 awards a player a win according to the combination of symbols displayed along the pay line when the left reel 15, center reel 16, and right reel 17 stop spinning. The pay line is a line connecting the bottom of the left reel 15, the middle of the center reel 16, and the top of the right reel 17. Other lines, or multiple lines, may be used as the pay line.
[0125] In this embodiment, the combination of symbols is defined as watermelon, chance symbol, weak cherry, and strong cherry.
[0126] [Watermelon] A watermelon win is achieved when a watermelon symbol 42 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 is displayed on the middle row of the center reel 16, and a watermelon symbol 42 is displayed on the top row of the right reel 17. When a watermelon win is achieved, the player can play without betting medals (game value). [Chance] A chance win is achieved when a watermelon symbol 42 appears on the bottom row of the left reel 15, a watermelon symbol 42 appears on the middle row of the middle reel 16, and one of a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 appears on the top row of the right reel 17. A strong chance win is achieved when a watermelon symbol 42 appears on the bottom row of the left reel 15, a watermelon symbol 42 appears on the middle row of the middle reel 16, and a bell symbol 44 appears on the top row of the right reel 17. A strong chance win is achieved when a watermelon symbol 42 appears on the bottom row of the left reel 15, a watermelon symbol 42 appears on the middle row of the middle reel 16, and a black bell symbol 45 appears on the top row of the right reel 17. When a strong chance win is achieved, play becomes possible without betting medals (game value).
[0127] [Weak Cherry] A weak cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and a bell symbol 44 is displayed on the top row of the right reel 17. When a weak cherry win is achieved, it becomes possible to play without betting medals (game value).
[0128] [Strong Cherry] A strong cherry win is achieved when either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the bottom row of the left reel 15, a watermelon symbol 42 or a cherry symbol 46 is displayed on the middle row of the center reel 16, and either a black bonus symbol 39, a white bonus symbol 40, a bar symbol 41, or a blank symbol 48 is displayed on the top row of the right reel 17. When a strong cherry win is achieved, it becomes possible to play without betting medals (game value).
[0129] [Main processing of the main control board 50] Next, FIG. 8 is a diagram for explaining the main processing of the main control board 50.
[0130] In the main processing, first, the main control unit 50A performs a game start acceptance process (step A1). Specifically, for example, a process is performed in which the current number of bets is notified by the bet lamp 9, and if the bet switch 3A is on, a process is performed in which 1 is added to the number of bets, and if the max bet switch 4A is on, a process is performed in which 3 is set to the number of bets. In addition, a process is performed in which the value of the gaming value possessed by the player is updated, and a process is performed in which a medal number insertion command to be sent to the medal number control board 70 is set. In addition, if it is determined that the number of bets is 1 or more and the start switch 2A is on, a process is performed in which a random number value to be used in the role determination process is extracted.
[0131] Then, the main control unit 50A performs a role determination process (step A2). In the role determination process, the winning role is determined using the number of places assigned to the winning role. At this time, for example, if BB is won, it is stored in a predetermined storage area of the main RAM 53. The number of places assigned to the winning role is stored in the main ROM 52 in advance.
[0132] Then, the main control unit 50A sets a game start command to be transmitted to the medal count control board 70 (step A3), and then sets a big win command to be transmitted to the medal count control board 70 (step A4).
[0133] Thereafter, the main control unit 50A performs a start mode-specific process that is performed when the start lever 2 is operated (step A5). In the start mode-specific process, when the game is in the normal mode (low probability), a normal mode (high probability) transition lottery process, a CZ mode transition lottery process, or an AT mode transition lottery process is performed, when the game is in the normal mode (high probability), a normal mode (low probability) transition lottery process, a CZ mode transition lottery process, or an AT mode transition lottery process is performed, when the game is in the CZ mode, an AT mode transition lottery process is performed, and when the game is in the AT mode, an AT mode extension lottery process is performed.
[0134] Thereafter, the main control unit 50A performs a freeze process (step A6). In the freeze process, it is confirmed whether or not to execute a freeze effect that will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed.
[0135] Thereafter, the main control unit 50A sets a control status command to be sent to the sub-control board 60 (step A7). Then, it is determined whether the wait time has elapsed (step A8), and if it is determined that the wait time has not elapsed, the process waits until the wait time has elapsed.
[0136] If it is determined that the wait time has elapsed, a wait timer is set (step A9) and timing of the wait time begins. Then, a reel rotation start command to be sent to the sub-control board 60 is set (step A10), and reel rotation start processing is performed (step A11). In the reel rotation start processing, the left reel motor 15A, center reel motor 16A, and right reel motor 17A are excited based on the excitation pattern stored in the main ROM 52.
[0137] Thereafter, the main control unit 50A performs a push order notification process (step A12). In the push order notification process, it is determined whether the current mode is CZ mode or AT mode, and if the current mode is CZ mode or AT mode and the result of the determination by the role determination process is any of the left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-left-center bell, or right-center-left bell, the operation order of the left stop button 5, center stop button 6, and right stop button 7 required to win the right-downward bell, right-upward bell, and bottom bell is displayed on the instruction information display 11.
[0138] Thereafter, the main control unit 50A determines whether any one of the left stop button 5, center stop button 6, and right stop button 7 has been operated (step A13). If it is determined that any one of the left stop button 5, center stop button 6, and right stop button 7 has not been operated, the main control unit 50A waits until any one of the left stop button 5, center stop button 6, and right stop button 7 is operated.
[0139] When any of the left stop button 5, center stop button 6, and right stop button 7 is operated, a reel stop process is performed to stop the corresponding left reel 15, center reel 16, or right reel 17 (step A14). In the reel stop process, excitation control is performed on the left reel motor 15A, center reel motor 16A, and right reel motor 17A, thereby stopping the rotation of the corresponding left reel 15, center reel 16, or right reel 17. Then, a reel stop command to be sent to the sub-control board 60 is set. The reel stop command includes information on which of the reels (left reel 15, center reel 16, or right reel 17) has stopped, and information on the stop position.
[0140] After that, the main control unit 50A determines whether the left reel 15, center reel 16, and right reel 17 have all stopped (step A15). If it is determined that the left reel 15, center reel 16, and right reel 17 have not all stopped, the same processing (processing from step A13 to step A15) is performed until the left reel 15, center reel 16, and right reel 17 have all stopped.
[0141] When it is determined that the left reel 15, center reel 16, and right reel 17 have all stopped, a win determination process is carried out (step A16). In the win determination process, the combination of symbols that have stopped along the pay line is compared with the combination of symbols stored in the main ROM 52 to determine whether a win has been achieved.
[0142] Thereafter, the main control unit 50A performs a game state management process (step A17). In the game state management process, for example, if the current game state is the general game state, it is determined whether or not the BB has been won and the BIG has not been won. If the BB has been won and the BIG has not been won, the game state transitions from the general game state to the RT game state. If the BB has been won and the BIG has been won, the game state transitions from the general game state to the accessory operation state. If the current game state is the accessory operation state, it is determined whether or not a predetermined condition has been met. If it is determined that the predetermined condition has been met, the game state transitions from the accessory operation state to the general game state.
[0143] Thereafter, the main control unit 50A successively performs a role ratio monitor process (step A18) and an instruction information display clear process (step A19). In the role ratio monitor process, the data of the instruction-included role payout ratio to the total cumulative payout number, the consecutive role payout ratio for the past 6000 games, the role payout ratio for the past 6000 games, the consecutive role payout ratio to the total cumulative payout number, the role payout ratio to the total cumulative payout number, and the role etc. status ratio to the total cumulative payout number are updated. In the instruction information display clear process, the instruction information displayed on the instruction information display 11 is hidden.
[0144] Thereafter, the main control unit 50A sets a game end command to be transmitted to the medal count control board 70 (step A20).
[0145] Thereafter, the main control unit 50A performs a freeze process (step A21). In the freeze process, it is confirmed whether or not to execute a freeze effect that will delay the progress of the game until a predetermined termination condition is met, and if the freeze effect is to be executed, the freeze effect is executed.
[0146] After that, the main control unit 50A sets a role information command to be sent to the medal count control board 70 (step A22), and then sets a favorable zone information command to be sent to the medal count control board 70 (step A23).
[0147] Thereafter, the main control unit 50A sets a payout command to be sent to the medal count control board 70 (step A24), and then sets a jackpot command to be sent to the medal count control board 70 (step A25).
[0148] Thereafter, the main control unit 50A performs end-of-game mode-specific processing (step A26), followed by end-of-game RAM initialization processing (step A27). In the end-of-game mode-specific processing, the mode to be used in the next game is set according to the current mode. In the end-of-game RAM initialization processing, the memory areas of the main RAM 53 that are to be initialized when the game ends are cleared.
[0149] Finally, a game end command to be sent to the sub-control board 60 is set (step A28).
[0150] [Interrupt processing] Next, FIG. 9 is a diagram for explaining interrupt processing.
[0151] Interrupt processing is processing that interrupts the main processing at a predetermined cycle (e.g., approximately 1 millisecond). In interrupt processing, first, interrupt initialization processing is performed by the main control unit 50A (step B1). In interrupt initialization processing, processing such as saving registers and prohibiting interrupts is performed.
[0152] Thereafter, the main control unit 50A determines whether a power outage has been detected (step B2). If it is determined that a power outage has been detected, power-off processing is performed (step B3). The power-off processing includes processing to save registers and processing to save stack pointers and interrupt states.
[0153] If it is determined that a power outage has not been detected, the interrupt counter value is updated by subtracting 1 (step B4), and a timer measurement process is performed (step B5). In the timer measurement process, the timer value corresponding to the period during which the freeze effect is executed and the timer value of the wait timer are updated.
[0154] Thereafter, the main control unit 50A reads the input ports (step B6). In this process, the signal levels of various signals input to the input ports are read, stored, and determined.
[0155] Thereafter, the main control unit 50A performs a reel control process (step B7), and determines whether the reel control process has been completed for all reels (step B8). In the reel control process, the left reel motor 15A, the center reel motor 16A, and the right reel motor 17A are excited via the reel board 54.
[0156] If it is determined that the reel control process has been completed for all reels, port output is performed (step B9). In this process, signals to be output to the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are set via the relay board 55.
[0157] Thereafter, the main control unit 50A successively performs a command transmission process (step B10), an LED display process (step B11), and an error management process (step B12). In the command transmission process, the various set commands are transmitted to the sub-control board 60 and the medal count control board 70. In the LED display process, the displays of the bet lamp 9, payout number indicator 10, and instruction information indicator 11 are controlled. In the error management process, it is determined whether an error has occurred, and if it is determined that an error has occurred, a process is performed to transmit error information to the sub-control board 60 and the medal count control board 70.
[0158] Thereafter, the main control unit 50A successively performs a random number value update process (step B13), a command transfer process (step B14), and an interrupt return process (step B15). In the random number value update process, the random number value used when various lotteries are performed is updated. In the command transfer process, the command received from the medal count control board 70 is transferred to the sub-control board 60. In the interrupt return process, processes such as restoring registers and allowing interrupts are performed.
[0159] [Counting processing] Next, FIG. 10 is a diagram illustrating the counting process.
[0160] The counting process is a process performed by the medal count control unit 70A when counting the gaming value possessed by the player, which is stored in the medal count RAM 73. First, the medal count control unit 70A determines whether the counting switch 26A is turned on (step C1). If it is determined that the counting switch 26A is not turned on, the counting process ends.
[0161] If it is determined that the counting switch 26A has been turned on, it is determined whether the operation time of the counting button 26 is 500 milliseconds or more (step C2). If the operation time of the counting button 26 is not 500 milliseconds or more, it is determined that the operation is a short press, and the number of medals (game value) is counted by 1 (step C3), and a short press counting command is sent to the main control board 50 and the unit control board 90 (step C4). When the short press counting command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in accordance with the short press counting command (for example, by emitting a short press counting sound from the speaker 20).
[0162] If the operation time of the count button 26 is 500 milliseconds or more, it is determined that the count button 26 has been pressed for a long time, and it is then determined whether the number of medals is one unit (e.g., 100) or more (step C5). If it is determined that the number of medals is one unit or more, the number of medals for one unit is counted (step C6), and a long press count command is sent to the main control board 50 and the unit control board 90 (step C7). When the long press count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the long press count command (e.g., by emitting a long press count sound from the speaker 20).
[0163] Thereafter, it is determined whether the number of medals is one unit or more (step C8), and if it is determined that the number of medals is one unit or more, the number of medals for one unit is counted again, and a long press count command is sent to the unit control board 90. If it is determined that the number of medals is not one unit or more, the remaining number of medals is counted (step C9), and a fraction count command is sent to the main control board 50 and the unit control board 90 (step C10). When the fraction count command is sent to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the fraction count command (for example, by emitting a fraction count sound from the speaker 20).
[0164] Thereafter, a counting completion command is transmitted to the main control board 50 and the unit control board 90 (step C11). When the counting completion command is transmitted to the main control board 50, it is transferred to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the counting completion command (for example, by emitting a counting completion sound from the speaker 20).
[0165] [Loan Processing] Next, FIG. 11 is a diagram for explaining the lending process.
[0166] The lending process is a process performed by the unit control unit 90A when lending gaming value to a player. First, the unit control unit 90A determines whether the lending switch 33A is turned on (step D1). If it is determined that the lending switch 33A is turned on, one unit of cash (e.g., 1,000 yen) is subtracted (step D2), and a lending command is sent to the medal count control board 70 (step D3). When the lending command is sent to the medal count control board 70, it is transferred to the main control board 50, and then transferred from the main control board 50 to the sub-control board 60. This enables the sub-control board 60 to issue a notification in response to the lending command (e.g., by emitting a lending sound from the speaker 20).
[0167] If it is determined that the lending switch 33A is not on, the unit control unit 90A determines whether the replay switch 35A is on (step D4). If it is determined that the replay switch 35A is not on, the lending process is terminated.
[0168] If it is determined that the replay switch 35A has been turned on, the number of medals is decremented by one unit (e.g., 50) (step D5), and a replay command is sent to the medal count control board 70 via the connection terminal board 31 (step D6).
[0169] Although 50 is used as the number of medals per unit, other values can also be used. Specifically, a consumption tax deduction value (e.g., 46, 47, 48, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax can be applied to the number of medals per unit. Also, a low loan deduction value for low loans (e.g., 100, 200, etc., set by the gaming establishment) can be applied to the number of medals per unit. Also, a low loan consumption tax deduction value (e.g., 92, 94, 96, 184, 188, 192, etc., set by the gaming establishment) obtained by subtracting a value equivalent to the consumption tax from this low loan deduction value can be applied to the number of medals per unit.
[0170] [Main processing of the sub-control board 60] Next, FIG. 12 is a diagram for explaining the main processing of the sub-control board 60.
[0171] The main processing of the sub-control board 60 is processing performed by the sub-control unit 60A. The sub-control unit 60A first determines whether or not a command has been received from the main control board 50 (step SA1). If a command has been received from the main control board 50, processing to store the command in the sub-RAM 63 is performed, and the process proceeds to step SA2. If a command has not been received from the main control board 50, the process proceeds to step SA1 (the process of step SA1 is repeated).
[0172] Next, the sub-control unit 60A determines the effect (step SA2). If the received command is a command that requires acquisition of a random number value for effect, the effect is determined after acquiring the random number value for effect. On the other hand, if the received command is a command that does not require acquisition of a random number value for effect, the effect is determined without acquiring the random number value for effect.
[0173] Next, based on the determined effect, the image display device 18 is controlled (step SA3) and the speaker 20 is controlled (step SA4). This allows the determined effect to be executed, and an error, a counting notification, and a lending notification to be made.
[0174] Next, it is determined whether the second image display device flag is on or off (step SA5). Specifically, it is determined whether the second image display device flag stored in the sub-RAM 63 is on or off. If it is determined that the second image display device flag is on, the second image display device 220 is controlled (step SA6). In this embodiment, the second image display device 220 is controlled so that it displays the same image as the image display device 18. Also, if it is determined in step SA5 that the second image display device flag is off, the process proceeds to step SA7.
[0175] Subsequently, other controls are performed (step SA7). Specifically, the performance LED 19 is controlled based on the determined performance.
[0176] [Interrupt processing of the sub-control board 60] Next, FIG. 13 is a diagram for explaining the interrupt processing of the sub-control board 60.
[0177] The interrupt processing of the sub-control board 60 is processing performed by the sub-control unit 60A, and is processing that interrupts the main processing of the sub-control board 60 at predetermined intervals (for example, approximately 1 millisecond).
[0178] In the interrupt process, first, it is determined whether the second image display device flag is off or on (step SB1). If the second image display device flag is off, it is determined whether the smartphone detection switch 210 is on or off (step SB2). If the smartphone detection switch 210 is off, other control is executed (step SB6). If the smartphone detection switch 210 is on, the power of the second image display device 220 is set to on and the second image display device flag is set to on (step SB3). Next, other control is executed (step SB6).
[0179] If it is determined in step SB1 that the second image display device flag is on, it is determined whether the smartphone detection switch 210 is off or on (step SB4). If the smartphone detection switch 210 is off, the power of the second image display device 220 is set to off and the second image display device flag is set to off (step SB5). Next, other controls are executed (step SB6).
[0180] In the other control of step SB6, control is executed when the effect button 22 is operated, when the volume adjustment button 23 is operated, or when the light intensity adjustment button 24 is operated. When it is determined that the effect button 22 has been operated, processing is executed when the effect button 22 is operated. Specifically, processing such as displaying a menu image and switching the first effect image to the second effect image and displaying it is executed.
[0181] Furthermore, in other control (step SB6), if it is determined that the volume adjustment button 23 has been operated, the process for operating the volume adjustment button 23 is executed. Specifically, the process for adding 1 to the volume value is executed. Note that if the volume adjustment button 23 is operated when the volume value is at the maximum value, the process for updating the volume value to the minimum value is executed.
[0182] Next, in other control (step SB6), if it is determined that the light intensity adjustment button 24 has been operated, the process for operating the light intensity adjustment button 24 is executed. Specifically, the process for adding 1 to the value of the light intensity is executed. Note that if the light intensity adjustment button 24 is operated when the value of the light intensity is at the maximum value, the process for updating the value of the light intensity to the minimum value is executed.
[0183] In the interrupt processing of the sub-control board 60, if the smartphone detection switch 210 is on, the power of the second image display device 220 is set to on and the second image display device flag is set to on (step SB3). Also, if the smartphone detection switch 210 is off, the power of the second image display device 220 is set to off and the second image display device flag is set to off (step SB5). Then, in the main processing of the sub-control board 60 (see FIG. 12), if it is determined that the second image display device flag is on, the second image display device 220 is controlled (step SA6). Note that if it is determined that the second image display device flag is on, the power of the second image display device 220 is set to off, and therefore the second image display device 220 is not controlled.
[0184] Alternatively, a shutter capable of blocking the second image display device 220 may be provided between the smartphone rest section 200 and the second image display device 220. In this case, in the interrupt processing of the sub-control board 60, control to open the shutter is executed in step SB3, and control to close the shutter is executed in step SB5. In this case, when the slot machine 1 is powered on, the second image display device 220 is powered on, and thereafter, the second image display device 220 may be configured to execute control to display the same image as the image display device 18. Here, when the shutter is open, the second image display device 220 can be photographed by the smartphone 400 placed on the smartphone rest section 200. On the other hand, when the shutter is closed, the second image display device 220 cannot be photographed.
[0185] [Animation for each mode] Next, Fig. 14 is a diagram showing animations for each mode. Fig. 14 shows animations of images displayed on the second image display device 220. In this embodiment, the second image display device 220 is provided with a second image display unit 221. The size of the display area of the second image display device 220 and the size of the display area of the second image display unit 221 are the same. The second image display device 220 and the image display device 18 are configured to display the same image.
[0186] 14(A), in normal mode, a background image of a daytime cityscape is displayed on the second image display device 220 (second image display unit 221), and an image of a standing ninja character is displayed. Hereinafter, this will be referred to as a normal mode (daytime background) image.
[0187] 14(B), in normal mode, a night city background is displayed on the second image display device 220 (second image display unit 221) and an image of a standing ninja character is displayed. Hereinafter, this will be referred to as a normal mode (night background) image.
[0188] When a normal mode (daylight background) image is displayed on the second image display unit 221, the possibility that it is normal mode (low probability) (e.g., 80%) is higher than the possibility that it is normal mode (high probability) (e.g., 20%).
[0189] Furthermore, when a normal mode (night background) image is displayed on the second image display unit 221, the possibility that it is normal mode (high probability) (e.g., 70%) is higher than the possibility that it is normal mode (low probability) (e.g., 30%).
[0190] 14(C), in the CZ mode, a background image of a city at night is displayed on the second image display device 220 (second image display section 221), and an image of a ninja character about to attack is displayed. Also, "CZ" is displayed on the mode display section 221A.
[0191] 14(D), in the AT mode, a background image of a midnight city is displayed on the second image display device 220 (second image display unit 221), and an image of a standing female ninja character is displayed. Also, the mode display unit 221A displays "AT," the remaining number of navigators is displayed on the navigator number display unit 221B, and the number of medals (game value) acquired in the AT mode is displayed on the acquired medal number display unit 221C.
[0192] FIG. 14 shows an example of a portion of the "images for specifying the game state" contained in large quantities in the model data.
[0193] [CZ mode animation] Figure 15 shows an animation when the push order bell (middle right left bell) wins in CZ mode. Figure 15 shows an image displayed on the second image display device 220 (second image display unit 221), as well as the left reel 15, center reel 16, and right reel 17. In this embodiment, the second image display device 220 and the image display device 18 are configured to display the same image.
[0194] As shown in FIG. 15(A), in the CZ mode, an image corresponding to the CZ mode is displayed. Also, if the result of the combination determination is a push order bell, the operation order of the left stop button 5, the center stop button 6, and the right stop button 7 is displayed on the second image display device 220. Specifically, a bell symbol 44 and an image of a number indicating the operation order of the left stop button 5, the center stop button 6, and the right stop button 7 are displayed on the second image display device 220. Note that FIG. 15(A) indicates that the center stop button 6 should be operated first, then the right stop button 7, and finally the left stop button 5. FIG. 15(A) shows that the left reel 15, the center reel 16, and the right reel 17 are spinning.
[0195] When the left reel 15, center reel 16, and right reel 17 are spinning, if the center stop button 6 is operated in accordance with the notification displayed on the second image display device 220 (and image display device 18), the center reel 16 will stop, as shown in Figure 15 (B), and the number image corresponding to the center stop button 6 will no longer be displayed.
[0196] When the left reel 15 and the right reel 17 are spinning and the right stop button 7 is operated in accordance with the notification displayed on the second image display device 220 (and the image display device 18), the right reel 17 stops, as shown in Figure 15 (C), and the number image corresponding to the right stop button 7 disappears.
[0197] When the left stop button 5 is operated in accordance with the notification displayed on the second image display device 220 (and the image display device 18) while the left reel 15 is spinning, the left reel 15 stops, as shown in Figure 15 (D), and the number image corresponding to the left stop button 5 disappears.
[0198] [AT mode animation] 16 shows the final game of the AT mode and the ending screen of the AT mode. In FIG. 16, an image displayed on the second image display device 220 (second image display unit 221), the left reel 15, the center reel 16, and the right reel 17 are shown. In this embodiment, the second image display device 220 and the image display device 18 are configured to display the same image.
[0199] FIG. 16(A) illustrates the final game of the AT mode. In the AT mode, an image corresponding to the AT mode is displayed. Furthermore, if the result of the combination determination is a push-order bell, the operation order of the left stop button 5, the center stop button 6, and the right stop button 7 is displayed on the second image display device 220. Specifically, a bell symbol 44 and images of numbers indicating the operation order of the left stop button 5, the center stop button 6, and the right stop button 7 are displayed on the second image display device 220. Note that FIG. 16(A) indicates that the center stop button 6 should be operated first, then the right stop button 7, and finally the left stop button 5. FIG. 16(A) illustrates a state in which the left reel 15, the center reel 16, and the right reel 17 are spinning.
[0200] As shown in FIG. 16(A), the navigation number display section 221B displays "00 remaining navigations," and the acquired coin number display section 221C displays "105 coins."
[0201] Figure 16(B) shows the state after all reels have stopped by operating the center stop button 6, right stop button 7, and left stop button 5 in that order, following the operation sequence of the left stop button 5, center stop button 6, and right stop button 7 displayed on the second image display device 220 (and image display device 18).
[0202] As shown in Figure 16(B), the navigation number display section 221B displays "00 remaining navigations," and the acquired coin number display section 221C displays "120 coins." This indicates that 15 coins have been acquired with the push order bell (middle, right, left bell).
[0203] FIG. 16(C) shows an example of the ending screen of the AT mode. Here, the words "AT End" are displayed to indicate the end of the AT mode, and the number of medals (game value) acquired in the AT mode is displayed (for example, "120 medals acquired"). Also displayed are a setting value suggestion image 221D and a warning image 221E. The warning image 221E displays text such as "Be careful not to get addicted" to urge players to avoid excessive gameplay addiction, and uses red text on a white background, for example.
[0204] Figure 16(D) shows an example of the ending screen of the AT mode. Here, the words "AT End" are displayed to indicate the end of the AT mode, and the number of medals (game value) acquired in the AT mode is displayed (for example, "120 medals acquired"). In addition, a setting value suggestion image 221D and a warning image 221E are displayed.
[0205] The setting value suggestion image 221D displays a "bronze medal" in FIG. 16(C), and a "gold medal" in FIG. 16(D). The setting value suggestion image 221D is an image suggesting the setting value currently set in the slot machine 1 (any of setting values 1 to 6), and can display, for example, "setting value 2 or more," "even setting value suggestion," "odd setting value suggestion," "456 suggestion," "6 suggestion," etc. For example, when the setting value suggestion image 221D is a "bronze medal," it indicates "setting value 2 or more," and when the setting value suggestion image 221D is a "gold medal," it indicates "456 suggestion" (setting value 4 or more).
[0206] [Overall schematic diagram of gaming system 610] 17 is a schematic diagram showing the relationship between a gaming machine (slot machine 1), an application 500 running on a smartphone 400, and a management server 600 for the application 500. The slot machine 1, the smartphone 400 running the application 500, and the management server 600 constitute a gaming system 610. Note that the gaming system 610 can also be constituted by just the slot machine 1 and the smartphone 400 running the application 500.
[0207] The gaming machine (slot machine 1) displays the same image as the image display device 18 on the second image display device 220. The application 500 of the smartphone 400 can identify the gaming status of the slot machine 1 by taking an image of the second image display device 220 of the slot machine 1 with the camera 401.
[0208] The smartphone 400 is provided with a control board 410. The control board 410 is equipped with a control unit 410A including a CPU 411 as a control center, a ROM 412 that stores programs and control data for the CPU 411 to operate, and a RAM 413 that functions as a work area for the CPU 411.
[0209] The application 500 of the smartphone 400 is capable of transmitting a download request to the management server 600 via the Internet. The application 500 performs control by the control unit 410A to display a title screen 505, a setting screen 510, and a shooting screen 530, which will be described later.
[0210] The management server 600 of the application 500 is a computer capable of transmitting and receiving data to and from the smartphone 400, and is connected to the Internet. The management server 600 is installed in a building (for example, a building of the operating company of the application 500) separate from the gaming facility where the slot machines 1 are installed. The management server 600 also includes a storage means, which has storage areas for model data of gaming machines, character data, comment data, voice data, etc.
[0211] When the management server 600 receives a download request via the Internet, it is able to download gaming machine model data, character data, comment data, voice data, etc. to the application 500 on the smartphone 400.
[0212] The management server 600 communicates with smartphones (not limited to the smartphone 400) running the applications 500 operated by a plurality of players at approximately the same time. For this reason, the download request sent from the application 500 to the management server 600 includes an identifier for identifying the application 500.
[0213] The model data of the gaming machine is stored for each model of gaming machine in the storage unit of the management server 600, and the models AAA, BBB, CCC, DDD, EEE, etc. that can be selected by the application 500 are stored. The slot machine 1 in this embodiment corresponds to the model AAA.
[0214] The gaming machine model data includes background images, character images, and images of the mode display section 221A (see FIG. 14) corresponding to each mode that the slot machine 1 displays on the second image display device 220 (second image display section 221) and the image display device 18. These images are used to identify the game status during the photography process (see FIG. 20), which will be described later. These images are "images for identifying the game status," and are included in large quantities in the model data. The gaming machine model data also includes the symbols arranged on the left reel 15, center reel 16, and right reel 17, the combination of symbols displayed along the pay line when the left reel 15, center reel 16, and right reel 17 stop spinning, the probability of winning a winning combination, etc.
[0215] Character data, comment data, and voice data are data used by application 500. Character data is image data of a character and is made up of multiple images corresponding to the character's actions. For example, there is a female character 516A and a male character 516B (see FIG. 23, etc.).
[0216] The comment data is an explanation according to the game state, and multiple types are prepared in advance according to the game state and game experience. The game experience can be selected from three options: beginner, intermediate, and advanced, using a game experience drop-down list 513 described below. Therefore, at least three comment data are prepared in advance for each game state. The comment data also includes responses corresponding to the content spoken by the player, and multiple types are prepared in advance. The comments are words that appear to be spoken by a character in the application 500. Examples of comments will be described later using Figures 25 to 31.
[0217] The voice data is data of voice corresponding to the comment data. For example, there is voice data of a female voice corresponding to the character 516A, and voice data of a male voice corresponding to the character 516B. Note that in the following, character data, comment data, and voice data may be referred to as character data, etc.
[0218] The application 500, the details of which will be described later, uses the camera 401 to capture images of effects and the like displayed on the second image display device 220 by the slot machine 1. Then, based on data downloaded from the management server 600, the application 500 identifies the game status from the captured image and immediately (in real time) determines a comment corresponding to the game status. The application 500 has a function of having a character (such as character 516A) provide commentary on the determined comment. The application 500 may be called, for example, a real-time commentary app.
[0219] [Application 500 setting process] 18 shows a flowchart of the setting process executed while the setting screen 510 (see FIG. 22) of the application 500 running on the smartphone 400 is displayed. The setting process is a subroutine of step PB2 of the main process (see FIG. 19). The setting process is executed by the control unit 410A of the smartphone 400.
[0220] In step PA1, the control unit 410A determines whether the selected machine type has been changed. Specifically, it determines whether the player has operated the machine type drop-down list 511 to change the selected machine type. Here, a drop-down list is one of the components displayed in an application on a smartphone or the like. A drop-down list is composed of a rectangle and a button (drop-down button) with a downward-pointing triangle located to the right of the rectangle. When the drop-down button is pressed, multiple options are displayed, and one element can be selected from the options. The selected element is displayed in the rectangle. The options defined in the machine type drop-down list 511 are machine type AAA, machine type BBB, machine type CCC, machine type DDD, and machine type EEE. Note that options in the machine type drop-down list 511 may be added (e.g., the latest machine type information is added) by updating the application 500.
[0221] If it is determined in step PA1 that the model selection has been changed, control unit 410A performs model selection change processing (step PA2). Specifically, if the model selected in model drop-down list 511 (for example, model AAA) has already been downloaded, a setting is made to display "Downloaded" on model download button 514. Then, a processing is performed to disable model download button 514 so that it cannot be operated. On the other hand, if the selected model has not yet been downloaded, a setting is made to display "Downloaded" on model download button 514, and a processing is performed to enable model download button 514 so that it can be operated. Next, the processing of step PA1 is performed.
[0222] If it is determined in step PA1 that the machine type selection has not been changed, the control unit 410A determines whether the character selection has been changed (step PA3). Specifically, it determines whether the character selection has been changed by operating the character drop-down list 512 by the player.
[0223] If it is determined in step PA3 that the character selection has been changed, a character selection change process is performed (step PA4). Specifically, if the character selected in character drop-down list 512 (for example, character A) has already been downloaded, the character download button 515 is set to display "Downloaded." Then, a process is performed to disable the character download button 515 so that it cannot be operated. On the other hand, if the selected character has not yet been downloaded, the character download button 515 is set to display "Downloaded," and a process is performed to enable the character download button 515 so that it can be operated. Next, the process of step PA1 is performed.
[0224] If it is determined in step PA3 that the character selection has not been changed, the control unit 410A determines whether the model download button has been pressed (step PA5). Specifically, it determines whether the model download button 514 has been pressed by the player. If it is determined that the model download button 514 has been pressed, a process for pressing the model download button is performed (step PA6).
[0225] In step PA6, the control unit 410A transmits a download request for model data to the management server 600 of the application 500 via the Internet. Upon receiving the download request, the management server 600 of the application 500 causes the application 500 of the smartphone 400 to start downloading the model data of the gaming machine. The model data is stored in the ROM 412 of the smartphone 400. When the download of the model data is completed, the process of step PA1 is then performed.
[0226] If it is determined in step PA5 that the model download button 514 has not been pressed, the control unit 410A determines whether the character download button 515 has been pressed (step PA7). Specifically, it determines whether the character download button 515 has been pressed by the player. If it is determined that the character download button 515 has been pressed, processing is performed when the character download button is pressed (step PA8).
[0227] In step PA8, control unit 410A transmits a download request for character data, comment data, and voice data (character data, etc.) to management server 600 of application 500 via the Internet. Upon receiving the download request, management server 600 of application 500 causes application 500 of smartphone 400 to start downloading character data, etc. The character data, etc. are stored in ROM 412 of smartphone 400. When the download of character data, etc. is completed, the process of step PA1 is then performed.
[0228] If it is determined in step PA7 that the character download button 515 has not been pressed, the control unit 410A determines whether the OK button 517 has been pressed (step PA9). Specifically, it determines whether the OK button 517 has been pressed by the player. If it is determined that the OK button 517 has been pressed, processing for pressing the OK button is performed (step PA10).
[0229] In step PA10, it is determined whether the model data, character data, comment data, and voice data have been downloaded. If even a portion of the data has not been downloaded, a message asking "Do you want to download the missing data?" is displayed along with an "OK" button and a "Cancel" button. When the player presses the "OK" button, the control unit 410A transmits a download request for the missing data to the management server 600 of the application 500 via the Internet. Upon receiving the download request, the management server 600 of the application 500 causes the application 500 of the smartphone 400 to start downloading the missing data.
[0230] In step PA11, it is determined whether all of the machine type data, character data, comment data, and voice data have been downloaded. For example, if the player presses the "Cancel" button in step PA10, it is determined in step PA11 that at least some of the machine type data, character data, comment data, and voice data have not been downloaded, and the processing of step PA1 is then performed. Also, if it is determined in step PA11 that all of the machine type data, character data, comment data, and voice data have been downloaded, the setting processing is terminated. Once the setting processing is terminated, the processing proceeds to step PB1 of the main processing of application 500.
[0231] If it is determined in step PA9 that the OK button 517 has not been pressed, it is determined whether the cancel button 518 has been pressed (step PA12). If it is determined that the cancel button 518 has been pressed, the control unit 410A performs processing when the cancel button is pressed (step PA13). In step PA13, the setting processing is terminated without saving the settings changed on the setting screen 510. When the setting processing is terminated, the processing proceeds to step PB1 of the main processing of the application 500.
[0232] [Main processing of application 500] 19 shows a flowchart of main processing executed while a shooting screen 530 (see FIG. 25, etc.) of the application 500 running on the smartphone 400 is displayed. The main processing is executed by the control unit 410A of the smartphone 400.
[0233] In step PB1, the control unit 410A determines whether the setting button 533 has been pressed. Specifically, it determines whether the setting button 533 has been pressed by the player. If it is determined that the setting button 533 has been pressed, a setting process (see FIG. 18) is performed (step PB2). After the setting process is performed, step PB1 is then performed.
[0234] If it is determined in step PB1 that the setting button 533 has not been pressed, the control unit 410A determines whether the dialogue button 535 has been pressed (step PB3). Specifically, it is determined whether the dialogue button 535 has been pressed by the player. If it is determined that the dialogue button 535 has been pressed, dialogue processing is performed (step PB4). The dialogue processing will be described later with reference to FIG. 21. After the dialogue processing is performed, step PB1 is then performed.
[0235] If it is determined in step PB3 that the dialogue button 535 has not been pressed, the control unit 410A determines whether the end button 534 has been pressed (step PB5). Specifically, it is determined whether the end button 534 has been pressed by the player. If it is determined that the end button 534 has been pressed, end button pressed processing is performed (step PB6). Specifically, the control unit 410A performs processing to terminate the application 500. Then, the main processing ends.
[0236] If it is determined in step PB5 that end button 534 has not been pressed, control unit 410A determines whether or not camera 401 has been able to take an image (step PB7). If it is determined that camera 401 has not been able to take an image, the process proceeds to step PB1.
[0237] If it is determined in step PB7 that the camera 401 has been able to take an image, then the image capture process is carried out (step PB8). The image capture process will be described later with reference to Figure 20. After the image capture process is carried out, step PB9 is carried out next.
[0238] In step PB9, other processing is performed. Specifically, the display of animation showing the character's movements is updated. For example, if the comment display is updated in step PB8, the display of animation is updated to move the character's mouth as if making a comment. Also, for example, if the comment display is not updated in step PB8, the display of animation is updated to show the character making a bored gesture. Also, for example, if the comment display is updated in step PB8 and the comment content is very good, the display of animation is updated to show the character making a happy gesture (for example, pumping one's fist).
[0239] [Application 500 shooting processing] FIG. 20 shows a subroutine of the photographing process that is performed in step PB8 of the main process (see FIG. 19).
[0240] In step PC1, the control unit 410A determines whether the image captured by the camera 401 (captured image) is an image of the image display device of the gaming machine. Specifically, it determines whether the captured image is an image of the second image display device 220 of the slot machine 1. More specifically, it determines based on the vertical and horizontal lengths of the image displayed on the second image display device 220. If it is determined that the captured image is not an image of the image display device of the gaming machine, the image capture process is terminated. When the image capture process is terminated, the process proceeds to step PB9 of the main processing of the application 500.
[0241] In step PC2, the control unit 410A determines whether the game status can be identified from the photographed image. Specifically, the game status, such as the game mode, winning combination, and push order navigation, is identified from the photographed image. If the game status can be identified from the photographed image, step PC3 is performed, and if the game status cannot be identified from the photographed image, step PC4 is performed.
[0242] Here, the process of identifying the game status, such as game mode, winning combination, and push order navigation, from the captured image is performed by image processing (e.g., pattern matching). Pattern matching is a well-known technique for determining whether a specific pattern appears when searching data, and, if so, where it appears. Specifically, it determines whether an "image for identifying the game status" included in the model data downloaded in advance from the management server 600 of the application 500 appears in the captured image. If it does appear, it determines where it appears, thereby identifying the game status.
[0243] For example, a case will be described in which a portion of the captured image corresponding to the mode display section 221A is first searched for using pattern matching. For example, if the characters displayed in the mode display section 221A are "CZ," the game mode is immediately identified as CZ mode. Also, if the characters displayed in the mode display section 221A are "AT," the game mode is immediately identified as AT mode. If no characters are displayed in the mode display section 221A, the game mode is immediately identified as normal mode. In this way, the game mode is immediately identified, and then, processing to identify the game status, such as winning combinations and push order navigation, is performed by image processing.
[0244] Furthermore, when identifying a winning role as a game state, it is determined by pattern matching whether or not the captured image contains an image of a symbol (for example, a watermelon symbol 42, a bell symbol 44, a cherry symbol 46, etc.). Furthermore, when the captured image contains a character string (for example, a character string of an effect such as the title of an effect), the winning role can also be identified by the color of this character string. For example, if the character string of the effect is blue, the winning role is identified as "replay." If the character string of the effect is green, the winning role is identified as "watermelon." If the character string of the effect is yellow, the winning role is identified as "bell." If the character string of the effect is red, the winning role is identified as "cherry."
[0245] In addition, when determining the push order navigation as a gaming state, it is determined by pattern matching whether or not the captured image contains push order navigation images (see Figure 15, etc.). Depending on the number and position of the push order navigation images contained in the captured image, it can be determined whether the left reel 15, center reel 16, or right reel 17 is spinning or stopped.
[0246] In step PC3, the control unit 410A determines whether a comment corresponding to the game state and gaming experience identified has been determined. Specifically, a comment is determined from the game state and gaming experience identified in step PC2, and it is determined whether the comment has been determined. The gaming experience can be selected in the gaming experience drop-down list 513 on the setting screen 510 of the application 500, and beginner, intermediate player, or advanced player can be selected. If a comment corresponding to the game state and gaming experience has been determined, step PC6 is performed; if a comment has not been determined, step PC4 is performed.
[0247] In step PC4, control unit 410A performs a process of inputting the captured image to the AI. Specifically, the captured image is input to the AI executed by control unit 410A, and a process of waiting for its output is performed. Here, the AI that inputs the captured image may be an AI executed by management server 600 of application 500, or may be an AI executed by a specific server connected to the Internet.
[0248] Here, AI is an abbreviation of "artificial intelligence," which means artificial intelligence in Japanese. A well-known technology is one in which an image file and a question about that image are input into AI, and the AI displays the answer to the question. The answer to the question can be read aloud. Another well-known technology is "machine learning," in which a computer discovers rules and patterns from large amounts of data and learns automatically. Furthermore, there is known AI that can generate documents and collect information as if it were conversing with a human.
[0249] The AI used in step PC4 may be an AI that has undergone machine learning using the large number of images displayed on the image display device 18 and second image display device 220 of the slot machine 1, which are "images for identifying the state of play" contained in large quantities within the model data.
[0250] In step PC5, control unit 410A determines whether a comment has been output from AI. Specifically, it determines whether a comment has been output from AI. If it is determined that a comment has been output from AI, step PC6 is performed. If it is determined that a comment has not been output from AI, the shooting process is terminated. When the shooting process is terminated, the process proceeds to step PB9 of the main process of application 500.
[0251] In step PC6, control unit 410A performs processing to display a comment. Specifically, processing is performed to display the comment determined in step PC3 or the comment output from AI in step PC5 in comment display area 532 on screen during shooting 530.
[0252] In step PC7, control unit 410A performs processing to output the audio of the comment. Specifically, audio is output from speaker 403 of smartphone 400 based on the audio data of the selected character. If earphones are connected to the smartphone, the audio of the comment is output from the earphones.
[0253] In step PC8, the control unit 410A performs a process to record the game status. Specifically, the game status identified in step PC2 is recorded. When the process of step PC8 ends, the image capture process ends. When the image capture process ends, the process proceeds to step PB9 of the main process of the application 500.
[0254] In the photographing process, if the game state could not be identified from the photographed image in step PC2, or if a comment corresponding to the game state and gaming experience identified in step PC3 could not be determined, AI was used in step PC4. That is, if a comment could not be determined using the "image for identifying the game state," AI was used in step PC4. Alternatively, if a comment was not output from the AI, processing to determine a comment using the "image for identifying the game state" may be performed. Even in this case, if a comment could be determined, the determined comment is displayed in the comment display unit 532 (step PC6), and the audio of the comment is output (step PC7). On the other hand, if a comment could not be determined, the photographing process is terminated.
[0255] [Interaction processing of application 500] FIG. 21 shows a subroutine of the interaction processing that is performed in step PB4 of the main processing (see FIG. 19).
[0256] In step PD1, the control unit 410A determines whether the dialogue button 535 is being continuously pressed. Specifically, it determines whether the dialogue button 535 on the shooting screen 530 is being continuously pressed by the player. If it is determined that the dialogue button 535 is being continuously pressed, step PD2 is performed. If it is determined that the dialogue button 535 is not being continuously pressed, step PD3 is performed.
[0257] In step PD2, the control unit 410A acquires the voice of the player from the microphone 404 and performs a process of recording it. Specifically, the voice of the player is acquired from the microphone 404 of the smartphone 400 and accumulated and recorded in the RAM 413. Next, step PD1 is performed. In this way, the voice uttered by the player while continuing to press the dialogue button 535 can be recorded.
[0258] In step PD3, the control unit 410A determines whether the recording of the player's voice has been converted into text information. Specifically, in step PD2, the control unit 410A performs a process of converting the player's voice recorded in RAM 413 into text information, and determines whether the conversion into text information has been successful. If the conversion into text information has been successful, step PD4 is performed. If the conversion into text information has not been successful, step PD7 is performed.
[0259] In step PD4, the control unit 410A determines whether a comment corresponding to the character information has been determined. For example, if the player says, "I want to start playing," the control unit 410A determines the comment, "Please press the lending button." If a comment corresponding to the character information has been determined, PD8 is performed. If a comment corresponding to the character information has not been determined, PD5 is performed.
[0260] In step PD5, the control unit 410A performs a process of inputting character information to the AI. Specifically, character information converted from a recording of the player's voice is input to the AI, and a process of waiting for its output is performed. Here, the AI that inputs the character information may be an AI executed by the management server 600 of the application 500, or may be an AI executed by a specific server connected to the Internet.
[0261] In step PD6, control unit 410A determines whether a comment has been output from the AI. If it is determined that a comment has been output from the AI, step PD8 is performed. If it is determined that a comment has not been output from the AI, step PD7 is performed.
[0262] In step PD7, control unit 410A performs processing to make a comment to the effect that it could not hear. Specifically, for example, processing to make a comment with the content "I couldn't hear you. Please speak into the microphone again."
[0263] In step PD8, control section 410A performs processing to display the comment. Specifically, processing to display the comment in comment display section 532 on image-taking screen 530. Next, step PD8 is performed.
[0264] In step PD9, control unit 410A performs processing to output the audio of the comment. Specifically, audio is output from speaker 403 of smartphone 400 based on the audio data of the selected character. If earphones are connected to the smartphone, the audio of the comment will be output from the earphones. When the processing of step PD9 ends, the dialogue processing ends. When the dialogue processing ends, the processing proceeds to step PB1 of the main processing of application 500.
[0265] Here, AI was used in steps PD5 and PD6, but the explanation about AI in the shooting process (see Figure 20) can also be applied to AI in the dialogue process (Figure 21). Note that a technology is known in which text information (for example, a question or request) is input to AI, and the AI displays the answer to the question, etc., and this technology is publicly known.
[0266] [Application 500 setting screen 510: model] 22 is a diagram showing an animation when the selection in the model drop-down list 511 is changed on the setting screen 510 of the application 500 executed on the smartphone 400. The setting screen 510 is displayed after the application 500 is started and the title screen 505 is displayed. The setting screen 510 is also displayed when the setting button 533 on the shooting screen 530 is pressed.
[0267] 22(A) shows a setting screen 510 of the application 500. The setting screen 510 has the word "Settings" displayed at the top.
[0268] Next, the word "Model" is displayed, and to the right of that is displayed a model drop-down list 511, with a model download button 514 displayed to the right of that. In the model drop-down list 511, "Model AAA" is displayed as the currently selected element. This is the case when model data corresponding to "Model AAA" has already been downloaded. Therefore, the model download button 514 displays "Downloaded" and is disabled. When a button is disabled, no particular process is executed even if the button is pressed.
[0269] Next, the word "Character" is displayed, and to the right of that is displayed a character drop-down list 512, with a character download button 515 displayed to the right of that. In character drop-down list 512, "Character A" is displayed as the currently selected element. This is the case when the character data, comment data, and voice data corresponding to "Character A" have already been downloaded. Therefore, character download button 515 displays "Downloaded" and is disabled. Then, character display portion 516 displays character 516A as an image corresponding to "Character A."
[0270] Next, the words "Game Experience" are displayed, and to the right of this is displayed a game experience drop-down list 513. In the game experience drop-down list 513, "Beginner" is displayed as the currently selected element.
[0271] At the bottom of the setting screen 510, an OK button 517 and a cancel button 518 are displayed.
[0272] 22(B) shows a state in which the drop-down button for model drop-down list 511 has been pressed on setting screen 510 of application 500, displaying multiple options in model drop-down list 511. "Model AAA" is displayed as the currently selected element in model drop-down list 511, and below that "Model BBB," "Model CCC," "Model DDD," and "Model EEE" are displayed as options.
[0273] 22(C) shows a case where "Model EEE" is selected in model dropdown list 511 on setting screen 510 of application 500. Model data corresponding to "Model EEE" has not yet been downloaded to application 500. Therefore, model download button 514 displays "Downloaded." If a player presses model download button 514 and downloads model data corresponding to "Model EEE" from management server 600 of application 500, model download button 514 will display "Downloaded."
[0274] In this embodiment, the slot machine 1 corresponds to "Model AAA" selectable in the model drop-down list 511. When the application 500 is to be used on a slot machine or pachinko gaming machine other than the slot machine 1, the selected element in the model drop-down list 511 is changed. Then, by downloading model data from the management server 600 of the application 500, the application 500 can be used on slot machines or pachinko gaming machines other than the slot machine 1. Hereinafter, unless otherwise specified, the selected element in the model drop-down list 511 is "Model AAA."
[0275] [Application 500 setting screen 510: Character] 23A and 23B are diagrams showing animations that occur when the selection in the character drop-down list 512 is changed on the setting screen 510 of the application 500 executed on the smartphone 400. Fig. 23A is the same as Fig. 22A, and therefore a description thereof will be omitted.
[0276] FIG. 23(B) shows a case where the character drop-down list 512 is operated by the player to change the selected element from "Character A" to "Character B." The character data, comment data, and voice data corresponding to "Character B" have not yet been downloaded. Therefore, the character download button 515 displays "Download." Furthermore, nothing is displayed in the character display area 516.
[0277] 23(C) shows the setting screen 510 after the player presses the character download button 515 and the character data, comment data, and voice data corresponding to "character B" are downloaded from the management server 600 of the application 500. The character download button 515 displays "Downloaded," and the character display section 516 displays the character 516B as an image corresponding to "character B."
[0278] In this way, a character can be selected on the setting screen 510 of the application 500. The character selected here is displayed in the character display section 516 on the shooting screen 530 (see FIG. 25, etc.) and makes a comment corresponding to the state of the game. The player can have his / her favorite character provide commentary on the game, which increases the enjoyment of the game.
[0279] [Time chart] FIG. 24 is a diagram showing a time chart when a player operates the application 500 executed on the smartphone 400.
[0280] When a player taps an icon corresponding to the application 500 on the smartphone 400, the control unit 410A of the smartphone 400 starts the application 500 and starts displaying a title screen 505. The title screen 505 displays the name of the application 500 (for example, a real-time commentary app) and displays a message urging the player to tap the title screen 505. For example, the message displayed is "Please tap the screen."
[0281] When the player taps on the title screen 505, the control unit 410A of the smartphone 400 starts displaying the setting screen 510 (see FIGS. 22 and 23).
[0282] Next, when the player taps the model download button 514 on the setting screen 510, the application 500 on the smartphone 400 sends a download request via the Internet to the management server 600 for the application 500. The download request includes an identifier for identifying the application 500 and an identifier for identifying the element currently selected in the model drop-down list 511 (for example, model EEE).
[0283] When the management server 600 of the application 500 receives the download request, it starts downloading the model data of the gaming machine to the application 500 of the smartphone 400 via the Internet.
[0284] When the download of the model data is completed, the application 500 of the smartphone 400 sets the model download button 514 to display "Downloaded."
[0285] Next, when the player taps the character download button 515 on the setting screen 510, the application 500 on the smartphone 400 transmits a download request to the management server 600 of the application 500 via the Internet. The download request includes an identifier for identifying the application 500 and an identifier for identifying the element currently selected in the character drop-down list 512 (for example, character B).
[0286] When the management server 600 of the application 500 receives the download request, it starts downloading character data etc. (including comment data and voice data) corresponding to "character B" to the application 500 of the smartphone 400 via the Internet.
[0287] When the download of the character data etc. is completed, the application 500 of the smartphone 400 sets the character download button 515 to display "Downloaded", and sets the character display section 516 to display an image of the character 516B.
[0288] Next, when the player taps the OK button 517 on the setting screen 510, the application 500 on the smartphone 400 activates the camera 401 to enable shooting, and starts displaying the shooting screen 530.
[0289] [Screen 530 during shooting of application 500: dialogue] FIG. 25 is a diagram showing an animation that appears on the shooting screen 530 of the application 500 executed on the smartphone 400 when a voice is input by the player.
[0290] 25(A) shows a shooting screen 530 of the application 500. On the shooting screen 530, a shooting screen display section 531, a comment display section 532, a setting button 533, an end button 534, and a dialogue button 535 are displayed.
[0291] The photographed screen display section 531 is a section where an image being photographed by the camera 401 is displayed. When the smartphone 400 photographs an image displayed on the second image display section 221 of the second image display device 220 of the slot machine 1 with the camera 401, the display mode is as shown in Fig. 25(A). In Fig. 25(A), a normal mode (daytime background) image is displayed.
[0292] When a player places the smartphone 400 on the smartphone holder 200 with the display 402 facing up, the camera 401 provided on the side opposite the display 402 can be used to photograph the second image display device 220.
[0293] The comment display section 532 is a section where comments uttered by the character displayed in the character display section 516 (for example, the character 516A) are displayed.
[0294] The setting button 533 is a button for displaying the setting screen 510 (see FIGS. 22 and 23). When the setting button 533 is pressed, the image capturing screen 530 transitions to the setting screen 510.
[0295] The end button 534 is a button for ending the application 500. When the end button 534 is pressed, the control unit 410A of the smartphone 400 ends the application 500.
[0296] 25(A) shows the display of the in-photography screen 530 when the player utters, "I want to start playing." The player speaks while pressing the dialogue button 535, and when the player finishes speaking, releases the dialogue button 535. Then, the application 500, through dialogue processing (see FIG. 21), determines a comment, "Please press the lending button," corresponding to the utterance, "I want to start playing" based on the comment data (step PD4). The determined comment is then displayed in the comment display unit 532 (step PD8), and the audio of the comment is output from the speaker 403 (step PD9).
[0297] In FIG. 25(A), the comment corresponding to the utterance "I want to start playing" is determined as "Please press the lending button." However, it may also be determined as, for example, "First, insert bills into the unit on the right and press the lending button." Subsequently, comments such as "The number of lent coins will be displayed on the medal count display," "Press the max bet button to bet medals," and "Now, press the start lever to start the game" may be determined, and the determined comments may be displayed in order on the comment display unit 532, and the audio of the comments may be output from the speaker 403. In this way, comments that teach how to play (tutorial) may be determined. Even beginners can smoothly play by simply following the instruction (tutorial) on how to play. When the player operates the lending button 33, the lending process (see FIG. 11) is executed.
[0298] FIG. 25(B) shows the display of the in-photography screen 530 when the player utters, "I want to quit playing." The player speaks while pressing the dialogue button 535, and when the player finishes speaking, releases the dialogue button 535. Then, the application 500 determines, through dialogue processing (see FIG. 21), a comment, "Please press the count button," corresponding to the utterance, "I want to quit playing" (step PD4). The determined comment is then displayed in the comment display unit 532 (step PD8), and the audio of the comment is output from the speaker 403 (step PD9). When the player operates the count button 26, the counting process (see FIG. 10) is executed.
[0299] 25(C) shows the display of the shooting screen 530 when the player utters, "I want to quit playing." The player speaks while pressing the dialogue button 535, and when the player has finished speaking, releases the dialogue button 535. Then, the application 500 can obtain the text information "I want to quit playing" through dialogue processing (see FIG. 21) (step PD3).
[0300] 25(C) shows a case where the second image display device 220 (second image display unit 221) displaying a normal mode (night background) image is photographed by the camera 401 of the smartphone 400, and the normal mode (night background) image is displayed on the photographed screen display unit 531. In this case, the application 500 records "normal mode (night background)" as the game state through the photographing process (see FIG. 20) (step PC8).
[0301] Furthermore, in step PD4 of the interactive processing (see FIG. 21), a comment "The night background is a chance, so you shouldn't quit" is determined based on the text information "I want to quit playing" and the game status "normal mode (night background)" (step PD4). Then, the comment "The night background is a chance, so you shouldn't quit" is displayed in comment display unit 532 (step PD8), and the audio of the comment is output from speaker 403 (step PD9).
[0302] In this way, the application 500 can instantly (in real time) determine comments in accordance with the content of the player's utterances and the state of the game, and the player can view the comments in real time. That is, the character displayed in the character display section 516 teaches how to play the slot machine 1 (gaming machine), so even if you are a beginner, you can play smoothly just by following the instruction (tutorial) on how to play.
[0303] [Screen 530 during shooting of application 500: normal mode] FIG. 26 illustrates a capture screen 530 of the application 500 when an image of the second image display device 220 (second image display unit 221) displaying an image in normal mode is captured by the camera 401 of the smartphone 400.
[0304] 26(A) shows a capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying a normal mode (daytime background) image is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "beginner."
[0305] When a normal mode (daytime background) image is captured, application 500 identifies the game state as "normal mode (daytime background)" through image capture processing (see FIG. 20) (step PC2). Then, since "beginner" is selected as the gaming experience, application 500 determines the corresponding comment as "Daytime background is highly likely to be low probability!" (step PC3). Then, application 500 displays the determined comment in comment display unit 532 (step PC6) and outputs the comment audio (step PC7). Furthermore, application 500 records "normal mode (daytime background)" as the game state (step PC8).
[0306] 26(B) shows a capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying a normal mode (night background) image is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "beginner."
[0307] When a normal mode (night background) image is captured, application 500 identifies the game state as "normal mode (night background)" through image capture processing (see FIG. 20) (step PC2). Then, since "beginner" is selected as the gaming experience, application 500 determines the corresponding comment as "night background is your chance!" (step PC3). Then, application 500 displays the determined comment in comment display unit 532 (step PC6) and outputs the comment audio (step PC7). Furthermore, application 500 records "normal mode (night background)" as the game state (step PC8).
[0308] 26(C) shows a capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying a normal mode (night background) image is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "Advanced."
[0309] When a normal mode (night background) image is captured, application 500 identifies the game state as "normal mode (night background)" through image capture processing (see FIG. 20) (step PC2). Then, since "advanced" is selected as the gaming experience, it determines "The CZ transition probability is not bad" as the corresponding comment (step PC3). Then, it displays the determined comment in comment display unit 532 (step PC6) and outputs the comment audio (step PC7). It also records "normal mode (night background)" as the game state (step PC8).
[0310] 26(B) and 26(C) show images of the second image display device 220 (second image display unit 221) displaying a normal mode (night background) image, captured by the camera 401 of the smartphone 400. In FIG. 26(B), "Beginner" is selected as the gaming experience, while in FIG. 26(C), "Advanced" is selected as the gaming experience. According to this embodiment, even if the captured image is the same, the comment displayed in the comment display unit 532 can be changed depending on the gaming experience selected. For example, since advanced players are more interested in the probability of transitioning to a favorable mode on the slot machine 1, a comment such as "The CZ transition probability is not bad" is displayed. Note that, when a normal mode (night background) image is displayed on the slot machine 1, the slot machine 1 is set to have a higher probability of transitioning to the normal mode (high probability) than the normal mode (low probability). Furthermore, the CZ transition table (see FIG. 7) shows that the normal mode (high probability) is more likely to transition to the CZ mode than the normal mode (low probability).
[0311] In addition, immediately after the image displayed on the second image display device 220 (second image display unit 221) transitions from a normal mode (daytime background) image to a normal mode (night background) image, a comment such as "Oh, it has transitioned to a night background" may be decided.
[0312] In this way, the application 500 can capture an image of the second image display device 220 (second image display unit 221) with the camera 401 and identify the state of the game. That is, the application 500 can recognize and analyze the state of the game in real time.
[0313] Furthermore, the player can view comments according to the state of the game identified by the application 500. That is, the player can view a commentary according to the state of the game by a character (such as the character 516A) displayed in the character display section 516 in real time.
[0314] In this embodiment, when the smartphone detection switch 210 detects that the smartphone 400 has been placed on the smartphone placement section 200, it outputs a detection signal to the sub-control board 60. When the detection signal is input from the smartphone detection switch 210, the sub-control board 60 starts control to display the same image as the image display device 18 on the second image display device 220. Then, the application 500 of the smartphone 400 causes the camera 401 to capture an image of the second image display device 220, and the user can view a commentary of the character's play in real time according to the state of the game.
[0315] Furthermore, the character 516A etc. displayed on the character display section 516 will tell you the expectation level etc. according to the state of the game, so you can enjoy the game without having to search for or view information such as the expectation level.
[0316] [Application 500 shooting screen 530: CZ mode] FIG. 27 illustrates a capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying an image in CZ mode is captured by the camera 401 of the smartphone 400.
[0317] 27(A) shows the image capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying an image of when the push order bell (middle right left bell) wins in CZ mode is photographed with the camera 401 of the smartphone 400. Here, the gaming experience is the case where "beginner" is selected.
[0318] When this image is captured, application 500 performs processing at the time of capture (see FIG. 20) to identify the game state as "CZ mode" and also identify that "the push order bell (middle, right, left bell) has won" (step PC2). Since "beginner" is selected as the gaming experience, the corresponding comment is determined to be "If it's the push order bell, it's about 10%!" (step PC3). The determined comment is then displayed in comment display section 532 (step PC6), and the comment is output as audio (step PC7). Furthermore, "CZ mode" and "the push order bell (middle, right, left bell) has won" are recorded as the game state (step PC8).
[0319] Here, the method for identifying the game state in step PC2 is to identify that it is "CZ mode" from the letters "CZ" displayed in the mode display section 221A of the second image display section 221. Also, from the bell pattern 44 displayed in the second image display section 221 and the push order notification displayed in the second image display section 221, it is identified that "the push order bell (middle right left bell) has won."
[0320] 27(B) shows a capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying an image of a winning cherry in CZ mode is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "beginner."
[0321] When this image is captured, application 500 performs a capture process (see FIG. 20) to identify the game state as "CZ mode" and also identify that "a strong cherry or a weak cherry has been won" (step PC2). Since "beginner" is selected as the gaming experience, the corresponding comment is determined to be "A rare combination is confirmed!" (step PC3). The determined comment is then displayed in comment display section 532 (step PC6), and the comment is output as audio (step PC7). Furthermore, "CZ mode" and "a strong cherry or a weak cherry has been won" are recorded as the game state (step PC8).
[0322] 27(C) shows the image capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying an image of when the push order bell (white characters) is won in CZ mode is photographed with the camera 401 of the smartphone 400. Here, the gaming experience is the case where "advanced player" is selected.
[0323] When this image is captured, application 500 performs image capture processing (see FIG. 20) to identify the gaming state as "CZ mode" and also identify that "the push order bell (white letters) is winning" (step PC2). Since "advanced" gaming experience is selected, the corresponding comment is determined to be "The push order navigation (white letters) is hot!" (step PC3). The determined comment is then displayed in comment display unit 532 (step PC6), and the comment is output as audio (step PC7). Furthermore, "CZ mode" is recorded as the gaming state (step PC8).
[0324] As for the lottery for transitioning to AT mode in CZ mode in the slot machine 1, as mentioned above, if the push order bell (left-center-right bell, left-center bell, center-left-center bell, center-right-left bell, right-left-center bell, right-center-left bell) is won, there is, for example, a 10% probability of winning the transition to AT mode. Also, if a rare combination such as a cherry is won, there is, for example, a 100% probability of winning the transition to AT mode. Also, if the push order bell is won and the push order navigation is displayed in white letters on the image display device 18 or the like (the white navigation mentioned above), there is, for example, a 70% probability of winning the transition to AT mode.
[0325] [Application 500 shooting screen 530: AT mode] Figure 28 shows the image capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying an image in AT mode is captured by the camera 401 of the smartphone 400.
[0326] 28(A) shows the image capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221) displaying an image of when the push order bell (middle right left bell) wins in AT mode is photographed with the camera 401 of the smartphone 400. Here, the gaming experience is the case where "beginner" is selected.
[0327] When this image is captured, application 500 performs processing at the time of capture (see FIG. 20) to identify the game state as "AT mode" and also identify that "the push order bells (middle, right, left bells) have won" (step PC2). Since "beginner" is selected as the gaming experience, the corresponding comment is determined to be "Operate the stop buttons according to the numbers!" (step PC3). The determined comment is then displayed in comment display unit 532 (step PC6), and the comment is output as audio (step PC7). Furthermore, "AT mode" and "the push order bells (middle, right, left bells) have won" are recorded as the game state (step PC8).
[0328] 28(A) is the same as the screen 530 during shooting when the player utters, "How do I play during AT?" The player speaks while pressing the dialogue button 535, and when he finishes speaking, he releases the dialogue button 535. Then, the application 500, through dialogue processing (see FIG. 21), determines a comment corresponding to the player's utterance, "Operate the stop button according to the numbers!" (step PD4), displays it in the comment display unit 532 (step PD8), and outputs the audio of the comment from the speaker 403 (step PD9).
[0329] 28(B) shows a capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221), which displays an image of the end screen (ending screen) of the AT mode, is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "Advanced."
[0330] When this image is captured, application 500 performs image capture processing (see FIG. 20) to identify the game status as "AT mode end" and "setting suggestion, bronze medal" (step PC2). Since "advanced" is selected as the gaming experience, the corresponding comment is determined to be "Bronze medal is setting 2 or higher!" (step PC3). The determined comment is then displayed in comment display unit 532 (step PC6), and the comment is output as audio (step PC7). Furthermore, "AT mode end" and "setting suggestion, bronze medal" are recorded as the game status (step PC8).
[0331] Here, the method for identifying the game state in step PC2 is to identify it as "AT mode end" from the characters "AT end" displayed on the second image display unit 221. Also, to identify it as "setting suggestion, bronze medal" from the characters "bronze" displayed on the setting value suggestion image 221D displayed on the second image display unit 221.
[0332] 28(C) shows a capturing screen 530 of the application 500 when the second image display device 220 (second image display unit 221), which displays an image of the end screen (ending screen) of the AT mode, is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "Advanced."
[0333] When this image is captured, application 500 performs processing at the time of capture (see FIG. 20) to identify the game state as "AT mode end" and "setting suggestion, gold medal" (step PC2). Since "advanced" is selected as the gaming experience, the corresponding comment is determined to be "Gold medal is setting 4 or higher! New character acquired!" (step PC3). The determined comment is then displayed in comment display unit 532 (step PC6), and the comment is output as audio (step PC7). Furthermore, "AT mode end" and "setting suggestion, gold medal" are recorded as the game state (step PC8).
[0334] Here, the method for identifying the game state in step PC2 is to identify it as "AT mode end" from the characters "AT end" displayed on the second image display section 221. Also, to identify it as "setting suggestion, gold medal" from the characters "gold" displayed on the setting value suggestion image 221D displayed on the second image display section 221.
[0335] In application 500, when the character "Gold" displayed in setting value suggestion image 221D is photographed, it is possible to acquire special character 516SPA that can be displayed in character display section 516. Thereafter, when the player taps setting button 533 on photographing screen 530 to display setting screen 510 and operates character dropdown list 512, "special character A" can be newly selected.
[0336] When the player selects "Special Character A" in the character drop-down list 512 and taps the character download button 515, the application 500 sends a download request to the management server 600 via the Internet. The download request includes an identifier for identifying the application 500 and an identifier for identifying the element "Special Character A" currently selected in the character drop-down list 512.
[0337] When the management server 600 of the application 500 receives the download request, it starts downloading character data (including comment data and voice data) corresponding to "special character A" to the application 500 of the smartphone 400 via the Internet.
[0338] When the download of the character data etc. is completed, the application 500 of the smartphone 400 sets the character download button 515 to display "Downloaded", and sets the character display section 516 to display an image of the special character 516SPA.
[0339] In this way, a new character can be acquired by capturing a specific image (specific effect) using the application 500. This provides motivation for a player who wants to acquire a new character to continue playing the slot machine 1.
[0340] As described above, in the first embodiment, the second image display section 221 of the second image display device 220 provided in the slot machine 1 is configured to display the same image as that of the image display device 18.
[0341] When a player places the smartphone 400 on the smartphone holder 200 with the display 402 facing up, the camera 401 provided on the side opposite the display 402 can capture an image of the second image display device 220. In this way, the player can use the camera 401 of the smartphone 400 to capture an image displayed on the second image display device 220, which changes depending on the state of the game, without having to operate the smartphone 400.
[0342] The application 500 of the smartphone 400 photographs an image displayed on the second image display unit 221 of the second image display device 220, identifies the state of the game, determines a comment corresponding to the state of the game, displays the comment, and outputs a sound. This allows the player to view the comment according to the state of the game in real time. In other words, the player can view a commentary according to the state of the game in real time.
[0343] [Second embodiment] The second embodiment will be described with reference to Figures 29 to 31. In the first embodiment, the second image display device 220 is provided with the second image display unit 221, but in the second embodiment, the second image display device 220 is provided with the second image display unit 221 and a reel display unit 222.
[0344] [Second embodiment: normal mode] FIG. 29(A) is a diagram showing an animation of the second image display device 220 in the normal mode in the second embodiment.
[0345] 29(A), the second image display device 220 is provided with a second image display section 221 and a reel display section 222. The second image display section 221 is configured to display the same image as the image display device 18. The reel display section 222 displays a total of nine images of the lower, middle, and upper rows that stop on the left reel 15, center reel 16, and right reel 17. Specifically, of the symbols arranged on the left reel 15, center reel 16, and right reel 17, three consecutive symbols are visible through the window 1C, and these nine visible symbols in total are displayed on the reel display section 222.
[0346] The image displayed on the reel display unit 222 is updated when the sub-control board 60 receives a reel spin start command and a reel stop command. Specifically, when the sub-control board 60 receives a reel spin start command, the reel spin start command is stored in the sub-RAM 63 in step SA1 of the main processing of the sub-control board 60 (FIG. 12). Thereafter, the second image display device 220 is controlled (step SA6).
[0347] In step SA6 of the second embodiment, control is performed to display the same image as that of the image display device 18 on the second image display section 221 of the second image display device 220. Also, control is performed to display the words "Spinning" on the reel display section 222 at three positions corresponding to the left reel 15, center reel 16, and right reel 17. This display will be described later with reference to Figure 30(c).
[0348] When the sub-control board 60 receives the reel stop command, in step SA1 of the main processing (FIG. 12) of the sub-control board 60, the reel stop command is stored in the sub-RAM 63. Thereafter, the second image display device 220 is controlled (step SA6).
[0349] In step SA6 of the second embodiment, control is performed to display the same image as that of the image display device 18 on the second image display section 221 of the second image display device 220. Also, based on the information included in the reel stop command as to which of the reels the stopped reel is, information on the stopped position, and the pattern arrangement stored in the sub ROM 62 in advance, an image to be displayed on the reel display section 222 is determined and displayed.
[0350] Here, the difference between the first and second embodiments in the photographing process (see FIG. 20) will be explained. In step PC1, it was determined whether the image photographed by the camera 401 was an image of the second image display device 220 of the slot machine 1. There is no difference between the first and second embodiments here.
[0351] In step PC2, the game status, such as the game mode, winning combination, and push order navigation, is identified from the captured image. The captured image in the first embodiment includes an image of the second image display unit 221 of the second image display device 220, while the captured image in the second embodiment includes images of the second image display unit 221 and the reel display unit 222 of the second image display device 220. This makes it possible to identify the game status, such as whether each of the left reel 15, center reel 16, and right reel 17 is spinning, or which reel number is stopped, from the image in the reel display unit 222.
[0352] In the reel display unit 222 of Figure 29(A), the left reel 15 is stopped at the 8th to 10th positions, the center reel 16 is stopped at the 8th to 10th positions, and the right reel 17 is stopped at the 1st to 3rd positions. A watermelon symbol 42 is stopped on the activated line.
[0353] 29(B) shows a capturing screen 530 of the application 500 when the second image display device 220 displaying an image in normal mode is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "beginner."
[0354] The photographed screen display section 531 shows that the second image display section 221 and the reel display section 222 of the second image display device 220 of the slot machine 1 are photographed. The second image display section 221 displays an image of a watermelon winning in normal mode (daytime background), and the reel display section 222 shows an image of a watermelon symbol 42 stopped on an active pay line.
[0355] When this image is captured, the application 500 performs a capture process (see FIG. 20) to identify the game state as "normal mode (daytime background)" from the image in the second image display section 221 and to identify that "a watermelon has been won." Then, it identifies "the watermelon has stopped" from the image in the reel display section 222 (step PC2). Then, since "beginner" is selected as the gaming experience, it determines the corresponding comment as "The watermelon has stopped! Good timing!" (step PC3). Then, it displays the determined comment in the comment display section 532 (step PC6) and outputs the comment audio (step PC7). Furthermore, it records "normal mode (daytime background)," "a watermelon has been won," and "the watermelon has stopped" as the game state (step PC8).
[0356] In Figure 29(B), "Beginner" is selected as the gaming experience, while in Figure 29(C), "Advanced" is selected as the gaming experience. In this case, the corresponding comment is determined to be "Watermelon! There is about a 10% chance of transitioning to high probability!" (Step PC3). As mentioned above, in the lottery for transitioning to normal mode (high probability) in normal mode (low probability) on slot machine 1, if a watermelon is won, there is a 10% chance of transitioning to normal mode (high probability).
[0357] [Second embodiment: CZ mode] 30(A) shows a shooting screen 530 of the application 500 when the second image display device 220 displaying an image in CZ mode is photographed by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "Beginner."
[0358] The second image display section 221 displays an image of a watermelon winning in the CZ mode, and the reel display section 222 displays an image of a watermelon symbol 42 stopped on an active pay line.
[0359] When this image is captured, the application 500 performs a capture process (see FIG. 20) to identify the game state as "CZ mode" from the image in the second image display section 221, and also identify that "a watermelon has been won." It also identifies that "the watermelon has stopped" from the image in the reel display section 222 (step PC2). And, since "beginner" has been selected as the gaming experience, it determines the corresponding comment as "The watermelon has stopped! Good timing!" (step PC3).
[0360] In Figure 30(A), "Beginner" is selected as the gaming experience, while in Figure 30(B), "Advanced" is selected as the gaming experience. In this case, "Watermelon! AT mode confirmed!" is determined as the corresponding comment (step PC2). As mentioned above, in the lottery for transitioning to AT mode in CZ mode on slot machine 1, if a watermelon is won, for example, there is a 100% probability of transitioning to AT mode.
[0361] 30(C) shows a shooting screen 530 of the application 500 when the second image display device 220 displaying an image in CZ mode is photographed by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "Beginner."
[0362] The second image display portion 221 displays an image of a watermelon winning in CZ mode, and the reel display portion 222 displays three letters that read "Spinning" at positions corresponding to the left reel 15, center reel 16, and right reel 17, respectively.
[0363] When this image is photographed, the application 500 performs photographing processing (see FIG. 20) to identify the game state as "CZ mode" from the image in the second image display section 221, and also to identify that "a watermelon has been won." Furthermore, it identifies that "the left reel is spinning, the center reel is spinning, and the right reel is spinning" from the image in the reel display section 222 (step PC2). And, since "beginner" has been selected as the gaming experience, it determines the corresponding comment as "First, aim for the watermelon with the left hand!" (step PC3).
[0364] [Second embodiment: AT mode] 31(A) shows the image capturing screen 530 of the application 500 when the second image display device 220 displaying an image in AT mode is captured by the camera 401 of the smartphone 400. Here, the gaming experience level is set to "Beginner."
[0365] The second image display section 221 displays an image of a watermelon winning in the AT mode, and the reel display section 222 displays an image of a watermelon symbol 42 stopped on an active pay line.
[0366] When this image is photographed, the application 500 performs a photographing process (see FIG. 20) to identify the game state as "AT mode" from the image in the second image display section 221, and also to identify that "a watermelon has been won." It also identifies that "the watermelon has stopped" from the image in the reel display section 222 (step PC2). And, since "beginner" has been selected as the gaming experience, it determines the corresponding comment as "The watermelon has stopped! Good timing!" (step PC3).
[0367] In Figure 31(A), "Beginner" is selected as the gaming experience, while in Figure 31(B), "Advanced" is selected as the gaming experience. In this case, the corresponding comment is determined to be "Watermelon! Chance to add more sets!" (Step PC3). In slot machine 1, when one set is added, eight navigations are added. Also, when the push order bell is hit, one navigation is consumed.
[0368] In this way, in the second embodiment, a corresponding comment can be determined according to the symbols displayed on the reel display portion 222 of the second image display device 220.
[0369] [Comments for each reel stop] Furthermore, the image displayed on the reel display portion 222 is updated when the sub-control board 60 receives a reel spin start command and a reel stop command. Each time the image displayed on the reel display portion 222 is updated, the corresponding comment can be determined.
[0370] For example, when the sub-control board 60 receives a reel rotation start command, the reel display unit 222 displays three characters "Spinning" at positions corresponding to the left reel 15, center reel 16, and right reel 17. When this image is photographed, the application 500 can determine the corresponding comment "First, aim for the watermelon on the left!" through the photographing process (see FIG. 20) (step PC3).
[0371] Next, when the sub-control board 60 receives a reel stop command indicating that the left reel 15 has stopped at the 8th to 10th positions, an image of the left reel 15 having stopped at the 8th to 10th positions is displayed in the position corresponding to the left reel 15 on the reel display unit 222. Two characters that read "Spinning" are displayed in the positions corresponding to the center reel 16 and the right reel 17 on the reel display unit 222. When this image is photographed, the application 500 can determine the corresponding comment as "Next, aim for the watermelon inside!" through the photographing process (see FIG. 20).
[0372] Next, when the sub-control board 60 receives a reel stop command indicating that the center reel 16 has stopped at the 8th to 10th positions, an image of the reel stopped at the 8th to 10th positions is displayed in the position corresponding to the left reel 15 on the reel display unit 222, an image of the reel stopped at the 8th to 10th positions is displayed in the position corresponding to the center reel 16, and the words "Spinning" are displayed in the position corresponding to the right reel 17. When this image is photographed, the application 500 can determine the corresponding comment as "Finally, aim for the watermelon on the right!" through the photographing process (see FIG. 20).
[0373] In this way, the reel display section 222 is updated each time the reel stops, and therefore, a corresponding comment can be determined each time the reel is updated. The determined comment is displayed in the comment display section 532 (step PC6), and the audio of the comment can be output (step PC7).
[0374] [Third embodiment] [Front view of slot machine 300] A third embodiment will be described with reference to FIGS. 32 to 34. FIG. 32 is a front view of a slot machine 300 and a card unit CU in the third embodiment. The slot machine 1 in the first embodiment was provided with a smartphone placement section 200, a smartphone detection switch 210, and a second image display device 220. Instead, a smartphone placement section 301 is provided on the base of the slot machine 300 in the third embodiment. The smartphone placement section 301 is provided for a player to place a smartphone 400 on. The smartphone 400 is placed with the display 402 of the smartphone 400 facing the front side (player side) of the slot machine 300. Note that the slot machine 300 in the third embodiment does not have the smartphone placement section 200, smartphone detection switch 210, or second image display device 220 of the first and second embodiments.
[0375] [Cross-section of slot machine 300] FIG. 33 is a cross-sectional view of the slot machine 300 taken along the line X2-X2.
[0376] 33, a smartphone placing section 301 is provided on the base of the slot machine 300. A smartphone 400 can be placed between a first member 302 and a second member 303 provided on the upper part of the smartphone placing section 301.
[0377] The player places the smartphone 400 on the smartphone placing section 301 with the display 402 of the smartphone 400 facing the front side (player side) of the slot machine 300 and the camera 401, which is provided on the opposite side of the display 402, facing the rear side (gaming machine side) of the slot machine 300. This allows the camera 401 of the smartphone 400 to capture images of the image display device 18, left reel 15, center reel 16, and right reel 17 of the slot machine 300. The images captured by the camera 401 can then be displayed on the display 402 of the smartphone 400.
[0378] Here, the first member 302 and the second member 303 provided on the upper part of the smartphone placing section 301 may be fixed. Alternatively, the first member 302 may be fixed, and the second member 303 may be configured to be slidable in the front-rear direction. In this case, it is possible to accommodate the thickness of the smartphone (for example, smartphone 400) to be placed.
[0379] [Screen 530 during shooting of application 500] Fig. 34 is a diagram showing an animation when the slot machine 300 in the third embodiment is photographed with the smartphone 400. Fig. 34 shows a photographing screen 530 of the application 500. Here, the gaming experience level is set to "beginner."
[0380] Here, the differences between the first and second embodiments and the third embodiment in the photographing process (see FIG. 20) will be described. In step PC1 in the first and second embodiments, it is determined whether the image photographed by the camera 401 is an image of the second image display device 220 of the slot machine 1. Instead, in the third embodiment, it is determined whether the image photographed by the camera 401 is an image of the image display device 18, the left reel 15, the center reel 16, and the right reel 17.
[0381] As described above, in step PC2, the game status, such as the game mode, winning combination, and push order navigation, is identified from the captured image. The captured image in the first embodiment includes an image of the second image display unit 221 of the second image display device 220. The captured image in the second embodiment includes images of the second image display unit 221 and the reel display unit 222 of the second image display device 220. The captured image in the third embodiment includes an image of the image display device 18 and images of the left reel 15, center reel 16, and right reel 17. As a result, the image of the image display device 18 is the same as the image of the second image display unit 221, so the game status can be identified as in the first and second embodiments. The game status, such as whether the reels are spinning or stopped, can be identified from the images of the left reel 15, center reel 16, and right reel 17.
[0382] 34(A), the shooting screen display portion 531 of the shooting screen 530 shows the slot machine 300 photographed by the camera 401. The image display device 18 displays a normal mode (daytime background) image, and the left reel 15, center reel 16, and right reel 17 are shown stopped.
[0383] When this state is photographed, application 500 performs photographing processing (see FIG. 20) to identify the game state as "normal mode" and that "all reels are stopped" (step PC2). Since "beginner" is selected as the gaming experience, the corresponding comment is determined as "please press the start lever" (step PC3). The determined comment is then displayed in comment display section 532 (step PC6), and the comment is output as audio (step PC7).
[0384] Figure 34(B) shows the state after the player operates the start lever 2 from the state shown in Figure 34(A) and the left reel 15, center reel 16, and right reel 17 begin to rotate.
[0385] When this state is photographed, application 500 performs photographing processing (see FIG. 20) to identify the game state as "normal mode" and that "all reels are spinning" (step PC2). Since "beginner" is selected as the gaming experience, the corresponding comment is determined to be "stop the left one first" (step PC3). The determined comment is then displayed in comment display section 532 (step PC6), and the comment is output as audio (step PC7).
[0386] Figure 34(C) shows the state after the player operates the left stop button 5 from the state shown in Figure 34(B) and the left reel 15 has stopped. The center reel 16 and right reel 17 are shown in the spinning state.
[0387] When this state is photographed, application 500 performs photographing processing (see FIG. 20) to identify the game state as "normal mode" and also identify that "left reel is stopped, center reel is spinning, right reel is spinning" (step PC2). Since "beginner" is selected as the gaming experience, the corresponding comment is determined to be "stop the center reel next time" (step PC3). The determined comment is then displayed in comment display unit 532 (step PC6), and the comment is output as audio (step PC7).
[0388] As described above, according to the slot machine 300 of the third embodiment, the image display device 18, the left reel 15, the center reel 16, and the right reel 17 can be directly photographed by the camera 401 of the smartphone 400. While the second image display device 220 was provided in the first and second embodiments, the third embodiment does not require the second image display device 220. This reduces the manufacturing cost of the slot machine 300 and the operating cost (electricity cost for operation) of the second image display device 220. Note that the third embodiment may also include a smartphone holder 200, a smartphone detection switch 210, and a second image display device 220. In this case, the player can place the smartphone 400 on either the smartphone holder 301 or the smartphone holder 200, as desired.
[0389] In the slot machine 300 of the third embodiment, it has been described that the smartphone 400 is placed on the smartphone placement unit 301, and the camera 401 is used to photograph the image display device 18, the left reel 15, the center reel 16, and the right reel 17. This reduces the fatigue felt by the player when taking photographs while holding the smartphone 400 in their hand, compared to when the player takes photographs of the image display device 18, the left reel 15, the center reel 16, and the right reel 17 with the camera 401 while holding the smartphone 400 in their hand. Note that the player may take photographs of the image display device 18, the left reel 15, the center reel 16, and the right reel 17 with the camera 401 while holding the smartphone 400 in their hand, allowing the player to view a commentary of the game status in real time.
[0390] In addition, in the slot machine 300 of the third embodiment, the image display device 18 is provided at the top of the window portion 1C, but it may also be an image display device that can display images not only at the top of the window portion 1C but also at the bottom, left, and right parts of the window portion 1C.
[0391] Although the first to third embodiments have been described above using smartphone 400, the present invention can also be applied to a general smartphone. Here, a general smartphone is a smartphone that includes a camera corresponding to camera 401, a display corresponding to display 402, a speaker corresponding to speaker 403, and a microphone corresponding to microphone 404, and on which application 500 can be installed.
[0392] As described above, in the first to third embodiments, the comment according to the game status is configured to be displayed in the comment display section 532 provided separately from the photographed screen display section 531. Alternatively, the comment display section 532 may not be provided, and the comment according to the game status may be displayed superimposed on the photographed screen display section 531. By doing so, the size of the photographed screen display section 531 can be increased. Also, the application 500 may be configured to set whether the comment according to the game status is displayed in the comment display section 532 or superimposed on the photographed screen display section 531.
[0393] Furthermore, the application 500 in the first to third embodiments can determine tutorial-like comments. This eliminates the need to collect information about the gaming machine in advance. Furthermore, even if a player is a beginner, they can play alone.
[0394] Furthermore, the shooting screen 530 of the application 500 in the first to third embodiments may be configured to be saved as a video file in the ROM 412 of the smartphone 400. In this case, a recording button or the like is provided on the shooting screen 530, and when the record button displaying "record" is pressed, recording starts. Also, when the stop button displaying "stop" is pressed, recording stops. Furthermore, the application 500 may be provided with a function to edit the saved video file. Also, it may be provided with a function to upload the saved video file to a video sharing site.
[0395] In step PC7 in Fig. 20 and step PD9 in Fig. 21, a voice is output from speaker 403 of smartphone 400 based on the voice data of the selected character. Alternatively, a voice synthesis technology may be used to automatically generate a voice corresponding to the determined comment and output from speaker 403. The voice synthesis technology is a known technology that automatically generates a voice corresponding to a character string.
[0396] When using voice synthesis technology, if a comment can be determined in step PC3 of Fig. 20, voice may be output based on voice data downloaded in advance from management server 600, and if a comment is output from the AI in step PC5, voice may be output using voice synthesis technology. Similarly, if a comment can be determined in step PD4 of Fig. 21, voice may be output based on voice data downloaded in advance from management server 600, and if a comment is output from the AI in step PD6, voice may be output using voice synthesis technology.
[0397] In the first to third embodiments, it has been described that the audio of comments according to the state of the game is output from the speaker 403 (step PC7, step PD9), but if wired or wireless earphones are connected to the smartphone 400, the sound will not be output from the speaker 403 but will be output from the earphones.
[0398] While the setting screen 510 of the application 500 is displayed, background music specific to the application 500 may be output from the speaker 403 or earphones.
[0399] While the shooting screen 530 of the application 500 is displayed, background music specific to the application 500 may be output from the speaker 403 or earphones. Alternatively, the sound output from the speaker 20 of the slot machine 1 input from the microphone 404 may be output from the speaker 403 or earphones of the smartphone 400. Furthermore, the sound output from the speaker 20 of the slot machine 1 may be configured to be downloaded in advance to the application 500 of the smartphone 400, and may be output from the speaker 403 or earphones depending on the state of the game. In this case, the volume of the speaker 403 or earphones of the smartphone 400 can be adjusted, so that the game can be played using only the sound output from the speaker 403 or earphones.
[0400] The details of the means and the like described in the gaming machine will be explained below. A gaming machine (e.g., slot machine 1) equipped with a main control means (e.g., main control board 50) for controlling the game, a sub-control means (e.g., sub-control board 60) for controlling the presentation, and a display means (e.g., image display device 18), further comprises an information providing means (e.g., second image display device 220) capable of providing predetermined information, a placing means (e.g., smartphone placing section 200) on which a predetermined terminal can be placed, and a detection means (e.g., smartphone detection switch 210) for detecting whether or not a smartphone has been placed on the placing means, and the sub-control means, when the detection means detects (e.g., step SB2), enables the information providing means to provide information (e.g., steps SB3 and SA6).
[0401] The details of the means and the like described in the gaming system will now be explained. In a gaming system (e.g., gaming system 610) including a gaming machine (e.g., slot machine 1) having a display means (e.g., image display device 18, second image display device 220) and a mobile terminal (e.g., smartphone 400) that can be operated by a player, the gaming machine has a mounting means (e.g., smartphone mounting section 200) on which the mobile terminal can be placed, and the mobile terminal has a mobile terminal control means (e.g., control section 410A, application 500) that controls the mobile terminal, a photographing means (e.g., camera 401) that can capture an image to be displayed on the display means, and a mobile terminal display means (e.g., display 402, comment display section 532) that can display specific information, and the mobile terminal control means displays the specific information on the mobile terminal display means in accordance with the image displayed on the display means photographed by the photographing means (e.g., step PC6).
[0402] [Regarding other inventions described in the first to third embodiments] Gaming machines that display a two-dimensional code including a gaming history have been known for some time (for example, JP 2023-019179 A). However, a player performs a predetermined operation on the gaming machine to display a two-dimensional code, and then acquires the gaming history, etc., by photographing the two-dimensional code with a mobile terminal operated by the player, so there is still room for improvement. In view of this situation, the present invention aims to provide a gaming machine that can increase the player's interest in gaming by providing predetermined information to the player by having the mobile terminal photograph the information displayed on the gaming machine.
[0403] In recent years, it has become common to see players playing games while looking at their smartphones. Developers of gaming machines want players to see the effects of the gaming machines they have developed. What a player is looking at on their smartphone may be a video of a game being played on the gaming machine (or another gaming machine). In light of this situation, the present invention aims to provide a gaming machine that can increase the player's interest in gaming by allowing a mobile terminal to capture information displayed on the gaming machine and providing the player with predetermined information.
[0404] The 1-1 invention is a gaming machine comprising a main control means (e.g., main control board 50) for controlling the game, a sub-control means (e.g., sub-control board 60) for controlling the presentation, a display means (e.g., image display device 18), a start switch (e.g., start lever 2) for detecting an operation to start the rotation of a plurality of reels, and a plurality of stop switches (e.g., left stop button 5, middle stop button 6, right stop button 7) corresponding to each of the plurality of reels (e.g., left reel 15, middle reel 16, right reel 17) and detecting an operation to stop the rotation of the reels, the gaming machine further comprising: information providing means (e.g., second image display device 220) capable of providing predetermined information; placement means (e.g., smartphone placement unit 200) on which a predetermined terminal can be placed; and detection means (e.g., smartphone detection switch 210) for detecting whether a terminal has been placed on the placement means, and the information providing means comprises reel information providing means (e.g., reel display unit 222) capable of providing information corresponding to the plurality of reels. This can increase the interest in the game.
[0405] The first and second inventions are characterized in that a gaming machine (e.g., slot machine 300) equipped with a main control means (e.g., main control board 50) for controlling games, a sub-control means (e.g., sub-control board 60) for controlling presentations, and a display means (e.g., image display device 18) is provided with a mounting means (e.g., smartphone mounting section 301) on which a predetermined terminal can be mounted. This can increase the enjoyment of the game.
[0406] The second aspect of the present invention is a gaming system (e.g., gaming system 610) including a gaming machine (e.g., slot machine 1) having a display means (e.g., image display device 18, second image display device 220) and a mobile terminal (e.g., smartphone 400) operable by a player. The gaming machine includes a mounting means (e.g., smartphone mounting section 200) on which the mobile terminal can be placed. The mobile terminal includes a mobile terminal control means (e.g., control section 410A, application 500) that controls the mobile terminal, a photographing means (e.g., camera 401) that can capture images displayed on the display means, and a mobile terminal display means (e.g., display 402, comment display section 532) that can display specific information. The mobile terminal is placed on the mounting means, and the mobile terminal control means displays the specific information on the mobile terminal display means in response to an image captured by the photographing means and displayed on the display means. This can enhance the gaming experience.
[0407] The 2-2 invention relates to a gaming system (e.g., gaming system 610) including a gaming machine (e.g., slot machine 1) having a display means (e.g., image display device 18, second image display device 220), a mobile terminal (e.g., smartphone 400) operable by a player, and a management server (e.g., management server 600 of application 500) capable of communicating with the mobile terminal, wherein the mobile terminal includes mobile terminal control means (e.g., control unit 410A, application 500) for controlling the mobile terminal, and imaging means (e.g., The mobile terminal includes a camera 401), a mobile terminal display means capable of displaying specific information (for example, a display 402, a comment display section 532), a storage means (for example, a ROM 412) capable of storing download data downloaded from the management server, and an audio output means (for example, a speaker 40) capable of outputting audio, and the mobile terminal control means uses the downloaded data to output audio corresponding to the specific information from the audio output means in accordance with the image displayed on the display means photographed by the photographing means (for example, step PC7). This can enhance the enjoyment of the game.
[0408] The second and third aspects of the present invention relate to a gaming system (e.g., gaming system 610) including a gaming machine (e.g., slot machine 1) having a display means (e.g., image display device 18, second image display device 220), a mobile terminal (e.g., smartphone 400) operable by a player, and a management server (e.g., management server 600 of application 500) capable of communicating with the mobile terminal, wherein the mobile terminal includes mobile terminal control means (e.g., control unit 410A, application 500) for controlling the mobile terminal, and a camera capable of capturing images displayed on the display means. The mobile terminal includes a photographing means (e.g., camera 401), a mobile terminal display means (e.g., display 402, comment display section 532) capable of displaying specific information, and a storage means (e.g., ROM 412) capable of storing download data downloaded from the management server, and the mobile terminal control means is characterized in that, when a specific image (e.g., "gold" displayed in setting value suggestion image 221D) is included in the image photographed by the photographing means and displayed on the display means, the mobile terminal control means makes it possible to download data corresponding to the specific image from the management server. This can increase the enjoyment of the game.
[0409] Although the embodiments and modifications of the present invention have been described above using the drawings, the present invention is not limited to the embodiments and modifications, and design changes and additions that do not deviate from the spirit of the present invention are also included in the present invention. Furthermore, the above-described embodiments and modifications are merely examples and should not be interpreted as limiting. Furthermore, each embodiment and each modification may be combined.
[0410] Although the above embodiments and modifications have been described using slot machines as examples, they can also be applied to other gaming machines (for example, pachinko gaming machines), etc. In particular, they can be applied to smart pachinko gaming machines that can be played without using gaming balls.
[0411] Furthermore, the invention of a fourth embodiment, which will be described below with reference to FIGS. 35-1 to 35-81, may be applied to the first to third embodiments described above.
[0412] (Fourth embodiment) Hereinafter, an embodiment of the present invention will be specifically described with reference to the drawings, using a pachinko gaming machine 1 as an example. In the following description, "front," "back," "left," "right," "upper," and "lower" refer to the pachinko gaming machine 1 shown in Figure 35-1 as seen from the player's side.
[0413] As shown in Figure 35-1, the pachinko game machine 1 has an outer frame 2 for installation on a game machine installation island (not shown) in an amusement parlor, a middle frame 3 that is pivotally supported by the outer frame 2 and that detachably holds a game board 6, a glass frame 4 that is pivotally supported by the middle frame 3 and faces the front of the game board 6, allowing the game board 6 to be viewed through transparent glass, and a tray member 5 that is pivotally supported by the middle frame 3 and is located below the glass frame 4, and is capable of storing game balls.
[0414] The middle frame 3 is provided with a launching device for launching game balls into the play area 7 of the game board 6, and a launch handle 8 for causing the launching device to perform a launch operation. The launch handle 8 is gripped by a player and can be rotated within a predetermined range, and the amount of rotation (volume) can be adjusted to adjust the launch strength when launching game balls into the play area 7. For example, when the launch handle 8 is rotated by a first rotation amount (first launch strength), the game ball is launched to the left side of the play area 7 (left play area 7a) (so-called "left shot" is possible), and when the launch handle 8 is rotated by a second rotation amount greater than the first rotation amount (second launch strength), the game ball is launched to the right side of the play area 7 (right play area 7b) (so-called "right shot" is possible). The left play area 7a forms a predetermined path, and the right play area 7b forms a specific path.
[0415] A handle touch sensor (not shown) is provided on the firing handle 8. This handle touch sensor turns ON when the player is holding the firing handle 8, and the ON signal is input to the payout control board 300. This makes it possible to know that the firing handle 8 is being held by the player.
[0416] The glass frame 4 is provided with a light-emitting device 9 (lamp, LED, etc.), which can decorate the pachinko gaming machine 1 by emitting light. For example, by emitting light in rainbow colors based on the determination of a special symbol win in the special symbol win determination process described below, it is possible to execute an effect of announcing that a special symbol win has occurred. Also, by emitting light in rainbow colors based on the determination of a normal symbol win in the normal symbol win determination process described below and the determination of a normal symbol in which the second start hole 22 is opened long in an opening mode that makes it easy to score a ball (1.8 seconds x 3 times as shown in Figure 35-7 (B) described below), it is possible to execute an effect of announcing that a normal symbol win in which the second start hole 22 is opened long (that a ball can score into the second start hole 22).
[0417] The light-emitting device 9 includes an effect button LED provided in the effect button 14. The effect button LED is provided inside the effect button 14, and is covered from above with a transparent cover so that the light-emitting mode can be seen. For example, the effect button LED can emit light in white, blue, green, red, and rainbow colors.
[0418] An upper speaker 10 is provided at the top of the glass frame 4, and a lower speaker 10 is provided at the bottom of the glass frame, which are capable of outputting various music (BGM) and various sound effects (voice, sound effects). For example, when controlled to a normal game state (described later), music and sound effects corresponding to the normal game state can be output, and when controlled to a time-saving game state (described later), music and sound effects corresponding to the time-saving game state can be output. The lower speaker 10 is also provided with a speaker lamp (not shown), which lights up during a flash effect when a prize is won (described later).
[0419] The light emitting device 9 and the speaker 10 can issue an abnormality alert when an abnormality occurs in the pachinko gaming machine 1. For example, the light emitting device 9 can emit light in a light emitting pattern dedicated to abnormality alert, and the speaker 10 can output a voice or warning sound that notifies the user of the specific details of the abnormality.
[0420] The tray member 5 is composed of an upper tray 5a and a lower tray 5b, and when the amount of game balls stored in the upper tray 5a exceeds a certain amount, the game balls are dispensed into the lower tray 5b. The tray member 5 is also provided with a ball removal button 11 for discharging the game balls stored in the upper tray 5a into the lower tray 5b at the end of a game, a ball lending button 12 for requesting the payout of game balls from a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the insertion port of the game ball lending device, a balance display 12a for displaying the remaining balance of the valuable medium, and a ball lending available lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0421] The tray member 5 is also provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect is executed to encourage the player to operate each operating means. The effect button 14 and the effect lever 15 may be provided independently of each other, or may be provided integrally.
[0422] Also, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to vibrate them. For example, they may be vibrated as a notice effect to notify the player of a game result advantageous to the player (a special win described later or a regular win in which the second starting hole 22 is opened long), or they may be vibrated to notify the player of a transition to a big win game or a small win game (described later). Note that only one of the effect button 14 and the effect lever 15 may be provided, or multiple of either may be provided.
[0423] Furthermore, the effective operation time of the effect lever 15 may be set simultaneously with the effective operation time of the effect button 14, or vice versa. For example, if the effect lever 15 is operated during the effective operation time while an effect is being executed that prompts the player to operate the effect button 14, it may be determined that an operation input has been made and the corresponding effect is executed, or if the effect button 14 is operated during a scene that prompts the player to operate the effect lever 15, it may be determined that an operation input has been made and the corresponding effect is executed.
[0424] Furthermore, during the effective operation time for the advance notice effect that predicts that the game result will be advantageous to the player, if an operation prompt effect that prompts the operation of the effect button 14 is being executed, the operation of the effect button 14 may be enabled while the operation of the effect lever 15 may be disabled, and if an operation prompt effect that prompts the operation of the effect lever 15 is being executed, the operation of the effect lever 15 may be enabled while the operation of the effect button 14 may be disabled. Furthermore, during the effective operation time for the win / lose effect that suggests whether the game result will be advantageous to the player, the operation of both the effect button 14 and the effect lever 15 may be enabled even if an operation prompt effect that prompts the operation of the effect button 14 is being executed or even if an operation prompt effect that prompts the operation of the effect lever 15 is being executed.
[0425] The tray member 5 is also provided with a cross key button 16 that can be operated by the player to adjust the volume of the music (BGM) and sound effects (voice, sound effects) output from the speaker 10, adjust the light intensity of the effect light emitted from the light emitting device 9, select a mode (to be described later), and activate a menu screen to perform operations corresponding to each menu. Note that the cross key button 16 is an operation device for selecting a mode and performing operations related to the menu screen, and a dedicated operation device for adjusting the volume and light intensity may be provided separately and independently.
[0426] The menu screen is opened by operating the effect button 14 during a non-changing state, such as when waiting for customers or during a demo effect. When the menu screen is opened, multiple items are displayed, and an item can be selected by operating the up and down buttons of the cross key button 16. One of the items is "wireless connection," and by selecting "wireless connection," it is possible to establish and terminate a wireless connection. In the following, opening the menu screen may be simply referred to as "menu startup."
[0427] Additionally, a decorative portion 2a is provided at the upper end of the outer frame 2. This decorative portion 2a extends further upward from the upper end of the outer frame and, for example, has a shape resembling a character, making it visually impactful. On the other hand, components located behind the decorative portion 2a (for example, an external information display for displaying game information collected from the gaming machine 1) may be difficult for some players to see. The decorative portion 2a may always extend upward from the upper end of the outer frame 2, or may be configured to change from a retracted state to an extended state when a predetermined trigger is met.
[0428] Next, based on Fig. 35-2, we will explain the configuration of the rear side of the pachinko gaming machine 1. On the rear side of the pachinko gaming machine 1, various control boards such as a main control board 100, a performance control board 200, a payout control board 300, a payout device 304, and a power supply board 400, which will be described later, are provided (to be precise, these various control boards are attached to the rear side of the inner frame 3).
[0429] The main control board 100 is also provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information that is rewritten as games are played in the area of the main RAM 103. For example, if the game parlor closes while the game is still in the time-shortened game mode, the manager (e.g., a game parlor clerk) can turn on the power while pressing the RAM clear switch 105, clearing the game information in the time-shortened game mode and allowing the game to be restarted from the normal game mode when the parlor opens the next day.
[0430] The RAM clear switch 105 also functions as a switch for switching the setting value in a setting change state, which will be described later. Details will be described later with reference to a flowchart, but for example, in the case of six setting values, when the setting value "1" is displayed on the display 104, which will be described later, pressing the RAM clear switch 105 once switches the setting value from "1" to "2," and when the RAM clear switch 105 is pressed once again, the setting value switches from "2" to "3," and thereafter, each time the RAM clear switch 105 is pressed once, the setting value switches to "4," "5," and "6," and when the setting value "6" is displayed on the display 104, pressing the RAM clear switch 105 once switches the setting value from "6" to "1."
[0431] Although the RAM clear switch 105 is provided on the main control board 100, it may be provided on the power supply board 400 or directly on the inner frame 3, as long as it can be input to the main control board 100. Also, instead of having six setting values, the setting value may be one setting value. In this case, the setting value "1" is displayed on the display 104, and other setting values are not displayed even when the RAM clear switch 105 is pressed.
[0432] The main control board 100 is also provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of a plurality of setting levels, which will be described later. Specifically, when a setting change key (not shown) managed by a gaming parlor's staff is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (the power SW 400a is turned ON) while pressing the RAM clear switch 105, the machine enters a setting change state in which a setting value can be set.
[0433] The setting change keyhole 31 is also used to check the currently set setting values. Specifically, when a setting change key managed by a staff member of the gaming parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (the power SW 400a is turned ON), the setting is checked and the setting values can be checked.
[0434] The setting change keyhole 31 can be rotated by the setting change key, and for example, the main CPU 101 can detect three positions (states): a vertical position, a horizontal position, and a diagonal position. Note that although the setting change keyhole 31 is provided on the main control board 100, the installation location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.
[0435] The main control board 100 is also provided with a display 104. The display 104 is configured to display the setting value if the setting is changed or confirmed, and if the setting is not changed or confirmed, it displays game performance information (normal base value) calculated using the formula "(number of paid-out game balls in normal game mode ÷ number of out balls in normal game mode) × 100", for example.
[0436] When the game performance information is not in a setting change state or a setting confirmation state (for example, when execution of a timer interrupt process is permitted), it is calculated at each interrupt (for example, every 4 ms), and at each predetermined display timing (for example, every 5 seconds), the current section and three previous sections (the three previous sections: one section before, two sections before, and three sections before) can be displayed. That is, the display switches between the following: display of the current section → predetermined time has passed (5 seconds have passed) → display of past section (1) → predetermined time has passed (5 seconds have passed) → display of past section (2) → predetermined time has passed (5 seconds have passed) → display of past section (3) → predetermined time has passed (5 seconds have passed) → display of the current section.
[0437] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained with reference to Figure 35-3. The game board 6 is made of plywood or transparent synthetic resin, and has an image display device 26 detachably attached to the back side. The game board 6 is formed with a game area 7 in which game balls can roll, and is formed with an outer rail member 18 and an inner rail member 19 for guiding game balls shot out from the launching device to the game area 7.
[0438] The game area 7 is provided with a gate member 20 (normal game starting area) through which game balls can pass, a first starting port 21 (first special game starting area) through which game balls can enter, a stage 17 for facilitating entry into the first starting port 21, a second starting port 22 (second special game starting area) through which game balls can enter, a normal winning port 23 through which game balls can enter, a first large winning port 24 through which game balls can enter when the jackpot 1 game or the jackpot 2 game described below is being played, a second large winning port 32 through which game balls can enter when the small winning game described below is being played, an outlet 25 for discharging game balls that do not enter any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that can move up and down, and other equipment such as game nails (not shown) and a windmill.
[0439] In this embodiment, the entry of a game ball into the gate member 20, the first starting port 21, the second starting port 22, the normal winning port 23, the first large winning port 24, and the second large winning port 32 may be referred to as a "winning" or "ball entry," and the entry of a game ball into the gate member 20, the first starting port 21, and the second starting port 22 may be referred to as a "starting winning."
[0440] The gaming area 7 has a left gaming area 7a (a gaming area for so-called "left-handed hits") formed to the left of the center (dotted line C) and a right gaming area 7b (a gaming area for so-called "right-handed hits") formed to the right of the center.
[0441] The gate member 20 is located in the right center of the gaming area 7, and when a "right hit" is performed in which the gaming ball is launched to the right side of the gaming area 7, almost all gaming balls can pass through. The gate member 20 is always open at the top, and always allows the gaming balls to pass through. When a gaming ball passes through the gate member 20 and is detected by the gate detection SW20a, normal game determination information (various random number values) is acquired in the "passing gate detection processing" described below.
[0442] Then, the normal symbol determination information (various random number values) acquired in the "processing upon detection of passing gate" is stored in the main RAM 103 as a normal symbol reserve memory, and the execution of the normal symbol variation game based on the ball entering is reserved. Specifically, the main RAM 103 is provided with a normal symbol reserve memory area for storing multiple pieces of normal symbol determination information acquired based on the ball entering the gate member 20 as normal symbol reserve memory, and it is possible to reserve up to "4" normal symbol variation game executions (normal symbol reserve memories). The main RAM 103 also has a corresponding variable memory area for storing normal symbol determination information corresponding to a normal symbol variation game that will be executed or is currently being executed.
[0443] The regular map reserve memory area is composed of a "first memory area", a "second memory area", a "third memory area", and a "fourth memory area" in which regular map judgment information (various random number values) as regular map reserve memory is stored in order. When regular map judgment information is stored in all memory areas and the currently changing regular pattern change game finishes changing, the regular map judgment information stored in the "first memory area" is moved to the "change memory area", the regular map judgment information stored in the "second memory area" is moved to the "first memory area", the regular map judgment information stored in the "third memory area" is moved to the "second memory area", the regular map judgment information stored in the "fourth memory area" is moved to the "third memory area", and the "fourth memory area" becomes empty.
[0444] Thereafter, based on the normal symbol determination information transferred from the first memory area of the normal symbol reserve memory area to the variable memory area, a "normal symbol hit determination process" is performed to determine whether or not to execute an open game by protruding a protruding member (not shown) provided in the second starting hole 22, and a "normal symbol change game" is executed in which the normal symbol is displayed variably on the normal symbol display 27e and a normal symbol indicating the determination result of the normal symbol hit determination process is derived (determined display) as the normal symbol change time passes. The gate member 20 may also be provided in the left center part of the game area 7.
[0445] The first starting hole 21 is located in the center of the gaming area 7, and is capable of receiving a gaming ball when a "left shot" is being performed, in which the gaming ball is launched to the left side of the gaming area 7, but is not capable of receiving a gaming ball when a "right shot" is being performed. The first starting hole 21 is always open upward, allowing the entry of gaming balls at all times. When a gaming ball enters the first starting hole 21 and is detected by the first starting hole detection SW21a, a process is performed in the "first starting hole detection process" described below to pay out, for example, a "3" gaming ball as a prize ball, and special chart determination information (various random number values) is acquired.
[0446] Then, the special symbol determination information (various random number values) acquired in the "first start hole detection process" is stored in the main RAM 103 as a first special symbol reserve memory, and the execution of the first special symbol variation game based on the ball entering the first start hole 21 is reserved. Specifically, the main RAM 103 is provided with a first special symbol reserve memory area for storing multiple pieces of special symbol determination information acquired based on the ball entering the first start hole 21 as a first special symbol reserve memory, and it is possible to reserve up to "4" executions of the first special symbol variation game (first special symbol reserve memory). The main RAM 103 also has a variable memory area for storing special symbol determination information corresponding to a special symbol variation game to be executed or currently executed.
[0447] The first special symbol reserve memory area is composed of a "first memory area," a "second memory area," a "third memory area," and a "fourth memory area," in which special symbol determination information (various random number values) as the first special symbol reserve memory is stored in order. For example, when special symbol determination information is stored in all memory areas and the currently changing first special symbol change game finishes changing, the special symbol determination information stored in the "first memory area" is transferred to the "change memory area," the special symbol determination information stored in the "second memory area" is transferred to the "first memory area," the special symbol determination information stored in the "third memory area" is transferred to the "second memory area," and the special symbol determination information stored in the "fourth memory area" is transferred to the "third memory area," and the "fourth memory area" becomes empty. Note that the first starting hole 21 is an entrance hole through which a game ball can enter, but it may also be configured as a passage area through which a game ball can pass.
[0448] Thereafter, based on the special symbol determination information transferred from the first memory area of the first special symbol reserve memory area to the variable memory area, a "special symbol hit determination process" is carried out to determine whether or not a jackpot game will be played, and the first special symbol is displayed in a variable manner on the first special symbol display 27a, and a "first special symbol change game" is executed in which the first special symbol indicating the determination result of the special symbol hit determination process is derived (determined display) as the special symbol change time elapses.
[0449] In addition, a start hole light emitting device 21b is provided around the first start hole 21. When a game ball enters the first start hole 21, the start hole light emitting device 21b emits light to notify the ball that it has entered, and when a hold change effect described below is performed, it can emit light in the same color as the hold icon (or the variable icon) that is the target of the hold change effect. As a result, for example, even if the hold icon (or the variable icon) is temporarily hidden (for example, during a super reach), the color of the hidden hold icon (or the variable icon) can be recognized from the light emitting color of the start hole light emitting device 21b.
[0450] The second starting hole 22 is provided in the right center of the game area 7, and allows game balls to enter when a "right hit" is being performed, in which the game ball is shot to the right side of the game area 7, but does not allow game balls to enter when a "left hit" is being performed. Also, unlike the first starting hole 21, the second starting hole 22 is not always open, and in principle does not allow game balls to enter (it is in a "closed" state). In other words, the second starting hole 22 has a protruding member that can protrude forward, and allows game balls to enter only when an open game is being played in which this protruding member protrudes forward (when it is in an "open" state).
[0451] Regarding whether or not to execute an open game in which the protruding member is protruded forward to allow the game ball to enter, if a normal symbol win is determined in the normal symbol win determination process, it is possible to execute an open game in which the protruding member is opened and closed in the opening and closing mode shown in "Opening and closing of second start hole" in Figure 35-7 (B) (a short opening in which the game ball has difficulty entering, or a long opening in which the game ball can easily enter). Then, when a game ball enters the second start hole 22 and is detected by the second start hole detection SW22a, a process is performed in the "second start hole detection process" described below to pay out, for example, a "2" game ball as a prize ball, and special symbol determination information (random number value) is acquired.
[0452] When the first special symbol variation game or the second special symbol variation game is not being played, that is, when the variable memory area for storing the special symbol determination information provided in the main RAM 103 is empty, the special symbol determination information (various random number values) acquired in the "second start hole detection process" is stored in the variable memory area. On the other hand, when the first special symbol variation game or the second special symbol variation game is being played, that is, when the variable memory area for storing the special symbol determination information provided in the main RAM 103 is not empty, the special symbol determination information acquired in the "second start hole detection process" is not stored as reserved memory, and the second special symbol variation game based on the ball entering the second start hole 22 is not executed. Specifically, because the main RAM 103 only has the variable memory area for storing the special symbol determination information acquired based on the ball entering the second start hole 22, the execution of the second special symbol variation game cannot be suspended.
[0453] Then, based on the special symbol determination information stored in the variable memory area, a "special symbol hit determination process" is performed to determine whether or not a big hit game or a small hit game will be executed, and a "second special symbol change game" is executed in which the second special symbol is displayed in a variable manner on the second special symbol display 27b, and a second special symbol indicating the determination result of the special symbol hit determination process is derived (determined display) as the special symbol change time passes.
[0454] In addition, the main RAM 103 does not have a storage area other than the variable storage area that can store special symbol determination information (various random number values) acquired based on the ball entering the second starting hole 22, but like the above-mentioned first special symbol reserve storage area, a second special symbol reserve storage area that can reserve up to "1" to "4" executions of the second special symbol variation game (second special symbol reserve storage) may be provided. In this case, it is preferable to consume the second special symbol reserve storage in priority to the first special symbol reserve storage.
[0455] In addition, a protruding member that can move in the front-rear direction is used as second starting opening 22, but a so-called "electric tulip" with movable wing pieces may also be used. In addition, second starting opening 22 is an entrance opening through which game balls can enter, but it may also be configured as a passage area through which game balls can pass.
[0456] In addition, in this embodiment, the normal pattern change game based on passing through the gate member 20, the first special pattern change game based on the ball entering the first starting hole 21, and the second special pattern change game based on the ball entering the second starting hole 22 may be referred to as "pattern change games", simply as "one change game", or as "changing".
[0457] There are four normal winning openings 23, three on the lower left of the game area 7 and one on the lower right. The three normal winning openings 23 on the lower left are designed to allow game balls to enter when a left-handed hit is being performed (but not when a right-handed hit is being performed), and the one normal winning opening 23 on the lower right is designed to allow game balls to enter when a right-handed hit is being performed (but not when a left-handed hit is being performed). Like the first starting opening 21, the normal winning openings 23 are always open upward and always allow game balls to enter. When a game ball enters a normal winning opening 23 and is detected by the normal winning opening detection SW 23a, a process is performed in the "normal winning opening detection process" described below to pay out, for example, eight game balls as prize balls. The positions of the normal winning holes 23 can be changed as desired, and the number of holes may be less than four. The number of prize balls may be different between the three normal winning holes 23 on the lower left and the one normal winning hole 23 on the lower right.
[0458] The first large prize opening 24 is located in the lower right part of the game area 7, and is capable of receiving game balls when a "right-handed hit" is being performed (no game balls can be received when a "left-handed hit" is being performed). The first large prize opening 24 has an opening / closing door, and when a special symbol hit is determined in the special symbol hit determination process and a jackpot 1 game or a jackpot 2 game is executed, the opening / closing door tilts forward from a closed state to an open state, allowing game balls to enter. When a game ball enters the first large prize opening 24 and is detected by the first large prize opening detection SW24a, a process is performed in the "first large prize opening detection process" described below to pay out, for example, "15" game balls as prize balls.
[0459] During one jackpot game, the door of the first large prize opening 24 opens (tilts forward) for the number of rounds (R) shown in Figure 35-7. It opens (tilts forward) for 29.5 seconds (S = seconds) per round. If the first large prize opening detection SW24a detects 10 game balls entering the game before 29.5 seconds have elapsed, the door closes and the game proceeds to the next round, even before 29.5 seconds have elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before the first large prize opening detection SW24a detects 10 game balls entering the game (so-called "attacker full open"), the door closes and the game proceeds to the next round. In this case, the specified number of balls entered per round, 10, is not reached, and the game ends, which is disadvantageous to the player.
[0460] In this embodiment, a door that tilts forward is used as the first large prize opening 24, but a so-called "electric tulip" or a "shutter member" that moves back and forth may also be used.
[0461] The second large prize opening 32 is located in the lower right part of the game area 7, and is capable of receiving game balls when a "right hit" is being performed (no game balls can be received when a "left hit" is being performed). The second large prize opening 32 has an opening / closing door, and when a small win is determined in the special symbol hit determination and a small win game is executed, the opening / closing door tilts forward from a closed state to an open state, allowing game balls to enter. When a game ball enters the second large prize opening 32 and is detected by the second large prize opening detection SW 32a, a process is performed in the "second large prize opening detection process" described below to pay out, for example, "15" game balls as prize balls.
[0462] A specific area (a so-called "V prize opening") into which a gaming ball can enter is provided inside the second large prize opening 32. The specific area has a lid member, and by retracting the lid member during a small prize game, the lid member changes from a closed state to an open state, allowing the gaming ball to enter. When a gaming ball that has flowed into the second large prize opening 32 during a small prize game enters the specific area, a jackpot 2 game is executed, with this small prize game being the first round. From the second round onwards in this jackpot 2 game, the first large prize opening 24 is opened.
[0463] In this embodiment, the special symbols that will trigger a small win game are special symbols F and G. When a small win game is triggered after these special symbols are derived, the cover member opens, allowing the game ball to enter the specific area. In other words, in a small win game, as long as you hit the ball to the right in accordance with the right hit instruction notification, it is possible to cause the game ball to enter the specific area, and it is possible to trigger a jackpot 2 game.
[0464] The image display device 26 has a display area covering almost the entire area and is positioned higher than the stage 17, and is capable of displaying game effects (variation effects) corresponding to pattern change games (normal pattern change game, first special pattern change game, second special pattern change game) and game effects (jackpot effects) corresponding to jackpot games in the display area. Specifically, in response to the start of the pattern change game, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are displayed (vertically scrolled) in a changing display area, while the top, middle, and bottom three-digit small pattern 26d (one of the special 1 small pattern 26d1 corresponding to the first special pattern, the special 2 small pattern 26d2 corresponding to the second special pattern, and the regular small pattern 26d3 corresponding to the regular pattern) as the fourth pattern is displayed (updated) at the right end of the display area, or the decorative patterns 26a to 26c are not displayed (updated), and the small pattern 26d (one of the special 1 small pattern 26d1, the special 2 small pattern 26d2, and the regular small pattern 26d3) is displayed (updated) at the right end of the display area. The left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are sometimes referred to as performance patterns, but these are synonymous.
[0465] Then, various effect images for enhancing the effect of the change display of the decorative pattern are displayed within the change time, and before the change time has elapsed, each decorative pattern 26a to 26c is displayed in a combination corresponding to the judgment result of the special pattern hit judgment process or the normal pattern hit judgment process (for example, in the case of a special pattern hit, a small hit, or a normal pattern hit in which the second starting port 22 is long-opened, a double number such as "333" or "777" is displayed, and in the case of a miss or a normal pattern hit in which the second starting port 22 is short-opened, "34 The display temporarily stops at a combination of symbols that are not close to winning (such as "3" or "565" or a combination of symbols that are scattered (such as "368" or "914")), and when the variation time has elapsed, the decorative symbols 26a to 26c are displayed as confirmed combinations in which they were temporarily stopped, and the small symbol 26d (any one of the special 1 small symbol 26d1, the special 2 small symbol 26d2, and the normal small symbol 26d3) is displayed as confirmed combinations in the same combinations as the decorative symbols 26a to 26c, thereby announcing the result of the special symbol winning determination process or the normal symbol winning determination process.
[0466] In this embodiment, during the execution of the first special pattern change game, if the game is in a normal game state, the image display device 26 changes and displays each of the decorative patterns 26a to 26c and the special 1 small pattern 26d1, and then a first special pattern change presentation (game presentation) is executed in which the decorative patterns and the special 1 small pattern 26d1 indicating the determination result of the special pattern hit determination process are displayed in a fixed time (0.5S), and if the game is in a time-saving game state, the image display device 26 changes and displays only the special 1 small pattern 26d1, and then a first special pattern change presentation (game presentation) is executed in which the special 1 small pattern 26d1 indicating the determination result of the special pattern hit determination process is displayed in a fixed time (0.5S).
[0467] Furthermore, during the execution of the second special symbol variation game, regardless of whether the game is in a normal game state or a time-saving game state, the image display device 26 displays only the special 2 small symbol 26d2 in a variable manner, and then the special 2 small symbol 26d2 indicating the result of the special symbol hit determination process is displayed in a fixed manner for a fixed time (0.5S), thereby executing a second special symbol variation effect (game effect).
[0468] Furthermore, during the execution of the normal symbol variation game, if the game is in a normal game state, a normal symbol variation effect (game effect) is executed in which the image display device 26 displays only the normal small symbol 26d3 in a variable manner, and then displays the normal small symbol 26d3 indicating the result of the normal symbol hit determination process for a fixed time (0.5S), and if the game is in a time-saving game state, a normal symbol variation effect (game effect) is executed in which the image display device 26 displays each of the decorative symbols 26a to 26c and the normal small symbol 26d3 in a variable manner, and then displays each of the decorative symbols 26a to 26c and the normal small symbol 26d3 indicating the result of the normal symbol hit determination process for a fixed time (0.5S).
[0469] In addition, during the execution of the second special symbol variation game, regardless of whether the game is in a normal game state or a time-saving game state, the image display device 26 may display each decorative symbol 26a to 26c and the special 2 small symbol 26d2 in a variable manner, and then execute a second special symbol variation effect (game effect) in which the decorative symbols 26a to 26c and the special 2 small symbol 26d2, which indicate the determination result of the special symbol hit determination process, are definitively displayed.
[0470] Also, instead of each of the special 1 small pattern 26d1, the special 2 small pattern 26d2, and the regular small pattern 26d3 being composed of three patterns, each may be composed of one pattern. In this case, the variable display of the small pattern 26d is sequentially switched between "〇", "△", and "×", and if it is the special 1 small pattern 26d1, "〇" is displayed as a confirmation when the special pattern is won, and "×" is displayed as a confirmation when the special pattern is lost. If it is the special 2 small pattern 26d2, "〇" is displayed as a confirmation when the special pattern is won, and "×" is displayed as a confirmation when the small pattern is lost. If it is the regular small pattern 26d3, "〇" is displayed as a confirmation when the second starting hole 22 is a long opening regular pattern win, and "△" is displayed as a confirmation when the second starting hole 22 is a short opening regular pattern win, and "×" is displayed as a confirmation when the regular pattern is lost. This makes it easier for the player to recognize the small symbol 26d that has been confirmed and displayed, thereby increasing the player's interest in the game.
[0471] Also, instead of providing three small symbols 26d, two may be provided: a common small symbol 26d1 that is displayed in a variable manner in response to the first special symbol variation game in the normal game state and in a variable manner in response to the second special symbol variation game in the time-saving game state, and a dedicated small symbol 26d2 that is displayed in a variable manner in response to the normal symbol variation game regardless of the game state. In this way, the display space for the small symbols 26d can be reduced, and the small symbols 26d can be prevented from interfering with the visibility of other effect images, thereby increasing the enjoyment of the game.
[0472] In addition, the image display device 26 is capable of displaying a first start port reserved number image 26e1 which indicates the number of reserved first special symbol variation games (first special symbol reserved memories) with numbers "0" to "4" regardless of whether the game is in a normal game state or a time-saving game state, and a normal symbol reserved number image 26e3 which indicates the number of reserved normal symbol variation games (normal symbol reserved memories) with numbers "0" to "4" regardless of whether the game is in a normal game state or a time-saving game state.
[0473] Since the second special symbol changing game is not put on hold, the second start port reserved number image showing the number of reserved second special symbol changing games is not displayed, but it may be possible to put the second special symbol changing game on hold (storing the second special symbol reserved memory) and display the second start port reserved number image showing the number of reserved second special symbol changing games.
[0474] In addition, the image display device 26 can display the number of reserved balls (first special symbol reserved memory) for the first special symbol variable game in the normal game state using reserved ball images, and can also display the number of reserved balls (normal symbol reserved memory) for the normal symbol variable game in the time-saving game state using reserved ball images in a first reserved ball image display area 26g, a second reserved ball image display area 26h, a third reserved ball image display area 26i, and a fourth reserved ball image display area 26j (shown simply as "g," "h," "i," and "j" in FIG. 35-3). Also, a variable icon display area 26o (shown simply as "o" in FIG. 35-3) that displays an icon image corresponding to the currently executed symbol variable game can be displayed.
[0475] The number of reserved balls displayed in the first start port reserved ball number image 26e1 is synchronized with the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the normal game state, and the number of reserved balls displayed in the normal pattern reserved ball number image 26e3 is synchronized with the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the time-saving game state. For example, if "4" is displayed in the first start port reserved ball number image 26e1 in the normal game state, "4" reserved ball images will be displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j.
[0476] The number of reserved balls displayed as the first start port reserved ball number image 26e1 and the normal pattern reserved ball number image 26e3 may be referred to as "reserved number" below. Also, the reserved ball images displayed in the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j may be referred to as "reserved icons" below. Also, the icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" below. Also, the variable icons and reserved icons may be collectively referred to simply as "icons."
[0477] Although the variable icon display area 26o, the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j are displayed on the image display device 26, this is not limited to this, and they may be displayed on an LED, lamp, etc., or on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-LCD").
[0478] The left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the small pattern 26d as the fourth pattern can display pattern images from "1" to "9", and when the result of the special pattern hit determination process is a special pattern hit, any one of the pattern combinations "111", "222", "333", "444", "555", "666", "777", "888", and "999" can be displayed depending on the type of special pattern. Also, when the result of the normal pattern hit determination process is a normal pattern hit that opens the second starting hole 22 long, any one of the pattern combinations "111", "222", "444", "555", "666", "888", and "999" can be displayed depending on the type of normal pattern. In addition, it is also possible to display a combination of symbols exclusive to a normal winning combination that opens the second starting port 22 long (for example, a combination such as "000", a special combination such as "-win-" or "-open-", or an opening notification symbol that is just "win" or "open".
[0479] On the other hand, when the result of the special symbol hit determination process is a special symbol miss, when the result of the normal symbol hit determination process is a normal symbol hit that short-opens the second starting port 22, and when the result of the normal symbol hit determination process is a normal symbol miss, it is possible to display a combination of symbols other than the above combination of symbols. In the case of a miss, when a special symbol change pattern or a normal symbol change pattern accompanied by a "reach" is determined in the special symbol change pattern or normal symbol change pattern described below, a reach miss symbol combination such as "767" or "343" is confirmed and displayed, and when a special symbol change pattern or a normal symbol change pattern without a "reach" is determined, a random miss symbol combination such as "165" or "834" is confirmed and displayed.
[0480] The combination of symbols confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c is the same as the combination of symbols confirmed and displayed by the special 1 small symbol 26d1 and the regular small symbol 26d3. For example, if "777" is confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the special 1 small symbol 26d1 and the regular small symbol 26d3 also confirm and display "777", and if "767" is confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the special 1 small symbol 26d1 and the regular small symbol 26d3 also confirm and display "767".
[0481] "Reach" refers to a state in which the left decorative pattern 26a and the right decorative pattern 26c display the same number (temporary stop display), and the middle decorative pattern 26b displays a variable number (the patterns that display a temporary stop and the patterns that display a variable number are not limited to this), and in this embodiment, if the determination result of the "special pattern hit determination process" is a special pattern hit, the process is basically configured to go through "reach," so the player can expect a winning game.
[0482] The symbol display device 27 is provided outside the play area (outside the outer rail member 18) of the play board 6, which is a different area from the play area 7. The symbol display device 27 is provided with a first special symbol display 27a, which is display-controlled by the main control board 100 and executes a first special symbol variation game, and a second special symbol display 27b, which executes a second special symbol variation game. The first special symbol display 27a and the second special symbol display 27b are configured as 7-segment displays. In the symbol variation game, the special symbol flashes "-" (horizontal bar symbol) from the start of variation. When the timing for deriving the result of the special symbol win determination process arrives, if the result is a miss, the "-" (horizontal bar symbol) is lit (determined display), and if the result is a special symbol win, for example, a "7" is lit (determined display). In other words, the "special symbol" refers to a symbol whose display is controlled by the main control board 100.
[0483] In this embodiment, the "special symbols," the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the small symbol 26d described above may be simply referred to as "symbols" or "identification information." Also, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c managed by the performance control board 200 may be simply referred to as "decorative symbols." Also, the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the small symbol 26d managed by the performance control board 200 may be collectively referred to as "sub-symbols."
[0484] The symbol display device 27 is provided with a first special symbol reserve indicator 27c, which is display controlled by the main control board 100 and displays the number of reserved first special symbol variation games (first special symbol reserve memories). Note that since the second special symbol variation game is not reserved, no indicator is provided to display the number of reserved second special symbol variation games (second special symbol reserve memories), but if the second special symbol variation game is made reserveable, a second special symbol reserve indicator may be provided to display the number of reserved second special symbol variation games (second special symbol reserve memories).
[0485] The first special symbol reserved indicator 27c is composed of two dot LED indicators, and can display the number of reserved balls by "turning off," "turning on," or "flashing." For example, when the number of reserved balls is "0," both dot LED indicators are "turned off," when the number of reserved balls is "1," one is "turned on" and the other is "turned off," when the number of reserved balls is "2," both are "turned on," when the number of reserved balls is "3," one is "turned on" and the other is "flashing," and when the number of reserved balls is "4," both are "flashing."
[0486] The first special symbol reserved indicator 27c is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e1 described above and the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the normal game state (except when a command error or the like occurs). For example, when both first special symbol reserved indicators 27c are "blinking" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e1, and "4" reserved ball images are displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j.
[0487] The first special symbol reserved indicator 27c is configured with two dot LED indicators, but is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided, and the display may be displayed on the liquid crystal display device.
[0488] In addition, the symbol display device 27 is provided with a normal symbol display 27e that is display-controlled by the main control board 100 and executes a normal symbol variation game. The normal symbol display 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of variation, it repeatedly executes a mode in which one is turned on and the other is turned off, and a mode in which one is turned off and the other is turned on, and when it is time to derive the judgment result of the normal symbol hit judgment process, if the normal symbol is a miss, a confirmation display is made in which both are turned off, if the normal symbol is a hit in which the second start port 22 is short-opened, a confirmation display is made in which one is turned off and the other is turned on, and if the second start port 22 is a hit in which the second start port 22 is long-opened, a confirmation display is made in which both are turned on.
[0489] The symbol display device 27 is also provided with a normal symbol reserve indicator 27f, which is display-controlled by the main control board 100 and displays the number of reserved symbols in the normal symbol variation game. The normal symbol reserve indicator 27f is composed of two dot LED indicators, similar to the first special symbol reserve indicator 27c, and the display format for the number of reserved symbols is also the same, so detailed explanations will be omitted.
[0490] The symbol display device 27 is also provided with a round indicator 27g that is controlled by the main control board 100 and displays the "number of rounds." The round indicator 27g is composed of two dot LED indicators, one for 4 rounds and one for 10 rounds. For example, if a special symbol A wins, the LED indicator for 4 rounds lights up and the others go out, and if a special symbol D wins, the LED indicator for 10 rounds lights up and the others go out.
[0491] The game board 6 is provided with a plurality of board lighting devices 29 (e.g., full-color LEDs), which, when the power is on to the pachinko game machine 1, emit light in a predetermined light pattern, thereby enhancing the decorativeness of the pachinko game machine 1. For example, as shown in FIG. 35-3, the board lighting devices 29 can decorate the entire game area 7 of the game board 6. In addition, all of the board lighting devices 29 can be turned off to highlight the display content of the image display device 26. In addition, the predetermined light emission pattern is composed of a plurality of light emission patterns that specify the light emission speed, light emission color, which LEDs to emit light and which LEDs not to emit light, etc.
[0492] On the right side of the image display device 26, there are provided a first special symbol sub-hold indicator 29a, a normal symbol sub-hold indicator 29b, and a right-hit indicator 29c, which are embodiments of the board lighting device 29. The first special symbol sub-hold indicator 29a and the normal symbol sub-hold indicator 29b are controlled by the performance control board 200 and are composed of two dot LED indicators, which can display the number of reserved balls by turning them off, on, or off. For example, when the number of reserved balls is "0," both dot LED indicators are "off," when the number of reserved balls is "1," one is "on" and the other is "off," when the number of reserved balls is "2," both are "on," when the number of reserved balls is "3," one is "on" and the other is "blinking," and when the number of reserved balls is "4," both are "blinking."
[0493] The first special symbol sub-reserve indicator 29a is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e1 and the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the normal game state (except when a command error occurs). For example, when both first special symbol sub-reserve indicators 29a are "blinking" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e1, and "4" reserved ball images are displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j.
[0494] In principle, the normal symbol sub-reserve indicator 29b is synchronized with the number of reserved balls displayed as the normal symbol reserved number image 26e3 and the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j during the time-saving game mode (except when a command error occurs). For example, when both normal symbol sub-reserve indicators 29b are "flashing" (when there are four reserved balls), "4" is displayed as the normal symbol reserved number image 26e3, and "4" reserved ball images are displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j. Note that, hereinafter, the first special symbol sub-reserve indicator 29a and the normal symbol sub-reserve indicator 29b may be referred to as "sub-reserve indicators."
[0495] Although the first special symbol sub-hold display 29a and the normal symbol sub-hold display 29b are configured with two dot LED displays, this is not limited to this. For example, they may be displayed on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-LCD").
[0496] The right-hit indicator 29c is display-controlled by the performance control board 200, and for example, lights up based on receiving an opening command in a jackpot 1 game, a small jackpot game, or an open game, or lights up based on receiving a game state designation command (time reduction). This can encourage the player to make a right-hit. On the other hand, it is turned off in the normal game state (turned off based on receiving a game state designation command (normal)), which can encourage the player to make a left-hit. Note that the right-hit indicator 29c is turned off to encourage the player to make a left-hit, but a left-hit indicator may be provided and the left-hit indicator may be turned on to encourage the player to make a left-hit.
[0497] The connection indicator 29d (LED) is an indicator whose display is controlled by the performance control board 200, and lights up when the pachinko gaming machine 1 and the earphones held by the player are wirelessly connected, and goes out when the pachinko gaming machine 1 and the earphones held by the player are not wirelessly connected. The configuration of the wireless connection and the light-emitting mode of the connection indicator 29d (LED) will be described later.
[0498] Next, the internal configuration (block diagram of the control system) of the pachinko gaming machine 1 will be described with reference to Fig. 35-4. Note that the description of the configuration of the gaming board 6 in Fig. 35-3 will be omitted as appropriate.
[0499] The pachinko gaming machine 1 is equipped with a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 on the rear side of the inner frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so as to enable only one-way communication from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are also connected via a harness or the like so as to enable two-way communication. The payout control board 300 is also connected so as to enable only one-way communication from the payout control board 300 to the performance control board 200. The power supply board 400 is also connected so as to receive external power via a power plug (not shown) and to be able to supply the supplied external power to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0500] The main control board 100 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays and drive control for various solenoids. The performance control board 200 is also connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays.
[0501] The main control board 100 is equipped with a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores control programs necessary for the control processing related to the progress of the game, and a main RAM 103 that can read and write necessary for the control processing related to the progress of the game. In addition to these, although not shown in the figure, the main control board 100 is also equipped with an interrupt controller circuit that issues an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates random numbers within a certain range, etc. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0502] The main RAM 103 is provided with storage areas (not shown) for managing various information, such as a setting value storage area for storing setting value information, a special symbol status flag storage area for storing the status of a special symbol, a game status storage area for storing the game status, a jackpot status storage area for storing the status in a jackpot game, a small win status storage area for storing the status in a small win game, a normal symbol status flag storage area for storing the status of a normal symbol, and a normal symbol win status storage area for storing the status in a normal symbol win game.
[0503] Counters (not shown) for managing various information (time and number of times) are provided in the main RAM 103. For example, there are a time-saving number counter for counting (storing counts) the number of times a symbol variation game has been played in the time-saving game state, a time management counter for managing various times (e.g., opening time, etc.), and a round number counter for managing the number of rounds in jackpot 1 game and jackpot 2 game.
[0504] The gate detection SW20a is provided inside the passage opening of the gate member 20 of the gaming board 6, and is a SW for detecting that a gaming ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness, a relay board, or the like, and when the passage of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that inputs the detected information controls to immediately execute the normal symbol variation game when the normal symbol reserve indicator 27f is not executing a normal symbol variation game and no determination information (random number value) is stored in any of the variable memory area to the fourth memory area of the normal symbol reserve memory area. For example, when determination information (random number value) is stored up to the third memory area, the execution of the normal symbol variation game is controlled to be suspended, and when determination information (random number value) is stored up to the fourth memory area, the execution of the normal symbol variation game is controlled not to be suspended.
[0505] The first start hole detection SW21a is provided inside the winning hole of the first start hole 21 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the first start hole 21. In other words, the first start hole detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out three gaming balls as prize balls for the gaming ball having entered the first start hole 21.
[0506] Furthermore, when an input is made from the first start port detection SW21a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b, and if no judgment information (random number value) is stored in any of the variable memory areas to the fourth memory area of the first special pattern reserve memory area, the main control board 100 immediately controls to execute the first special pattern change game in the first special pattern display device 27a, and if judgment information (random number value) is stored up to the third memory area, for example, the main control board 100 controls to suspend the execution of the first special pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, the main control board 100 controls not to suspend the execution of the first special pattern change game.
[0507] The second start hole detection SW22a is provided inside the winning hole of the second start hole 22, and is a SW for detecting that a gaming ball has entered the second start hole 22. In other words, the second start hole detection SW22a and the main control board 100 are connected via a harness, a relay board, or the like, and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out two gaming balls as prize balls resulting from the gaming ball entering the second start hole 22.
[0508] In addition, when an input is made from the second start port detection SW22a, if the pattern change game is not being executed on either the first special pattern display device 27a or the second special pattern display device 27b, the main control board 100 (main CPU 101) immediately controls the second special pattern change game to be executed on the second special pattern display device 27b.
[0509] The second start port opening / closing solenoid 22b is provided behind the second start port 22, and is a solenoid for causing the protruding member provided in the above-mentioned second start port 22 to perform an opening / closing operation. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) determines that a normal symbol is a hit in the normal symbol hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing manner shown in "Opening / closing of the second start port" in Figure 35-7.
[0510] The normal winning opening detection SW 23a is provided inside the winning opening of the normal winning opening 23 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the normal winning opening 23. In other words, the normal winning opening detection SW 23a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out eight gaming balls as prize balls for the gaming ball having entered the normal winning opening 23.
[0511] The first large prize opening detection SW 24a is provided inside the prize opening of the first large prize opening 24, and is a SW for detecting that a gaming ball has entered the first large prize opening 24. In other words, the first large prize opening detection SW 24a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to cause the payout control board 300 to pay out 15 gaming balls as prize balls for the gaming ball having entered the first large prize opening 24. In addition, the main control board 100 (main CPU 101) transmits a large prize opening entry designation command indicating that a gaming ball has entered the first large prize opening 24 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the first large winning opening 24.
[0512] The first large prize opening opening solenoid 24b is provided behind or to the side of the first large prize opening 24, and is a solenoid for opening and closing the opening and closing door provided in the first large prize opening 24. In other words, the first large prize opening opening opening solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the first large prize opening opening opening solenoid 24b to open and close the opening and closing door for the number of rounds shown in Fig. 35-7 during one big win game.
[0513] The second large prize opening detection SW 32a is provided inside the prize opening of the second large prize opening 32, and is a SW for detecting that a gaming ball has entered the second large prize opening 32. In other words, the second large prize opening detection SW 32a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to cause the payout control board 300 to pay out "15" gaming balls as prize balls for the gaming ball having entered the second large prize opening 32. In addition, the main control board 100 (main CPU 101) transmits a large prize opening entry designation command indicating that a gaming ball has entered the second large prize opening 32 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the second large winning opening 32.
[0514] The second large prize opening opening / closing solenoid 32b is provided behind the second large prize opening 32, and is a solenoid for opening and closing the opening / closing door provided in the second large prize opening 32. In other words, the second large prize opening opening / closing solenoid 32b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the second large prize opening opening / closing solenoid 32b when a small win is determined in the special symbol win determination process.
[0515] The specific area detection SW 32c is provided in a specific area inside the second large prize opening 32 and is a SW for detecting that a gaming ball has entered the specific area of the second large prize opening 32. In other words, the specific area detection SW 32c and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. The main control board 100 (main CPU 101) that has input the detected information then performs processing to end the small prize game and transition to the second big prize game. In addition, the main control board 100 (main CPU 101) transmits a specific area entry designation command indicating that a gaming ball has entered the specific area of the second large prize opening 32 to the performance control board 200. This allows the performance control board 200 to also recognize the status of the gaming ball entering the specific area of the second large prize opening 32.
[0516] The specific area opening / closing solenoid 32d is provided behind the specific area and is a solenoid for opening and closing the lid member provided in the specific area. In other words, the specific area opening / closing solenoid 32d and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the specific area opening / closing solenoid 32d to open and close the lid member when a small win is determined in the special symbol win determination process. Note that the opening time and closing time of the lid member can be set to any time.
[0517] The out detection SW25a is provided downstream of the flow path that collects game balls that have entered the first start port 21 and been detected by the first start port detection SW21a, game balls that have entered the second start port 22 and been detected by the second start port detection SW22a, game balls that have entered the normal prize port 23 and been detected by the normal prize port detection SW23a, game balls that have entered the first large prize port 24 and been detected by the first large prize port detection SW24a, game balls that have entered the second large prize port 32 and been detected by the second large prize port detection SW32a, and game balls that have entered the out port 25.
[0518] The out detection SW 25a and the main control board 100 are connected via a harness, a relay board, etc., and when an incoming game ball is detected, the detected information is input to the main control board 100. This allows the number of out balls to be determined on the main control board 100. It is also possible to provide an out detection SW at the outlet 25 and count the game balls detected by the out detection SW as the number of out balls.
[0519] The first special symbol display 27a is provided in the symbol display device 27, and is a display device for executing a first special symbol variation game, the display of which is controlled by the main control board 100. In other words, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the first special symbol variation game on the first special symbol display 27a when an execution condition for the symbol variation game on the first special symbol display 27a is met. Note that the execution condition for the first special symbol variation game on the first special symbol display 27a is met when a positive determination is made in the processing of step S105-2-2 in the "special symbol variation start processing" described below.
[0520] The second special symbol display 27b is provided in the symbol display device 27, and is a display device for executing a second special symbol variation game, the display of which is controlled by the main control board 100. In other words, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the second special symbol variation game on the second special symbol display 27b when the execution condition of the second special symbol variation game on the second special symbol display 27b is met. Note that the execution condition of the second special symbol variation game on the second special symbol display 27b is met when a positive determination is made in the processing of step S105-2-1 in the "special symbol variation start processing."
[0521] The first special symbol reserved indicator 27c is provided in the symbol display device 27, and is display-controlled by the main control board 100 to display the number of reserved balls in the first special symbol variable game. That is, the first special symbol reserved indicator 27c and the main control board 100 are connected via a harness, a relay board, or the like. When the main control board 100 receives information indicating that a gaming ball has been detected from the first start hole detection switch 21a, it controls the display of the first special symbol reserved indicator 27c (from off to on, or from on to flashing) if the upper limit of reserved balls (4 balls) has not been reached. On the other hand, when the currently varying first special symbol variable game ends, it controls the display of the first special symbol reserved indicator 27c (from flashing to on, or from on to off).
[0522] The normal symbol display 27e is provided in the symbol display device 27, and is a display for executing a normal symbol variation game whose display is controlled by the main control board 100. In other words, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the normal symbol variation game on the normal symbol display 27e when the execution conditions for the normal symbol variation game on the normal symbol display 27e are met.
[0523] The normal symbol reserve indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100 to display the number of reserved normal symbol variable games. That is, the normal symbol reserve indicator 27f and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) receives information that game balls have been detected from the gate detection SW20a, it controls the display of the normal symbol reserve indicator 27f (from off to on, or from on to flashing) if the upper limit of reserved balls (4 balls) has not been reached. On the other hand, when the currently varying normal symbol variable game ends, it controls the display of the normal symbol reserve indicator 27f (from flashing to on, or from on to off).
[0524] The round indicator 27g is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of rounds. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, or the like. For example, when a symbol variable game determined to be a special symbol win in the special symbol win determination process ends and a special symbol (e.g., "7") indicating a win is displayed on the first special symbol display 27a, the round indicator 27g is controlled to light up, and when a jackpot 1 game or a jackpot 2 game is being executed, the round indicator 27g is controlled to light up continuously, and when the jackpot 1 game or the jackpot 2 game ends, the round indicator 27g is controlled to light out.
[0525] The magnetic sensors 27h are provided at multiple locations on the game board 6 and are sensors for detecting magnetism. That is, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when an abnormal magnetism exceeding a predetermined specified value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetism. When an abnormal magnetism is detected, information indicating the detection of the abnormal magnetism (a magnetic abnormality error designation command) is sent to the performance control board 200. This makes it possible to notify the user that an abnormal magnetism has been detected.
[0526] The radio wave sensors 27i are provided at multiple locations on the gaming board 6 and are sensors for detecting radio waves. That is, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect abnormal radio waves. When abnormal radio waves are detected, information indicating the detection of the abnormal radio waves (a radio wave abnormality error designation command) is transmitted to the performance control board 200. This makes it possible to notify the user that abnormal radio waves have been detected.
[0527] The performance control board 200 is provided with a performance control unit 200a, which has a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores the control programs required for the performance control processing, and a sub-RAM 203 that can read and write data required for the performance control processing. Also provided is an image / sound control unit 200b that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the image / sound control unit 200b has an image / sound CPU 204 that executes image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 equipped with a frame buffer that stores image generation data, etc. In addition, there is provided a light emission drive control unit 200c that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the light emission drive control unit 200c has a light emission drive CPU 208 that executes light emission control processing and drive control processing, a light emission drive ROM 209 that stores the control programs required for the light emission control processing and drive control processing, and a light emission drive RAM 210 that can read and write the data required for the light emission control processing and drive control processing.
[0528] The performance control unit 200a is also connected so that operation information from the performance button detection SW14a, the performance lever detection SW15a, and the cross key detection SW16a can be input.
[0529] The effect button detection SW 14a is provided on the effect button 14 and is a SW for detecting that the effect button 14 has been pressed by a player when the effect button 14 is in the valid operation time. In other words, the effect button detection SW 14a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect button 14 has been pressed is input to the effect control board 200. When information indicating that the effect button 14 has been pressed during the valid operation time (also referred to as the valid operation period) set during a symbol variation game (game effect) or a jackpot game (jackpot effect) is input to the effect control board 200, an effect corresponding to the pressing of the effect button 14 is executed using the image display device 26 and the speaker 10.
[0530] The effect lever detection SW 15a is provided on the effect lever 15 and is a SW for detecting that the effect lever 15 has been operated by a player when the effect lever 15 is in the effective operation time. In other words, the effect lever detection SW 15a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect lever 15 has been operated is input to the effect control board 200. When information indicating that the effect lever 15 has been operated during the effective operation time (also referred to as the effective operation period) set during a symbol variation game (game effect) or a jackpot game (jackpot effect) is input to the effect control board 200, an effect corresponding to the operation of the effect lever 15 is executed using the image display device 26 and the speaker 10.
[0531] The cross key detection SW16a is provided on the cross key button 16, and is a switch for detecting that the player has pressed the cross key button 16. In other words, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the cross key button 16 has been operated is input to the performance control board 200.
[0532] As described above, by operating the cross key button 16, it is possible to adjust the amount of light emitted from the light-emitting device 9, the amount of light emitted from the image display device 26, and the volume of sound emitted from the speaker 10. Specifically, by pressing the up button on the cross key button 16, the amount of light can be increased (in stages), by pressing the down button on the cross key button 16, the amount of light can be decreased (in stages), by pressing the right button on the cross key button 16, the volume can be increased (in stages), and by pressing the left button on the cross key button 16, the volume can be decreased (in stages).
[0533] The light intensity and volume may be adjusted in any number of stages as long as they are adjustable in multiple stages. Furthermore, the image display device 26 may display a level gauge image indicating the degree of adjustment of the light intensity or volume, and the speaker 10 may emit an adjustment sound corresponding to the stage. For example, if the volume adjustment level is configured to five stages, the adjustment sound corresponding to the lowest volume level 1 may be "Do♪", the adjustment sound corresponding to volume level 2 may be "Re♪", the adjustment sound corresponding to volume level 3 may be "Mi♪", the adjustment sound corresponding to volume level 4 may be "F♪", and the adjustment sound corresponding to the highest volume level 5 may be "So♪". The adjustment sound may be output at a volume value corresponding to the volume level. For example, "Re♪" may be output at a louder volume value than "Do♪".
[0534] The level gauge image may be displayed in a manner that corresponds to the level of light intensity or volume, or in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that corresponds to the level of light intensity or volume means, for example, displaying the size (display area) of a level gauge image indicating volume level 2, which has a volume value greater than volume level 1, larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a constant display manner regardless of the level of light intensity or volume means displaying the size (display area) of the level gauge image in the same manner whether it is volume level 1 or volume level 2.
[0535] The adjustment sound corresponding to the volume level may be set to, for example, a "beep" sound at any level, with the volume value being different for each level. Specifically, it is assumed that when the volume is at volume level 1, a "beep" sound is emitted at a volume value corresponding to volume level 1, and when the volume is at volume level 2, a "beep" sound is emitted at a volume value corresponding to volume level 2 (a volume value higher than volume level 1).
[0536] In this embodiment, the light intensity and volume adjustments can be performed when the symbol change game is not being played, but they may also be performed when the symbol change game (game effect) is being played. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a low volume. This prevents the effect images and sound corresponding to the symbol change game from being obstructed by the level gauge image and adjustment sound.
[0537] Also, it may be possible to adjust the light intensity and the sound volume during execution of a big win game (big win presentation) or a small win game (small win presentation). In this case, the display control of the level gauge image and the output control of the adjusted sound may be performed in the same way as when the light intensity and the sound volume are adjusted when the pattern variation game (game presentation) is not being played, or the display control of the level gauge image and the output control of the adjusted sound may be performed in the same way as when the light intensity and the sound volume are adjusted when the pattern variation game (game presentation) is being played.
[0538] Although the level gauge image is displayed on the image display device 26, if a display device other than the image display device 26 is provided, the image may be displayed on the other display device. This prevents the display content displayed on the image display device 26 from being obstructed by the display of the level gauge image. Furthermore, when the light intensity is adjusted, the level gauge image may be displayed but the adjustment sound may not be output.
[0539] The period during which such volume adjustment is possible is the same for volume adjustment using the cross key button 16 and volume adjustment using the earphones ear, which will be described later. On the other hand, the adjustable period may be different between volume adjustment using the cross key button 16 and volume adjustment using the earphones ear (described later). For example, when a symbol variation game is being played, the volume adjustment period using the cross key button 16 may be longer, or vice versa.
[0540] In this embodiment, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", "cut-in preview", or "super reach judgement" described below, the corresponding effect will not be executed. For example, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", the "dialogue preview" will not be executed. In other words, the cross key button 16 is a device used mainly for adjusting the volume, adjusting the light intensity, operating menus, selecting modes, etc.
[0541] An image display device 26 is connected to the image / sound control unit 200b, and image information generated by the image / sound control unit 200b can be displayed. A speaker 10 is also connected to the image / sound control unit 200b, and sound information generated by the image / sound control unit 200b can be output. A Bluetooth module 1000 using Bluetooth (registered trademark) is also connected to the image / sound control unit 200b, and audio signals can be transmitted to earphones (held by the player) wirelessly connected to the pachinko gaming machine 1, and an input signal related to volume adjustment can be received from the earphones.
[0542] The Bluetooth system used in this embodiment uses the 2.4 GHz band, which is an ultra-high frequency wave, and wirelessly connects devices in close proximity (a well-known system), with a communication distance of approximately 10 meters and a communication speed of 1 Mbps. The pachinko gaming machine 1 constitutes the "master," and the earphones carried by the player constitute the "slave," and these perform peer-to-peer (one-to-one) pairing. The Bluetooth module 1000 is "ver. 5.0."
[0543] The speaker 10 is capable of outputting music (BGM), voice, and sound effects. For example, if information indicating a closed state is not input from a frame open detection SW 3a (described later), the speaker 10 outputs an alarm sound indicating that the inner frame 3 is in an open state. In other words, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, or the like, and sound is output from the speaker 10 under the control of the image / sound control unit 200b.
[0544] The Bluetooth module 1000 stores programs used in the Bluetooth system (short-range wireless connection), and when the sub-CPU 201 establishes a wireless connection between the pachinko game machine 1 and the earphones, audio signals (e.g., sounds related to the game) can be transmitted, making it possible to hear the sounds related to the game through the earphones.
[0545] When a wireless connection is established, the image / sound control unit 200b outputs an audio signal to the earphone, but does not output an audio signal to the speaker 10. As a result, sounds related to the game cannot be heard from the speaker 10, but can be heard only through the earphone.
[0546] Even when a wireless connection is established, the game-related sounds may be heard from both the speaker 10 and the earphones. In this case, it is recommended to reduce the volume value of the speaker 10 (for example, volume value 1) so as not to interfere with listening through the earphones.
[0547] Furthermore, the earphones used in this embodiment have a touch panel unit (see FIG. 35-66(c)), and when a wireless connection between the pachinko gaming machine 1 and the earphones is established by the sub-CPU 201, an input signal related to volume adjustment can be received from the earphones. For example, when the touch panel unit of the earphone (for the right ear) is operated, a signal instructing to increase the volume is input to the Bluetooth module 1000, and the signal is transmitted to the performance control unit 200a via the image / sound control unit 200b. The performance control unit 200a then performs processing to increase the volume value. Similarly, when the touch panel unit of the earphone (for the left ear) is operated, a signal instructing to decrease the volume is input to the Bluetooth module 1000, and the signal is transmitted to the performance control unit 200a via the image / sound control unit 200b. The performance control unit 200a then performs processing to decrease the volume value. Note that although the description is given using earphones having a touch panel unit, this is not limiting, and earphones having a switch operation unit may also be used.
[0548] Even when a wireless connection is established, it is possible to adjust the volume using the cross key button 16. In other words, when a wireless connection is established, it is possible to adjust the volume both using the cross key button 16 and using the earphones. On the other hand, when a wireless connection is not established, it is possible to adjust the volume only using the cross key button 16.
[0549] Regarding light intensity adjustment, only the cross key button 16 can be used to adjust the light intensity, regardless of whether a wireless connection is established or not.
[0550] In addition, by operating the touch panel (long press operation), a wireless connection with the pachinko gaming machine 1 can be established and terminated. In this embodiment, a menu is basically activated while waiting for customers (when the game is not changing) to establish and terminate a wireless connection. However, if the earphones held by the player have a touch panel, the wireless connection can be established and terminated during a portion of the time period during the time period. Details will be described later. Note that if the earphones do not have a touch panel, volume adjustment or the establishment and termination of a wireless connection by operating the earphones cannot be performed. Other examples of termination of a connection include when a serious error occurs as shown in Figure 35-80, or when the player leaves the seat and moves out of the range where a connection is possible.
[0551] The light emitting device 9, the starting port light emitting device 21b, and the board lighting device 29 are connected to the light emitting drive control unit 200c, and light emission can be controlled by the light emitting drive control unit 200c. The light emitting drive control unit 200c is also connected to the board drive device 30, and the movable body 28 can be driven and controlled via the board drive device 30.
[0552] The movable body 28 is provided on the game board 6 and is capable of performing actions such as "dropping," "swinging," and "rotating." Performing these actions suggests the possibility of a winning game being awarded.
[0553] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation in front of the display area of the image display device 26 to check whether the above-mentioned operations such as "drop," "swing," and "rotate" are performed normally. This initial operation involves the movable body 28 moving to the front of the display area of the image display device 26, and therefore the display content displayed in the display area becomes difficult to see for a certain period of time due to the movable body 28. Note that even if the display content displayed in the display area becomes difficult to see due to the initial operation, other components (e.g., the starting port light-emitting device 21b, the first special symbol hold indicator 27c, the board lighting device 29, etc.) do not become difficult to see due to the initial operation of the movable body 28.
[0554] Although not shown in the figure, the sub CPU 201 also includes an interrupt controller circuit that issues an interrupt signal to the sub CPU 201, a hardware random number generation circuit that generates random numbers within a certain range, and the like.
[0555] The payout control board 300 is equipped with a payout CPU 301 that executes the payout control process, a payout ROM 302 that stores the control program required for the payout control process, and a payout RAM 303 that can read and write data required for the payout control process. Also, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper tray 5a.
[0556] Specifically, in the main control board 100, for example, when information that a gaming ball has been detected is input from the first start hole detection SW21a, a payout command signal is sent from the main control board 100 to the payout control board 300 to pay out three prize balls, and the payout control board 300, which receives this, controls the payout device 304 to pay out the three prize balls to the upper tray 5a. Then, when the payout of the three prize balls is completed, a payout completion signal is sent from the payout control board 300 to the main control board 100, and the payout of the gaming balls in response to the input of information that a gaming ball has been detected from the first start hole detection SW21a is completed.
[0557] In addition, the launch handle 8 is connected to the payout control board 300 via a harness or the like, and when the player touches the above-mentioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of launch volume (not shown) provided on the launch handle 8.
[0558] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness or the like, and by controlling the launching device 305, gaming balls are launched into the gaming area 7. Specifically, when the player holds the launching handle 8 and inputs the amount of rotation of the launching handle 8, the payout control board 300 controls the launching device 305 with a launch strength according to the amount of rotation of the launching handle 8, causing the gaming balls to be launched.
[0559] In addition, the payout control board 300 is connected so as to receive an input signal from the ball lending button 12 shown in Figure 35-1 via a ball lending unit, etc., and when the ball lending button 12 is operated by a player, the payout control board 300 controls the payout device 304 to pay out a number of game balls (e.g., 125 balls) corresponding to one operation of the ball lending button 12 into the upper tray 5a.
[0560] The frame open detection SW3a is provided on the middle frame 3 and can detect an "open" state when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect a "closed" state when the glass frame 4 and the middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness, a relay board, etc., and when the above-mentioned "closed" state is in effect, information indicating the closed state is input to the dispensing control board 300. On the other hand, when the above-mentioned "open" state is in effect, the above-mentioned "closed" state information is not input to the dispensing control board 300, and this lack of input allows the dispensing control board 300 (dispensing CPU 301) to detect the above-mentioned "open" state. The dispensing control board 300 (dispensing CPU 301) can transmit information indicating the "closed" state and information indicating the "open" state (a frame open error designation command) to the performance control board 200.
[0561] Between the upper tray 5a and the lower tray 5b, a passage is formed to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full tank detection SW 300a is provided in this passage. If game balls guided to the lower tray 5b are stored without being discharged (outside the gaming machine), the game balls will stop in the passage, and when a predetermined amount of game balls have stopped, the full tank detection SW 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full tank detection SW 300a turns ON, the payout CPU 301 stops the payout device 304 from paying out game balls and transmits information that the full tank detection SW 300a is ON to the performance control board 200. This allows the performance control board 200 to issue a notification (a tray full notification "Please remove balls") urging the player to discharge the game balls stored in the lower tray 5b.
[0562] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the dispensing control board 300 via harnesses or the like, and receives external power via a power plug (not shown), which is then supplied to the main control board 100, the performance control board 200, and the dispensing control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (AC 100 volts) to DC 24 volts.
[0563] Fig. 35-5 shows a simplified configuration diagram of the Bluetooth module 1000. The Bluetooth module 1000 includes a CPU 1000a, a ROM 1000b, a transmitting unit 1000c, and a receiving unit 1000d.
[0564] The CPU 1000a reads out a program related to transmission and reception stored in the ROM 1000b, and is capable of performing the following processes: when it receives an audio signal from the pachinko gaming machine 1, it transmits the audio signal to the earphone via the transmitting unit 1000c; when it receives a volume adjustment signal from the earphone, it transmits the volume adjustment signal to the pachinko gaming machine 1 via the transmitting unit 1000c; when it receives a connection establishment signal from the earphone, it transmits the connection establishment signal to the pachinko gaming machine 1 via the transmitting unit 1000c; and when it receives a connection release signal from the earphone, it transmits the connection release signal to the pachinko gaming machine 1 via the transmitting unit 1000c.
[0565] Next, the special symbol winning determination table and the normal symbol winning determination table will be described using FIG. 35-6. The special symbol winning determination table (for the first starting slot) in FIG. 35-6 (A-1) and the special symbol winning determination table (for the second starting slot) in FIG. 35-6 (A-2) are stored in the main ROM 102. In this embodiment, six setting values can be set. FIGS. 35-6 (A-1) and (A-2) show an example of a special symbol winning determination table for setting value 1, and descriptions of other setting values are omitted. For example, when the setting value is set to 1, the main CPU 101 performs the special symbol winning determination process by referring to the special symbol winning determination table for setting value 1. When the setting value is set to 6, the main CPU 101 performs the special symbol winning determination process by referring to the special symbol winning determination table for setting value 6 (not shown). Note that the setting value is not limited to "6" levels and can be any value. For example, it may be "4" levels or "2" levels.
[0566] Alternatively, a gaming machine may be configured without setting values and only have the special symbol winning determination table shown in Figures 35-6 (A-1) and (A-2) (a non-setting machine may be used). Alternatively, a gaming machine may be configu...
Claims
1. a main control means for controlling the game; A sub-control means for controlling the performance; A display means; In a gaming machine equipped with an information providing means capable of providing predetermined information; a mounting means on which a predetermined terminal can be mounted; a detection means for detecting whether or not the object is placed on the placement means; Equipped with The sub-control means A gaming machine characterized in that, when the detection means detects something, the information providing means is enabled to provide information.
2. a gaming machine having a display means; a mobile terminal operable by a player; In a gaming system including The gaming machine includes: a mounting means on which the portable terminal can be mounted, The mobile terminal a mobile terminal control means for controlling the mobile terminal; an image capturing means capable of capturing an image displayed on the display means; a mobile terminal display means capable of displaying specific information; Equipped with The mobile terminal control means A gaming system characterized in that the specific information is displayed on the mobile terminal display means in accordance with an image photographed by the photographing means and displayed on the display means.
Citation Information
Patent Citations
Game machine
JP2023019179A