Gaming machine system

The gaming machine system addresses integration challenges by outputting game information to a virtual device, allowing synchronized virtual content display for enhanced player experience and regulatory compliance.

JP2026073768APending Publication Date: 2026-05-01TSUBURAYA FIELDS HLDG CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TSUBURAYA FIELDS HLDG CO LTD
Filing Date
2024-10-18
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in integrating external devices due to regulatory constraints, limiting the ability to provide enhanced visual and interactive virtual content.

Method used

A gaming machine system that includes a gaming machine capable of outputting game information to an external virtual device, which displays virtual content based on this information, using methods such as direct connection, intermediate devices, or broadcast communication to ensure compliance with gaming regulations.

Benefits of technology

Enables the provision of innovative visual effects and enhanced player engagement by displaying virtual content synchronized with the gaming machine's state, while adhering to regulatory requirements.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide a gaming machine system that offers players visual virtual content and delivers innovative visual effects. [Solution] The system comprises a gaming machine 10 and a virtual device 100 that provides visual virtual content to a player P playing the gaming machine 10. The gaming machine 10 is capable of outputting game information relating to the state of the gaming machine 10 to the outside, and the virtual device 100 displays virtual content based on the game information.
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Description

Technical Field

[0001] The present disclosure relates to a system for executing effects using virtual content in gaming machines such as pachinko machines and slot machines.

Background Art

[0002] As a technology for fusing and displaying digital virtual content in the real space, "XR (Extended Reality or Cross Reality)" is known. XR is a general term for technologies such as "VR (Virtual Reality)", "AR (Augmented Reality)", and "MR (Mixed Reality)". The XR technology is expected to be applied in a wide range of fields in the entertainment industry and may also be applicable in the pachinko and slot industries.

[0003] For example, Patent Document 1 discloses an information display device including an XR headset capable of displaying digital information superimposed on a real space including a gaming machine, and an information processing device that processes various information to be displayed as the digital information for the XR headset.

[0004] This Patent Document 1 incorporates an information processing device into a pedestal arranged on the side of the gaming machine, and states that the information processing device processes various information to be displayed as digital information for the XR headset. Such processing suggests that the results of the game board and the expected reach probability, etc. are displayed on the XR space superimposed on the real space including the gaming machine.

[0005] However, since the information that can be provided from the pedestal is limited, it is desirable to obtain information from the gaming machine. On the other hand, if one tries to obtain information from the gaming machine, there is a problem of how to realize such a configuration. For example, in gaming machines such as pachinko machines and slot machines, connecting the gaming machine to an external device may not conform to the gaming machine rules.

Prior Art Documents

[0006] [Patent Document 1] Japanese Patent Publication No. 2024-128538 [Overview of the project] [Problems that the invention aims to solve]

[0007] The present invention aims to provide a gaming machine system that offers players visual virtual content and exhibits novel visual effects. [Means for solving the problem]

[0008] A gaming machine system according to one aspect of this disclosure comprises a gaming machine and a virtual device that provides visual virtual content to a player playing the gaming machine, wherein the gaming machine is capable of outputting game information relating to the state of the gaming machine to an external source, and the virtual device displays virtual content based on the game information. [Effects of the Invention]

[0009] According to this disclosure, it is possible to provide a gaming machine system that offers players visual virtual content and exhibits novel visual effects. [Brief explanation of the drawing]

[0010] [Figure 1] This is an external view of a gaming machine. [Figure 2] This is a block diagram that shows the general configuration of a gaming machine system. [Figure 3] This is a diagram illustrating the concept of a virtual space. [Figure 4] This diagram shows how virtual content is displayed in a virtual space. [Figure 5] This diagram shows how virtual content is displayed in a virtual space. [Figure 6] This diagram shows how virtual content is displayed overlaid on the control panel. [Figure 7] This diagram shows how virtual content is displayed overlaid on the image display area. [Figure 8] This diagram shows how virtual content is displayed superimposed on the player. [Modes for carrying out the invention]

[0011] Preferred embodiments of the present invention will be described below. In the following description, a slot machine will be used as an example of the gaming machine 10, but the gaming machine 10 may be a pachinko machine.

[0012] (Gaming machine 10) As shown in Figure 1, the gaming machine 10 has a rectangular box-shaped casing 11 and a front door 31 that can be opened and closed and attached to the front side of the casing 11. A display window 12 facing the player P is formed in this front door 31.

[0013] Furthermore, an operating unit 31A and a coin slot 14 for operating the gaming machine 10 are provided approximately in the center of the front door 31 in the height direction. The operating unit 31A is equipped with a bet switch 16, a payout switch 17, a performance button 19, a start switch 30, a stop switch 50, and the like.

[0014] Furthermore, below the operating unit 31A, flanked by the lower panel 31B, are a medal dispensing slot 18 for dispensing medals and a lower tray 31C capable of storing the medals dispensed from the medal dispensing slot 18.

[0015] The display window 12 of the front door 31 described above has a symbol display window 13 formed therein, which allows the symbols on the rotating reels 40 behind it to be seen. The rotating reels 40 are positioned behind the symbol display window 13 and are rotatably mounted on the gaming machine 10, and are used to display multiple symbols displayed on their outer surface in a variable or stopped manner. In this embodiment, there are three rotating reels 40: a left reel 41, a middle reel 42, and a right reel 43, and each of the rotating reels 40 is rotatable individually.

[0016] From the symbol display window 13 described above, for each of the three rotating reels 40, symbols in three stages, namely the upper, middle, and lower stages, are displayed, and a total of nine symbols are displayed through the symbol display window 13. And an effective line is set according to the combination of the display positions of these nine symbols. The effective line is a line that defines the arrangement of symbol combinations that are effective for winning among the lines formed by connecting one symbol at a time at the display positions for each of the three rotating reels 40. When a symbol combination associated with a winning combination is displayed along this effective line, a win is achieved for that winning combination. Although not shown, a control device for controlling the overall operation of the gaming machine 10 is built into the gaming machine 10.

[0017] The control device is for controlling the operation of the gaming machine 10. This control device is centered around a CPU and includes a ROM, a RAM, etc. And by the CPU reading the program stored in the ROM, it is configured to execute various controls.

[0018] (Input device) Connected to the control device as input devices are a coin insertion switch 15, a bet switch 16, a settlement switch 17, a presentation button 19, a start switch 30, a left stop switch 51, a middle stop switch 52, and a right stop switch 53.

[0019] (Coin insertion switch 15) As shown in FIG. 1, the coin insertion switch 15 is a switch built under the coin insertion slot 14 and is for detecting inserted game coins. When the coin insertion switch 15 detects a game coin, up to 50 game coins can be stored (credited) inside the gaming machine 10. The game coins credited in this way are displayed as numerical values on the credit display unit 32 and can be used in subsequent games.

[0020] (Bet switch 16) The bet switch 16 is located on the top surface of the operation unit 31A, as shown in Figure 1. By pressing the bet switch 16, the credit can be replaced with a token. Replacing the credit with a token makes the game ready to start.

[0021] (Settlement switch 17) As shown in Figure 1, the settlement switch 17 is located at the upper left end of the operating unit 31A and is used to refund credited medals.

[0022] (Performance button 19) The performance button 19, as shown in Figure 1, is a switch located on the top surface of the operation unit 31A, and when pressed, it executes a specific performance. The timing for operating this performance button 19 may be indicated by a message such as "Press the PUSH button" on the image display unit 67, which will be described later. Alternatively, the performance button 19 itself may blink or light up to indicate the timing for operating the performance button 19. When the performance button 19 is pressed at the indicated timing, a special performance, such as a performance suggesting a winning state, is executed.

[0023] (Start switch 30) The start switch 30 is a lever located on the front left side of the operation unit 31A, as shown in Figure 1. When the start switch 30 is operated while the game is ready to start, the reel unit 60, which will be described later, starts to drive, and the symbols on the rotating reels 40 change and are displayed.

[0024] (Stop switch 50) The stop switch 50 is used to stop the drive of the reel unit 60, which will be described later. Specifically, as shown in Figure 1, the stop switch 50 consists of three switches (left stop switch 51, middle stop switch 52, right stop switch 53) corresponding to each of the rotating reels 40 (left reel 41, middle reel 42, right reel 43), with one switch positioned below each rotating reel 40. By operating the stop switch 50 corresponding to a rotating reel 40, the corresponding rotating reel 40 stops rotating, and the symbols on the rotating reel 40 stop being displayed.

[0025] (Output device) As shown in Figure 2, the control device is connected to the following components as output devices: a reel unit 60, a hopper unit 65, and a display unit 66 (image display unit 67, lamp 68, speaker 69).

[0026] (Reel unit 60) The reel unit 60 consists of three stepping motors fixed to or supported by a frame (not shown in particular) and three rotating reels 40 (left reel 41, middle reel 42, right reel 43) fixed to the output shafts of each stepping motor. Each rotating reel 40 comprises a short cylindrical rotating drum and a tape-like reel tape attached around the rotating drum. Twenty or twenty-one patterns are displayed at equal intervals on the outer surface of each reel tape.

[0027] (Hopper unit 65) As shown in Figure 1, the hopper unit 65 is located inside the casing 11 and is used to dispense medals based on the game results, etc.

[0028] (Production Department 66) The performance unit 66 performs various effects, such as announcing prize wins, under the control of the control device. Specifically, the performance unit 66 consists of an image display unit 67, a lamp 68, and a speaker 69.

[0029] The image display unit 67 is positioned behind a window located above the rotating reel 40 and uses LEDs, dot matrix displays, liquid crystal displays, etc., to display images indicating winnings and other performance images. However, the image display unit 67 is not limited to the above; for example, a rotating reel 40 dedicated to performances may be provided, and performances may be displayed using the symbols or characters on the reel. Lamp 68 is used to notify players of winning prizes or other achievements by lighting up or flashing a light source. Speaker 69 is used to notify winners of prizes and other awards by emitting a winning sound.

[0030] (Game state) The gaming machine 10 according to this embodiment has multiple game states. The game states are controlled by a control device. The control device stores the current game state and executes a process to switch game states when a predetermined event that triggers a transition to a game state occurs.

[0031] The game state may include an RT state defined by the probability of winning a replay, etc. For example, it may have a "high replay probability state" in which the probability of winning a replay is relatively higher than the initial state immediately after the power of the game machine 10 is turned on.

[0032] Furthermore, the game state may include the internal bonus state where a winning flag related to a bonus role has been established, and the bonus state where a bonus game has started after winning a bonus role.

[0033] Furthermore, the game state may include a specific game state (ART or AT) in which the correct sequence of button presses (the sequence of operations for stop switch 50) for winning a specific combination is announced.

[0034] (Method of drawing winners) The control device according to this embodiment includes a prize draw means. The prize draw means is for drawing a result to determine whether the player has won or lost one of a plurality of winning combinations. That is, it draws a result related to the winning combination based on a predetermined draw probability. When the draw by the prize draw means results in a winning combination, a prize flag is set. If, while this prize flag is set, the combination of symbols that stop on the rotating reel 40 matches a predetermined winning symbol, the player P is awarded a prize, and the player P is given benefits such as a payout of medals or special games.

[0035] Specifically, the winning lottery means includes a random number generation means that generates random numbers within a predetermined range, extracts the random numbers generated by this random number generation means at the timing of operation of the start switch 30, and performs the lottery by comparing the extracted random numbers with the winning lottery table.

[0036] The gaming machine 10 according to this embodiment includes, as winning roles, a bonus role that starts a bonus game upon winning, a replay role that allows the player to play another game without inserting new game tokens upon winning, and a minor role that pays out game tokens upon winning.

[0037] Furthermore, bonus roles may include BB roles that start the BB game upon winning, RB roles that start the RB game upon winning, SB roles that start the SB game upon winning, and so on.

[0038] (Reel control means) The control device according to this embodiment includes a reel control means. The reel control means rotates the rotating reel 40 based on the operation signal of an active start switch 30, and, while recognizing the current position of the symbols based on the detection signal of a reel rotation detection sensor (not shown), controls the stopping of the rotating reel 40 based on the drawing result of the winning drawing means and the operation timing of an active stop switch 50.

[0039] If any of the stop switches 50 are operated while the rotating reel 40 is rotating, a stop signal is output based on the operation signal of the stop switch 50, and the rotation of the rotating reel 40 corresponding to the operated stop switch 50 is stopped.

[0040] Furthermore, when stopping the rotating reel 40, the reel control means can move the symbols in the rotational direction by a maximum of 4 sliding frames, based on the symbol display position at the time of the stop operation, and then stop the reel. With this control, if the result of the prize draw means is a "miss," the system performs kick control so that the symbols on the three rotating reels 40 do not line up in any way that would result in a winning combination. Also, if the draw result is a winning combination, the system performs pull-in control so that the symbols on the three rotating reels 40 are as close as possible to the winning combination related to that combination.

[0041] Such kicking and retraction control is calculated and executed based on the results of the prize draw by the prize draw means, the timing of operation of the stop switch 50, the priority of the stopping position, etc. For example, if two or more prizes are won simultaneously, retraction control is performed so that the symbol combination corresponding to the highest priority prize is displayed on the active line according to the priority assigned to each prize.

[0042] Furthermore, if a specific button sequence is awarded, and the stop switches 50 are operated in the correct sequence, the symbols related to that specific button sequence will be drawn onto the active line, regardless of the timing of the stop operation, and the specific button sequence will be awarded. On the other hand, if the stop switches 50 are operated in a sequence other than the correct sequence, the symbols related to that specific button sequence will not line up on the active line, and the machine will be controlled so that the specific button sequence will not be awarded.

[0043] (Performance control means) The control device according to this embodiment includes a performance control means. The performance control means controls the operation of the image display unit 67 and the performance unit 66, such as the lamps 68 and the speaker 69. Based on the performance data stored in the ROM, this performance control means causes performances such as notification of winning and notification of the order of pressing buttons to be performed.

[0044] Furthermore, the effects controlled by this effect control means are executed independently of the effects of the virtual device 100, which will be described later. In other words, the effect control means performs the effects without recognizing the virtual device 100. For example, the effect control means does not control the timing of the effects by considering synchronization with the effects of the virtual device 100.

[0045] However, it is possible for the virtual device 100 to display virtual content synchronized with the performance control means. That is, the virtual device 100 may detect the performance being executed by the performance unit 66 of the gaming machine 10 and display virtual content so as to superimpose it on this performance or to overwrite it.

[0046] (Virtual device 100) The virtual device 100 is a device for providing visual virtual content to player P who is playing the gaming machine 10. For example, it may be a goggle-type or head-mounted device worn on the player P's head.

[0047] However, the virtual device 100 does not have to be worn or used by the player P. For example, the virtual device 100 may be substantially fixed in the gaming hall. In this case, the display of the virtual device 100 may be positioned in front of the player P when the player P is seated in front of the gaming machine 10.

[0048] The virtual device 100 includes at least a display positioned in front of the player P's eyes, and a sensor or camera for perceiving the real space in front of the player P. The virtual device 100 perceives the real space using the sensor or camera and overlays and displays virtual content on top of this real space.

[0049] Virtual content is digital information that does not exist in the real world. Virtual content includes a wide variety of information and images. The data that forms the basis of the virtual content may be stored in a memory device built into the virtual device 100, or it may be stored in an external memory device connected to the virtual device 100 by wire or wireless connection.

[0050] For example, the virtual device 100 creates video content by overlaying virtual content onto images of the real world captured by a camera. This video content is then displayed on a screen. The video content is an image that extends the real world, and may, for example, be an image that is not possible in reality by adding new elements to the gaming machine 10 in the real world.

[0051] The camera of the virtual device 100 is positioned to capture images in the direction of player P's line of sight. As a result, the video content, which is overlaid on the image of the real world captured by the camera, corresponds to the direction of player P's line of sight, allowing player P to enjoy the virtual video content as if they were actually seeing the real world with their own eyes.

[0052] The virtual device 100 only needs to provide at least visual virtual content to the player P, and may also provide information other than visual information. For example, it may be equipped with a speaker to provide auditory information. It may also be equipped with means to provide tactile information (such as a vibration generator, a fan, or means to provide thermal stimulation). It may also be equipped with a device to generate odors or a device to reproduce tastes.

[0053] Furthermore, the virtual device 100 may be equipped with a microphone for collecting real-world audio. The real-world audio detected by this microphone may be used to adjust the timing of the display of the virtual content. For example, the audio and virtual content may be synchronized.

[0054] (Relationship between gaming machine 10 and virtual device 100) The gaming machine 10 according to this embodiment is capable of outputting game information related to the state of the gaming machine 10 to an external source. Various types of game information are possible. For example, information that suggests the current game state, information that suggests a transition in the game state, information that suggests the result of an internal lottery, information related to the correct button press order for a winning combination, and information that notifies that the operation unit 31A has been operated.

[0055] There are various ways in which the gaming machine 10 can output game information to the outside. For example, it may output signals via a wired connection, or it may output signals using wireless communication such as Wi-Fi or Bluetooth.

[0056] Furthermore, game information may be output through the effects of the effects unit 66. For example, game information may be output by the image display unit 67 performing a predetermined display. Alternatively, game information may be output by the lamp 68 lighting up in a predetermined manner. Game information may also be embedded in the sound output from the speaker 69. Such game information can be read by cameras, sensors, microphones, etc. By outputting game information through effects in this way, game information can be output externally even when communication technology cannot be used due to restrictions such as game rules.

[0057] On the other hand, the virtual device 100 displays virtual content based on the game information described above. The virtual device 100 may directly receive and use the game information output by the gaming machine 10, or it may receive information related to the game information via another device.

[0058] Here, it is desirable that there is a one-to-one correspondence between the gaming machine 10 and the virtual device 100. While it is possible to associate one gaming machine 10 with multiple virtual devices 100, or to associate multiple gaming machines 10 with one virtual device 100, since at least one virtual device 100 is used by player P, it is desirable to register only the virtual device 100 used by this player P as the virtual device 100 unique to the gaming machine 10.

[0059] Even if a one-to-one correspondence is established between the gaming machine 10 and the virtual device 100, it is possible to further associate other virtual devices 100 (for example, the non-player device described later) with the gaming machine 10. In other words, it is possible to separately provide a virtual device 100 specific to the gaming machine 10 and one or more virtual devices 100 that are not specific to the gaming machine 10 but can use the gaming information of the gaming machine 10.

[0060] Figure 2(a) shows an example where the gaming machine 10 and the virtual device 100 are directly linked one-to-one. In this example, the virtual device 100 can directly receive and use the game information output by the gaming machine 10. Various methods can be considered to realize the configuration shown in Figure 2(a).

[0061] For example, a pairing process may be performed in advance between the gaming machine 10 and the virtual device 100, so that the gaming machine 10 can communicate with the virtual device 100 that is the pairing target. The pairing process may involve the gaming machine 10 and the virtual device 100 registering and recognizing each other's devices.

[0062] Alternatively, before communication can be initiated, the gaming machine 10 may be registered and recognized only by the virtual device 100. In other words, the gaming machine 10 may not recognize the virtual device 100. In this case, the gaming machine 10 will perform communication (broadcast) without specifying the virtual device 100, but the virtual device 100 can filter the communications to use only those from registered gaming machines 10. Alternatively, the gaming machine 10 and the virtual device 100 may be directly connected on a one-to-one basis by connecting them via a wired connection.

[0063] Alternatively, the gaming machine 10 and the virtual device 100 may be directly linked one-to-one by physically fixing them together. For example, the sensors and cameras of the virtual device 100 may be fixed in front of the gaming machine 10 so that they cannot be physically moved. The sensors and cameras of the virtual device 100 may also be positioned so that they can only read information from a specific gaming machine 10, thereby linking the gaming machine 10 and the virtual device 100 without requiring any software processing.

[0064] Figure 2(b) shows an example in which the gaming machine 10 and the virtual device 100 do not directly exchange information, but instead exchange information via an intermediate device 110. In this example, the intermediate device 110 recognizes the game information output by the gaming machine 10, and transmits information based on this game information to the virtual device 100. The intermediate device 110 may be placed, for example, on the ceiling or wall of the gaming hall. The intermediate device 110 includes at least a recognition means for recognizing game information output by the gaming machine 10, and a transmission means for transmitting information to the virtual device 100.

[0065] The recognition means can be configured in any way that suits how the gaming machine 10 outputs game information. For example, if the gaming machine 10 transmits game information wirelessly or via a wired connection, the recognition means only needs to be capable of receiving this wirelessly or via a wired connection. Also, if the gaming machine 10 outputs game information through the effects of the performance unit 66, the recognition means can be configured as a sensor or camera capable of recognizing these effects. The transmission method can be any method capable of communicating with the virtual device 100. For example, any method capable of transmitting information to the virtual device 100 wirelessly or via a wired connection will suffice.

[0066] The intermediate device 110 acquires game information output by the gaming machine 10. If the acquired game information is related to the virtual device 100, it transmits the information to the virtual device 100. The virtual device 100, upon receiving the information, displays virtual content on its display corresponding to the received information.

[0067] The correspondence between the gaming machine 10 and the virtual device 100 may be established in advance through pairing or registration, as described in Figure 2(a), or it may be linked by wire or physical structure. Alternatively, the correspondence between the gaming machine 10 and the virtual device 100 may not be directly linked, and the correspondence between the gaming machine 10 and the virtual device 100 may be controlled by the intermediate device 110. That is, the intermediate device 110 may be configured to transmit information to the virtual device 100 corresponding to a specific gaming machine 10 when it recognizes game information output from that gaming machine 10, thereby indirectly linking the gaming machine 10 and the virtual device 100.

[0068] Figure 2(c), similar to Figure 2(b), shows an example where the gaming machine 10 and the virtual device 100 do not directly exchange information, but rather exchange information via an intermediate device 110. However, in this example, one intermediate device 110 is provided for multiple gaming machines 10 and multiple virtual devices 100. For example, one intermediate device 110 is provided for each island facility 120, which is a group of multiple gaming machines 10.

[0069] The intermediate device 110 can be the same as the one shown in Figure 2(b). However, since the intermediate device 110 receives game information from multiple gaming machines 10 and communicates with multiple virtual devices 100, it is necessary to process the correspondence between the gaming machines 10 and the virtual devices 100.

[0070] This correspondence may be linked in advance through pairing or registration, as explained in Figure 2(a), or it may be linked by a wire or physical structure.

[0071] The intermediate device 110 may broadcast information related to game information output from a specific game machine 10 to all virtual devices 100 when it recognizes the game information output from that game machine 10. The broadcasted information may include an ID that identifies the game machine 10 that output the game information. In this case, the intermediate device 110 does not need to recognize the virtual devices 100. On the other hand, the virtual devices 100 need to have information on the game machines 10 they support in advance. When a virtual device 100 receives broadcasted information, it checks the ID of the game machine 10 contained in the information, and if it is the game machine 10 it supports, it uses the information to display virtual content. On the other hand, if the ID of the game machine 10 contained in the received information is not the game machine 10 it supports, the virtual device 100 can simply discard the information.

[0072] Furthermore, the intermediate device 110 may also be aware of the correspondence between the gaming machine 10 and the virtual device 100. In other words, the intermediate device 110 may be configured to determine which virtual device 10 should receive the game information for which gaming machine 10. In this case, the virtual device 100 only needs to be connected to the intermediate device 110 and does not need to pre-store information about the gaming machines 10 it supports.

[0073] In the example shown in Figure 2(c), the game information output by the gaming machine 10(A) is transmitted to the virtual device 100(A) via the intermediate device 110. The virtual device 100(A) displays virtual content based on the information received from the intermediate device 110. At this time, the virtual devices 100(B) and 100(C) are not affected by the game information output by the gaming machine 10(A).

[0074] In the example shown in Figure 2(c), there is a virtual device 100(D) that is not linked to any of the gaming machines 10. This virtual device 100(D) may be linked to, for example, the island equipment 120 or the gaming hall. This virtual device 100(D) is intended to be used by someone other than the player P. For example, it may be used by someone who observes player P objectively. This virtual device 100(D) is provided with virtual content different from the virtual content provided to player P. This virtual device 100(D) can be used as a non-player device, as described later.

[0075] Furthermore, other virtual devices 100(A),(B), and(C) may also become non-player devices in relation to gaming machines 10 other than their corresponding gaming machine 10, as described later. That is, since virtual device 100(A) does not correspond to gaming machines 10(B) and 10(C), it may become a non-player device in relation to these gaming machines 10.

[0076] (About virtual space) The virtual device 100 in this embodiment can display virtual content in multiple virtual spaces of progressively different sizes. These multiple virtual spaces are formed in a nested manner centered around the player P, as shown in Figure 3. That is, a larger virtual space is formed so as to completely cover a smaller virtual space, and progressively larger virtual spaces are formed.

[0077] In the example shown in Figure 3, three levels of virtual space are formed: the smallest virtual space 130a, the medium-sized virtual space 130b, and the largest virtual space 130c. The virtual device 100 displays virtual content assuming these virtual spaces.

[0078] The smallest virtual space 130a is the space surrounding player P within an area that player P can reach (radius of about 0.5m). This virtual space 130a is formed in the shape of a cylinder with an axis in the vertical direction.

[0079] The intermediate-sized virtual space 130b completely encompasses the smallest virtual space 130a and surrounds a range of approximately 2 to 5 meters around the player P. This virtual space 130b is formed in the shape of a cylinder with an axis in the vertical direction. The axis of the cylinder in virtual space 130a and the axis of the cylinder in virtual space 130b are set to be the same.

[0080] The largest virtual space, 130c, is a full-sphere space with no defined boundaries. Note that in Figure 3, the boundary of virtual space 130c is depicted as a sphere, but this is for illustrative purposes only. From the perspective of player P, virtual space 130c is perceived as a full-sphere space without boundaries.

[0081] Figure 4(a) shows the state in which virtual content is displayed in the smallest virtual space 130a. The player P wearing the virtual device 100 appears to see virtual content that does not actually exist within the virtual space 130a. In the example in Figure 4(a), virtual content is displayed that makes it appear as if a display and speakers are emerging from the feet.

[0082] Figure 4(b) shows a state in which virtual content is displayed in a virtual space 130b (including virtual space 130a) of an intermediate size. The player P wearing the virtual device 100 appears to see virtual content that does not actually exist in the virtual space 130b. In the example in Figure 4(b), virtual content is displayed that makes it appear as if numerous displays are appearing in all directions.

[0083] Figure 5(a) shows the state in which virtual content is displayed in the largest virtual space 130c (including virtual spaces 130a and 130b). The player P wearing the virtual device 100 appears to see virtual content that does not actually exist within the virtual space 130c. In the example in Figure 5(a), various virtual contents are displayed, filling the surrounding space.

[0084] Figure 5(b) shows virtual content displayed in a virtual space 130b (including virtual space 130a) of an intermediate size. In the example in Figure 4(d), the virtual device 100 displays a dark screen to mask the real space. In this way, the virtual device 100 can also perform an effect that makes it appear as if the lights in the gaming hall have been turned off, even though the lights have not actually been turned off.

[0085] Because the virtual device 100 is capable of such gradual presentations, it can select the size of the virtual space according to the state of the gaming machine 10 and display virtual content. For example, the size of the virtual space may be selected according to the expected value of the state of the gaming machine 10 being favorable to the player P. Specifically, when favorable events can be expected for the player P, the presentation may be performed with a larger virtual space the higher the expectation of such events. With this configuration, the player P's sense of anticipation increases as the virtual space expands during the presentation, thus making the game more exciting.

[0086] The state of the gaming machine 10 can be defined as follows: (1) whether or not it is in a specific internal winning state (for example, whether or not it has internally won a bonus role); (2) which of the multiple RT states set according to the probability of winning a replay role it is in; (3) whether or not it is in a bonus state (or a pre-bonus state); (4) whether or not it is in a special game such as AT game, ART game, or CZ game (or a pre-bonus state); (5) the progress status of the performance being executed by the gaming machine 10 using the performance unit 66; or (6) whether or not the gaming machine 10 is in a demo state.

[0087] Of these, the mode of selecting the size of the virtual space and displaying virtual content according to the "progress of the performance being executed by the gaming machine 10 using the performance unit 66" in (5) is as follows, for example. If the performance executed by the performance unit 66 is a continuous performance following a series of stories and is executed continuously in sync with the music output from the speaker 69 of the gaming machine 10, the performances in Figures 4(a) to (d) may be executed continuously in sync with the music output from the speaker 69 of the gaming machine 10. For example, immediately after the music starts, the smallest virtual space 130a is selected and the virtual content is displayed as in Figure 4(a). Then, as the music gradually builds up, a virtual space of an intermediate size 130b is selected and the virtual content is displayed as in Figure 4(b). At the moment when the music is at its most exciting, the largest virtual space 130c is selected and the virtual content is displayed as in Figure 5(a). And as the music nears its end, a gradually smaller virtual space may be selected and the virtual content displayed as in Figure 5(b). Such musical staging could be used, for example, as a demonstration in an exhibition or showroom.

[0088] Furthermore, the virtual space described above may be constructed based on predetermined identification information 140 placed in the real space. For example, the virtual device 100 may read the identification information 140 provided on the ceiling or floor of the room where the gaming machine 10 is installed, and determine the position of the virtual space based on the identification information 140. In this embodiment, as shown in Figure 3, a ring-shaped identification information 140 is placed on the ceiling directly above the player P. The virtual device 100 uses this ring-shaped identification information 140 as the base (top) of a cylinder to construct the smallest virtual space 130a. In other words, the smallest virtual space 130a is set up as a cylinder with the identification information 140 as its base. Once the position of the smallest virtual space 130a is determined, the positions of the other virtual spaces are automatically determined.

[0089] The identification information 140 only needs to be readable by the virtual device 100, and may be a physical structure, a pattern drawn on a plane, a projected image, etc.

[0090] (Example of virtual content) Various types of virtual content can be displayed by virtual device 100. For example, the gaming machine 10 may output game information including information relating to the result of a draw by a winning lottery means, and the virtual device 100 may display virtual content in accordance with this game information. The virtual device 100 may, for example, display virtual content that suggests that a specific winning combination has been won.

[0091] Furthermore, the gaming machine 10 may output game information including information when it transitions to (or is expected to transition to) a game state that is advantageous to the player P, and the virtual device 100 may display virtual content in accordance with this game information. For example, the virtual device 100 may display virtual content that suggests that it is transitioning to an advantageous game state.

[0092] Furthermore, the gaming machine 10 may output game information indicating that the operation unit 31A has been operated by the player P, and the virtual device 100 may display virtual content in accordance with this game information. The virtual device 100 may, for example, display the virtual content superimposed on the operation unit 31A. Figure 6 shows an example in which virtual content 150a is displayed superimposed on the stop switch 50 when the stop switch 50 is operated. Such effects can add a new level of enjoyment to the game.

[0093] In the example shown in Figure 6, the virtual content 150a is displayed superimposed on the stop switch 50, but this display may be executed only when certain conditions are met. For example, when the stop switch 50 is operated while an internal win for a button-pressing sequence has occurred (when the button-pressing sequence notification is being executed), the virtual content 150a may be displayed superimposed on the stop switch 50. Alternatively, when the stop switch 50 is operated with the correct button-pressing sequence for a button-pressing sequence, the virtual content 150a may be displayed superimposed on the stop switch 50.

[0094] Furthermore, the virtual device 100 may be configured to display virtual content 150b superimposed on the image display unit 67, as shown in Figure 7. In this case, the virtual content 150b may be displayed as if it were displayed on the image display unit 67 in real space, and the virtual content 150b may be configured to change in a manner that would not be possible in real space. For example, it is possible to create an effect in which the image displayed on the image display unit 67 appears to float up. Such effects can be used to create unexpected effects.

[0095] Furthermore, the game machine 10 may be equipped with a non-player device that provides visual virtual content to persons other than player P who is playing the game machine 10 (for example, persons playing another game machine or persons who are in the game hall without playing a game). The non-player device does not need to be a device different from the virtual device 100 used by player P who is playing the game machine 10, and may have the same functions as the virtual device 100.

[0096] This non-player device can display virtual content based on game information output by the gaming machine 10. Using this non-player device, even those other than player P can enjoy the effects corresponding to the state of the gaming machine 10. Furthermore, when a gaming machine 10 that is expected to pay out is viewed on the non-player device, that gaming machine 10 may be given more prominent effects than other gaming machines 10.

[0097] Furthermore, as shown in Figure 8, the non-player device may display virtual content 150c superimposed on player P who is playing the gaming machine 10. That is, when another person views player P playing the gaming machine 10 through the non-player device, virtual content 150c may be displayed that makes it appear as if player P has transformed. Specifically, as shown in Figure 8, when the gaming machine 10 is in a state where a payout can be expected, virtual content 150c may be displayed that makes it appear as if player P has grown wings or horns. In that case, another virtual content 150d may also be displayed.

[0098] Furthermore, the non-player device described above may be linked to multiple gaming machines 10 installed in the gaming hall, as explained in Figure 2(c). In other words, virtual content may be displayed based on the game information of these multiple gaming machines 10. For example, when the virtual device 100(D) shown in Figure 2(c) is used as a non-player device, the virtual device 100(D) is linked to the island equipment 120. Therefore, virtual content may be displayed based on the game information of all the gaming machines 10 included in the island equipment 120. With this configuration, the status of multiple gaming machines 10 can be grasped at a glance. For example, when a non-player looking for a gaming machine uses the non-player device, they can intuitively grasp which gaming machine 10 is "hot".

[0099] (summary) As described above, the gaming machine system according to this embodiment comprises a gaming machine 10 and a virtual device 100 that provides visual virtual content to a player P playing the gaming machine 10. The gaming machine 10 is capable of outputting game information relating to the state of the gaming machine 10 to the outside, and the virtual device 100 displays virtual content based on the game information. This configuration allows for the provision of visual virtual content to the player P, and enables the creation of a gaming machine system that exhibits innovative visual effects.

[0100] Furthermore, the virtual device 100 can display virtual content in multiple virtual spaces of progressively different sizes, and may also select the size of the virtual space to display virtual content according to the state of the gaming machine 10. This configuration allows for a link between the size of the virtual space and the state of the gaming machine 10, making the game more intuitive and engaging. Furthermore, the virtual device 100 may select the size of the virtual space according to the expected value of the state of the gaming machine 10 being favorable to the player P.

[0101] With this configuration, it is possible to expand the virtual space in accordance with the excitement of the game. The player P can not only understand the state of the game machine 10, but also enjoy the game because flashy effects are executed when the state is favorable. Furthermore, multiple virtual spaces may be formed in a nested manner centered around the player P. With this configuration, it is possible to create effects where virtual content gradually spreads around the player P.

[0102] Furthermore, the virtual device 100 may read identification information 140 provided on the ceiling or floor of the room where the gaming machine 10 is installed, and determine its position in the virtual space based on said identification information 140. With this configuration, virtual content can be displayed in a fixed location relative to the gaming machine 10.

[0103] Furthermore, the gaming machine 10 is equipped with a winning lottery means that performs a lottery to determine whether the player has won or lost one of several winning combinations, and the game information may include information relating to the result of the lottery. With this configuration, virtual content corresponding to the lottery results can be displayed.

[0104] Furthermore, the gaming machine 10 is equipped with an operation unit 31A that can be operated by the player P, and the virtual device 100 may display virtual content superimposed on the operation unit 31A when it recognizes that game information indicating that the operation unit 31A has been operated has been output from the gaming machine 10. With this configuration, virtual content is displayed in accordance with the player's actions, providing the player with a new and immersive experience. Furthermore, the gaming machine 10 may include an image display unit 67 for displaying performance images, and the virtual device 100 may display virtual content superimposed on the image display unit 67.

[0105] With this configuration, it is possible to realize a scenario where the image that the player P believes to be displayed on the image display unit 67 is actually virtual content. If this virtual content is made to move in a way that is not possible in reality (for example, by jumping out of the screen), it is possible to execute an impressive effect that will surprise the player P.

[0106] Furthermore, the gaming machine 10 may be equipped with a non-player device that provides visual virtual content to persons other than the player P playing the machine, and the non-player device may be configured to display virtual content based on game information.

[0107] In other words, by providing a non-player device that can be used by those around (those playing on other gaming machines 10 or those not playing), not only the player P but also others can enjoy the virtual content. Furthermore, the non-player device may be capable of displaying virtual content overlaid on the player P who is playing the gaming machine 10.

[0108] With this configuration, the player P playing the gaming machine 10 can also be incorporated into the game's effects. For example, it is possible to create effects that make it appear from the outside that the player P is transforming, enabling innovative effects where the player P transforms according to the state of the game. Furthermore, the non-player device may be linked to multiple gaming machines 10 installed in the gaming hall.

[0109] With this configuration, virtual content related to multiple gaming machines 10 can be displayed simultaneously on a single device. For example, information such as which of the multiple gaming machines 10 lined up on the island equipment 120 is "hot" can be displayed visually.

[0110] This disclosure is not limited to the embodiments described above, and various modifications are possible within the scope of the claims. For example, embodiments obtained by appropriately combining the technical means disclosed in different embodiments and modifications are also included in the technical scope of the present invention. [Explanation of Symbols]

[0111] 10 Gaming Machines 11 cabinets 12 Display window 13. Pattern display window 14. Coin slot 15. On switch 16 bed switch 17 Settlement switch 18. Medal dispenser 19. Performance button 30 Start switch 31 Front door 31A Operation section 31B Lower Panel 31C lower plate 32 Credit Display Section 40 spins reel 41 Left reel 42 Middle Reel 43 Right reel 50 Stop switch 51 Left stop switch 52 Middle stop switch 53 Right stop switch 60 Reel Unit 65 Hopper Unit 66 Production Department 67 Image display section 68 Lamps 69 speakers 100 virtual devices 110 Intermediate equipment 120 Island facilities 130a, 130b, 130c Virtual Space 140 Identification Information 150a, 150b, 150c, 150d Virtual Content P Player

Claims

1. Gaming machines and A virtual device that provides visual virtual content to a player playing the aforementioned gaming machine, Equipped with, The gaming machine is capable of outputting game information relating to the state of the gaming machine to an external source. The virtual device displays virtual content based on the game information. Gaming machine system.

2. The virtual device is capable of displaying virtual content in multiple virtual spaces of progressively different sizes, and can select the size of the virtual space to display the virtual content according to the state of the gaming machine. The gaming machine system according to claim 1.

3. The virtual device selects the size of the virtual space according to the expected value that the state of the gaming machine is advantageous to the player. The gaming machine system according to claim 2.

4. The aforementioned multiple virtual spaces are formed in a nested manner centered around the player. The gaming machine system according to claim 2.

5. The virtual device reads identification information provided on the ceiling or floor of the room where the gaming machine is installed, and determines the location of the virtual space based on said identification information. The gaming machine system according to claim 2.

6. The aforementioned gaming machine is equipped with a winning lottery means that performs a lottery to determine whether the player has won one of several winning combinations or lost. The aforementioned game information includes information relating to the results of the aforementioned lottery, The gaming machine system according to claim 1.

7. The aforementioned gaming machine is equipped with an operating unit that can be operated by the player, The virtual device, when it recognizes that the game information indicating that the operation unit has been operated has been output from the game machine, displays virtual content superimposed on the operation unit. The gaming machine system according to claim 1.

8. The aforementioned gaming machine is equipped with an image display unit that displays a performance image, The virtual device displays virtual content superimposed on the image display unit. The gaming machine system according to claim 1.

9. The aforementioned gaming machine includes a non-player device that provides visual virtual content to persons other than the player playing the game, The non-gamer device displays virtual content based on the game information. The gaming machine system according to claim 1.

10. The non-player device is capable of displaying virtual content superimposed on the player who is playing the gaming machine. The gaming machine system according to claim 9.

11. The aforementioned non-gaming device is linked to multiple gaming machines installed in the gaming hall. The gaming machine system according to claim 9.

Citation Information

Patent Citations

  • Information display device, sand, game machine and information display program

    JP2024128538A