Gaming Machines
By designing prominent parts on the game console to manage and display information, the information security issues during shooting and sharing are solved, and the effective management and display of information is achieved.
Patent Information
- Application Number
- JP2023139679
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-30
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2043-08-30
AI Technical Summary
During the shooting and sharing of game consoles, information displayed on the game console may be captured, resulting in privacy and information security issues.
A gaming machine appearance is designed, including a main body part and a game part, which has an image display panel, and information on the image display panel is displayed and managed through the prominent part of the main body part to ensure that unwanted information is not captured during shooting.
Effectively manage and display information to ensure that sensitive information is not captured during shooting and sharing games, improving information security.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as gaming machines, pachinko gaming machines and rotary gaming machines are known (for example, Patent Document 1). In such gaming machines, various information is displayed. The various information may include information for players and information for managers. The various information is displayed in various ways, such as by attaching a label, printing, displaying an image, and emitting light. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-143435 A Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, some players have taken pictures of themselves playing games. Some players also distribute the pictures (still or moving) they have taken over telecommunication lines such as the Internet. It is necessary to be careful about the fact that information displayed on the gaming machine may be captured in the picture. [Means for solving the problem]
[0005] The gaming machine that solves the above problem includes a main body component that constitutes the appearance of the gaming machine, and a gaming component that is provided on or housed in the main body component, and the gaming component is: Having an image display surface The main body part includes an image display panel capable of displaying predetermined game-related information, Along a direction away from the image display surface The protrusion has a protruding portion, and the protruding portion has When the main body of the gaming machine is viewed from the front,The predetermined protrusion is located on a predetermined direction side of the image display panel, and the predetermined protrusion is a first protrusion and a second protrusion that is located on a predetermined direction side of the image display panel. Along a direction away from the image display surface and a second protruding portion protruding from the image display panel. The image display surface Among them, the part on the first protruding portion side is displayed The main body part has a first portion and a second portion which is not within a range of a specific angle of view or is less likely to be within the range of the specific angle of view compared to the first portion, the main body part has a portion which protrudes in a direction away from the image display surface below the image display panel when the main body of the gaming machine is viewed from the front, an upper operation surface is provided as an upper surface of the main body part, and an operation means for presentation is arranged on the upper operation surface, the specific angle of view is a position which is to the left or right of the center of the main body in the left-right direction when the main body is viewed from the front, and the image display surface and the operation means for presentation are both within the range at the same time. the angle of view when it is assumed that the camera is installed at a position where at least a part of the portion below the upper operation surface is not within the range, the first portion includes at least the image display surface and the upper operation surface, the second portion includes a portion that is below the upper operation surface when the machine body is viewed from the front, and the second portion includes at least one of a portion that displays information that can identify notes for players in a game, a portion that displays information that can identify notes for an administrator in the installation or operation of the gaming machine, a portion that displays information that explains functions installed in the gaming machine, and a portion that displays information that can identify rights related to the gaming machine. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, various types of information can be appropriately displayed. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a schematic diagram showing a game play in the gaming machine of the first embodiment. [Diagram 2] FIG. 2 is a front view of the gaming machine shown in FIG. [Diagram 3] FIG. 3 is a perspective view of the gaming machine shown in FIG. 1 as viewed from the upper left. [Figure 4] FIG. 4 is a perspective view of the gaming machine shown in FIG. 1 as viewed from the upper right. [Diagram 5] FIG. 5 is a front view showing a game board of the gaming machine shown in FIG. [Figure 6] FIG. 6 is a block diagram showing the electrical configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a schematic diagram showing an image of a game being captured by a camera. [Figure 8] FIG. 8 is a schematic diagram showing a game play in the gaming machine of the second embodiment. [Figure 9] FIG. 9 is a front view of the gaming machine shown in FIG. [Figure 10] FIG. 10 is a perspective view of the gaming machine shown in FIG. 8 as viewed from the upper left. [Figure 11] FIG. 11 is a perspective view of the gaming machine shown in FIG. 8 as viewed from the upper right. [Figure 12] FIG. 12 is a block diagram showing the electrical configuration of the gaming machine shown in FIG. [Figure 13]FIG. 13 is a schematic diagram showing an image of a game being captured by a camera. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] (First embodiment) An example of a pachinko gaming machine will be described below. As shown in Figs. 1 to 4, the island facility FS can accommodate a plurality of gaming machines 10. The gaming machines 10 are pachinko gaming machines. In the island facility FS, the gaming machines 10 and the management device 90 are arranged alternately. The management device 90 is provided next to the gaming machines 10.
[0009] The management device 90 will now be described. The management device 90 is equipped with a medium insertion section (not shown) into which a card-type or coin-type management medium can be inserted. The management medium can store the remaining amount of money deposited and the number of gaming media P1. The number of gaming media P1 indicates the number of gaming media owned by the player. The management device 90 is equipped with a cash insertion section (not shown) into which cash can be inserted. The amount deposited into the cash insertion section is stored in the management medium.
[0010] The management device 90 is equipped with a group of operation units (not shown) that can be operated by the player. As an example, the group of operation units includes a ball lending operation unit, a payout operation unit, a return operation unit, a gaming medium number display unit, and a balance display unit. The ball lending operation unit is operated when increasing the number of gaming media P2 managed by the gaming machine 10 based on the balance stored in the management medium. The number of gaming media P2 indicates the number of gaming media owned by the player. The payout operation unit is operated when increasing the number of gaming media P2 based on the number of gaming media P1. The return operation unit is operated when receiving the return of the management medium. The number of gaming media display unit displays the number of gaming media P1. The number of gaming media P1 and the number of gaming media P2 indicate the number of gaming media electronically managed. The balance display unit displays the remaining amount of the payment.
[0011] The management device 90 includes a management board (not shown). The management board includes a CPU and a memory. The CPU of the management board executes a management unit control program to perform a predetermined process. The memory of the management board stores the management unit control program. The memory stores various information that is rewritten during operation of the management device 90. The management device 90 includes a communication terminal. The management board is connected to the gaming machine 10 via the communication terminal. The CPU of the management board is configured to be able to input various types of control information output by the gaming machine 10 via the communication terminal. The CPU of the management board is configured to be able to output various types of control information to the gaming machine 10 via the communication terminal. The management board includes an external terminal. The management device 90 is configured to be able to communicate with a hall computer and an external management server via the external terminal.
[0012] The gaming machine 10 will be described. As shown in FIG. 1 to FIG. 4, the gaming machine 10 includes a frame W and a gaming board YB. The frame W is an example of a main body member that constitutes the exterior of the gaming machine. The gaming board YB is an example of a gaming part that is provided in or housed in the main body member. The gaming machine 10 is a gaming machine that electronically manages gaming media that a player can use for playing games. The gaming media in the gaming machine 10 may be gaming balls. As an example, the gaming machine 10 is a circulation type gaming machine configured to circulate a predetermined number of gaming balls inside the machine. The number of gaming media managed by the gaming machine 10 includes the number of gaming media P2. Not limited to this, the gaming machine 10 may be a non-circulation type gaming machine. The gaming machine 10 may be configured to be able to receive a supply of gaming balls from the island equipment FS and return gaming balls to the island equipment FS.
[0013] The frame W will be described. The frame W includes an outer frame W1, a middle frame W2, and a front frame W3. The outer frame W1 is fixed to the island equipment FS using nails or the like. The middle frame W2 holds the game board YB. The front frame W3 forms an opening W3a. The front frame W3 has a protective glass (not shown) fitted into the opening W3a. The protective glass covers the game area YBa formed on the game board YB. The middle frame W2 is supported so as to be openable and closable relative to the outer frame W1. The middle frame W2 has a holding portion into which the game board YB is fitted, and a plurality of clamps that fix the game board YB to the holding portion. The game board YB is held by tightening the clamps while fitted into the holding portion. The front frame W3 is supported so as to be openable and closable relative to the middle frame W2.
[0014] The front frame W3 is provided with a gaming media number display section 16a. The gaming media number display section 16a displays the number of gaming media P2. As an example, the gaming media number display section 16a is provided on the front side of the front frame W3. The front frame W3 is provided with a counting button 16b. The counting button 16b allows a counting operation when a predetermined countable state is established. The counting button 16b outputs a counting signal when a counting operation is performed.
[0015] The front frame W3 is equipped with a speaker SP. The speaker SP can perform a performance (hereinafter referred to as a sound performance) that outputs a predetermined sound. The speaker SP can perform an announcement (hereinafter referred to as a sound announcement) that outputs a predetermined sound. For example, the predetermined sound is a piece of music, a sound effect, or a person's voice reading a predetermined character string.
[0016] The front frame W3 is equipped with a decorative lamp LA. The decorative lamp LA can perform effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and turning off light-emitting elements such as LEDs. The decorative lamp LA can perform notifications (hereinafter referred to as notification lights) by turning on, blinking, and turning off light-emitting elements.
[0017] The front frame W3 is equipped with a performance operation unit BT. As an example, the performance operation unit BT is a button-type operation device configured to be able to perform a push operation. Without being limited to this, the performance operation unit BT may be a lever-type operation device configured to be able to perform a push operation or a pull operation, or may be a pistol-type or joystick-type operation device. The performance operation unit BT has a built-in vibration motor. The performance operation unit BT is capable of executing a vibration performance by the vibration motor generating vibrations. The vibration performance can be perceived by the player GP touching the performance operation unit BT. The performance operation unit BT is an example of a tactile performance device. The vibration performance is an example of a tactile performance.
[0018] The vibration generated by the vibration motor can propagate through the middle frame W2 and the front frame W3 and reach the firing operation unit HD. Therefore, the vibration effect can also be perceived by touching the firing operation unit HD. The firing operation unit HD is an example of a tactile effect device. The tactile effect is not limited to this, and may be any form that can be perceived by the player GP. For example, the tactile effect device may be a device that can execute an effect of blowing wind (hereinafter referred to as a wind blowing effect).
[0019] The front frame W3 and the middle frame W2 are equipped with a locking mechanism Wk. The locking mechanism Wk can be locked and unlocked using a matching key. The middle frame W2 can be opened relative to the outer frame W1 when the locking mechanism Wk is unlocked. The front frame W3 can be opened relative to the middle frame W2 when the locking mechanism Wk is unlocked.
[0020] The middle frame W2 is equipped with a firing operation unit HD. The firing operation unit HD is configured to enable an operation to fire game balls. As an example, the firing operation unit HD is provided on the front side of the middle frame W2. As an example, the firing operation unit HD is a handle type. The gaming machine 10 is configured to shoot game balls with a firing strength according to the amount of operation of the firing operation unit HD.
[0021] A decorative body D that defines the exterior of the gaming machine 10 is provided on the front side of the middle frame W2 and the front frame W3. The decorative body D is composed of at least one of a shape, a color, and a pattern that correspond to a motif set for the gaming machine 10. The motif may be content such as movies, music, plays, literature, photographs, comics, animations, and computer games. The content may be characters, figures, colors, sounds, actions, or images, or any combination of two or more of these. Generally, copyright exists for content that may be a motif for the gaming machine 10. The gaming machine 10 is manufactured with the permission of the copyright holder.
[0022] In the frame W, the locking mechanism Wk, the firing operation unit HD, the game media number display unit 16a, the counting button 16b, the speaker SP, the decorative lamp LA, and the performance operation unit BT are provided in a decorative body D. It can be said that the locking mechanism Wk, the firing operation unit HD, the game media number display unit 16a, the counting button 16b, the speaker SP, the decorative lamp LA, and the performance operation unit BT form part of the decorative body D. Details of the decorative body D in the gaming machine 10 will be described later.
[0023] The game board YB will now be described. As shown in FIG. 5, a game area YBa that is substantially circular when viewed from the front is defined on the front of the game board YB. Nails, windmills, etc. are arranged in the game area YBa. A display window YBb is formed in approximately the center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa, which guides game balls launched by operating the launch operation unit HD to the game area YBa. The game area YBa and the launch passage YBc are covered by protective glass (not shown).
[0024] The game board YB is provided with an information display device 22. As an example, the information display device 22 may include a first special symbol display section 22a, a second special symbol display section 22b, a first special reserve display section 22c, a second special reserve display section 22d, a normal symbol display section 22e, and a normal reserve display section 22f. As an example, the display sections 22a to 22f are arranged together in a part of the game board YB that is visible to the player, but this is not limited thereto, and some or all of them may be arranged in different parts. As an example, the display sections 22a to 22f are provided in a part of the game board YB that is different from both the game area YBa and the shot-out passage YBc.
[0025] The special symbol display units 22a and 22b can execute a special symbol variable game (hereinafter, referred to as a special game) in which a predetermined symbol is variably displayed and finally a special symbol is statically displayed. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a special symbol winning). The special symbol includes a big win symbol and a losing symbol. The special symbol may include a small win symbol. In the gaming machine 10, when a big win is won in the lottery for a special symbol winning, the big win symbol is statically displayed in a special game, and a big win game is awarded after the special game for the big win is over. The big win game will be described later. In the following description, the special game executed in the first special symbol display unit 22a is referred to as a "first special game", and the special game executed in the second special symbol display unit 22b is referred to as a "second special game".
[0026] The first special hold display section 22c displays information that can identify the number of first special games whose execution has been put on hold (hereinafter referred to as the first hold number) because the hold condition has been met but the start condition has not yet been met. The second special hold display section 22d displays information that can identify the number of second special games whose execution has been put on hold (hereinafter referred to as the second hold number) because the hold condition has been met but the start condition has not yet been met.
[0027] The normal symbol display unit 22e can execute a normal game in which a predetermined symbol is variably displayed and finally a normal symbol is statically displayed. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). There are normal winning symbols and normal losing symbols. In the gaming machine 10, when a normal winning symbol is won in the lottery for a winning normal symbol, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.
[0028] The regular hold display unit 22f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 22 may include a right hit display unit that displays information instructing right hitting, and a round display unit that notifies the upper limit number of rounds.
[0029] The game board YB is equipped with a presentation display DS. The performance display DS has a display area HR capable of displaying an image. The performance display DS is attached to the rear side of the game board YB so that the display area HR can be viewed through the display window YBb. As an example, the performance display DS is a liquid crystal type, an organic electroluminescence type, or a plasma type display. The performance display DS can execute a performance (hereinafter referred to as a display performance) that displays a predetermined image. The performance display DS can execute a notification (hereinafter referred to as a display notification) that displays a predetermined image. For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, and a symbol. In the following description, when the performance pattern, character, etc. are simply referred to as "displaying", it means that the character, etc. are displayed as an image. The performance display DS is an example of an image display panel.
[0030] The display effects by the effect display DS include an effect pattern change game (hereinafter referred to as an effect game) using multiple rows of effect patterns. In the effect game, multiple rows of effect patterns are displayed in a changeable manner, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is displayed in a stopped manner. The effect patterns are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, the effect game is performed by displaying multiple rows of effect patterns in a changeable manner in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. The effect game is started together with the special game, and is ended together with the special game. In the effect game, a pattern combination corresponding to the special pattern displayed in the special game is displayed in a stopped manner. When a big win pattern is displayed in the special game, a big win pattern combination is displayed in the effect game. When a losing pattern is displayed in the special game, a losing pattern combination is displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as the "variable game."
[0031] A plurality of winning holes are formed on the game board YB. The plurality of winning holes are open to the game area YBa so that game balls can enter. The plurality of winning holes include a first start hole 23A, a second start hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes 23.
[0032] The first start opening 23A is a winning opening through which a game ball is inserted to satisfy the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start opening 23A is located below the performance display DS. The first start opening 23A is always open so that game balls can be inserted. The game board YB is provided with a first start sensor SE1 as a winning sensor that detects a game ball that has entered the first start opening 23A (see FIG. 6).
[0033] The second start opening 23B is a winning opening through which a game ball is inserted to establish the conditions for awarding a prize ball and the reservation conditions for the second special game. As an example, the second start opening 23B is located on the right side of the performance display DS. The second start opening 23B is provided with a normal opening and closing piece 23Ba, for example, in the form of a claw. When a normal winning game is not awarded, the second start opening 23B is closed so that a game ball cannot be inserted or is difficult to insert. When a normal winning game is awarded, the second start opening 23B is opened so that a game ball can be inserted or is easy to insert. The game board YB is provided with a first actuator A1 as a means for opening the second start opening 23B (see FIG. 6). The game board YB is also provided with a second start sensor SE2 as a winning sensor for detecting a game ball that has entered the second start opening 23B (see FIG. 6).
[0034] The big prize opening 23C is an opening through which the game ball enters in order to establish the conditions for awarding the prize ball. As an example, the big prize opening 23C is located at the lower right of the performance display DS. The big prize opening 23C is provided with a special opening and closing piece 23Ca, which is, for example, in the form of a door. When a big win game is not awarded, the big prize opening 23C is closed so that the game ball cannot enter or is difficult to enter. When a big win game is awarded, the big prize opening 23C is opened so that the game ball can enter or is easy to enter. The game board YB is provided with a second actuator A2 as a means for opening the big prize opening 23C (see FIG. 6). In addition, the game board YB is provided with a count sensor SE3 as a winning sensor for detecting the game ball that has entered the big prize opening 23C (see FIG. 6).
[0035] The normal winning opening 23D is a winning opening through which a game ball enters in order to satisfy the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the performance display DS and at the lower right of the performance display DS. The normal winning opening 23D is always open so that a game ball can enter. The game board YB is equipped with a normal sensor (not shown) as a winning sensor that detects a game ball that enters the normal winning opening 23D.
[0036] The game board YB is provided with a gate 24. As an example, the gate 24 is in the right area of the game area YBa, above the second start opening 23B and the big prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter the gate. The gate 24 has an actuation sensor SE4 as a winning sensor that detects game balls that have entered the gate opening 24a (see FIG. 6). The gate 24 is a ball entry opening through which game balls are allowed to enter in order to establish the starting conditions for the normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.
[0037] An outlet 25 is formed on the game board YB. As an example, the outlet 25 opens at the bottom of the game area YBa. When a game ball does not enter any of the first start opening 23A, the second start opening 23B, the big prize opening 23C, and the normal prize opening 23D, the game ball enters the outlet 25. The multiple prize openings and the outlet 25 can be understood as discharge openings for discharging game balls from the game area YBa, or as return openings for returning game balls from the game area YBa. When a game ball enters the multiple prize openings or the outlet 25, it is discharged from the game board YB. A game ball discharged from the game area YBa of the game board YB is a so-called "out ball".
[0038] We will explain about jackpot games. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition in which a predetermined upper limit number of game balls enters, or a time condition in which a predetermined upper limit time has elapsed, is met. In the round game, the large prize winning hole 23C is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the ending time having elapsed.
[0039] The functions of the gaming machine 10 will now be described. The gaming machine 10 is equipped with a probability fluctuation function (hereinafter, referred to as the probability fluctuation function). The probability variation function is a function for varying the probability of winning a jackpot in a special pattern winning lottery (hereinafter referred to as the jackpot probability). The gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."
[0040] The gaming machine 10 is equipped with a ball entry assistance function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. The gaming machine 10 has a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated, as states in which the ball entry rate into the second starting hole 23B can be different. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B is higher, making it easier for the game ball to enter the second starting hole 23B, which is an advantageous state for the player (easy ball entry state). The high ball entry rate state is the so-called "electric support state", and the low ball entry rate state is the so-called "non-electric support state".
[0041] For example, the high ball entry rate state can be realized by performing one of three controls that are arbitrarily selected from the three controls described below, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of openings of the second start port 23B in one normal winning game compared to the low ball entry rate state, and a control that makes the opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The high ball entry rate state may be realized by combining a fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0042] The game state is determined by the combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following description, a game state in which the probability is low and the ball entry rate is low is referred to as a "normal state." A game state in which the probability is low and the ball entry rate is high is referred to as a "first advantageous state," and a game state in which the probability is high and the ball entry rate is high is referred to as a "second advantageous state." The gaming machine 10 may be provided with a game state in which the probability is high and the ball entry rate is low.
[0043] The electrical configuration of the gaming machine 10 will be described. As shown in Fig. 6, the gaming machine 10 includes a plurality of control boards. The plurality of control boards include a gaming control board 40, a performance control board 41, and a frame control board 42. The gaming control board 40 and the performance control board 41 are provided on the gaming board YB. The frame control board 42 is provided on the frame W. These control boards 40 to 42 are located in positions that cannot be accessed unless the locking mechanism Wk is unlocked and the middle frame W2 is opened.
[0044] The gaming control board 40 and the presentation control board 41 are connected so as to be able to output control information (signals, control commands, messages, etc.) in one direction from the gaming control board 40 to the presentation control board 41. The gaming control board 40 executes a predetermined process and outputs the control information to the presentation control board 41. The presentation control board 41 executes a predetermined process based on the control information input from the gaming control board 40. The gaming control board 40 and the frame control board 42 are connected so as to be able to output control information in both directions. The frame control board 42 of the gaming machine 10 and the management board of the management device 90 are connected so as to be able to output control information in both directions.
[0045] The game control board 40 will now be described in detail. The game control board 40 includes a CPU 40a, a ROM 40b, and a RAM 40c. The CPU 40a executes a game control program to execute processing related to the progress of the game. The ROM 40b stores the game control program, judgment values used for various judgments and lotteries, tables, and the like. The ROM 40b stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify at least the fluctuation time from the start to the end of the fluctuation game, and the fluctuation content (presentation content) of the presentation game. The RAM 40c stores various information that is rewritten according to the processing result of the CPU 40a. For example, the information stored in the RAM 40c is a flag, a counter, a timer, and the like. The game control board 40 is configured to be able to generate software random numbers by a hardware random number generation circuit or by a random number generation process by the CPU 40a.
[0046] The game control board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the operation sensor SE4. The CPU 40a can input detection signals output by each of the sensors SE1 to SE4 when they detect a game ball. The game control board 40 is connected to each of the display units 22a to 22f. The CPU 40a can control the display contents of each of the display units 22a to 22f. The game control board 40 is connected to each of the actuators A1 and A2. The CPU 40a can control the opening state of the second start opening 23B and the big winning opening 23C by controlling the operation of each of the actuators A1 and A2.
[0047] The performance control board 41 will now be described in detail. The performance control board 41 includes a CPU 41a, a ROM 41b, and a RAM 41c. The CPU 41a executes a performance control program to perform processing related to the performance. The ROM 41b stores the performance control program and a judgment value used in a predetermined lottery. The ROM 41b stores display performance data used for display performance, light emission performance data used for light emission performance, and audio performance data used for audio performance. The RAM 41c stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 41c includes a flag, a counter, and a timer. The performance control board 41 is configured to be able to generate software random numbers by random number generation processing by the CPU 41a. The performance control board 41 may include a random number generation circuit and be able to generate hardware random numbers.
[0048] The performance control board 41 is connected to the performance display DS. The CPU 41a is capable of controlling the display contents of the performance display DS. The performance control board 41 is connected to a speaker SP. The CPU 41a is capable of controlling the output contents of the speaker SP. The performance control board 41 is connected to a decorative lamp LA. The CPU 41a is capable of controlling the light emission mode of the decorative lamp LA. The performance control board 41 is connected to the performance operation unit BT. The CPU 41a is capable of inputting an operation signal output by the performance operation unit BT when the performance operation unit BT is operated.
[0049] The frame control board 42 will now be described in detail. The frame control board 42 includes a CPU 42a, a ROM 42b, a RAM 42c, a performance display monitor 42d, a ball removal button 42e, an error release button 42f, a game ball clear button 42g, and a RAM clear button 42h. The CPU 42a executes a frame control program to perform processing related to the operation of the mechanism mounted on the middle frame W2. The ROM 42b stores the frame control program and the like. The RAM 42c stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 42c includes flags, counters, and timers.
[0050] The performance display monitor 42d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of valid balls during normal play. Normal play is a game in a normal state when no big win game is being played. A valid ball is a game ball that reaches the play area YBa among the game balls that are shot toward the play area YBa. The base value is calculated by the formula "total number of winning balls during normal play ÷ total number of valid balls during normal play × 100".
[0051] The ball removal button 42e is operated to create a state in which game balls inside the machine can be discharged outside the machine (hereinafter, referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the game ball circulation mechanism. The error release button 42f is operated to cancel the error setting when a predetermined error is set. An error is set when an error is detected. The game ball clear button 42g is operated to initialize the number of game media P2 stored as data in the RAM 42c. The RAM clear button 42h is operated when initializing the information stored in the RAM 40c and the information stored in the RAM 42c (hereinafter, referred to as RAM clear). The RAM clear button 42h outputs a RAM clear signal when pressed. As an example, an error is notified by the light-emitting bodies (LEDs) of the multiple decorative lamps LA lighting or blinking in a predetermined pattern. Note that in each decorative lamp LA, the notification of an error is not limited to being performed using all LEDs, and may be performed using some of the LEDs.
[0052] The frame control board 42 is connected to the count button 16b. The CPU 42a is configured to be able to input the count signal output by the count button 16b. The frame control board 42 is connected to the game medium number display unit 16a. The CPU 42a is configured to be able to control the display content of the game medium number display unit 16a so as to display the game medium number P2 at each time.
[0053] Various processes performed by the game control board 40 (CPU 40a) will be described. The special game reservation process will now be described. When the first reserved number is less than the upper limit number and a detection signal is input from the first start sensor SE1, the CPU 40a updates the first reserved number by adding 1. Next, the CPU 40a stores random numbers required for executing the first special game in the RAM 40c. For example, the random numbers are a winning random number used for drawing a winning special symbol, a winning symbol random number used for determining a winning symbol, and a variation pattern random number used for determining a variation pattern. When the second reserved number is less than the upper limit number and a detection signal is input from the second start sensor SE2, the CPU 40a updates the second reserved number by adding 1. Next, the CPU 40a stores random numbers required for executing the second special game in the RAM 40c.
[0054] The start process of the special game will now be described. The CPU 40a starts the first special game when the start condition of the special game is met and the first reserved number is 1 or more. On the other hand, the CPU 40a starts the second special game when the start condition of the special game is met, the first reserved number is 0, and the second reserved number is 1 or more. The CPU 40a determines whether or not there is a win, the special symbol to be stopped and the change pattern by lottery using the random number stored in the RAM 40c. The start condition of the special game is met when there is no win game and the special game is not being executed. The CPU 40a outputs one or more control commands to the performance control board 41 so that it is possible to specify whether or not there is a win, the special symbol to be stopped and the change pattern.
[0055] The execution process of the special game will now be described. When the first special game is executed, the CPU 40a controls the first special symbol display unit 22a to start a variable display of a predetermined symbol. When the variable time set in the variable pattern has elapsed, the CPU 40a controls the first special symbol display unit 22a to stop displaying the special symbol. In addition, the CPU 40a outputs control information (hereinafter, referred to as a variable end command) capable of identifying the end of the variable game to the performance control board 41. When the second special game is executed, the CPU 40a controls the second special symbol display unit 22b to start a variable display of a predetermined symbol. When the variable time set in the variable pattern has elapsed, the CPU 40a controls the second special symbol display unit 22b to stop displaying the special symbol. In addition, the CPU 40a outputs a variable end command to the performance control board 41.
[0056] The winning game processing will be explained. When the CPU 40a stops displaying the winning symbol in the special game, it executes the winning game process after the special game ends. The CPU 40a specifies the type of winning game based on the winning symbol (type of winning) determined in the start process of the special game. The CPU 40a opens and closes the big prize opening 23C by controlling the second actuator A2 using opening control data corresponding to the specified type of winning game. In other words, the CPU 40a awards a winning game corresponding to the winning symbol. The CPU 40a outputs various control information to the performance control board 41 according to the start of the opening time, each round game, and the ending time.
[0057] The state transition process will now be described. The CPU 40a controls the gaming state of the gaming machine 10 by storing or deleting the activation flag and the high probability flag in the RAM 40c. As an example, when the CPU 40a finishes a winning game based on the first winning symbol, it controls the state to the second advantageous state until the next winning game is awarded. As an example, when the CPU 40a finishes a jackpot game based on a second winning symbol different from the first winning symbol, it controls the state to the first advantageous state. In this case, the CPU 40a controls the state to the normal state when the special game for the activation number is finished after the jackpot game based on the second winning symbol is finished. The CPU 40a controls the state to the normal state during a winning game.
[0058] The various processes executed by the performance control board 41 (CPU 41a) will be described. The CPU 41a controls at least one of the effect display DS, the decorative lamp LA, and the speaker SP based on various control information input from the game control board 40, and executes a predetermined effect. As an example, the CPU 41a executes an opening effect, a round effect, and an ending effect as effects during a winning game. As an example, the CPU 41a executes an effect game as an effect during a special game. As an example, the CPU 41a executes a demonstration effect as an effect during a standby state. The standby state is a state in which a winning game is not being executed, a variable game is not being executed, and a variable game is not being held. The demonstration effect is a so-called "customer waiting effect."
[0059] The decorative object D in the gaming machine 10 will be described. As shown in Figures 2 to 4, the decorative body D is in the shape of a frame surrounding the opening W3a of the front frame W3 on the front side of the frame W. As an example, the decorative body D is formed on the front frame W3. The decorative body D is composed of an upper decorative body D1, a lower decorative body D2, a left decorative body D3, and a right decorative body D4. The upper decorative body D1 extends in the left-right direction along the upper edge of the frame W and protrudes forward. The lower decorative body D2 extends in the left-right direction at a position spaced upward from the lower edge of the frame W and protrudes forward. The left decorative body D3 extends in the up-down direction along the left edge of the frame W and protrudes forward. The right decorative body D4 extends in the up-down direction along the right edge of the frame W and protrudes forward.
[0060] The upper decorative body D1 has a box-shaped upper base D11 that protrudes forward. The upper base D11 extends along the left-right direction at the upper edge of the front frame W3. As an example, the upper surface D11a of the upper base D11 is a flat surface that spreads horizontally or approximately horizontally. As an example, the lower surface D11b of the upper base D11 is an inclined surface that slopes downward as it approaches the rear. The upper decorative body D1 has an upper decorative member D12 attached to the tip of the upper base D11. As an example, the upper decorative member D12 may have a shape related to the motif of the gaming machine 10. For example, the upper decorative member D12 may be a plate-like shape imitating characters indicating the name of the content that is the motif of the gaming machine 10. As an example, the length of the upper decorative member D12 along the left-right direction is the same or approximately the same as the length of the frame W along the left-right direction. The upper base D11 is provided with a pair of speakers SP aligned along the left-right direction. The upper base D11 and the upper decorative member D12 have a total of m1 LEDs built in. In other words, the upper base D11 and the upper decorative member D12 are also used as decorative lamps LA.
[0061] The lower decorative body D2 has a box-shaped lower base D21 that protrudes forward. The lower base D21 extends in the left-right direction at the lower edge of the front frame W3. With the image display surface of the performance display DS as a reference, the maximum forward protrusion amount of the upper decorative body D1 is greater than the maximum protrusion amount of the lower decorative body D2. In other words, the upper decorative body D1 protrudes toward the player GP more than the lower decorative body D2. As an example, the upper surface of the lower base D21 forms a flat upper operation surface D21a that spreads horizontally or approximately horizontally. The upper operation surface D21a is located in a position that can be seen from the player GP. The upper operation surface D21a is provided with a game media number display unit 16a, a counting button 16b, and a performance operation unit BT. The upper operation surface D21a may be provided with a ball lending operation unit and a return operation unit. In the front frame W3, a firing operation unit HD is provided at the lower right of the lower base D21. The firing operation unit HD is provided below the upper operation surface D21a of the lower base D21. The lower base D21 has a total of n1 LEDs built in. In other words, the lower base D21 is also used as a decorative lamp LA.
[0062] The left decorative body D3 has a wall-shaped left base D31 that protrudes forward. The left base D31 extends in the vertical direction. The left base D31 has a left side surface D31a that forms the left side surface of the body, and a right side surface D31b on the side of the game area YBa (performance display DS). The tip of the left base D31 inclines so that it protrudes forward as it approaches the top end from the bottom end. The left base D31 has a total of p1 LEDs built in. In other words, the left base D31 also serves as a decorative lamp LA.
[0063] The right decorative body D4 has a wall-like right base D41 that protrudes forward. The right base D41 extends along the vertical direction. The right base D41 has a left side surface D41a on the side of the game area YBa (the effect display DS) and a right side surface D41b that forms the right side surface of the machine body. The upper part of the right decorative body D4 forms a right decorative member D42 that protrudes forward. The right decorative member D42 has a shape related to the motif of the gaming machine 10. The tip of the right decorative member D42 is inclined so as to protrude forward as it approaches the upper end from the lower end. Based on the image display surface of the effect display DS, the maximum forward protrusion amount of the right decorative body D4 is larger than the maximum protrusion amount of the left decorative body D3. That is, the right decorative body D4 protrudes more towards the player GP than the left decorative body D3. A locking mechanism Wk is provided in the part of the right base D41 below the right decorative member D42. The right base D41 and the right decorative member D42 incorporate a total of q1 LEDs. That is, the right base D41 and the right decorative member D42 are also used as a decorative lamp LA. Here, the number of LEDs of the left decorative body D3 and the right decorative body D4 may satisfy the relationship p1 < q1, or may satisfy the relationship q1 < p1. As an example, the right decorative body D4 may be configured to be detachable from the front frame W3 using screws or clamps.
[0064] Each of the decorative bodies D1 to D4 protrudes forward from the image display surface of the effect display DS. Each of the decorative bodies D1 to D4 is an example of a protruding part. The left decorative body D3 is an example of a left protruding part located to the left of the effect display DS. The right decorative body D4 is an example of a right protruding part located to the right of the effect display DS. Based on the image display surface of the effect display DS, the protrusion amount of the most forward protruding part of the right decorative body D4 is smaller than the protrusion amount of the most forward protruding part of the left decorative body D3. The right decorative body D4 is an example of one protruding part, and the left decorative body D3 is an example of the other protruding part.
[0065] The photographing in the gaming machine 10 will be described. As shown in FIG. 1 and FIG. 7, the player GP may film his / her gameplay with a camera CM on the gaming machine 10. The gaming machine 10 and the player GP are subjects. As an example, the camera CM is a device capable of filming video. In the following description, the term "game video YG" refers to a video of the player GP's gameplay filmed with the camera CM. The game video YG may or may not include audio. Not limited to this, the camera CM may be a device that shoots still images. In other words, the game image may be a still image, a video, or a combination of these. The camera CM may be a dedicated device having only a filming function, or may be one of the functions installed in a smartphone.
[0066] As an example, the camera CM includes a processor, an image sensor, a memory, a lens, a battery, and an external connection unit. The camera CM may include a microphone. The lens refracts input light. An image is formed on the light receiving surface of the image sensor. The image sensor converts the wavelength and intensity of the refracted light into an electrical signal and outputs it to the processor. The microphone converts input sound into an electrical signal and outputs it to the processor.
[0067] The processor converts the electrical signal input from the image sensor into image data. When the camera CM has a microphone, the processor converts the electrical signal input from the microphone into audio data. The processor creates game video data from the image data. The processor may include audio data in the game video data. The processor stores the created game video data in the memory. The processor may output the game video data stored in the memory to an external device connected via the external connection unit. For example, the external device may be a personal computer, a server computer, or a smartphone. The connection between the external connection unit and the external device may be a wired connection or a wireless connection.
[0068] The player GP may make the game play video YG publicly available for viewing by third parties. The public release of the game play video YG is made possible by uploading game play video data to a distribution server, thereby making the game play video YG available for viewing by third parties via telecommunications lines such as the Internet. Without being limited to this, the public release of the game play video YG may be real-time video distribution (so-called live distribution), or video distribution in response to a request from a third party (so-called on-demand distribution). The public release of the game play video YG may be broadcast via wired or wireless connection.
[0069] When the player GP makes the game play video YG public, the player GP may edit the game play video data. As an example, a predetermined text image (so-called subtitle) may be added to the game play video YG. As an example, a part that is unintentionally captured in the game play video YG by the player GP may be blurred or pixelated to make the part difficult or impossible to see. As an example, a part that is unintentionally captured in the game play video YG may be masked with a predetermined image to make the part difficult or impossible to see. As an example, an object that is undesirable to be captured in the game play video YG (hereinafter, referred to as an object that is not suitable for filming) is a third party (the player GP and the administrator) from the viewpoint of privacy. As an example, an object that is not suitable for filming is information that is not necessary to explain the state of the game.
[0070] When the game state is photographed by the camera CM, it is preferable to set the focal length (angle of view) of the lens, the position of the camera CM, the direction of the camera CM, and the aspect ratio of the generated image so that objects that are not suitable for photographing are not photographed as much as possible. In the following description, the setting of the camera CM that is preferable when photographing the game state is simply referred to as a "specific photographing setting." It should be noted that the photographing of the game video YG is not limited to being performed by fixing to one photographing setting, and may include appropriately changing at least one of the focal length of the lens, the position of the camera CM, and the direction of the camera CM according to the progress of the game. In addition, in the specific photographing setting, it is sufficient that the reference position (standard position) of the player GP is fixed, and it does not include always staying at the reference position. In other words, there may be a scene where the position where the player GP is photographed in the game video YG changes or the area where the player GP is photographed changes according to the action during the game.
[0071] The specific shooting setting includes setting the focal length of the lens to a specific focal length. The specific shooting setting includes setting the aspect ratio of the image to a specific aspect ratio. These focal lengths and aspect ratios are examples of a specific angle of view. Hereinafter, the angle of view (range) captured by the camera CM in the specific shooting setting is simply referred to as a frame FM. The specific shooting setting includes capturing images from the side of the ornamental body that protrudes less forward, either the left ornamental body D3 or the right ornamental body D4. As an example, the specific shooting setting includes placing the camera CM to the left rear of the player GP. In other words, the specific shooting setting is to capture the gaming machine 10 and the player GP from the left rear of the player GP. Therefore, in the specific shooting setting, the gaming machine 10 is captured on the left side of the game video YG, and the player GP is captured on the right side of the game video YG.
[0072] In a specific shooting setting, the area R1 in which the gaming machine 10 is reflected in the entire area of the game video YG is preferably 10% or more and less than 90%, preferably 20% or more and less than 80%, and preferably 30% or more and less than 70%. In a specific shooting setting, the area R2 in which the player GP is reflected in the entire area of the game video YG may be the remaining area R3 excluding the area in which the gaming machine 10 is reflected in the entire area of the game video YG. In a specific shooting setting, the remaining area R3 in which the gaming machine 10 is reflected in the entire area of the game video YG may be 20% or more and less than 80%, may be 30% or more and less than 70%, or may be 40% or more and less than 60%. In addition, a part other than the gaming machine 10 and the player GP may be reflected in the game video YG. In this case, the area R2 is less than the area R3.
[0073] In a specific shooting setting, it is preferable that only the upper body of the player GP is captured in the game video YG, and it is preferable that only the shoulders and above are captured, and it is also acceptable that only the head is captured. In a specific shooting setting, it is preferable that the game video YG does not include the upper decorative member D12 of the game machine 10, and only the lower side of the upper decorative body D1 is captured. In a specific shooting setting, it is preferable that the game video YG includes the upper operation surface D21a of the lower decorative body D2 of the game machine 10, and the upper side of the upper operation surface D21a is captured. In a specific shooting setting, it is preferable that the left decorative body D3 is captured in the game video YG. In a specific shooting setting, it is preferable that the left side D41a of the right decorative body D4 (right decorative member D42) is captured in the game video YG.
[0074] The game media number display unit 16a, the count button 16b, and the performance operation unit BT are reflected in the game video YG. The game area YBa and the shooting passage YBc of the game board YB are reflected in the game video YG. In other words, the entire or almost entire performance display DS is reflected in the game video YG. The upper operation surface D21a of the lower decorative body D2 is reflected in the game video YG. The left side D41a of the right decorative body D4 (right decorative member D42) is reflected in the game video YG. These parts are the parts to be photographed in a specific shooting setting. On the other hand, the firing operation unit HD and its surroundings are not reflected in the game video YG. The upper decorative body D1 (upper decorative member D12) is not reflected in the game video YG, or most of it is not reflected. The right side surface D41b of the right decorative body D4 (right decorative member D42) is not captured in the game play video YG. These parts are not subject to photography in a particular photography setting.
[0075] The non-photographed parts are not captured or are less likely to be captured in the game video YG compared to the photographed parts. The non-photographed parts are not displayed or are less likely to be displayed in a specific angle of view (specific frame) compared to the photographed parts. The photographed parts are an example of a first part. Of the non-photographed parts, the upper surface D11a of the upper decorative body D1 is an example of a third part. Of the non-photographed parts, the part excluding the upper surface D11a of the upper decorative body D1 is an example of a second part.
[0076] As shown in Figs. 2 to 7, various information is displayed on the gaming machine 10. The various information is displayed in various ways, such as by attaching a label, printing, displaying an image, and emitting light. The display ways of the various information include a high visibility way in which the display contents can be easily read and understood, and a low visibility way in which the display contents cannot be read and understood without looking carefully, as compared to the high visibility way. As an example, the high visibility way is where the display area of the information is large, where the information is displayed in large characters or symbols, and where the contrast is high so that the information stands out compared to the surroundings. The low visibility way is where the display area of the information is small, where the information is displayed in small characters or symbols, and where the contrast is low, as compared to the high visibility way.
[0077] The various information may include player warning information J1 as "information that can identify warnings for players in playing games." The various information may include administrator warning information J2 as "information that can identify warnings for administrators in installing or operating a gaming machine." The various information may include function information J3 as "information that explains functions installed in a gaming machine." The various information may include rights information J4 as "information that can identify rights related to a gaming machine." The various information may include predetermined game-related information J5. The various information may include performance information J6 as "information that can identify the performance of a gaming machine." The various information may include game status information J7 as "information that can identify a current game status." The various information may include variable information J8 as "information that can identify a variable game display unit." The various information may include name information J9 as "information that can identify the name of a gaming machine."
[0078] A specific example of the player warning information J1 will be described below. As an example, the player warning information J1 may include staring warning information J1a as information to warn players not to stare at the light-emitting effect or display effect. For example, the staring warning information J1a may be text such as "Do not stare at the same light for a long time" that warns players that continuing to stare at the same light may have a negative effect. As an example, the staring warning information J1a may be displayed in a low-visibility manner in the shot passage YBc. As an example, the staring warning information J1a may be displayed in a low-visibility manner in a part of the game board YB that is visible to the player GP, outside the game area YBa, and not in the shot passage YBc. In other words, the staring warning information J1a is displayed in the part to be photographed.
[0079] As an example, the player warning information J1 may include addiction warning information J1b as information to alert players to addiction. For example, the addiction warning information J1b may include the text "Be careful not to get addicted" and "Pachinko and pachislot are games that should be enjoyed in moderation." As an example, the addiction warning information J1b is displayed in a highly visible manner as a predetermined image on the performance display DS. That is, the addiction warning information J1b is displayed in the portion to be photographed. The addiction warning information J1b may be displayed as a demo performance in the standby state and as part of the ending performance in the jackpot game.
[0080] As an example, the warning information J1 for the player may include the performance warning information J1c as information to alert the player to the tactile performance. For example, the performance warning information J1c may include the text "A button will pop out," "Be careful not to get your hands or fingers caught," "The button will vibrate," and "Be careful of the wind." As an example, the performance warning information J1c is displayed in a low-visibility manner below the upper operation surface D21a of the lower decorative body D2 and around the firing operation unit HD. In other words, the performance warning information J1c is displayed in a non-photographable portion. As an example, the performance warning information J1c may be displayed in a low-visibility manner on the upper operation surface D21a of the lower decorative body D2. In other words, the performance warning information J1c may be displayed in a photographable portion.
[0081] As an example, the player warning information J1 may include frame warning information J1d as information regarding the shape or structure of the frame W. For example, the frame warning information J1d may be text such as "Watch your head as the top of the frame protrudes", "Watch your head as the top of the frame protrudes", and "Do not hang from the protruding part of the frame". As an example, the frame warning information J1d is displayed in a low-visibility manner on the left side D41a of the right decorative body D4. In other words, the frame warning information J1d is displayed in the part to be photographed.
[0082] As an example, the player's warning information J1 may include handling caution information J1e as information to alert the player to the handling of a specific operation unit. For example, the handling caution information J1e may include text such as "excessive operation may cause damage." As an example, the handling caution information J1e is displayed in a low-visibility manner below the upper operation surface D21a and around the firing operation unit HD. That is, the handling caution information J1e is displayed in a non-photographable portion. As an example, the handling caution information J1e may be displayed in a low-visibility manner on the upper operation surface D21a of the lower decorative body D2. That is, the handling caution information J1e may be displayed in a photographic portion.
[0083] As an example, the player warning information J1 may include collection warning information J1f as information to alert the player GP regarding collection of items held by the player GP. For example, the collection warning information J1f may include the text "Be careful not to forget to count" and "Be careful not to forget to take out the cards." The collection warning information J1f may be displayed in a low visibility manner on the upper operation surface D21a of the lower decorative body D2. In other words, the collection warning information J1f is displayed on the portion to be photographed.
[0084] A specific example of the administrator-oriented warning information J2 will be described. As an example, the manager's warning information J2 may include work-time warning information J2a as information to alert the user to the precautions taken when removing parts from the frame W for the purpose of maintenance or the like. For example, the work-time warning information J2a may include text such as "Make sure there are no people around," "Work with the power turned off," "Be careful not to forget to tighten screws or clamps," "Handle parts with both hands to prevent them from falling," and "Be careful not to get your hands or fingers pinched." As an example, the work-time warning information J2a is displayed in a highly visible manner on the upper surface D11a of the upper decorative body D1. As an example, the work-time warning information J2a is displayed in a highly visible manner on the right side surface D41b of the right decorative body D4. In other words, the work-time warning information J2a is displayed in a non-photographable portion.
[0085] A specific example of the function information J3 will be described. The function information J3 may include counting function information J3a as information explaining the function of the counting button 63. As an example, the counting function information J3a may be the text "Press the button to count" and the text "Press and hold for fast counting." As an example, the counting function information J3a is displayed in a low visibility manner on the upper operation surface D21a of the lower decorative body D2. That is, the counting function information J3a is displayed in the portion to be photographed. As an example, the counting function information J3a may be displayed in a low visibility manner below the upper operation surface D21a and around the firing operation unit HD. That is, the counting function information J3a may be displayed in the portion not to be photographed.
[0086] The function information J3 may include clean function information J3b as information indicating that antibacterial or antiviral processing has been performed. For example, the clean function information J3b may include text such as "antiviral processing performed" and "antibacterial processing performed." As an example, the clean function information J3b is displayed in a highly visible manner on the firing operation unit HD or in the vicinity of the firing operation unit HD. In other words, the clean function information J3b is displayed on the non-photographable portion.
[0087] The function information J3 may include cheating detection function information J3c as information indicating that a cheating detection system is installed. For example, the cheating detection function information J3c may include text such as "equipped with cheating detection system" and "equipped with cheating detection sensor." As an example, the cheating detection function information J3c is displayed in a low visibility manner in the shot passage YBc. As an example, the cheating detection function information J3c may be displayed in a low visibility manner in a portion of the game board YB that is visible to the player GP, outside the game area YBa, and not in the shot passage YBc. In other words, the cheating detection function information J3c is displayed in the portion to be photographed.
[0088] A specific example of the rights information J4 will be described below. For example, the right information J4 may include licensed right information J4a as information regarding copyright permission. As an example, the licensed right information J4a may be the name (title) of the content that is the motif of the gaming machine 50, the year of publication of the work, the name or title of the copyright holder, the name of the copyright management company, and letters, numbers, and symbols indicating the copyright permission number. As an example, the licensed right information J4a is displayed in a low-visibility manner in the shooting passage YBc. That is, the licensed right information J4a is displayed in the part that is to be photographed. Also, as an example, the licensed right information J4a is displayed in a low-visibility manner on the right side surface D41b of the right ornament D4. That is, the licensed right information J4a is displayed in the part that is not to be photographed.
[0089] A specific example of the game-related information J5 will now be described. As an example, the game-related information J5 may include game number information J5a indicating the number of times a variable game has been played since the transition to the normal state, remaining game information J5b indicating the remaining number of variable games that can be played while in the advantageous state, and acquisition information J5c indicating the number of game media given to the player since the transition to the advantageous state. These pieces of information J5a to J5c may include Arabic numerals. For example, the remaining game information J5b may be displayed in such a manner that the remaining number of variable games that can be played while in the advantageous state decreases each time a variable game is played. The remaining game information J5b may have a scene in which the number of digits displayed as the remaining number decreases according to the execution of the variable game while keeping the display position of the ones digit fixed. As an example, the information J5a to J5c are displayed in a high visibility manner as a predetermined image on the performance display DS. As an example, the information J5a to J5c are displayed in a portion of the display area HR adjacent to the right ornament D4. The information J5a to J5c are displayed in a portion of the performance display DS on the right ornament D4 side, which has a relatively large protruding amount. As an example, the information J5a to J5c are displayed in the portion of the display area HR that is closer to the lower jewelry body D2. That is, the information J5a to J5c are displayed in the portion that is to be photographed.
[0090] The game-related information J5 may include held ball information J5d as information indicating the number of game media P2 held by the player GP. As an example, the held ball information J5d (number of game media P2) is displayed in a highly visible manner on the game media number display section 16a on the upper operation surface D21a of the lower decorative body D2. In other words, the held ball information J5d (number of game media P2) is displayed in the photographed portion.
[0091] The game-related information J5 may include right hit information J5e as information instructing a right hit. As an example, the right hit information J5e is displayed in a low visibility manner on the right hit display section of the information display device 22. The right hit information J5e may be displayed in a high visibility manner as a predetermined image on the performance display DS. For example, the right hit information J5e may be the characters "right hit", may be a right-facing arrow symbol, or may simply be an LED that is lit. In other words, the right hit information J5e is displayed in the portion to be photographed.
[0092] The game-related information J5 may include round upper limit number information J5f as information notifying the upper limit number of rounds. As an example, the round upper limit number information J5f is displayed in a low visibility manner on the round display section of the information display device 22. The round upper limit number information J5f may be displayed in a high visibility manner as a predetermined image on the performance display DS. For example, the round upper limit number information J5f may be the words "10 round jackpot" or may simply be an LED corresponding to the upper limit number of rounds being lit. In other words, the round upper limit number information J5f is displayed in the portion to be photographed.
[0093] A specific example of the performance information J6 will be described. The performance information J6 may include probability information J6a as information indicating the probability of a jackpot in the gaming machine 10 or the continuation rate of an advantageous state (high ball entry rate state or high probability state). As an example, the probability information J6a may include Arabic numerals, letters, and symbols, such as "jackpot probability 1 / 318" and "continuation rate 80%". The performance information J6 may include prize ball information J6b as information indicating the number of prize balls set for the prize hole. As an example, the prize ball information J6b may include Arabic numerals, letters, and symbols, such as "prize balls 3&1&4&10". As an example, the probability information J6a and the prize ball information J6b are displayed in a low visibility manner in a part of the game board YB that is visible to the player GP, outside the game area YBa, and not in the shot passage YBc. In other words, the probability information J6a and the prize ball information J6b are displayed in the part to be photographed.
[0094] A specific example of the gaming status information J7 will be described below. The gaming status information J7 may include advantageous state information J7a as information that can identify whether or not the game is in an advantageous state. As an example, the advantageous state information J7a is used in combination with the above-mentioned right hit information J5e. In the gaming machine 10, the advantageous state information J7a may be displayed in a low visibility manner on the information display device 22 (right hit display section). In other words, the advantageous state information J7a is displayed in the photographed portion.
[0095] A specific example of the variable information J8 will be described. The variable information J8 may include special variable information J8a as information that can identify the special symbol display sections 22a and 22b. The special variable information J8a may include characters such as "Special 1" and "Special 1" as information that can identify the first special symbol display section 22a. The special variable information J8a may include characters such as "Special 2" and "Special 2" as information that can identify the second special symbol display section 22b. The special symbol display sections 22a and 22b are an example of a variable game display section. As an example, the special variable information J8a is displayed in a low visibility manner at a position adjacent to the special symbol display sections 22a and 22b in the information display device 22. In other words, the special variable information J8a is displayed in the photographing target portion.
[0096] A specific example of the name information J9 will be described. The name information J9 may be characters indicating the name of the content that is the motif of the gaming machine 50, or may be a name in which information such as letters, symbols, or numbers is added to the name of the content. As an example, the name information J9 is displayed in a highly visible manner, integrated with the design applied to the upper decorative member D12 of the upper decorative body D1. The name information J9 is displayed in a highly visible manner on the right side surface D41b of the right decorative body D4. In other words, the name information J9 is displayed in a non-photographable portion. The name information J9 is displayed in a highly visible manner as part of a demo presentation on the presentation display DS. In other words, the name information J9 is displayed in a photographable portion.
[0097] As described above, in the frame W, which is an example of a main body part, the non-photographed portion, which is an example of the second portion, may include a portion displaying various information J1 to J4. In the frame W, which is an example of a main body part, the photographed portion, which is an example of the first portion, may include a portion displaying various information J5 to J8. The first portion may include the performance operation unit BT and the firing operation unit HD, which are examples of a tactile performance device.
[0098] In this embodiment, the following effects can be obtained. (1-1) The player warning information J1 has no direct relationship to the state of play to be photographed. If such information were to appear in the image when photographing, there is a risk that the attention of the person viewing the image would be diverted from the state of play of the player GP, who is the subject. In contrast, according to the gaming machine 10, at least the handling precaution information J1e of the player warning information J1 is not or is unlikely to appear in the image when photographing. This prevents the attention of the person viewing the image from being diverted from the state of play of the player GP, who is the subject. Therefore, various information can be displayed appropriately.
[0099] (1-2) The player warning information J1, excluding the handling caution information J1e, is displayed in a low visibility manner in the photographed portion, so that the player GP can be provided with necessary information while preventing the player's attention from being distracted by the player warning information J1 being captured during photographing.
[0100] (1-3) The warning information J2 for the administrator has no direct relationship to the state of play to be photographed. If such information were to appear in the image when photographing, there is a risk that the attention of the person viewing the image would be diverted from the state of play of the player GP, who is the subject. In contrast, according to the gaming machine 10, the warning information J2 for the administrator does not appear in the image, or is unlikely to appear in the image, when photographing. This prevents the attention of the person viewing the image from being diverted from the state of play of the player GP, who is the subject. Therefore, various information can be displayed appropriately.
[0101] (1-4) The functional information J3 has no direct relationship to the state of play to be photographed. If such information were to appear in the image when photographing, there is a risk that the attention of the person viewing the image would be diverted from the state of play of the player GP, who is the subject. In contrast, according to the gaming machine 10, at least the cleanliness functional information J3b of the functional information J3 is not, or is unlikely to be, photographed when photographing. This prevents the attention of the person viewing the image from being diverted from the state of play of the player GP, who is the subject. Therefore, various information can be displayed appropriately.
[0102] (1-5) Among the functional information J3, for example, the counting functional information J3a and the fraud detection functional information J3c are displayed in a low visibility manner in the photographed portion. Therefore, while providing the necessary information to the player GP, it is possible to prevent the functional information J3 from appearing in the photograph and diverting the viewer's attention.
[0103] (1-6) The rights information J4 has no direct relationship to the gameplay to be photographed. If such information were to appear in the image during photography, there is a risk that the attention of the viewer of the image would be diverted from the gameplay of the player who is the subject of the image. In contrast, according to the gaming machine 10, at least a portion of the licensed rights information J4a of the rights information J4 is not, or is unlikely to be, photographed during photography. This prevents the attention of the viewer of the image from being diverted from the gameplay of the player who is the subject of the image. Therefore, various information can be displayed appropriately.
[0104] (1-7) Among the rights information, a part of the licensed rights information J4a is displayed on the shooting path YBc, which is the part to be photographed, but the display manner is a low visibility manner. Therefore, while providing the necessary information to the player GP, it is possible to prevent the right information J4 from appearing in the image during shooting, which distracts the viewer's attention.
[0105] (1-8) On the gaming machine 10, information useful for understanding the gaming machine 10, which is one of the subjects, is displayed in the photographed portion. Such information is, for example, performance information J6, game status information J7, variable information J8, and name information J9. Since this information J6 to J9 is captured during photography, it is easy to understand the gaming machine 10 from the image. Furthermore, if it is a moving image, it becomes easy to explain the gaming machine 10 to the player GP, who is the subject. In other words, it is easy to increase the interest of those who view the image. Therefore, various information can be appropriately displayed.
[0106] (1-9) Among the information J6 for players, if the performance information J6 is captured during shooting, it becomes easier for those viewing the image to understand the performance of the gaming machine 10. (1-10) Among the information J6 for players, if the game status information J7 is captured during shooting, it becomes easier for the person viewing the image to understand the game status.
[0107] (1-11) Among the information J6 for players, if variable information J8 is captured during shooting, it becomes easier for a person viewing the image to see what they need to look at to understand the progress of the game.
[0108] (1-12) The upper surface D11a of the upper decorative body D1, which corresponds to the upper part of the gaming machine 10, can be provided in the non-photographed portion, so that various information can be displayed while being less likely to be captured in the photograph.
[0109] (1-13) Since the warning information J2 for the administrator is displayed on the upper surface D11a of the upper decorative body D1, more information can be displayed for the administrator while being less likely to be captured in photographs.
[0110] (1-14) The performance operation unit BT, which is an example of a tactile performance device, is the part that is directly operated by the player GP. Therefore, if it is captured in the image during shooting, it becomes easier for the person viewing the image to understand the progress of the game.
[0111] (1-15) By providing a non-photographable portion near the firing operation unit HD, which is an example of a tactile performance device, it is possible to make it easy for the player GP to see and difficult for it to be captured in a photograph.
[0112] (1-16) Information explaining the antibacterial function closely related to the device is displayed near the firing operation unit HD. Therefore, various information can be appropriately displayed. (1-17) If the name of the gaming machine 10 is captured in the image, it is easier for the viewer of the image to understand which model is the target of the game. On the other hand, the rights information J4 is displayed in a part not to be photographed, or in a low-visibility manner even if it is a part to be photographed. Rights (copyright, etc.) are closely related to the name of the gaming machine 10, but are not so related to the game itself. Therefore, various information can be displayed appropriately.
[0113] (1-18) The operation of the performance operation unit BT (vibration performance as an example) is difficult to sense unless it is directly touched. It is difficult for a person viewing an image to understand the operation of the tactile performance device through the image. For this reason, particularly when filming a video, it is expected that the subject, the player GP, will be faced with a situation where he or she will be forced to explain the tactile performance device. Since the tactile performance device is likely to appear in the video, it will be easy for the player GP to explain the tactile performance device. This also makes it easier to increase the viewer's interest.
[0114] (1-19) The upper surface D11a of the upper decorative body D1, which is an example of a non-photographable part, is not or is not likely to be photographed in the image, like other non-photographable parts. Therefore, although it is preferable that it not be photographed in the image, an area for displaying information that should be displayed to the player GP or the administrator can be secured as the upper part of the frame W.
[0115] (1-20) The left decorative body D3 and the right decorative body D4 have different numbers of LEDs that function as decorative lamps LA. Therefore, when the angle of view (frame) is set from the other decorative body and an image is taken, it is possible to make it easier or harder for the light emission mode of the LEDs to be reflected in the image. Therefore, compared to when the number of LEDs in the left and right decorative bodies is the same, a sharp image can be taken when displaying information using LEDs. Therefore, various information can be displayed appropriately.
[0116] Second embodiment An example in which the gaming machine is embodied as a slot machine (rotary gaming machine) will be described. In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and duplicate descriptions will be omitted or simplified.
[0117] As shown in FIG. 8, the island facility FS can accommodate multiple gaming machines 50. The gaming machines 50 are slot machines (rotary gaming machines). In the island facility FS, the gaming machines 50 and the management device 90 are arranged alternately. The management device 90 is installed next to the gaming machine 50. In the second embodiment, the management device 90 is the same as in the first embodiment except that the unit price of the gaming medium is different, so a detailed description will be omitted. Note that the management device 90 may be shared by both the gaming machine 10 and the gaming machine 50, or may be dedicated to either the gaming machine 10 or the gaming machine 50.
[0118] The gaming machine 50 will be described. The gaming machine 50 may be a medal-less gaming machine that electronically manages gaming media that a player can use for playing games. The number of gaming media managed by the gaming machine 50 includes the number of gaming media P2. In this case, the gaming machine 50 does not include a medal insertion slot, a selector, a hopper, and a medal payout outlet. However, the gaming machine 50 may be a gaming machine that uses actual gaming medals as gaming media.
[0119] As shown in FIG. 9 to FIG. 11, the gaming machine 50 includes a main body cabinet 51. The main body cabinet 51 is a square box having an opening (not shown) on the front side. The gaming machine 50 includes a front door 52 that covers the opening of the main body cabinet 51. The front door 52 is supported so as to be openable and closable relative to the main body cabinet 51. The front door 52 is formed with a pattern display window 52a through which the inside of the machine can be viewed. The gaming machine 50 includes a locking mechanism Wk that locks the front door 52. The locking mechanism Wk can be locked and unlocked using a suitable key. When the locking mechanism Wk is unlocked, the front door 52 can be opened relative to the main body cabinet 51. The main body cabinet and the front door 52 are examples of main body members that constitute the exterior of the gaming machine. In a state in which the gaming machine 50 is installed in the island equipment FS, the player GP cannot view the main body cabinet 51, so that only the front door 52 can be understood as a main body member.
[0120] The front door 52 includes a speaker SP. The front door 52 includes a decorative lamp LA. The front door 52 includes a performance display DS. The performance display DS has a display area HR capable of displaying an image. As an example, the performance display DS is a transparent display. The performance display DS is arranged in a position that covers the front side of the pattern display window 52a. The front door 52 includes a performance operation unit BT. As an example, the performance operation unit BT is a button-type operation device configured to be able to perform a push-down operation, but is not limited thereto. The performance operation unit BT includes a built-in vibration motor. The performance operation unit BT can execute a vibration performance by the vibration motor generating vibrations. The vibration performance can be perceived by the player GP touching the performance operation unit BT. The performance operation unit BT is an example of a tactile performance device. The vibration performance is an example of a tactile performance.
[0121] The gaming machine 50 includes a reel unit 56, which is an example of a gaming component. The reel unit 56 is disposed inside the gaming machine 50 so that the player can see it through the symbol display window 52a. The reel unit 56 includes a left reel 56a, a center reel 56b, and a right reel 56c. Each of the reels 56a to 56c has a symbol row in which a plurality of symbols are arranged. There are a plurality of types of symbols. As an example, the types of symbols may include a cherry symbol, a watermelon symbol, a bell symbol, a seven symbol, and a replay symbol. The reel unit 56 includes a reel sensor SE6 (see FIG. 12). The reel sensor SE6 outputs a symbol signal according to the result of detecting the rotation position of each of the reels 56a to 56c.
[0122] The reel unit 56 includes an actuator for driving each of the reels 56a to 56c. As an example, the actuator is a stepping motor. The reels 56a to 56c can be rotated and stopped vertically independently of each other by the actuator. A variable game is executed by displaying a variable pattern row visible through the pattern display window 52a in response to the rotation of the reels 56a to 56c. For example, the variable pattern row is displayed in a manner that scrolls vertically from top to bottom. The pattern display window 52a is large enough to display three consecutive patterns in the circumferential direction on the reels 56a to 56c in the upper, middle, and lower rows, respectively.
[0123] A winning line NL is defined in the symbol display window 52a. In the gaming machine 50, a "winning" occurs when a symbol combination that determines a prize is stopped and displayed on the winning line NL. When a winning occurs in the gaming machine 50, a prize (profit) that is determined for the winning symbol combination is awarded. The "symbol combination that determines a prize" is a so-called "winning combination." Note that lines other than the winning line NL are invalid lines on which the symbol combination that is stopped and displayed cannot be determined to be a winning combination.
[0124] The front door 52 includes a bet button 57. The bet button 57 is configured to enable an operation of increasing the bet (number of bets) on the variable game by consuming the number of game media P2. The bet button 57 may be a MAX bet button that increases the bet to the maximum bet (3 bets as an example), or may be configured as a combination of the MAX bet button and a 1 bet button that increases the bet by 1. Note that the variable game can be started on the condition that a specified number of bets has been set. The specified number of bets may be the same as the maximum bet, or may be less than the maximum bet.
[0125] The front door 52 includes a settlement button 59. The settlement button 59 is configured to enable an operation to return the bet gaming media to the player. When the settlement button 59 is operated, the bet amount is reduced to 0 and is added to the number of gaming media P2.
[0126] The front door 52 is provided with a start lever 60. The start lever 60 is configured to be operable to start a variable game. When the start lever 60 is operated in a state in which a specified bet number is set, the gaming machine 50 starts a variable game.
[0127] The front door 52 is provided with a left stop button 61a, a center stop button 61b, and a right stop button 61c. The stop buttons 61a to 61c correspond to the reels 56a to 56c, respectively. The stop buttons 61a to 61c are configured to enable a stop operation to stop the rotation of the corresponding reel. Here, the vibration generated by the vibration motor of the performance operation unit BT propagates through the front door 52 and can reach the start lever 60 and the stop buttons 61a to 61c. Therefore, the vibration performance can be felt by touching the start lever 60 and the stop buttons 61a to 61c. The start lever 60 and the stop buttons 61a to 61c are an example of a tactile performance device.
[0128] The front door 52 is equipped with a gaming media number display unit 62. The gaming media number display unit 62 displays the number of gaming media P2. As an example, the gaming media number display unit 62 is provided on the front side of the front door 52. The front door 52 is equipped with a counting button 63. The counting button 63 allows a counting operation when a predetermined countable state is established. The counting button 63 outputs a counting signal when a counting operation is performed.
[0129] The front door 52 is equipped with an information display device 65. The information display device 65 includes a replay display section 65a, a wait display section 65b, an advantageous zone display section 65c, a bet amount display section 65d, a payout display section 65e, and an operation information display section 65f. The replay display section 65a displays information that can identify whether or not a replay is in progress. "Replay" refers to a variable game that can be played without consuming any new gaming media owned by the player.
[0130] The wait display unit 65b displays information that can identify whether or not a waiting time is in progress. The wait time is a waiting time that is set so that the number of times that a variable game is executed per unit time does not exceed a predetermined number of times. The advantageous zone display unit 65c displays information that can identify whether or not a favorable zone is in progress. The advantageous zone is a state that is more favorable for the player than a zone that is not an advantageous zone. The information display device 65 may be configured without including the advantageous zone display unit 65c.
[0131] The odds display unit 65d displays information that allows the odds to be identified. The odds display unit 65d can display odds=1, odds=2, and odds=3 so that they can be distinguished. The payout display unit 65e displays information that allows the number of game media acquired upon the occurrence of a win to be identified. The "number of game media acquired" refers to the increase in the number of game media P2 associated with a win. The payout display unit 65e may also be used as a display unit that displays error information that allows errors to be identified.
[0132] The operation information display section 65f displays information (hereinafter, referred to as operation information) that can identify the operation mode of the stop buttons 61a to 61c required to generate a winning combination. As an example, the operation information is information that can identify at least one of the operation sequence (pressing order) and operation timing (pressing position) of the stop buttons 61a to 61c in one variable game. The payout display section 65e may be used in combination with the operation information display section 65f.
[0133] A decorative body D that defines the appearance of the gaming machine 50 is provided on the front side of the front door 52. The decorative body D is composed of at least one of a shape, a color, and a pattern that correspond to a motif set for the gaming machine 50. Generally, content that can become a motif for the gaming machine 50 is copyrighted. Therefore, the gaming machine 50 is manufactured with the permission of the copyright holder.
[0134] In the front door 52, the decorative lamps LA, speaker SP, game media number display unit 62, and information display device 65 are provided in a decorative body D. In the front door 52, the locking mechanism Wk, performance operation unit BT, bet button 57, settlement button 59, start lever 60, stop buttons 61a to 61c, and counting button 63 are provided in the decorative body D. In other words, these parts can be said to form part of the decorative body D. Details of the decorative body D in the gaming machine 50 will be described later.
[0135] Examples of roles and prizes will be described below. The gaming machine 50 has a plurality of types of roles. As an example, the plurality of types of roles may include a payout role (small role) and a replay role. The payout role is determined to be a game medal as a prize. The replay role is determined to be a replay operation as a prize. As an example, the payout roles include a cherry role, a watermelon role, a bell role, and a bell spill role. The gaming machine 50 may have a bonus role in which a bonus game is awarded as a prize. As an example, when a bonus role is won and the bonus role is won, a bonus game is awarded. When a bonus game is awarded, the gaming machine 50 is controlled to a bonus state. The bonus state may end with a variable game in which the number of game media awarded since the bonus state started exceeds a specified number (for example, 200).
[0136] The internal state of the gaming machine 50 will be described. The internal state can be determined by a combination of game zones and game states. The gaming machine 50 has a plurality of game zones. The plurality of game zones include normal zones and advantageous zones. The advantageous zones are more likely to transition to advantageous game states than the normal zones. Notification of operation information is permitted in the advantageous zones and prohibited in the normal zones. When the start condition of the advantageous zone is satisfied in the normal zone, the game zone transitions from the normal zone to the advantageous zone. When the end condition of the advantageous zone is satisfied in the advantageous zone, the game zone transitions from the advantageous zone to the normal zone.
[0137] The gaming machine 50 has a plurality of gaming states. The plurality of gaming states include a normal state and an advantageous state. Operation information is notified in the advantageous state, and is not notified in the normal state. The advantageous state is a so-called assist time (AT). The advantageous state is a state in which it is easier to win a payout role won by an internal lottery compared to the normal state. In other words, the advantageous state is an internal state that is more advantageous than the normal state.
[0138] The normal state includes a first normal state and a second normal state. The second normal state has a higher expectation of transitioning to an advantageous state (hereinafter referred to as transition expectation) than the first normal state. The second normal state is a so-called chance zone (CZ). When the transition condition to the second normal state is satisfied in the first normal state, the game state transitions to the second normal state. When the transition condition to the advantageous state is satisfied in any of the normal states, the game state transitions to the advantageous state. When the transition condition to the first normal state is satisfied in the advantageous state or the second normal state, the game state transitions to the first normal state.
[0139] An example of a specific transition mode of the internal state will be described. When the start condition of the advantageous zone is satisfied in the normal zone and the first normal state, the internal state may transition to the advantageous zone and the first normal state. When the transition condition to the second normal state is satisfied in the advantageous zone and the first normal state, the internal state may transition to the advantageous zone and the second normal state. When the transition condition to the advantageous state is satisfied in the advantageous zone and any normal state, the internal state may transition to the advantageous zone and the advantageous state. When the transition condition to the first normal state is satisfied in the advantageous zone and the advantageous state, the internal state may transition to the normal zone and the first normal state. Not limited to this, when the transition condition to the first normal state is satisfied in the advantageous zone and the advantageous state, the internal state may transition to the advantageous zone and the first normal state. Also, when the end condition of the advantageous zone is satisfied in the advantageous zone and the advantageous state, the internal state may transition to the normal zone and the first normal state.
[0140] The electrical configuration of the gaming machine 50 will be described. 12, the gaming machine 50 includes a gaming control board 70, a performance control board 71, and a gaming media number control board 72. The gaming control board 70, the performance control board 71, and the gaming media number control board 72 are disposed inside the machine. These control boards 70 to 72 are located in positions that cannot be accessed unless the locking mechanism Wk is unlocked and the front door 52 is opened.
[0141] The gaming control board 70 and the presentation control board 71 are connected so as to be able to output control information in one direction from the gaming control board 70 to the presentation control board 71. The gaming control board 70 executes a predetermined process and outputs control information to the presentation control board 71. The presentation control board 71 executes a predetermined process based on the control information input from the gaming control board 70. The gaming control board 70 and the gaming media number control board 72 are connected so as to be able to output control information in both directions. The gaming media number control board 72 of the gaming machine 10 and the management board of the management device 90 are connected so as to be able to output control information in both directions.
[0142] The game control board 70 will now be described in detail. The game control board 70 includes a CPU 70a, a ROM 70b, and a RAM 70c. The CPU 70a executes a game control program to execute a process related to the progress of the game. The ROM 70b stores the game control program, judgment values used for various judgments and lotteries, and various tables. The various tables may include a role information determination table that is referenced to determine one or more roles from among multiple role information. The role information is an identifier that can identify a role that allows a win in the variable game. As an example, one or more roles that allow a win in the variable game are defined in each role information. As an example, the multiple role information may include cherry role information, watermelon role information, bell role information, and replay role information. In the game machine 50, when the stop buttons 61a to 61c are operated in an operation mode (hereinafter referred to as a corresponding operation mode) corresponding to the role defined in the role information, a control (hereinafter referred to as a pattern stop control) that generates a win of a role corresponding to the corresponding operation mode may be performed.
[0143] The RAM 70c stores various information that is rewritten according to the processing results of the CPU 70a. For example, the information stored in the RAM 70c is a flag, a counter, a timer, etc. The game control board 70 is configured to be able to generate software random numbers by a hardware random number generating circuit or by a random number generating process by the CPU 70a.
[0144] The CPU 70a is connected to the reel sensor SE6. The CPU 70a can input a symbol signal from the reel sensor SE6. The CPU 70a is connected to each of the bet button 57, the settlement button 59, the start lever 60, and the stop buttons 61a to 61c. The CPU 70a can input an operation signal from each of the bet button 57, the settlement button 59, the start lever 60, and the stop buttons 61a to 61c. The CPU 70a is connected to an actuator of the reel unit 56. The CPU 70a can control the operation mode (spin and stop) of each reel by controlling the operation of the actuator. The game control board 70 is connected to the information display device 65. The CPU 70a can control the display contents of the information display device 65.
[0145] The game control board 70 includes a setting device 70d. The setting device 70d is configured to be operable by using a predetermined key. The CPU 70a is connected to the setting device 70d. The CPU 70a can input a detection signal that is output when the setting device 70d is operated. The game control board 70 includes a setting button 70e. The CPU 70a is connected to the setting button 70e. The CPU 70a can input a detection signal that is output when the setting button 70e is operated.
[0146] When the power is turned on, if the setting device 70d is operated, the CPU 70a transitions to a setting change state in which the setting value can be changed. When the setting button 70e is operated in the setting change state, the setting value is changed by one step. When the start lever 60 is operated, the CPU 70a confirms the setting value selected at that time. The CPU 70a performs various lotteries with winning probabilities according to the setting value. In other words, the gaming machine 50 has different ball payout rates according to the setting value.
[0147] The performance control board 71 will be described. The performance control board 71 includes a CPU 71a, a ROM 71b, and a RAM 71c. The CPU 71a executes a performance control program to perform processing related to the performance. The ROM 71b stores the performance control program and a judgment value used in a predetermined lottery. The ROM 71b stores display performance data used for display performance, light emission performance data used for light emission performance, and audio performance data used for audio performance. The RAM 71c stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 71c includes a flag, a counter, and a timer. The performance control board 71 is configured to be able to generate software random numbers by a random number generation process by the CPU 71a. The performance control board 71 may include a random number generation circuit and be able to generate hardware random numbers.
[0148] The performance control board 71 is connected to the performance display DS. The CPU 71a is capable of controlling the display contents of the performance display DS. The performance control board 71 is connected to a speaker SP. The CPU 71a is capable of controlling the output contents of the speaker SP. The performance control board 71 is connected to a decorative lamp LA. The CPU 71a is capable of controlling the light emission mode of the decorative lamp LA. The performance control board 71 is connected to the performance operation unit BT. The CPU 71a is capable of inputting an operation signal output by the performance operation unit BT when the performance operation unit BT is operated.
[0149] The game media number control board 72 will now be described in detail. The game media count control board 72 includes a CPU 72a, a ROM 72b, and a RAM 72c. The CPU 72a executes a game media count control program to perform processing related to management of the game media count P2. The ROM 72b stores the game media count control program and the like. The RAM 72c stores various information that is rewritten depending on the processing results of the CPU 72a. As an example, the information stored in the RAM 72c includes the game media count P2, as well as flags, counters, and timers.
[0150] The gaming media number control board 72 includes a gaming media number clear button 72d. The gaming media number clear button 72d is configured to be operable to initialize the gaming machine managed gaming media number stored in the RAM 72c to 0. When the gaming media number clear button 72d is pressed, it outputs a gaming media number clear signal. The CPU 72a is connected to the gaming media number clear button 72d. The CPU 72a is capable of inputting the gaming media number clear signal. The gaming media number control board 72 is connected to the gaming media number display unit 62. The CPU 72a is capable of controlling the display contents of the gaming media number display unit 62. The gaming media number control board 72 is connected to the count button 63. The CPU 72a is capable of inputting a count signal that is output when the count button 63 is operated.
[0151] The game progress main processing executed by the game control board 70 (CPU 70a) will be described. First, the CPU 70a executes a game start setting process. In the game start setting process, the CPU 70a updates a predetermined memory area in the RAM 70c. Next, the CPU 70a executes a replay determination process to determine whether or not the replay is not in operation. If the replay is not in operation, the CPU 70a executes a bet setting process to set the bet in the current variable game.
[0152] In the bet amount setting process, the CPU 70a judges whether or not an operation signal has been input from the bet button 57. When the CPU 70a inputs an operation signal from the bet button 57 and the bet amount is less than the maximum bet amount, the CPU 70a adds the bet amount to the maximum bet amount, with the number of game media P2 at that time as the limit. When the bet amount has been added, or when the bet button 57 has not been input, the CPU 70a ends the bet amount setting process.
[0153] When the bet amount setting process is completed, the CPU 70a executes the settlement process. If an operation signal is not input from the settlement button 59 during the settlement process, the CPU 70a ends the settlement process. If an operation signal is input from the settlement button 59, the CPU 70a outputs control information (hereinafter referred to as a settlement command) capable of specifying that the number of game media equivalent to the bet amount be added to the number of game media P2 to the number of game media control board 72. The CPU 70a sets the bet amount to 0. The CPU 72a of the number of game media control board 72 adds the number of game media that can be specified from the settlement command to the number of game media P2. The CPU 70a then ends the settlement process.
[0154] When the replay is not inactive and when the settlement process is completed, the CPU 70a judges whether the bet coincides with the specified bet. When the replay is in operation, the CPU 70a resets the bet for the previous variable game as the bet for the current variable game. When the bet does not coincide with the specified bet, the CPU 70a returns to the replay judgment process. When the bet coincides with the specified bet, the CPU 70a performs a start judgment process to judge whether a start operation has been accepted. When the CPU 70a receives a detection signal from the start lever 60, the CPU 70a makes an affirmative judgment. When the CPU 70a does not receive a detection signal from the start lever 60, the CPU 70a makes a negative judgment. When the start operation has not been accepted, the CPU 70a returns to the replay judgment process. On the other hand, when a start operation has been accepted, the CPU 70a executes a role selection process.
[0155] In the role selection process, the CPU 70a determines one piece of role information from among multiple pieces of role information. The CPU 70a acquires a special random number generated in the game control board 70. The CPU 70a determines role information by role selection using the special random number. The role selection can be considered a special selection for determining whether or not a player wins. Not winning any of the role information is a so-called loss. The CPU 70a outputs control information capable of identifying the result of the role selection (hereinafter referred to as a selection result command) to the performance control board 71. After that, the CPU 70a ends the role selection process. When the role selection process ends, the CPU 70a executes a first transition process regarding the internal state.
[0156] In the first transition process, the CPU 70a controls the transition of the internal state. When the CPU 70a is in the normal zone and the first normal state, the CPU 70a executes the first zone transition process. In the first zone transition process, the CPU 70a acquires a predetermined random number generated by the game control board 70. The CPU 70a determines whether or not to transition to the advantageous zone by zone transition lottery using the acquired random number. If the zone transition lottery is won, the CPU 70a transitions to the advantageous zone. Not limited to this, the CPU 70a may transition to the advantageous zone when a specific combination is won in a state in which the zone transition lottery is won. After that, the CPU 70a ends the first transition process. On the other hand, if the zone transition lottery is not won, the CPU 70a ends the first transition process.
[0157] When the game is in the advantageous zone and in the first normal state, the CPU 70a executes the first state transition process. In the first state transition process, the CPU 70a acquires a predetermined random number generated by the game control board 70, and performs a state transition lottery using the random number. The CPU 70a performs a state transition lottery so that the winning probability is according to the winning combination information in the winning combination lottery process. When the state transition lottery is won, the CPU 70a transitions to the second normal state. Not limited to this, the CPU 70a may transition to the second normal state when a specific combination is won in a state where the state transition lottery is won. After that, the CPU 70a ends the first transition process. On the other hand, when the state transition lottery is not won, the CPU 70a ends the first transition process.
[0158] When the first transition process is completed, the CPU 70a executes the operation information process. In the advantageous zone, the CPU 70a is permitted to display the operation information on the payout display unit 65e. On the other hand, in the normal zone, the CPU 70a is prohibited from displaying the operation information on the payout display unit 65e. As an example, the CPU 70a displays the operation information specified according to the winning combination information when the advantageous zone and advantageous state are present. As an example, the CPU 70a does not display the operation information when the advantageous zone and any normal state are present. The CPU 70a outputs the control information (hereinafter, referred to as the operation information command) indicating the operation information specified according to the winning combination information to the performance control board 71. After that, the CPU 70a ends the operation information process.
[0159] Next, the CPU 70a performs a progress determination process to determine whether the wait time has elapsed. If the wait time has not elapsed, the CPU 70a waits until the wait time has elapsed. If the wait time has elapsed, the CPU 70a sets a wait time for determining whether the wait time has elapsed next time.
[0160] After setting the wait time, the CPU 70a controls the actuators of the reels 56a to 56c so that the reels 56a to 56c start to rotate. The variation game starts when the reels 56a to 56c start to rotate. The CPU 70a outputs control information (hereinafter, referred to as a start command) capable of identifying that the variation game has started to the performance control board 71.
[0161] When the rotation speed of the reels 56a-56c reaches a specified speed, the CPU 70a performs a stop determination process to determine whether a stop operation has been received from any of the stop buttons 61a-61c. The CPU 70a makes a positive determination when a detection signal has been input from any of the stop buttons 61a-61c corresponding to the reel that is spinning. On the other hand, the CPU 70a makes a negative determination when a detection signal has been input from a stop operation section corresponding to an already stopped reel, or when no detection signal has been input from any of the stop buttons 61a-61c. If a stop operation has not been received, the CPU 70a waits until a stop operation is received.
[0162] When the CPU 70a receives a stop operation, the CPU 70a executes a reel stop process to stop the rotation of the reel corresponding to the stop operation unit that input the detection signal. That is, the CPU 70a controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation. As an example, the reel stop process realizes a symbol stop control. The symbol stop control may include a symbol pull-in control and a symbol kick-off control.
[0163] Next, the CPU 70a performs an all stop determination process to determine whether all of the reels 56a to 56c have been stopped. If all of the reels have not been stopped, the CPU 70a returns to the stop determination process. On the other hand, if all of the reels have been stopped, the CPU 70a ends the variable game and executes a winning determination process. The CPU 70a outputs control information (hereinafter, referred to as an end command) capable of identifying that the variable game has ended to the performance control board 71.
[0164] In the winning determination process, the CPU 70a determines whether or not a winning combination of any combination has occurred. In other words, the CPU 70a determines whether or not the symbols stopped on the pay line NL constitute a combination of symbols that determines a prize. When a winning combination of any combination has occurred, the CPU 70a awards the prize that has been determined for the winning combination. The CPU 70a outputs control information (hereinafter, referred to as a winning command) that can identify the winning combination to the performance control board 71. When no winning combination of any combination has occurred, the CPU 70a ends the winning determination process.
[0165] When a payout role is won, the CPU 70a outputs control information (hereinafter referred to as a "win command") indicating the number of game media to be awarded as a prize to the game media count control board 72. The CPU 72a of the game media count control board 72 adds the number of game media that can be specified from the win command to the number of game media P2. After that, the CPU 70a ends the winning determination process. When a replay role is won, the CPU 70a activates a replay. In other words, the CPU 70a resets the bet amount to the same as that of the variable game in which the replay role was won. After that, the CPU 70a ends the winning determination process.
[0166] When the winning determination process is completed, the CPU 70a executes the section limiting process. In the section limiting process, if the section is favorable, the CPU 70a subtracts 1 from the favorable section remaining number of times. The favorable section remaining number of times is information that can specify the remaining number of variable games that can be played in the favorable section. As an example, when moving to the favorable section, the initial value of the favorable section remaining number of times is 4000 times. When moving to the favorable section, the CPU 70a updates the favorable section difference number of game medals. The favorable section difference number indicates the difference number of medals after moving to the favorable section. When moving to the favorable section, the initial value of the favorable section difference number is 0. As an example, the CPU 70a subtracts the bet in the current variable game from the favorable section difference number. The CPU 70a adds the payout number in the current variable game to the favorable section difference number.
[0167] Next, the CPU 70a judges whether the end condition of the advantageous zone is satisfied. When the remaining number of times of the advantageous zone becomes 0 as a result of subtracting the remaining number of times of the advantageous zone, the CPU 70a judges that the end condition of the advantageous zone is satisfied. When the difference number of the advantageous zone reaches a prescribed number as a result of updating the difference number of the advantageous zone, the CPU 70a judges that the end condition of the advantageous zone is satisfied. As an example, the prescribed number is 2400. When the end condition of the advantageous zone is satisfied, the CPU 70a ends the advantageous zone and transitions to the normal zone. Furthermore, the CPU 70a transitions to the first normal state. After that, the CPU 70a ends the zone limiting process. When the end condition of the advantageous zone is not satisfied, the CPU 70a ends the zone limiting process. When the CPU 70a ends the zone limiting process, it executes the second transition process.
[0168] In the second transition process, when the advantageous state is in effect, the CPU 70a subtracts 1 from the number of times the advantageous state remains. The number of times the advantageous state remains is information that can identify the number of remaining variable games in which the advantageous state can be maintained. As an example, when the advantageous state is transitioned to, the initial value of the number of times the advantageous state remains is 100 times. When the number of times the advantageous state remains becomes 0 as a result of subtracting the number of times the advantageous state remains, the CPU 70a transitions to the first normal state. After that, the CPU 70a ends the second transition process and returns to the game start set process.
[0169] The processing executed by the performance control board 71 (CPU 71a) will be described. The CPU 71a controls at least one of the performance display DS, the decorative lamp LA, and the speaker SP based on various control information input from the game control board 70, and executes a predetermined performance. As an example, the CPU 71a displays a mode screen (performance mode) corresponding to the game state on the performance display DS. The mode screen is configured to include a plurality of elements such as a character, a background, and a character (character string). When in an advantageous state, the CPU 71a executes a navigation performance so as to notify an operation mode that can be specified from an operation information command. As an example, the navigation performance is executed in a mode in which information that enables the pressing order of the stop buttons 61a to 61c to be recognized (hereinafter, referred to as navigation information) is displayed on the performance display DS. In the first normal state and the second normal state, the operation information command is not transmitted, so that the navigation performance is not executed.
[0170] The ornament D in the gaming machine 50 will be described. As shown in Figures 9 to 11, the decorative body D is a frame-like body that surrounds the periphery of the performance display DS on the front side of the front door 52. The decorative body D is composed of an upper decorative body D1, a lower decorative body D2, a left decorative body D3, and a right decorative body D4. The upper decorative body D1 extends in the left-right direction along the upper edge of the front door 52 and protrudes forward. The lower decorative body D2 extends in the left-right direction along the lower edge of the front door 52 and protrudes forward. The lower decorative body D2 occupies the lower half or approximately half of the front surface of the front door 52. The left decorative body D3 extends in the up-down direction along the left edge of the front door 52 and protrudes forward. The right decorative body D4 extends in the up-down direction along the right edge of the front door 52 and protrudes forward.
[0171] The upper decorative body D1 has a wall-shaped upper base D11 that protrudes forward. The upper base D11 extends along the left-right direction. As an example, the upper surface D11a of the upper base D11 is a flat surface that extends horizontally or approximately horizontally. As an example, the lower surface D11b of the upper base D11 is an inclined surface that slopes downward toward the rear. The upper base D11 is provided with a pair of speakers SP aligned along the left-right direction.
[0172] The upper decorative body D1 has an upper decorative member D12 attached to the tip of the upper base D11. The upper decorative member D12 is provided between a pair of speakers SP on the upper base D11. As an example, the upper decorative member D12 has a shape related to the motif of the gaming machine 50. As an example, the upper decorative member D12 is a plate-like shape imitating characters indicating the name of the content that is the motif of the gaming machine 50. As an example, the length of the upper decorative member D12 in the left-right direction is the same or approximately the same as the length of the front door 52 in the left-right direction. The upper base D11 and the upper decorative member D12 incorporate a total of m2 LEDs. In other words, the upper base D11 and the upper decorative member D12 are also used as decorative lamps LA.
[0173] The lower decorative body D2 has a box-shaped lower base D21 that protrudes forward. The lower base D21 extends along the left-right direction. As an example, the upper surface of the lower base D21 forms a flat upper operation surface D21a that spreads horizontally or approximately horizontally. The upper operation surface D21a is located in a position that can be seen from the player GP. The upper operation surface D21a is provided with a bet button 57, a settlement button 59, a game medium number display unit 62, a counting button 63, an information display device 65, and a performance operation unit BT. A band-shaped front operation surface D21b extending along the left-right direction is provided on the front surface of the lower base D21 in a portion that is continuous with the upper operation surface D21a. Stop buttons 61a to 61c are provided on the front operation surface D21b so as to be aligned along the left-right direction. A start lever 60 is provided on the front operation surface D21b to the left of the stop buttons 61a to 61c. A locking mechanism Wk is provided on the front operation surface D21b to the right of the stop buttons 61a to 61c.
[0174] In the lower base D21, a lower panel 21c extending along the left-right direction is provided below the front operation surface D21b. The lower panel 21c is provided with characters, pictures, symbols, etc. related to the content that is the motif of the gaming machine 50. The lower panel 21c has a total of n2 LEDs built in. In other words, the lower base D21 is also used as a decorative lamp LA. In the lower base D21, a tray 21d extending along the left-right direction is provided below the lower panel 21c. The player GP can place his / her belongings on the tray 21d. In the lower base D21, a pair of speakers SP aligned along the left-right direction are provided at the back of the tray 21d. Based on the image display surface of the performance display DS, the maximum forward protrusion amount of the upper decorative body D1 is greater than the maximum protrusion amount of the lower decorative body D2. In other words, the upper decorative body D1 protrudes toward the player GP more than the lower decorative body D2. The maximum protruding amount of the lower decorative body D2 referred to here may be the protruding amount when the start lever 60, the stop buttons 61a to 61c, and the tray 21d are included, or may be the protruding amount when these are not included.
[0175] The left decorative body D3 has a wall-shaped left base D31 that protrudes forward. The left base D31 extends in the vertical direction. The left base D31 has a left side surface D31a that forms the left side surface of the body, and a right side surface D31b on the side of the performance display DS. The tip of the left base D31 inclines so as to protrude forward as it approaches the upper end from the lower end. The left base D31 has a total of p2 LEDs built in. In other words, the left base D31 also serves as a decorative lamp LA.
[0176] The right decorative body D4 has a wall-shaped right base D41 that protrudes forward. The right base D41 has a left side surface D41a on the side of the production display DS and a right side surface D41b that forms the right side surface of the machine body. The right base D41 extends along the vertical direction. The tip of the right base D41 is inclined so as to protrude forward as it approaches the upper end from the lower end. The right base D41 incorporates a total of q2 LEDs. That is, the right base D41 also serves as a decorative lamp LA. Here, the number of LEDs in the left decorative body D3 and the right decorative body D4 may satisfy the relationship of p2 < q2, or may satisfy the relationship of q2 < p2.
[0177] As an example, the left decorative body D3 and the right decorative body D4 are provided symmetrically with respect to the center line of the gaming machine 50 in the left-right direction. Based on the opening of the main body cabinet 51 or the image display surface of the production display DS, the forward protrusion amount T of the left decorative body D3 (left base D31) and the right decorative body D4 (right base D41) is the protrusion amount T1 in the lower first range H1 and the protrusion amount T2 in the upper second range H2. Here, the relationship between the protrusion amount T1 and the protrusion amount T2 is T1 < T2. That is, each decorative body D3, D4 protrudes forward in the second range H2 compared to the first range H1.
[0178] The front door 52 has a decorative body D as an example of a protruding portion that protrudes forward from the display surface of the production display DS. The decorative body D includes a left decorative body D3 as an example of a predetermined protruding portion on a predetermined direction side (the player side) from the production display DS. The left decorative body D3 has a portion in the first range H1 that is an example of the first protruding portion and a portion in the second range H2 that is an example of the second protruding portion that protrudes forward from the portion in the first range H1. Not limited to this, the first protruding portion may be the portion of the left decorative body D3 with the smallest forward protrusion amount, and the second protruding portion may be the portion with the largest forward protrusion amount.
[0179] The photographing in the gaming machine 50 will be described. As shown in FIG. 8 and FIG. 13, the player GP may film his / her gameplay with the camera CM in the same manner as the gaming machine 10. When filming the gameplay with the camera CM in the gaming machine 50, it is preferable to set the focal length (angle of view) of the lens, the position of the camera CM, the direction of the camera CM, and the aspect ratio of the generated image so that objects that are not suitable for filming are not filmed as much as possible by using a specific filming setting. As an example, the specific filming setting includes locating the camera CM behind the left of the player GP. In other words, the specific filming setting is to film the gaming machine 50 and the player GP from the left rear. With the specific filming setting, the gaming machine 50 is filmed on the left side of the game video YG, and the player GP is filmed on the right side of the game video YG.
[0180] In a specific shooting setting, it is preferable that only the upper body of the player GP is reflected in the game video YG, and it is preferable that only the shoulders and above are reflected, and it is also acceptable that only the head is reflected. In a specific shooting setting, it is preferable that the game video YG does not include the tray 21d, and that the upper part of the lower panel 21c is reflected. In a specific shooting setting, it is preferable that the game video YG reflects the lower part of the upper decorative body D1 of the gaming machine 50. In a specific shooting setting, it is preferable that the left side D41a of the left decorative body D3 is reflected in the game video YG. In a specific shooting setting, it is preferable that the left side D41a of the right decorative body D4 is reflected in the game video YG.
[0181] The game video YG includes the symbol display window 52a (reels 56a-56c), the game media number display unit 62, and the information display device 65. The game video YG includes the locking mechanism Wk, the performance operation unit BT, the bet button 57, the settlement button 59, the start lever 60, the stop buttons 61a-61c, and the count button 63. The game video YG includes a portion of the display area HR of the performance display DS that is not adjacent to the left decorative body D3. The game video YG includes a portion of the display area HR of the performance display DS that is adjacent to the right of the first range H1 of the left decorative body D3. The game video YG includes the upper operation surface D21a, the front operation surface D21b, and the upper part of the lower panel 21c. The game video YG includes the left side surface D41a of the left decorative body D3. The left side surface D41a of the right ornament D4 is captured in the gameplay video YG. These parts are the parts to be photographed in a specific shooting setting. In the game machine 50, the parts to be photographed are an example of the first part.
[0182] On the other hand, the game video YG does not show the portion of the display area HR of the performance display DS adjacent to the right of the second range H2 of the left decorative body D3. The upper decorative body D1 is not shown, or most of it is not shown, in the game video YG. The lower portion of the lower panel 21c of the lower decorative body D2 is not shown in the game video YG. The right side D31b of the left decorative body D3 is not shown in the game video YG. The right side D41b of the right decorative body D4 is not shown in the game video YG. These portions are non-photographable portions in a specific shooting setting. In the game machine 50, the non-photographable portions are an example of the second portion.
[0183] Various information is displayed on the gaming machine 50. The various information is displayed in various ways, such as by attaching a label, printing, displaying an image, and emitting light. The various information may include player warning information J1, manager warning information J2, function information J3, and right information J4. In the front door 52, which is an example of a main body part, the second part may include a part that displays the information J1 to J4. The various information may include predetermined game-related information J5, performance information J6, game status information J7, variable information J8, and name information J9. In the front door 52, which is an example of a main body part, the first part may include a part that displays the information J5 to J8. The first part may include a performance operation unit BT, which is an example of a tactile performance device, and stop buttons 61a to 61c.
[0184] A specific example of the player warning information J1 will be described below. As an example, the player warning information J1 may include gaze warning information J1a. As an example, the gaze warning information J1a is displayed in a low visibility manner on the lower part of the lower panel 21c. In other words, the gaze warning information J1a is displayed in a non-photographable part.
[0185] As an example, the player warning information J1 may include addiction warning information J1b. As an example, the addiction warning information J1b is displayed in a high visibility manner as a predetermined image on the performance display DS. That is, the addiction warning information J1b is displayed in a portion to be photographed. As an example, the addiction warning information J1b may be displayed in a low visibility manner on the lower portion of the lower panel 21c. That is, the addiction warning information J1b may be displayed in a portion not to be photographed.
[0186] As an example, the player warning information J1 may include performance warning information J1c. As an example, the performance warning information J1c may be displayed in a low visibility manner on the lower part of the lower panel 21c. In other words, the performance warning information J1c is displayed in a non-photographable part. As an example, the performance warning information J1c may be displayed in a low visibility manner on the upper operation surface D21a, the front operation surface D21b, or the upper part of the lower panel 21c of the lower decorative body D2. In other words, the performance warning information J1c may be displayed in a photo-target part.
[0187] As an example, the player warning information J1 may include handling caution information J1e. As an example, the handling caution information J1e may be displayed in a low visibility manner on the lower part of the lower panel 21c. In other words, the performance warning information J1c is displayed in a non-photographable part. As an example, the handling caution information J1e may be displayed in a low visibility manner on the upper operation surface D21a, the front operation surface D21b, or the upper part of the lower panel 21c of the lower decorative body D2. In other words, the performance warning information J1c may be displayed in a photographable part.
[0188] As an example, the player warning information J1 may include recovery warning information J1f. As an example, the recovery warning information J1f is displayed in a low visibility manner on the lower part of the lower panel 21c. In other words, the performance warning information J1c is displayed in a non-photographable part. As an example, the recovery warning information J1f may be displayed in a low visibility manner on the upper operation surface D21a, the front operation surface D21b, or the upper part of the lower panel 21c of the lower decorative body D2. In other words, the performance warning information J1c may be displayed in a photographable part.
[0189] As an example, the player warning information J1 may include cabinet warning information J1g as information regarding the shape or structure of the main cabinet and the front door 52. For example, the cabinet warning information J1g may be text such as "Watch your head as the top protrudes" and "Watch your head as the top protrudes." As an example, the frame warning information J1d is displayed in a low-visibility manner on the left side D41a of the right decorative body D4. In other words, the frame warning information J1d is displayed in the portion to be photographed.
[0190] A specific example of the administrator-oriented warning information J2 will be described. As an example, the manager's warning information J2 may include work warning information J2b as information to alert the user to the precautions taken when removing parts of the front door 52 or devices housed in the main cabinet 51 for the purpose of maintenance or the like. For example, the work warning information J2b may include text such as "Make sure there are no people around," "Work with the power turned off," "Be careful not to forget to tighten screws or clamps," "Handle parts with both hands to prevent them from falling," and "Be careful not to get your hands or fingers pinched." As an example, the work warning information J2b is displayed in a highly visible manner on the upper surface D11a of the upper decorative body D1. As an example, the work warning information J2b is displayed in a highly visible manner on the right side surface D41b of the right decorative body D4. In other words, the work warning information J2a is displayed in a non-photographable portion.
[0191] A specific example of the function information J3 will be described. The function information J3 may include counting function information J3a. As an example, the counting function information J3a is displayed in a low-visibility manner on the upper operation surface D21a, the front operation surface D21b, or the upper part of the lower panel 21c. That is, the counting function information J3a is displayed in the part to be photographed. As an example, the counting function information J3a may be displayed in a low-visibility manner on the lower part of the lower panel 21c. That is, the counting function information J3a may be displayed in the part not to be photographed.
[0192] The function information J3 may include cleanliness function information J3b. As an example, the cleanliness function information J3b is displayed in a high visibility manner on the lower portion of the lower panel 21c. That is, the cleanliness function information J3b is displayed in a portion not to be photographed. The function information J3 may include fraud detection function information J3c. As an example, the fraud detection function information J3c is displayed in a low visibility manner on the lower portion of the lower panel 21c. That is, the fraud detection function information J3c is displayed in a portion not to be photographed.
[0193] A specific example of the rights information J4 will be described below. For example, the right information J4 may include the permission right information J4a. As an example, the permission right information J4a may be displayed in a low-visibility manner in the lower portion of the lower panel 21c. In other words, the permission right information J4a is displayed in a portion that is not to be photographed.
[0194] A specific example of the game-related information J5 will now be described. As an example, the game-related information J5 may include game count information J5a, remaining game information J5b, and acquisition information J5c. The game count information J5a is displayed in a highly visible manner in an area adjacent to the right of the first range H1 of the left ornament D3 in the display area HR of the performance display DS. That is, at least a part of the game-related information J5 is displayed in the part of the performance display DS on the first range H1 side of the left ornament D3. Also, the game count information J5a is displayed in the part of the performance display DS on the lower ornament D2 side. The game count information J5a is displayed in the part to be photographed. Meanwhile, the remaining game information J5b and acquisition information J5c are displayed in a highly visible manner so as to be lined up along the left-right direction in an area adjacent to the lower part of the upper ornament D1 in the display area HR of the performance display DS. That is, the remaining game information J5b and acquisition information J5c are displayed along the upper edge of the display area HR of the performance display DS. The remaining game information J5b and acquisition information J5c are displayed in the part to be photographed.
[0195] The game-related information J5 may include ball information J5d as information indicating the number of game media P2 held by the player GP. The number of game media P2 is displayed on the game media number display unit 62 on the upper operation surface D21a of the lower decoration body D2. The predetermined game-related information J5 may include information indicating whether a replay is in operation, information that can identify whether a waiting time is in progress, information that can identify the number of game media acquired, information that can identify the bet amount, and operation information. Each of these pieces of information is displayed on the information display device 65 on the upper operation surface D21a of the lower decoration body D2. The game-related information J5 may include payout information as information indicating the number of game media awarded in response to a win.
[0196] A specific example of the performance information J6 will be described. The performance information J6 may include role information J6c as information indicating a symbol combination (role) for which a prize is determined. As an example, the role information J6c may include the letters "7" and "bell", Arabic numerals, and symbols. The performance information J6 may include prize information J6d as information indicating a prize determined for a role. As an example, the prize information J6d may include Arabic numerals, letters, and symbols, such as "15 coins" and "5 coins". As an example, the role information J6c and the prize information J6d are displayed in a highly visible manner on the upper operation surface D21a, the front operation surface D21b, and the upper part of the lower panel 21c. The role information J6c and the prize information J6d may be displayed in a highly visible manner around the symbol display window 52a. That is, the role information J6c and the prize information J6d are displayed in the photographed portion.
[0197] The gaming status information J7 may include advantageous state information J7a. The advantageous state in the gaming machine 50 is the so-called assist time. As an example, the advantageous state information J7a is displayed in a highly visible manner in the display area HR of the performance display DS. That is, the advantageous state information J7a is displayed in the portion to be photographed. The gaming status information J7 may include advantageous zone information J7b as information that can identify whether or not the zone is advantageous. The advantageous zone information J7b may be displayed on the information display device 65 on the upper operation surface D21a of the lower decorative body D2. That is, the advantageous zone information J7b is displayed in the portion to be photographed.
[0198] The fluctuation information J8 may include reel fluctuation information J8b as information that identifies the reels 56a to 56c, which are an example of a fluctuation game display section. As an example, the reel fluctuation information J8b may include a character string such as "MAIN-REEL." The reel fluctuation information J8b is displayed in a highly visible manner on the upper operation surface D21a. In other words, the reel fluctuation information J8b is displayed in the portion to be photographed.
[0199] The name information J9 may be displayed as the upper decorative member D12. The name information J9 may be displayed in a highly visible manner in an area adjacent to the upper part of the lower decorative body D2 within the display area HR of the performance display DS. The name information J9 may be displayed in a highly visible manner in the upper part of the lower panel 21c. In other words, the name information J9 may be displayed in the part to be photographed. The name information J9 may be displayed on the right side D41b of the right decorative body D4. In other words, the name information J9 may be displayed in the part not to be photographed.
[0200] As described above, in the front door 52, which is an example of a main body part, the non-photographed portion, which is an example of the second portion, may include a portion that displays various information J1 to J4. The top surface D11a is also an example of the third portion. In the front door 52, which is an example of a main body part, the photographed portion, which is an example of the first portion, may include a portion that displays various information J5 to J8. The first portion may include the performance operation unit BT, which is an example of a tactile performance device, the start lever 60, and the stop buttons 61a to 61c.
[0201] In this embodiment, the following effects can be obtained. (2-1) The player warning information J1 has no direct relationship to the state of play to be photographed. If such information were to appear during photography, there is a risk that the attention of the person viewing the image would be diverted from the state of play of the player GP, who is the subject. In contrast, according to the gaming machine 50, at least the warning information J1a, J1c, J1e, and J1f of the player warning information J1 are not or are unlikely to appear during photography. This prevents the attention of the person viewing the image from being diverted from the state of play of the player GP, who is the subject. Therefore, various information can be displayed appropriately.
[0202] (2-2) In the gaming machine 50, the player warning information J1, excluding the warning information J1a, J1c, J1e, and J1f, is displayed in a low visibility manner in the photographed portion. Therefore, while providing necessary information to the player GP, it is possible to prevent the attention of the viewer of the image from being distracted by the player warning information J1 being captured during photographing.
[0203] (2-3) The warning information J2 for the administrator has no direct relationship to the state of play to be photographed. If such information were to appear in the image when photographing, there is a risk that the attention of the person viewing the image would be diverted from the state of play of the player GP, who is the subject. In contrast, according to the gaming machine 50, the warning information J2 for the administrator does not appear in the image when photographing, or is unlikely to appear in the image. This prevents the attention of the person viewing the image from being diverted from the state of play of the player GP, who is the subject. Therefore, various information can be displayed appropriately.
[0204] (2-4) The functional information J3 has no direct relationship to the state of play to be photographed. If such information were to appear in the image during photography, there is a risk that the attention of the viewer of the image would be diverted from the state of play of the player GP, who is the subject of the image. In contrast, according to the gaming machine 50, at least the functional information J3b and J3c of the functional information J3 are not or are unlikely to appear in the image during photography. This prevents the attention of the viewer of the image from being diverted from the state of play of the player GP, who is the subject of the image. Therefore, various information can be displayed appropriately.
[0205] (2-5) In the gaming machine 50, the function information J3, for example, the counting function information J3a, is displayed in a low visibility manner in the photographed portion. Therefore, while providing the necessary information to the player GP, it is possible to prevent the viewer's attention from being distracted by the function information J3 being captured during photographing.
[0206] (2-6) The rights information J4 has no direct relationship to the state of play to be photographed. If such information were to appear in the image during photography, there is a risk that the attention of the viewer of the image would be diverted from the state of play of the player, who is the subject of the image. In contrast, according to the gaming machine 50, at least a portion of the licensed rights information J4a of the rights information J4 is not, or is unlikely to be, photographed during photography. This prevents the attention of the viewer of the image from being diverted from the state of play of the player, who is the subject of the image. Therefore, various information can be displayed appropriately.
[0207] (2-7) Information useful for understanding the gaming machine 50, which is one of the subjects, is displayed in the photographed portion of the gaming machine 50. For example, various pieces of information J6 to J9 are captured during photography, making it easier to understand the gaming machine 50 from the image. Also, if the image is a moving image, it becomes easier to explain the gaming machine 50 to the player GP, who is the subject. In other words, it is easy to increase the interest of those who view the image. Therefore, various pieces of information can be displayed appropriately.
[0208] (2-8) Among the information for players, if the performance information J6 is captured during shooting, it becomes easier for those viewing the image to understand the performance of the gaming machine 50. (2-9) Among the information for players, if the game status information J7 is captured during shooting, it makes it easier for the person viewing the image to understand the game status.
[0209] (2-10) Among the information for the player, if the variable information J8 indicating the reels 56a to 56c is captured during shooting, it becomes easier for the person viewing the image to see what they should look at in order to understand the progress of the game.
[0210] (2-11) In the non-photographed portion, the upper surface D11a of the upper decorative body D1 corresponding to the upper portion of the gaming machine 50 can be provided, so that various information can be displayed while being less likely to be captured in the photograph.
[0211] (2-12) Since the warning information J2 for the administrator is displayed on the upper surface D11a of the upper decorative body D1, more information can be displayed for the administrator while being less likely to be captured in photographs.
[0212] (2-13) The performance operation unit BT, which is an example of a tactile performance device, is the part that is directly operated by the player GP. Therefore, if it is captured in the image during shooting, it becomes easier for a person viewing the image to understand the progress of the game.
[0213] (2-14) If the name of the gaming machine 50 is captured in the image, it is easier for the viewer to understand which model is the target of the game. On the other hand, the rights information J4 is displayed in a portion not captured in the image. Rights (copyright, etc.) are closely related to the name of the gaming machine 50, but are not so related to the game itself. Therefore, various information can be displayed appropriately.
[0214] (2-15) The operation of the performance operation unit BT (vibration performance as an example) is difficult to sense unless it is directly touched. It is difficult for a person viewing an image to understand the operation of the tactile performance device through the image. For this reason, particularly when filming a video, it is expected that the subject, the player GP, will be faced with a situation where he or she will be forced to explain the tactile performance device. Since the tactile performance device is likely to appear in the video, it will be easy for the player GP to explain the tactile performance device. This also makes it easier to increase the viewer's interest.
[0215] (2-16) The upper surface D11a of the upper decorative body D1, which is an example of a non-photographable part, is not or is not likely to be photographed in the image, like other non-photographable parts. Therefore, although it is preferable that it is not photographed in the image, an area for displaying information that should be displayed to the player GP or the administrator can be secured as the upper part of the front door 52.
[0216] (2-18) Game-related information J5 (e.g., game count information J5a) is displayed on the portion of the presentation display DS on the left decorative body D3 side. Therefore, when the angle of view (frame) is set from the left decorative body D3 side and an image is taken, the game-related information J5 can be easily reflected in the image. The game-related information J5 is information useful for understanding the gaming machine 50. Because the game-related information J5 is reflected in the image, it becomes easier for a person viewing the image to understand the gaming machine 50. Therefore, various information can be displayed appropriately.
[0217] (2-19) Game-related information J5 (e.g., game count information J5a) is displayed in the portion adjacent to the left decorative body D3 on the first range H1 side. Therefore, when the angle of view (frame) is set from the left decorative body D3 side and an image is taken, the game-related information can be easily captured in the image. The game-related information is information that is useful for understanding the gaming machine. Because the game-related information is captured in the image, it becomes easier for a person viewing the image to understand the gaming machine 50. Therefore, various information can be displayed appropriately.
[0218] (2-20) The left decorative body D3 and the right decorative body D4 have different numbers of LEDs that function as decorative lamps LA. Therefore, when the angle of view (frame) is set from the other decorative body and an image is taken, it is possible to make it easier or harder for the light emission mode of the LEDs to be reflected in the image. Therefore, compared to when the number of LEDs in the left and right decorative bodies is the same, a sharp image can be taken when displaying information using LEDs. Therefore, various information can be displayed appropriately.
[0219] (2-21) The game count information J5a is displayed on the portion of the performance display DS on the lower decorative body D2 side. By setting the angle of view (frame) from the upper decorative body D1 side, it is possible to make it easier for the game-related information J5 (e.g., game count information J5a) to appear in the image when an image is captured. The game-related information J5 is information useful for understanding the gaming machine 50. Because the game-related information appears in the image, it becomes easier for a person viewing the image to understand the gaming machine 50. Thus, various information can be displayed appropriately.
[0220] (2-22) The remaining game information J5b is displayed in a highly visible manner in the display area HR of the effect display DS, adjacent to the lower part of the upper ornament D1, so that it is aligned along the left-right direction. This makes it easier to capture the subtraction display of a specific value in an image when the angle of view is set from the ornament protruding part side that does not protrude forward relatively and an image is taken. Therefore, various information can be displayed appropriately.
[0221] (2-23) In particular, the remaining game information J5b may display a fixed number of digits as the variable game progresses, while the number of digits displayed as the remaining number of times remains the same. Therefore, the remaining game information J5b has fewer digits as the remaining number of times decreases, and as a result, it becomes farther away from the left ornament D3, improving visibility.
[0222] (2-24) and the acquired information J5c are displayed in a highly visible manner in the display area HR of the performance display DS, adjacent to the lower part of the upper ornament D1, so as to be aligned in the left-right direction. This makes it easier to capture the subtraction display of a specific value in an image when the angle of view is set from the ornament protruding part side that does not protrude forward relatively, and an image is taken. Therefore, various information can be displayed appropriately.
[0223] The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that there is no technical contradiction.
[0224] The specific shooting setting is not limited to the setting in the above embodiment, and at least one of the focal length (angle of view) of the lens, the position of the camera CM, the direction of the camera CM, and the aspect ratio of the generated image may be changed. For example, the camera CM may be installed to the right rear of the player GP. When adopting such a setting, in the gaming machine 10, 50, it is preferable that the maximum forward protrusion amount of the right ornament D4 is the same as the maximum forward protrusion amount of the left ornament D3, or is smaller than the left ornament D3, based on the image display surface of the performance display DS. In other words, the specific shooting setting includes shooting from the side with the smaller protrusion amount T. In addition, the range included in the frame FM can be adjusted in the gaming machine 10, 50. For example, in the gaming machine 50, the stop buttons 61a to 61c are not included, and the performance operation unit BT may be located at the boundary of the frame FM.
[0225] The forward protrusion amount T may be constant for each of the ornamental bodies D1 to D4. Each of the ornamental bodies D1 to D4 may have a plurality of portions with a small forward protrusion amount T.
[0226] Any one or more of the decorative bodies D1 to D4 may have a movable part capable of performing a moving effect. The moving effect may be performed as one of the effects associated with a variable game or a big win game.
[0227] In the gaming machines 10 and 50, the information included in the player warning information J1 may be changed as appropriate. The player warning information J1 may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts. The player warning information J1 may not be displayed. The gaze warning information J1a may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The immersion warning information J1b may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The performance warning information J1c may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The frame warning information J1d may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The handling caution information J1e may be displayed only in the part to be photographed, only in the part not to be photographed, or may be displayed in both parts, or may be omitted. The collection caution information J1f may be displayed only in the part to be photographed, only in the part not to be photographed, or may be displayed in both parts, or may be omitted. The housing caution information J1g may be displayed only in the part to be photographed, only in the part not to be photographed, or may be displayed in both parts, or may be omitted.
[0228] In the gaming machines 10, 50, the information included in the administrator warning information J2 may be changed as appropriate. The administrator warning information J2 may be displayed only in the part to be photographed, only in the part not to be photographed, or may be displayed in both parts. The administrator warning information J2 does not have to be displayed. The work warning information J2a may be displayed only in the part to be photographed, only in the part not to be photographed, or may be displayed in both parts, or may be omitted. The work warning information J2b may be displayed only in the part to be photographed, only in the part not to be photographed, or may be displayed in both parts, or may be omitted.
[0229] In the gaming machines 10 and 50, the information included in the function information J3 may be changed as appropriate. The function information J3 may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, or may be displayed in both parts. The function information J3 may not be displayed. The counting function information J3a may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted. The cleanliness function information J3b may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted. The fraud detection function information J3c may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted.
[0230] In the gaming machines 10 and 50, the information included in the rights information J4 may be changed as appropriate. The rights information J4 may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts. The rights information J4 may not be displayed. The license rights information J4a may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The rights information J4 may include patent license information J4b as information indicating the license number of the patent right. The patent license information J4b may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts.
[0231] In the gaming machines 10 and 50, the information included in the game-related information J5 may be changed as appropriate. The game-related information J5 may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts. The game-related information J5 may not be displayed. The number of games played information J5a may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The remaining games information J5b may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The winning information J5c may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The held ball information J5d may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The right hit information J5e may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The round limit number information J5f may be displayed only in the portion to be photographed, only in the portion not to be photographed, or in both portions, or may be omitted.
[0232] In the gaming machines 10 and 50, the information included in the performance information J6 may be changed as appropriate. The performance information J6 may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, or may be displayed in both parts. The performance information J6 may not be displayed. The probability information J6a may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted. The prize ball information J6b may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted. The winning combination information J6c may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted. The prize information J6d may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted.
[0233] In the gaming machines 10 and 50, the information included in the game status information J7 may be changed as appropriate. The game status information J7 may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, or may be displayed in both parts. The game status information J7 does not have to be displayed. The advantageous state information J7a may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted. The advantageous zone information J7b may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted.
[0234] In the gaming machines 10 and 50, the information included in the variable information J8 may be changed as appropriate. The variable information J8 may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts. The variable information J8 does not have to be displayed. The special variable information J8a may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted. The reel variable information J8b may be displayed only in the part to be photographed, only in the part not to be photographed, or in both parts, or may be omitted.
[0235] In the gaming machines 10 and 50, the information included in the name information J9 may be changed as appropriate. The name information J9 may be displayed only in the portion to be photographed, only in the portion not to be photographed, or in both portions. The name information J9 does not have to be displayed.
[0236] In the gaming machines 10 and 50, the subtraction display of a specific value, such as the remaining game information J5b, may be performed in the part of the decorative body D3, D4 on the side of the decorative body with the smallest maximum forward protrusion within the display area HR of the performance display DS.
[0237] The gaming machines 10 and 50 may be equipped with a complete function. The complete function is a function that controls the game to a stopped state when the difference in the number of balls after power-on reaches a specified number. The player warning information J1 may include the complete information as information related to the complete function. In the gaming machines 10 and 50, the complete information may be displayed only in the part to be photographed, may be displayed only in the part not to be photographed, may be displayed in both parts, or may be omitted.
[0238] The gaming machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (a so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (a so-called ST machine). The gaming machine 10 may adopt a specification that provides a high probability state on the condition that the gaming ball passes through a predetermined area (a so-called "V area") (a so-called V-variable machine). The gaming machine 10 may be a specification that combines the specifications of a fall machine and a V-variable machine.
[0239] The gaming machine 10 may be configured to perform a small win lottery in addition to a big win lottery as a winning lottery for a special symbol. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the game machine 10 may be configured to be controllable to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a normal state).
[0240] The gaming machine 10 may adopt a specification classified as the second type, also called a "wing type" or "airplane type." In this type of pachinko gaming machine, when a gaming ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the gaming ball that entered the ball entry device enters the special prize hole, generating a big win game.
[0241] The specific configuration of the game board YB may be changed arbitrarily. The CPU 40a, the ROM 40b, and the RAM 40c may be configured on a single chip. The CPU 70a, the ROM 70b, and the RAM 70c may be configured on a single chip.
[0242] The performance control boards 41 and 71 may be sub-general control boards, and a display control board that specializes in controlling the performance display DS, a light-emitting control board that specializes in controlling the decorative lamps LA, and a sound control board that specializes in controlling the speaker SP may be provided separately from the performance control boards 41 and 71. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. In addition, in an embodiment, the CPU 40a and the CPU 41a may be mounted on a single board. Furthermore, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.
[0243] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (Appendix 1) A gaming machine comprising: a main body component which constitutes the exterior of the gaming machine; and gaming components which are attached to or housed in the main body component, the main body component having a first portion and a second portion which is not displayed or is less likely to be displayed at a specific angle of view compared to the first portion, the second portion including a portion which displays information which allows a player to identify precautions to be taken during a game.
[0244] (Appendix 2) A gaming machine comprising: a main body component which constitutes the exterior of the gaming machine; and gaming components which are attached to or housed in said main body component, said main body component having a first portion and a second portion which is not displayed or is less likely to be displayed at a specific angle of view compared to said first portion, said second portion including a portion which displays information which makes it possible to identify precautions for an administrator when installing or operating the gaming machine.
[0245] (Appendix 3) A gaming machine comprising: a main body component which constitutes the exterior of the gaming machine; and gaming components which are attached to or housed in the main body component, the main body component having a first portion and a second portion which is not displayed or is less likely to be displayed at a specific angle of view compared to the first portion, the second portion including a portion which displays information explaining functions installed in the gaming machine.
[0246] (Appendix 4) A gaming machine comprising: a main body component which constitutes the exterior of the gaming machine; and gaming components which are attached to or housed in said main body component, said main body component having a first portion and a second portion which is not displayed or is less likely to be displayed in a specific angle of view compared to said first portion, said second portion including a portion which displays information which can identify a rights relationship relating to the gaming machine.
[0247] (Supplementary Note 5) The gaming machine according to any one of Supplementary Notes 1 to 4, wherein the first portion includes a portion that displays information that enables the name of the gaming machine to be identified. (Supplementary Note 6) The gaming machine according to any one of Supplementary Notes 1 to 5, wherein the first portion includes a portion that displays information that can identify the performance of the gaming machine.
[0248] (Supplementary Note 7) The gaming machine according to any one of Supplementary Notes 1 to 6, wherein the first portion includes a portion that displays information that enables identification of a current gaming state. (Supplementary Note 8) The gaming machine according to any one of Supplementary Notes 1 to 7, wherein the first portion includes a portion that displays information that enables identification of the variable game display portion.
[0249] (Supplementary Note 9) The gaming machine according to any one of Supplementary Notes 1 to 8, wherein the first portion includes a tactile performance device. (Appendix 10) A gaming machine as described in any one of Appendices 1 to 9, wherein the main body part has a third part that is not displayed or is less likely to be displayed at a specific angle of view compared to the first part, and the third part is an upper part of the main body part.
[0250] (Appendix 11) A gaming machine comprising: a main body component which constitutes the exterior of the gaming machine; and gaming components which are attached to or housed in the main body component, the gaming components including an image display panel capable of displaying predetermined gaming-related information, the main body component having a protrusion which protrudes forward beyond the image display panel, the protrusion including a left protrusion located to the left of the image display panel and a right protrusion located to the right of the image display panel, one of the left protrusion and the right protrusion protruding further forward than the other protrusion, the gaming-related information being displayed on a portion of the image display panel on the side of the one protrusion.
[0251] (Appendix 12) A gaming machine comprising: a main body component which constitutes the exterior of the gaming machine; and gaming components which are attached to or housed in the main body component, the gaming components including an image display panel capable of displaying predetermined gaming-related information, the main body component having a protrusion which protrudes forward beyond the image display panel, the protrusion including a predetermined protrusion which is located in a predetermined direction beyond the image display panel, the predetermined protrusion having a first protrusion and a second protrusion which protrudes forward beyond the first protrusion, the gaming-related information being displayed on a portion of the image display panel on the side of the first protrusion.
[0252] (Appendix 13) A gaming machine comprising: a main body component which constitutes the exterior of the gaming machine; and gaming components which are attached to or housed in the main body component, the gaming components including an image display panel capable of displaying predetermined gaming-related information, the main body component having a protrusion which protrudes forward beyond the image display panel, the protrusion including a left protrusion which is to the left of the image display panel and a right protrusion which is to the right of the image display panel, one of the left protrusion and the right protrusion protrudes forward beyond the other protrusion, the left protrusion and the right protrusion each have a light-emitting element, predetermined information can be displayed using at least some of the light-emitting elements, and the number of light-emitting elements of the one protrusion is different from the number of light-emitting elements of the other protrusion.
[0253] (Appendix 14) A gaming machine as described in any one of Appendices 11 to 13, wherein the protrusion includes an upper protrusion that is above the image display panel and a lower protrusion that is below the image display panel, and of the upper protrusion and the lower protrusion, the upper protrusion protrudes further forward than the lower protrusion, and the game-related information is displayed on the portion of the image display panel on the lower protrusion side.
[0254] (Appendix 15) A gaming machine as described in any one of Appendices 11 to 14, in which one of the left protrusion located to the left of the image display panel and the right protrusion located to the right of the image display panel protrudes further forward than the other protrusion, and a subtraction display of a specific value is performed on the portion of the main body member on the side of the other protrusion. [Explanation of symbols]
[0255] 10...Amusement machine (pachinko game machine) 50...Amusement machine (rotary game machine) 51...Main cabinet 52...Front door 56...Reel unit 61a-61c...Stop button BT...Performance operation section D1-D4...Decoration body DS...Performance display HD...Firing operation section J1...Warning information for players J2...Warning information for administrators J3...Function information J4...Rights information J5...Game-related information J6...Performance information J7...Game status information J8...Variation information J9...Name information YB...Game board W...Frame W3...Front frame
Claims
[Claim 1] A main body part that constitutes the exterior of the gaming machine; A game component is provided in or housed in the main body component, The game piece includes an image display panel having an image display surface and capable of displaying predetermined game-related information; the main body component has a protruding portion protruding in a direction away from the image display surface, the protruding portion including a predetermined protruding portion located in a predetermined direction side of the image display panel when the main body of the gaming machine is viewed from the front, the predetermined protruding portion having a first protruding portion and a second protruding portion protruding in a direction away from the image display surface further than the first protruding portion; the game-related information is displayed on a portion of the image display surface of the image display panel on the first protrusion side; the main body part includes a first portion and a second portion that is not within a range of a specific angle of view or is less likely to be within the range of the specific angle of view than the first portion; the main body component has a portion that protrudes in a direction away from the image display surface below the image display panel when the main body of the gaming machine is viewed from the front, the portion being provided with an upper operation surface as an upper surface, and an operation means for effecting is disposed on the upper operation surface; The specific angle of view is an angle of view when assuming that the camera is installed at a position that is to the left or right of the center of the main body in the left-right direction when the main body is viewed from the front, where the image display surface and the operation means for performance are both within the range, and where at least a part of the portion below the upper operation surface is not within the range, The first portion includes at least the image display surface and the upper operation surface, the second portion includes a portion that is lower than the upper operation surface when the main body is viewed from the front, The second portion of the gaming machine is characterized in that it includes at least one of a portion that displays information that can identify important information for players during play, a portion that displays information that can identify important information for an administrator regarding the installation or operation of the gaming machine, a portion that displays information explaining functions installed in the gaming machine, and a portion that displays information that can identify the rights relationship related to the gaming machine.
Citation Information
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