Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2022-08-26
- Publication Date
- 2026-05-22
AI Technical Summary
Conventional gaming machines lack the ability to create a special game state that is more advantageous to the player and provide effective notification displays that enhance player engagement.
A gaming machine with a notification unit and a pseudo-notification unit that generates a special game state and executes a pseudo-notification display, utilizing a pseudo-reflective section to mirror the notification display, enhancing player engagement through visual effects.
The solution enhances player engagement by creating a more advantageous game state and providing intuitive, visually appealing notifications, increasing the player's expectation and excitement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine installed in a game arcade or the like.
Background Art
[0002] Conventionally, there has been a gaming machine capable of displaying information according to the game situation (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there has been room for improvement in conventional gaming devices.
Means for Solving the Problems
[0005] In order to solve the above problems, one aspect of the present invention is a gaming machine capable of generating a normal game state and a special game state more advantageous to a player than the normal game state, and a notification unit capable of executing a notification display indicating that the special game state can be generated, and a pseudo notification display corresponding to the execution of the notification display by the notification unit. The display is a mirror image that the player can recognize as an upright display. A pseudo notification unit capable of executing a pseudo notification display, wherein the pseudo notification unit is provided near and below the notification unit, At the player's observation position, At a position where a mirror image of the display of the notification unit can be observed Distributed to Placed, The pseudo-notification display is shown as an upright image of the notification display. The gaming machine is configured to be capable of executing the pseudo notification display in response to the execution of the notification display by the notification unit.
Brief Description of the Drawings
[0006] [Figure 1] It is a figure which shows the gaming machine 1 of embodiment. [Figure 2]This is a block diagram of the gaming machine 1 according to the embodiment. [Figure 3] This diagram illustrates the vicinity of the notification section 30 and the pseudo-reflective section 40 in the embodiment. [Figure 4] This diagram shows the vicinity of the notification section 30 and the pseudo-reflective section 40 of the embodiment, unfolded in the vertical direction (front-to-back direction Y and vertical direction Z) within the player's field of view. [Figure 5] This figure illustrates the observation angles θ30 and θ40 near the notification section 30 and the pseudo-reflective section 40 of the embodiment. [Figure 6] This is a longitudinal cross-sectional view illustrating the configuration of the pseudo-reflective section 40 of the embodiment. [Figure 7] This is a table illustrating the patterns displayed on the pseudo-reflective section 40 of the embodiment. [Figure 8] This diagram illustrates another form (pattern 141) of the pattern on the pseudo-reflective section 40. [Modes for carrying out the invention]
[0007] (Embodiment) Preferred embodiments of the gaming machine 1 of the present invention will be described below with reference to the drawings and other documents. In this embodiment, the gaming machine 1 is described as a slot machine, but it is not limited to this and may be various other gaming devices such as pachinko machines. Figure 1 is a diagram showing a gaming machine 1 according to an embodiment. Figure 1(A) is a perspective view of the gaming machine 1 from the front Y1. Figure 1(B) is a perspective view with the front door 1a open. Figure 2 is a block diagram of the gaming machine 1 according to the embodiment. As shown in Figure 1, the gaming machine 1 is a slot machine. In other words, the gaming machine 1 is a revolving-type gaming machine in which players can win tokens, which are the game medium, by rotating multiple reels 21L, 21C, and 21R.
[0008] In the embodiments and drawings, the XYZ Cartesian coordinate system will be used as appropriate for explanation. As shown in Figure 1, this coordinate system represents the left-right direction X (left X1, right X2), the front-back direction Y (front Y1 (front side), rear Y2 (back side)), and the vertical direction Z (downward Z1, upward Z2) of the gaming machine 1 when viewed from the front. Furthermore, in this embodiment, "computer" refers to an electronic computer equipped with a memory device, control device, arithmetic unit, etc., and the gaming machine 1, main control board 25, and sub-control board 26 are included in the concept of a computer, as they are equipped with memory units, control units, etc. Moreover, the computer is not limited to a configuration consisting of a single electronic computer, but may be composed of multiple electronic computers as needed. The memory unit is a storage device such as a hard disk or semiconductor memory element that stores programs, information, etc., necessary for the operation of each device. The control unit is a device that performs the calculations necessary for the operation of each device and controls each device comprehensively. The control unit is composed of, for example, a CPU (Central Processing Unit). The control unit realizes the various functions of the embodiment by appropriately reading and executing various programs stored in the memory unit.
[0009] The gaming machine 1 includes a front door 1a and a casing 1b. The front door 1a is a door that is attached to the casing 1b of the gaming machine 1 so as to be able to be opened and closed via a hinge or the like. The front door 1a constitutes the front part of the gaming machine 1. The front door 1a is equipped with a middle panel 10, an operation panel 11, a medal slot 12, a one-bet button 13, a MAX bet button 14, a start lever 15, stop buttons 16 (16L, 16C, 16R), navigation lamps 17 (17L, 17C, 17R), a lamp 18, a display unit 19, and a speaker 20.
[0010] The middle panel 10 is located in the center of the front door 1a. The middle panel 10 is made of a light-transmitting material such as acrylic resin. The middle panel 10 is equipped with a display window for viewing the reels 21L, 21C, and 21R. The operation panel 11 is a panel on which a medal insertion slot 12, a one-bet button 13, a MAX bet button 14, etc. are arranged. The operation panel 11 is a panel parallel or substantially parallel to the horizontal plane (XY plane). The operation panel 11 is arranged directly below the middle panel 10 in the vertical direction Z. The operation panel 11 is provided in the range of the lower side Z1 in the line of sight of the player, and the player can visually recognize it while looking down at the operation panel 11.
[0011] The medal insertion slot 12, the one-bet button 13, the MAX bet button 14, the start lever 15, and the stop buttons 16L, 16C, 16R are operation parts that the player operates. The medal insertion slot 12 is an insertion slot for inserting medals for playing the game. Inside the medal insertion slot 12, a medal selector 12a (medal detection means) is provided. The medal selector 12a is a sensor or the like that detects the medals inserted into the medal insertion slot 12, and outputs a detection signal to the main control unit 25b (described later).
[0012] The one-bet button 13 and the MAX bet button 14 are buttons for setting the number of bet medals when playing a game using the medals stored as credits inside the device. That is, the one-bet button 13 and the MAX bet button 14 are buttons that the player operates to use the game value. Each time the one-bet button 13 is operated once, the main control unit 25b increases the number of bet medals by one (maximum number of bets is 3), and when the MAX bet button 14 is operated once, the main control unit 25b sets the number of bet medals to the maximum of 3.
[0013] The one-bet button 13 and the MAX bet button 14 are arranged on the front operation panel 11. The MAX bet button 14 is arranged in the range directly above the start lever 15. Therefore, the gaming machine 1 has good operability when operating the start lever 15 after operating the MAX bet button 14.
[0014] The one-bet button 13 and the MAX-bet button 14 are equipped with bet lamps 13a and 14a (light-emitting means) such as LEDs. The sub-control unit 26b basically controls the bet lamps 13a and 14a, respectively, during the period when the one-bet button 13 and the MAX bet button 14 can be operated (such as the period after the end of one game and the period for setting the number of tokens to bet for the next game).
[0015] The start lever 15 is the operating part that starts the rotation of each reel 21L, 21C, and 21R. The stop buttons 16L, 16C, and 16R are buttons that stop the respective rotating reels 21L, 21C, and 21R.
[0016] Navigation lamps 17 (17L, 17C, 17R) guide (inform) the player of the correct operation order for stop buttons 16L, 16C, and 16R. This guidance is performed by controlling the navigation lamps 17L, 17C, and 17R to light up in the order that the stop buttons 16L, 16C, and 16R are operated in. The stop buttons 16L, 16C, and 16R are examples of operating means for stopping reels 21L, 21C, and 21R. Each stop button 16 is provided corresponding to each reel 21L, 21C, and 21R, and can accept operations to stop the fluctuating symbols (identification information) displayed. The stop buttons 16L, 16C, and 16R become ready to be pressed when, for example, an LED or other light-emitting means built into each button lights up.
[0017] The display unit 19 is a liquid crystal display device or the like. The display unit 19 displays various visual effects and various information related to the game. Lamp 18 and speaker 20 provide lighting and sound effects.
[0018] The enclosure 1b includes reels 21 (21L, 21C, 21R), a drum unit 21a, a medal dispensing device 22, setting buttons 24, a main control board 25, and a sub-control board 26. Reel 21 (21L, 21C, 21R) is an example of a variable display means that displays patterns in a changing manner. Each reel, 21L, 21C, and 21R, has multiple (for example, 20) symbols displayed on its surface. The types of symbols include, for example, "watermelon," "cherry," "bell," "RP1," "RP2," "7," and "BAR."
[0019] The drum unit 21a is a device that rotates the reels 21L, 21C, and 21R. The drum unit 21a is located inside the housing 1b. In the above configuration, the patterns on the circumferential surfaces of the rotating reels 21L, 21C, and 21R are visible through the display window of the front door 1a, causing the patterns to change and be displayed. The form of the variable display means is not limited to this; for example, the number of patterns on the circumferential surface may be other than 20. Also, the form of the variable display means may not be a mechanical reel, but rather a form in which the patterns are displayed on a liquid crystal display device or the like. The medal dispensing device 22 is a device that dispenses medals stored in the hopper 22a to the medal dispensing outlet 22b.
[0020] The setting button 24 accepts selection operations from the administrator of the gaming arcade, etc., and is used to select and set the winning rate for each winning combination (i.e., the degree of advantage in the game) from among multiple probability values (setting values). The settings range from setting 1 (lowest) to setting 6 (highest). Higher settings are more advantageous to the player. The settings may also be limited to 5 levels or less, or 7 levels or more, and the distribution rates for various winning combinations may be the same for some or all of them, or they may differ.
[0021] As shown in Figure 2, the medal slot 12 (medal selector 12a), the main control board 25, and the bet buttons 13, 14, the start lever 15, the stop button 16, the drum unit 21a, the medal dispensing device 22, and the setting button 24 are connected by communication cables and can communicate with each other. The main control board 25 includes a main memory unit 25a and a main control unit 25b. Although not shown in the diagram, the main memory unit 25a stores game programs, internal lottery tables, payout tables, and the like related to the game. The internal lottery table defines the winning probability for each winning combination in the internal lottery process for each game. The internal lottery table stores each winning combination in association with its winning probability. The payout table stores a correspondence between each winning combination and the number of medals paid out when that combination is achieved.
[0022] The main control unit 25b enables gameplay of the gaming machine 1 by controlling game progression processing, including internal lottery processing, based on the operation of each control unit, managing various information stored in the main memory unit 25a, and controlling devices such as the medal dispensing device 22.
[0023] The sub-control board 26 is connected to the bed lamps 13a and 14a, the display unit 19, the lamp 18, and the speaker 20, etc., via a communication cable, enabling communication between them. The sub-control board 26 controls these devices in accordance with instructions from the main control board 25.
[0024] The sub-control board 26 includes a sub-storage unit 26a and a sub-control unit 26b. The sub-memory unit 26a stores various information related to the game, such as game programs. The sub-control unit 26b performs processing and control of notifications, effects, etc., synchronized with the gameplay of the gaming machine 1, in response to commands (instructions) from the main control unit 25b of the main control board 25. The sub-control unit 26b controls the display unit 19, lamps 18, speaker 20, etc., to produce effects such as video output, light emission, and fanfare sound output. These outputs and effects include, for example, those related to bonus wins, notifications of transitions in game states, and those corresponding to each game state.
[0025] (Basic gameplay procedures) When a player inserts a medal into the medal slot 12, the medal is detected by the medal selector 12a, and a detection signal is input to the main control unit 25b. Additionally, when each of the bet buttons 13 and 14 is operated, the corresponding operation signal is input to the main control unit 25b. The main control unit 25b monitors the number of medals available for the game based on the presence or absence of these signals, and also monitors the operation of the start lever 15. When the number of tokens available to start the game reaches a certain level, the main control unit 25b controls the rotation of each reel 21L, 21C, and 21R by driving the drum unit 21a in response to the player's operation of the start lever 15. In this embodiment, the acceptance of the player's operation of the start lever 15 is also referred to as lever operation, etc.
[0026] Furthermore, the main control unit 25b, in response to lever operation, performs an internal lottery to predetermine the result of the current game from among multiple winning combinations (including losing combinations) such as bonus combinations, minor combinations, and re-play combinations that trigger the transition to a bonus game, before the reels 21L, 21C, and 21R stop. Based on the timing of when each stop button 16L, 16C, and 16R is pressed, it controls the stopping of each rotating reel 21L, 21C, and 21R so that they stop in a combination of symbols corresponding to the lottery result. The first of the three stop buttons 16L, 16C, and 16R to be pressed is also called the first stop button, and the moment when the player releases their finger from this button is called the time after the first stop button was pressed. Similarly, the second and third buttons to be pressed are also called the second stop button and the third stop button, and the moments when the player releases their finger from these buttons are called the time after the second stop button was pressed and the time after the third stop button was pressed.
[0027] Furthermore, the main control unit 25b determines the combination of symbols that stop and are displayed on each reel 21L, 21C, and 21R, and when a predetermined combination of symbols is found, it controls the medal dispensing device 22 to dispense a predetermined number of medals, dispensing the medals from the medal dispensing port 22b.
[0028] The main control unit 25b outputs a predetermined control signal to the sub-control unit 26b at predetermined game timings (for example, lever operation, stop button operation, bonus game start, bonus role win, etc.). The sub-control unit 26b, in accordance with this control signal and based on a pre-stored performance program, controls the lamp 18, display unit 19, speaker 20, etc., to perform predetermined game performances.
[0029] Furthermore, the control signals output from the main control unit 25b to the sub-control unit 26b include, for example, control signals indicating the progress of the game, such as lever operation, stop button operation, and bonus game start, as well as signals indicating the winning target of the internal lottery (for example, signals indicating the type of bonus role won (BB (Big Bonus), RB (Regular Bonus)), the type of small role won, re-play role, miss, etc.), input signals indicating the number of game media inserted into the game machine 1, and BB signals and RB signals indicating a special game state, which is a game state more advantageous to the player than the normal game state where game media are used at a predetermined rate. In addition, medal payout signals indicating the number of game media dispensed from the game machine 1 are also output.
[0030] Of these, the BB signal indicates that a playable BB game is being played on the gaming machine 1, and the RB signal indicates that an RB game is being played. The insertion signal is information indicating that a medal has been inserted into the gaming machine 1. When the start lever 15 is operated, the output conditions (insertion information output conditions) that allow the insertion signal to be output are met, and the main control unit 25b starts outputting the start signal when the start lever 15 is operated. Therefore, the main control unit 25b can output the insertion signal based on the fact that medals (including credit medals) for starting the game have actually been used. For this reason, the insertion signal is also a signal indicating that the game has started.
[0031] If the internal lottery results in a win of the RB role, and certain conditions are met in that game or the next game, a bonus game will start with a predetermined payout limit. During this bonus game, there is a high probability of winning small payouts, and the game will transition to an RB state where, for example, more than 100 game tokens are paid out. Furthermore, if the internal lottery results in a BB (Big Bonus) win, a bonus game will start if certain conditions are met in that game or a subsequent game. During this bonus game, there is a high probability of winning small payouts, and the game will transition to a BB state where, for example, a large amount of game currency, several hundred coins, which is more than in the RB (Regular Bonus) state, is paid out. Thus, the value of the game awarded to the player differs depending on whether it's an RB role or a BB role.
[0032] The probability of winning the BB role or RB role can be set to one of the settings 1 to 6 for each game machine. The winning probabilities are as follows: for example, in setting 1 (lowest probability), the probability of winning a Big Bonus (BB) is 150 / 65536 and the probability of winning a Regular Bonus (RB) is 100 / 65536; in setting 6 (highest probability), the probability of winning a BB is 170 / 65536 and the probability of winning a Regular Bonus is 170 / 65536, and so on.
[0033] As mentioned above, when the lever is operated, the main control unit 25b of the gaming machine 1 performs an internal lottery to determine the lottery result for the current game in advance before the reels 21L, 21C, and 21R stop. Based on the timing of when each stop button 16L, 16C, and 16R is pressed, it controls the stopping of each rotating reel 21L, 21C, and 21R so that they stop in a combination of symbols corresponding to the lottery result.
[0034] Furthermore, the main control unit 25b transmits a signal to the sub-control unit 26b indicating whether or not a bonus role has been won in the internal lottery process. As will be described later, the sub-control unit 26b controls the notification unit 30 and the pseudo-reflection unit 40 in response to receiving this signal.
[0035] [Notification section 30, pseudo reflection section 40] Furthermore, the gaming machine 1 is equipped with a notification unit 30 (notification unit) and a pseudo-reflection unit 40 (pseudo-notification unit). Figure 3 is a diagram illustrating the vicinity of the notification section 30 and the pseudo-reflective section 40 in the embodiment. Figure 3(A) is an enlarged view of the area indicated by arrow 3A in Figure 1(A). Figure 3(B) illustrates how the notification unit 30 and the pseudo-reflective unit 40 are observed from the player's perspective, looking down to the lower left. Figure 4 shows the vicinity of the notification section 30 and the pseudo-reflective section 40 of the embodiment, unfolded in the vertical direction (front-to-back direction Y and vertical direction Z) within the player's field of view. Figure 5 illustrates the observation angles θ30 and θ40 near the notification section 30 and pseudo-reflective section 40 of the embodiment. Figure 6 is a longitudinal cross-sectional view illustrating the configuration of the pseudo-reflective section 40 of the embodiment. Figure 7 is a table illustrating the patterns displayed on the pseudo-reflective section 40 of the embodiment.
[0036] (Notification Department 30) As shown in Figures 1 and 3(A), the notification unit 30 is located in the lower left corner of the central panel 10. The notification unit 30 is also located in the area directly above the left side of the operation panel 11. The notification section 30 is provided with a picture 31 (notification display) by printing or other means. The design 31 comprises a star-shaped section 31a and a letter section 31b. The star-shaped section 31a is a display area with a star-shaped outline. The letter section 31b is located inside the star-shaped section 31a. The letter section 31b is the part on which the word "GOO!" is printed. The structure of the notification section 30 will not be described in detail here, but for example, the structure described in Japanese Patent Publication No. 2020-89626 can be used.
[0037] When the sub-control unit 26b receives a control signal from the main control unit 25b indicating the winning of a bonus role (a signal indicating that a bonus has been won in the lottery process and that it is confirmed that the game will transition to a bonus), it illuminates (lights up) the notification unit 30. The notification unit 30 basically turns off after the third reel is stopped in a game in which a bonus role is won and the bonus symbols line up to win. In this way, the notification unit 30 can inform the player that the game is in a state where it is possible to transition to a bonus. In this embodiment, this illumination pattern is also called the basic pattern. However, as will be described later, the notification unit 30 may emit light in a manner different from the basic pattern by being controlled in conjunction with the pseudo-reflective unit 40.
[0038] (Pseudo reflection section 40) The pseudo-reflective section 40 is provided on the operation panel 11. The pseudo-reflective section 40 is located near and below the notification section 30. Specifically, in the left-right direction X, the pseudo-reflective section 40 is located slightly to the right X2 of the notification section 30, and is positioned near the left side X1 of the MAX bet button 14 on the operation panel 11. Furthermore, in the vertical direction Z, the pseudo-reflective section 40 is located directly below the notification section 30. As shown in Figure 5, the pseudo-reflective section 40 is positioned in a location that corresponds to the position in the line of sight of the player (more precisely, the player seated in the chair in front of the gaming machine 1) during gameplay, where the display of the notification section 30 can be observed as a mirrored image. In other words, the pseudo-reflective section 40 is positioned in a location where the player can observe the mirrored image of the display of the notification section 30 that would be reflected if the operation panel 11 were a mirror (see Figure 5). While conventional gaming machines did not have mirrors, some control panels had a mirror-like surface capable of reflecting light to a certain extent. The gaming machine 1 of this embodiment further develops such a control panel with a mirror-like surface by providing a pseudo-reflective section 40, which can then be used for visual effects.
[0039] As shown in Figure 6, the pseudo-reflective section 40 comprises a projector 40a, a screen 40b, and a smoked panel 40c. A detailed explanation of the projector 40a will be omitted, but the projector 40a is a device that projects an image printed on a transparent sheet onto the screen 40b by transmitting light through it. The type of projector 40a is not limited; for example, an LCD projector may also be used.
[0040] Screen 40b is a white screen or similar on which the image is projected. The smoke panel 40c is black and has low transparency (glass plate, resin plate, etc.). Therefore, under normal conditions (when the pseudo-reflective section 40 is not notifying a game scene and the projector 40a is not projecting images), the player cannot see the components inside the smoke panel 40c from outside the game machine 1. On the other hand, when notification is given (when the pseudo-reflective section 40 is notifying a game scene and the projector 40a is projecting images), the player can see the images projected onto the screen 40b through the smoke panel 40c.
[0041] Here, the image 31 of the notification unit 30 is displayed in the area X1 on the left side of the gaming machine 1, and from the player's perspective, it is displayed in the lower left direction. If the surface of the installation area of the pseudo-reflective unit 40 is made up of a mirror surface, the player can observe the image 31 of the notification unit 30 reflected by this mirror surface. Therefore, players can observe the patterns displayed on the pseudo-reflective section 40 as if they were being reflected by the patterns displayed on the notification section 30.
[0042] As shown in Figure 7, the pseudo-reflective section 40 can select and project one of the four patterns 41 to 44 depending on the game situation. The patterns 41 and 42 (simulated notification displays) are patterns that mimic pattern 31 of the notification unit 30. The pattern 41 (first pseudo-notification display) is designed in the same way as the pattern 31 of the notification unit 30. Therefore, the pattern 41 includes a star-shaped section 41a and a character section 41b. As shown in Figure 4, the pattern 41 of the pseudo-reflective section 40 is displayed at an overall tilt relative to the pattern 31 of the notification section 30. For example, the letters "GOO!" in the pattern 31 of the notification section 30 are positioned at an angle θ31 (a predetermined direction) from the left-right direction X, while the letters "GOO?" in the pattern 41 of the pseudo-reflective section 40 are positioned at an angle θ41 from the left-right direction X.
[0043] Here, when the image 31 of the notification unit 30 is reflected within the installation range of the pseudo-reflective unit 40, it becomes a mirror image in the vertical direction (front-to-back direction Y and vertical direction Z) of the player's field of view, and is therefore observed in a more accurate vertically symmetrical manner. However, mirrored characters are difficult to read. Furthermore, if the image 31 of the notification unit 30 is displayed in an accurate mirror image, the overall shape is significantly different, making it difficult for the player to recognize it intuitively. Therefore, in this embodiment, the pattern 41 of the pseudo-reflective section 40 is configured so that the pattern 31 of the notification section 30 can be observed virtually on the pseudo-reflective section 40 in as close to its original form as possible, without inverting the pattern 31 of the notification section 30 in the vertical direction.
[0044] As shown in Figure 5, in other words, in the player's line of sight, the observation angle θ40 of the pseudo-reflective section 40 (the angle between the player's line of sight and the normal to the pseudo-reflective section 40) is smaller than the observation angle θ30 of the notification section 30 (the angle between the player's line of sight and the normal to the notification section 30). Therefore, if the pattern 31 on the notification unit 30 and the pattern 41 on the pseudo-reflective unit 40 were made to be the same shape, the pattern 41 would appear to be tilted more sharply than the pattern 31, which could cause the player to feel uneasy. For this reason, the angle θ41 of the pattern 41 is set to be smaller than the angle θ31 of the pattern 31, so that when the player observes the pattern 31 on the notification unit 30 and the pattern 41 on the pseudo-reflective unit 40, the tilt angles of the character parts 31b and 41b appear to be approximately the same.
[0045] Even in this configuration, since the pseudo-reflective section 40 is located at the reflection position of the pattern 31 on the notification section 30, the player can easily recognize that the pattern 41 displayed on the pseudo-reflective section 40 corresponds to the pattern 31 on the notification section 30.
[0046] Furthermore, the pattern 41 of the pseudo-reflective section 40 may be configured such that only the star-shaped section 31a of the pseudo-reflective section 40 that does not contain text is symmetrical in the vertical direction. Also, if the pattern 31 of the notification section 30 is a pattern, shape, etc. that does not contain text, the pattern 31 may be symmetrical in the vertical direction.
[0047] The pattern 42 (second pseudo-notification display) comprises a star-shaped section 42a and a character section 42b. The patterns 41 and 42 differ only in the content of the text sections 41b and 42b. Although not shown in the illustration, the inclination angle of pattern 42 is the same as that of pattern 41, which is angle θ41. In other words, the star-shaped part 42a has the same shape and color as the star-shaped part 31a of the pattern 31. Furthermore, while the text portion 31b of image 31 displays the word "GOO!", the text portion 42b of image 42 displays the word "COO?". The colors of the text in both images are the same. Therefore, when players compare the two, they may appear similar enough to be seen as the same image at first glance, but with normal attention, they can easily understand that the two are different.
[0048] Thus, when compared to the image 31 of the notification unit 30, the image 41 has more similarities than the image 42. In other words, the degree of similarity between the image 41 and the image 31 of the notification unit 30 is higher for the image 41 than for the image 42. The degree of similarity between the design 31 of the notification unit 30 and the design 41 of the pseudo-reflective unit 40 can be set as appropriate. Ideally, the degree of similarity should be judged by human perception, but it may also be determined by machine using measuring instruments, if necessary. When determining the degree of similarity by machine, for example, a score may be assigned based on the degree of similarity in shape, color, etc., between the design 31 of the notification unit 30 and the design 41 of the pseudo-reflective unit 40.
[0049] Designs 43 and 44 (specific markings) are not at all similar to design 31, and therefore do not have a similarity concept in relation to design 31. In other words, design 43 only has the text "TOUCH" displayed, and furthermore, it has a completely different shape from the "GOO!" of design 31, and the concept of the text is also different. Design 44 is an illustration of a tiger, and therefore has a completely different shape from design 31.
[0050] (Light emission patterns of the notification section 30 and the pseudo-reflective section 40) The sub-control unit 26b controls the notification unit 30 and the pseudo-reflection unit 40 in the following patterns 1 to 4, as an example. (Pattern 1: Image 41) Pattern 1 is a pattern corresponding to the basic pattern described above. The sub-control unit 26b displays a pattern on the pseudo-reflective unit 40 in synchronization with the illumination of the notification unit 30. In this case, the pseudo-reflective unit 40 displays pattern 41. As mentioned above, the pseudo-reflective section 40 is positioned so that the pattern 31 of the notification section 30, which is reflected by a mirror surface, can be observed, and the patterns 31 and 41 have a high degree of similarity. Therefore, players can observe the pattern 41 of the pseudo-reflective section 40 as if it were a reflection of the pattern 31 of the notification section 30.
[0051] When the light is emitted in Pattern 1, there are two possibilities: that a transition to a bonus is confirmed, and that a transition to a bonus is not confirmed (i.e., a bonus role is not won and the game does not transition to a bonus). In other words, when the sub-control unit 26b receives a signal from the main control unit 25b indicating that a bonus transition is confirmed (i.e., a bonus role has been won), it performs a lottery to determine whether or not to control in Pattern 1, and if it wins this lottery, it executes the control in Pattern 1. In addition, even if the sub-control unit 26b does not receive a signal from the main control unit 25b indicating that a bonus transition is confirmed (i.e., a bonus role has not been won), it also performs a lottery to determine whether or not to control in Pattern 1, and if it wins this lottery, it executes the control in Pattern 1.
[0052] When controlled by Pattern 1, the probability of transitioning to a bonus may be set appropriately according to the specifications of the gaming machine 1. The higher the former probability (the probability of controlling Pattern 1 when a bonus role is won), and the lower the latter probability (the probability of controlling Pattern 1 when a bonus role is not won), the higher the probability of transitioning to a bonus when Pattern 1 is executed. In other words, the reliability of transitioning to a bonus when controlled by Pattern 1 increases, and the expectation level for the player increases.
[0053] For the player, when controlled by pattern 1, it may appear at first glance that symbol 42 is displayed, but with a little careful observation, it is easy to identify that symbol 41 was actually displayed. As will be described later, symbol 42 is displayed when a bonus transition is confirmed. Therefore, when controlled by pattern 1, the gaming machine 1 can make the player believe that a bonus transition is confirmed for a brief moment until the player can distinguish between symbols 41 and 42.
[0054] The symbol 41 appears after the third reel is stopped. Therefore, if the player sees the symbol 41, they can expect to have won a bonus in that game. In this way, the gaming machine 1 displays the pattern 41 on the pseudo-reflective section 40 (pseudo-notification display) in correspondence with the illumination (notification display) of the pattern 31 on the notification section 30. This allows the gaming machine 1 to create the illusion that the display on the pseudo-reflective section 40 is related to the display on the notification section 30.
[0055] Furthermore, if a bonus role is won, the sub-control unit 26b illuminates the symbol 31 of the notification unit 30. In this case, the sub-control unit 26b displays the symbol 41 of the pseudo-reflective unit 40 in synchronization with the illumination of the symbol 31 of the notification unit 30.
[0056] (Pattern 2: Image 42) In pattern 2, the sub-control unit 26b synchronizes with the illumination of the notification unit 30 and displays pattern 42 on the pseudo-reflective unit 40 instead of pattern 1 pattern 41. At first glance, the player may observe that pattern 42 on the pseudo-reflective unit 40 is a reflection of pattern 31 on the notification unit 30, but the content of the text portions 41b and 42b of the two patterns 41 and 42 are different, such as "GOO!" and "COO?". Therefore, the player can understand that the displayed pattern 42 is a different display from pattern 41. Furthermore, if control is performed using Pattern 2, the transition to a bonus is confirmed. In other words, the sub-control unit 26b performs a lottery process to determine whether or not to control using Pattern 2 only when it receives a signal from the main control unit 25b indicating that the transition to a bonus is confirmed, and if it wins this lottery, it performs the control using Pattern 2. On the other hand, if the sub-control unit 26b does not receive a signal from the main control unit 25b indicating that the transition to a bonus is confirmed (i.e., if a bonus role is not won), it does not perform the lottery process to determine whether or not to control using Pattern 2.
[0057] By controlling the game machine 1 using patterns 1 and 2 in this way, the game can be controlled so that when symbol 42 is displayed, the player receives a higher reward than when symbol 41 is displayed.
[0058] The symbol 42 appears after the third reel is stopped. Therefore, if the player sees the symbol 42, they can confirm that they have won a bonus in that game. Furthermore, the specifications of the gaming machine could be such that if the symbol 42 is displayed in pattern 2, it is a guaranteed transition to BB, while if the symbol 41 is displayed in pattern 1, it is a guaranteed transition to either BB or RB. Alternatively, the system could be designed so that patterns 1 and 2 are executed while in bonus mode. In this design, if the symbol 42 is displayed in pattern 2, a winning streak (such as a 1G win) is guaranteed, and if the symbol 41 is displayed in pattern 1, there is a possibility (or expectation) of a winning streak.
[0059] (Pattern 3: Image 43 → Image 41) Light emission pattern 3 is a modified version of pattern 1. In other words, the sub-control unit 26b displays pattern 43, and then displays pattern 41 on the pseudo-reflective section 40. The image 43 displays the word "TOUCH," prompting the player to touch the pseudo-reflective area 40. Therefore, when the image 43 is displayed, the player should touch the pseudo-reflective area 40. The sub-control unit 26b can determine that a touch operation has been performed based on the output of a detection unit (not shown), such as an optical sensor or touchpad. The sub-control unit 26b may control the system to always display the symbol 41 after displaying the symbol 43 (after performing a specific display) in response to a touch operation by the player, or it may choose not to display the symbol 41 after displaying the symbol 43.
[0060] In the former case, the sub-control unit 26b only performs a lottery to determine whether to execute pattern 3 (i.e., whether to display the symbol 43) if it wins the lottery to determine whether to execute pattern 1, and only executes pattern 3 if it wins this lottery. As a result, the sub-control unit 26b can display the symbol 43 on the pseudo-reflector unit 40 and then the symbol 41 on the pseudo-reflector unit 40 by executing pattern 1 after controlling with pattern 3. In addition, if a bonus role is won, the sub-control unit 26b synchronizes the illumination of the symbol 31 on the notification unit 30 with the illumination of the symbol 41 on the pseudo-reflector unit 40.
[0061] In the latter case, the sub-control unit 26b only needs to perform a lottery to determine whether to execute pattern 3 (i.e., whether to display the image 43) regardless of the lottery to determine whether to execute pattern 1. If both of these lotteries are successful, as described above, the pseudo-reflective unit 40 can display the image 41 after displaying the image 43. On the other hand, if the lottery to determine whether to execute pattern 1 is unsuccessful, but the lottery to determine whether to execute pattern 3 is successful, the pseudo-reflective unit 40 will not display the image 41 after displaying the image 43, and the notification unit 30 will not emit light for the image 31.
[0062] For the player, if pattern 3, where symbol 43 is displayed, is executed, they can expect it to progress to pattern 1, where symbol 41 is displayed. This creates a sense of excitement and anticipation.
[0063] The symbol 43 appears after the third reel is stopped. Therefore, players can expect to have won a bonus in that game if symbol 43 is displayed, or if symbol 41 is displayed after symbol 43 is displayed.
[0064] In Pattern 3, symbol 44 may be displayed instead of symbol 43. In this case, the sub-control unit 26b may display symbol 41 after displaying symbol 43 (after executing a specific display) without accepting touch input. This allows the gaming machine 1 to execute an unexpected effect. Furthermore, the sub-control unit 26b may control the system to execute pattern 2 as a pattern to be executed after pattern 3, either in place of or in addition to pattern 1.
[0065] (Pattern 4) The sub-control unit 26b executes pattern 4 independently of the game flow, unlike patterns 1 to 3. In other words, the symbols 44 are displayed irregularly on the pseudo-reflective unit 40, for example, when the lever is operated or after the first to third reels are stopped. Therefore, the control of Pattern 4 is basically performed as a visual effect that is independent of the flow of the game. Figure 7 shows an example where Pattern 4 is not executed when a bonus role is not won, but it may also be executed when a bonus role is not won. In this case, even if Pattern 4 is executed, the player will still have the expectation of a bonus transition, and the irregularity of the effects that are executed regardless of the flow of the game can be improved.
[0066] The above patterns 1-4 represent the basic configuration for game machine 1, and may be modified as appropriate, as explained below. (Other pattern 1) The sub-control unit 26b may either generate the effect of the pseudo-reflective unit 40 without illuminating the notification unit 30, or it may generate the effect of the pseudo-reflective unit 40 first and then illuminate the notification unit 30.
[0067] (Another pattern 2) The sub-control unit 26b may alternately switch between emitting light from the notification unit 30 and activating the effects of the pseudo-reflective unit 40.
[0068] (Other pattern 3) The sub-control unit 26b may execute the effects of the pseudo-reflection unit 40 only during the freeze (for example, for about 3 seconds) that is performed after the third reel stop operation. A freeze is an effect in which the main control unit 25b and the sub-control unit 26b control the system so that it does not accept input from the bet button or other control units when a bonus role is won, etc. During the freeze, the MAX bet button 14 is not respondable, so the sub-control unit 26b does not light up the bet lamp 14a of the MAX bet button 14, which is located near the right side of the pseudo-reflective section 40. In this state, the sub-control unit 26b can make the symbols stand out and improve their appearance by displaying them on the pseudo-reflective section 40. In this case, the symbols displayed on the pseudo-reflective section 40 are preferably symbols 41 and 42 related to whether or not a bonus role has been won.
[0069] (Other pattern 4) The sub-control unit 26b may, during the first half of the freeze (for example, about 3 seconds) that occurs after the third reel stop operation, not illuminate the symbols 31 of the notification unit 30 and not display the symbols of the pseudo-reflective unit 40, and then during the second half, display only the symbols of the pseudo-reflective unit 40. In this case, the sub-control unit 26b may illuminate the notification unit 30 in response to the lever operation in the next game. By controlling it in this way, if a player operates the MAX bet button 14 without realizing that a freeze has occurred, the MAX bet button 14 will not accept input, and a symbol will be displayed on the adjacent pseudo-reflective section 40. In this case, it is preferable to light up the bet lamp 14a of the MAX bet button 14 even while a freeze is in progress. This can surprise the player. Furthermore, the sub-control unit 26b illuminates the notification unit 30 in response to the lever operation in the next game, ensuring that the notification from the notification unit 30 is also clearly visible to the player.
[0070] (Other pattern 5) The sub-control unit 26b may not limit the illumination of the pattern 31 of the notification unit 30 to after the third stop operation (also called post-notification), but may also perform the illumination at other times, such as when the lever is operated (also called pre-notification). In the case of such pre-notification, the sub-control unit 26b may also synchronize the display of the pattern on the pseudo-reflective unit 40 with the illumination of the notification unit 30. Furthermore, the sub-control unit 26b may, for example, display the pattern on the pseudo-reflective unit 40 when the lever is operated, similar to the pre-notification, and then illuminate the pattern 31 of the notification unit 30 in a post-notification after the third stop operation.
[0071] (Other forms of the pattern on the pseudo-reflective section 40) Figure 8 illustrates another form (pattern 141) of the pattern on the pseudo-reflective section 40. As shown in Figure 8, the star-shaped portion 141a and the character portion 141b of the pattern 141 are scaled down vertically only from the entire star-shaped portion 31a and character portion 31b of the pattern 31 of the notification portion 30 (see length L141). The degree of scaling down is such that, from the player's viewpoint, the viewing angle of pattern 31 and the viewing angle of pattern 41 are the same in the vertical direction. In this case as well, pattern 141 is displayed tilted at the same angle θ41 as pattern 41. As a result, when observed by the player, the pattern 141 can appear to more closely resemble the pattern 31 in terms of both its inclination and size. Furthermore, patterns 42-44 may also be modified in the same way as pattern 41.
[0072] As described above, the gaming machine 1 of this embodiment can improve the appeal of the notification patterns according to the progress of the game by arranging the pseudo-reflective section 40 in a position where the pattern 31 of the notification section 30 can be observed as a mirror image. In contrast, conventional gaming machines used a commonplace method of notification by their notification unit.
[0073] Although preferred embodiments of the present invention have been described above, the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. The configurations of the embodiments described above and the configurations of the modified forms described later can be used in combination as appropriate, but a detailed explanation will be omitted.
[0074] (Transformed form) (1) The main control board may perform some or all of the operations that the sub-control board performs. Alternatively, the sub-control board may perform some or all of the operations that the main control board performs.
[0075] (2) In this embodiment, the gaming machine is shown as a slot machine, but it may also be a pachinko machine. The gaming machine may also be a so-called sealed gaming machine that does not dispense gaming media to the outside but circulates them internally to run the game. Furthermore, the gaming machine may not use physical gaming media, but manages the gaming media as data, lends out gaming media using electronic information, and allows players to play without touching the gaming media (a so-called smart gaming machine). [Explanation of Symbols]
[0076] 1: Gaming machine 10: Middle Panel 11: Control Panel 14: MAX Bet Button 14a: Bedside lamp 25: Main control board 25b: Main control unit 26: Sub-control board 26b: Sub-control unit 30: Announcement Department 31, 41~44, 141: Pattern 31a, 41a, 42a, 141a: Star-shaped part 31b, 41b, 32b, 141b: Text section 40: Suspected reflective part
Claims
1. In a gaming machine capable of generating both a normal game state and a special game state that is more advantageous to the player than the normal game state, A notification unit capable of displaying a notification indicating that the aforementioned special game state can be generated, A pseudo-notification unit capable of executing a pseudo-notification display, which is an upright display, that is a mirrored image of the notification display by the aforementioned notification unit and a display that can be recognized by the player, Equipped with, The aforementioned pseudo-notification unit is, It is provided near and below the aforementioned notification unit, The display of the notification unit is positioned at the player's observation position so that a mirrored image of the notification unit can be observed, and the pseudo-notification display is displayed as an upright image of the notification display. The pseudo-notification display can be executed in response to the execution of notification display by the notification unit. A gaming machine characterized by the following features.
2. The aforementioned pseudo-notification display is, The display is rotated to the same angle as the aforementioned notification display, allowing it to be observed from the player's observation position. The gaming machine described in feature 1.
3. The aforementioned pseudo-notification display includes: It includes a first pseudo-notification display and a second pseudo-notification display that is different from the first pseudo-notification display, The first pseudo-notification display is executed such that it has a larger range of identicalness to the notification display than the second pseudo-notification display. When the second pseudo-notification display is executed, it is possible to control the system so that the benefits granted to the player are higher than when the first pseudo-notification display is executed. The gaming machine according to claim 1 or 2.
4. The aforementioned pseudo-notification unit is, It is possible to perform specific displays that are not similar to the aforementioned notification displays. After the aforementioned specific display is executed, the aforementioned pseudo-notification display can be executed. The gaming machine according to claim 1 or 2.
5. An operating unit that can be operated by the player to use the game value is provided near the pseudo-notification unit, The aforementioned operating unit is The operating section is equipped with a light-emitting means for causing it to emit light, The light-emitting means is The pseudo-notification unit can be operated to not emit light when the pseudo-notification display is executed. The gaming machine according to claim 1 or 2.