Gaming machine

The gaming machine improves brand recognition by using separate display units with a movable obstruction mechanism to control visibility of manufacturer and brand information, addressing the issue of insufficient brand display in conventional machines.

JP7870865B2Active Publication Date: 2026-06-05NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NEWGIN KK
Filing Date
2025-04-28
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Conventional gaming machines, such as pachinko and pachislot machines, do not effectively display brand information in a recognizable manner for players.

Method used

The gaming machine incorporates separate manufacturer and brand information display units with a movable obstruction mechanism that controls visibility, ensuring brand recognition by obstructing or revealing the manufacturer information based on predetermined conditions.

Benefits of technology

Enhances player recognition of the gaming machine's brand by strategically managing visibility of manufacturer and brand information through a movable obstruction mechanism.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To cause a player to recognize a brand of a game machine easily.SOLUTION: A game machine includes a manufacturer information display part for displaying game machine manufacturer information in a recognizable manner, and a brand information display part for displaying game machine brand information in a recognizable manner. The brand information display part displays the brand information if a predetermined condition is established, and hides the brand information if the predetermined condition fails to be established. The manufacturer information display part is arranged so that an entire marker for identifying a manufacturer can be visually recognized from the front, and displays the manufacturer information regardless of whether or not the predetermined condition is established. The brand information display part is arranged to be offset to a player side with respect to the manufacturer information display part, and overlap with at least part of the manufacturer information display part, and allows the visual recognition from the front for a display region of the manufacturer information display part to be obstructed when the brand information display part is displaying the brand information.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] In gaming machines typified by pachinko machines and pachislot machines, in order to make players recognize a brand such as the name of the company that sells the machines, the brand may be displayed (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, in conventional gaming machines, the display of the brand is not always sufficiently understandable to players, and there is room for improvement.

[0005] Therefore, an object of the present invention is to make it easier for players to recognize the brand of a gaming machine.

Means for Solving the Problems

[0006] In a typical embodiment of the present invention, a gaming machine is capable of displaying manufacturer information, including a sign for identifying the manufacturer of the gaming machine, and brand information, including a sign for identifying a provider of the gaming machine, wherein the sign for identifying the manufacturer and the sign for identifying the provider are different from each other, and the machine has a manufacturer information display unit that displays the manufacturer information in a recognizable manner, and a brand information display unit that displays the brand information in a recognizable manner, and has an obstruction means provided on the player side with respect to the display area of ​​the manufacturer information display unit, wherein the obstruction means is configured to be movable between a first position that overlaps with the display area of ​​the manufacturer information display unit in the front-to-back direction and a second position that does not overlap with the display area of ​​the manufacturer information display unit in the front-to-back direction, and the obstruction means is configured to be in the first position when predetermined conditions are met. , in a front view The visibility of the display area of ​​the manufacturer information display unit is obstructed, and if the predetermined conditions are not met, the unit is located in the second position. , in a front view The obstructing means is movable to ensure visibility of the display area of ​​the manufacturer information display unit, and when information is acquired indicating that the obstructing means is in the first position, In a frontal view It is possible to achieve a first state in which visibility of the brand information is ensured, and when no information is obtained indicating that the obstructing means is in the first position, In a frontal view The visibility of the brand information can be reduced to a second state compared to the first state, and the gaming machine has a front door and a main body to which the front door is attached so as to be openable and closable, and the predetermined condition is met when the front door is closed. [Effects of the Invention]

[0007] According to one aspect of the present invention, the brand of the gaming machine can be made more easily recognizable to the player. [Brief explanation of the drawing]

[0008] [Figure 1] This is a view of a gaming machine (pachinko machine) from the front. [Figure 2]This is a front view of the game board in a pachinko machine. [Figure 3] This block diagram shows an example configuration of a pachinko machine game control system. [Figure 4] This is a block diagram illustrating an example of the configuration of a pachinko machine's performance control system. [Figure 5] This is a front view of the main part of a pachinko machine equipped with a brand information display unit and a manufacturer information display unit according to the first embodiment. [Figure 6] This is a front view of the main part of a pachinko machine equipped with a brand information display unit and a manufacturer information display unit according to the second embodiment. [Figure 7] Figure 6 is a cross-sectional view of the main components of a pachinko machine. [Figure 8] This is a front view of the main part of a pachinko machine equipped with a brand information display unit and a manufacturer information display unit according to the third embodiment. [Figure 9] This figure illustrates a modified example of the third embodiment. [Figure 10] This is a front view of the main part of a pachinko machine equipped with a brand information display unit and a manufacturer information display unit according to the fourth embodiment. [Figure 11] This is a view of a gaming machine (pachislo machine) from the front. [Figure 12] This is a front view of the pachislo machine itself. [Figure 13] This is a front view of the main part of a pachislo machine equipped with a brand information display unit and a manufacturer information display unit according to the fifth embodiment. [Figure 14] This is a cross-sectional view of the main part of a pachislo machine equipped with a brand information display unit and a manufacturer information display unit according to the sixth embodiment. [Figure 15] This is a front view of the main part of a pachislo machine equipped with a brand information display unit and a manufacturer information display unit according to the seventh embodiment. [Figure 16] This is a front view of the main part of a pachislo machine equipped with a brand information display unit and a manufacturer information display unit according to the eighth embodiment. [Modes for carrying out the invention]

[0009] Hereinafter, preferred embodiments of the present invention will be described based on the drawings. In the first to fourth embodiments, a configuration based on a pachinko machine 10 as an example of a gaming machine will be described, and in the fifth to eighth embodiments, a configuration based on a pachislot machine 80 as an example of a gaming machine will be described. In addition, in the description of the gaming machines according to the following first to eighth embodiments, front (front), rear (back), left, and right are based on the directions as seen by the player during the game.

[0010] [First Embodiment] (1. Overall Configuration of Pachinko Machine 10) FIG. 1 is a diagram for explaining a pachinko machine 10 which is an example of a gaming machine. The pachinko machine 10 of the present embodiment is an enclosed pachinko machine (smart pachinko machine), and the game balls as gaming media circulate inside the gaming machine and are not given gaming value as in a tray such as an upper tray. The gaming value is given as numerical data instead of the gaming media (game balls). The configuration of the following embodiments is also applicable to gaming machines that are not enclosed.

[0011] The pachinko machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge 16, and the right end side thereof is the opening end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit.

[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front surface of the game board 30 is attached. The cover glass 14 functions as a game visual recognition area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.

[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed. Hereafter, the structure consisting of the cover glass 14 and the glass frame 15, which opens and closes to the game area 32 of the game board 30, will be specifically referred to as the "front door 20".

[0014] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15.

[0015] Decorative devices 18a, 18b, and 18c, capable of illuminating according to the game state, are installed on the upper, right, and left sides of the glass frame 15. Each decorative device 18a, 18b, and 18c houses lighting components such as LEDs 46 (see Figure 4) and is an illuminating device that performs illuminating effects according to the game state. These decorative devices 18a, 18b, and 18c together constitute the frame decorative device 18.

[0016] Upper speakers 19a are installed in the upper right and upper left corners of the glass frame 15, respectively. In addition to these upper speakers 19a, a lower speaker 19b is provided at the bottom of the pachinko machine 10. The lower speaker 19b is installed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.

[0017] The performance control device is located on an operation panel that extends left and right from the lower part of the glass frame 15, and includes performance buttons 25 and directional key switches 450.

[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed down. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross-shaped key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 may, for example, use the two left and right switches to increase or decrease (+-) the brightness of the performance LED 46, and the two front and rear switches to increase or decrease (+-) the volume of the speaker 19 (upper speaker 19a and lower speaker 19b).

[0019] By operating the performance control device (especially the performance button 25), the player can initiate performances in the special symbol variation display game and other games displayed on the main display 41 that involve the player's input. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes the special symbol variation display game (special symbol variation display game), and unless otherwise specified, the term "variation display game" in this specification refers to the special symbol variation display game.

[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.

[0021] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include a time-saving state (normal power support state) and a state in a variable display game where the probability of a special result (e.g., a jackpot) occurring is high (probability change state, probability change state). Special game states include a jackpot state and a minor jackpot game state (minor jackpot state). Special game states are basically high base states with a higher payout rate (base value) than the normal game state. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.

[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).

[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.

[0024] In the enclosed pachinko machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the pachinko machine 10 (island equipment) or ejection of game balls into trays.

[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).

[0026] The card unit 201 is a so-called inter-machine dispenser, installed between pachinko machine 10 and the adjacent pachinko machine on a gaming island. The card unit 201 is located next to pachinko machine 10 on its left side and is connected to pachinko machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player, which is the number of balls held (value of owned games). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.

[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the pachinko machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine, based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.

[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the pachinko machine 10 in a bidirectional manner. The pachinko machine 10 may be connected to the input / output unit 220d of the card unit 201 in a communicative manner via a payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the amusement parlor (amusement hall). The hall computer can communicate with a server installed in a data center outside the amusement parlor via a network.

[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.

[0030] When the CPU 220a receives a counting signal from the pachinko machine 10, it adds the number of game balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of game balls held by the game machine to which management is transferred as the card ball count of the card unit 201, and is transmitted from the pachinko machine 10 to the card unit 201.

[0031] The pachinko machine 10 is equipped with a ball count display unit 217 that displays the number of usable game balls (usable game value) on the game machine side, which is the number of usable game balls that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.

[0032] The pachinko machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the pachinko machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The pachinko machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.

[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.

[0034] (2. Game board) Next, with reference to Figure 2, the game board 30 of the pachinko machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the pachinko machine 10.

[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The pachinko machine 10 is configured to play by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and other components are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.

[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a main display 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The main display 41 is, for example, made of a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the main display 41 is not limited to a liquid crystal display, but may be made of an organic EL or other type of display.

[0037] The display screen (display section) of the main display 41 is provided with multiple variable display areas, and identification information (special symbols) and images that enhance the variable display game are displayed in each variable display area.

[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).

[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.

[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.

[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.

[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.

[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).

[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.

[0045] A specific area 42 (a so-called V-prize entry point) is provided inside the special variable prize entry device 39. For example, a big win is confirmed when a game ball enters the specific area 42 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The specific area 42 may be kept open for a long time only during a minor win to allow game balls to pass through easily. The game control device 100 can detect the passage of a game ball into the specific area 42 (V-prize) via a sensor (specific area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (specific area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the main display 41 or the like.

[0046] In other words, in this embodiment, the pachinko machine 10 is a so-called type 1 and type 2 mixed machine (1+2 type machine). In this embodiment, when a small win occurs, the special variable prize entry device 39 is opened, and the game ball enters a specific area 42 (V prize entry) within the special variable prize entry device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to game machines other than type 1 and type 2 mixed machines.

[0047] When a game ball enters one of the main prize slots (general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39), the payout control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are installed around the general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39 or their vicinity.

[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.

[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.

[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the pachinko machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).

[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a group of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.

[0052] Furthermore, the pachinko machine 10 (particularly the game board 30) of this embodiment is provided with a brand information display unit 500 (particularly its brand display area 500a) and a manufacturer information display unit 510 (particularly its manufacturer display area 510a). The brand information display unit 500 and the manufacturer information display unit 510 will be described in detail later.

[0053] Next, we will explain the gameplay flow in pachinko machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.

[0054] In the pachinko machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls flow down the game area 32, changing direction of rolling due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the game machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the game machine after the addition.

[0055] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation game is executed based on the result of the random value for winning determination extracted at this time.

[0056] If a game cannot be started, for example, if a game is already in progress and has not yet finished, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory (normal variation reserve) is less than the upper limit, that memory is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined random number extracted based on the passage of a game ball through the normal variation start gate 34 as a start memory that grants the right to execute the normal variation game, up to a predetermined limit.

[0057] The regular diagram start memory (regular diagram hold) stores a random value for determining whether the regular diagram variation display game is a win or a loss. When this random value matches the judgment value, the regular diagram variation display game is a win and a specific result pattern is derived.

[0058] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.

[0059] If the randomized value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops in a winning state, and the game enters a winning state. At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), and the game ball is allowed to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.

[0060] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random numbers as starting memories that grant the right to execute the special figure variable display game, up to a predetermined upper limit, based on the entry of game balls into the starting prize slot 36 and the starting prize slot area (starting slot) of the normal variable prize slot 37.

[0061] When a winning ball is detected to start the special symbol variation display game, various random numbers are extracted, such as the jackpot random number, the jackpot symbol random number, and the variation pattern random number. These random numbers are stored as special symbol start memories in the special symbol reserve memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 reserve indicator 54 and special symbol 2 reserve indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, as well as on the display screen of the main display 41.

[0062] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).

[0063] The Special Feature 1 Variable Display Game (First Special Feature Variable Display Game, First Symbol Variable Game) and the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (Special Symbol, Special Feature) in a variable manner on the Special Feature 1 display unit 51 and the Special Feature 2 display unit 52, and then stopping the display of a predetermined result pattern.

[0064] Furthermore, the main display 41 executes a decorative special symbol variation display game in which multiple types of identification information are displayed in a variable manner in accordance with each special symbol variation display game. The identification information on the main display 41 consists of numbers, symbols, character symbols, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.

[0065] The decorative symbol variation display game (decorative symbol variation game, performance game) on the main display 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed on the main display 41 in a changing and changing manner. In this way, the identification information (decorative special symbols) displayed on the main display 41 changes (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the main display 41 displays various performances, such as the appearance of character images, to enhance the entertainment value.

[0066] When a game ball enters the starting prize slot 36 or the normal variable prize slot 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the main display 41 changes to the special result pattern (for example, a state where numbers such as "777" are lined up).

[0067] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).

[0068] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a special result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special symbol variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the main display 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.

[0069] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.

[0070] Here, I will explain the difference between a big win and a small win.

[0071] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.

[0072] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.

[0073] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. If there are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, and the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game will be executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). If a start memory for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game is generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed.

[0074] If there is no distinction between the Special Feature 1 variable display game and the Special Feature 2 variable display game, they will simply be referred to as the Special Feature Variable Display Game.

[0075] (3. Game control device) Figure 3 is a block diagram of the game control system of the pachinko machine 10. The pachinko machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.

[0076] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.

[0077] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0078] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.

[0079] Furthermore, the game control device 100 is equipped with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200. Initialization here basically means clearing the information to zero, but some values ​​such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

[0080] The RAM clear switch 112 is located on the game control device 100 inside the pachinko machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.

[0081] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.

[0082] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values ​​for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values ​​during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.

[0083] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random numbers stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).

[0084] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire pachinko machine 10. In addition, although not shown in the figures, the game microcomputer 111 is equipped with a random number generation circuit for generating jackpot random numbers to determine jackpots in the special symbol variation display game, special symbol random numbers to determine jackpot symbols (stopping symbols for jackpots), minor jackpot symbols (stopping symbols for minor jackpots), and time-saving symbols (support jackpot symbols, stopping symbols for support jackpots), and variation pattern random numbers to determine variation patterns in the special symbol variation display game (including information on various reach and non-reach variation displays and information on the execution time of the special symbol variation display game).

[0085] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.

[0086] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.

[0087] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize entry switch 35a of the general prize entry 35, the starting entry 1 switch 36a in the first starting prize entry 36, the starting entry 2 switch 37a in the second starting prize entry (normal variable prize entry device 37), and the large prize entry switch 39a of the special variable prize entry device 39. The outputs from the gate switch 34a, prize entry switch 35a, starting entry 1 switch 36a, starting entry 2 switch 37a, and large prize entry switch 39a are also supplied from the game control device 100 to a test shooting device (not shown) via the relay board 70. In addition, the detection signals from the starting entry 1 switch 36a and the starting entry 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may, for example, detect game balls magnetically.

[0088] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 42 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and detected.

[0089] Furthermore, various fraud / abnormality sensors 67 (error sensors) are connected to the input unit 120 to detect errors such as fraud or abnormalities in the pachinko machine 10. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the pachinko machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 of the pachinko machine 10, a glass frame opening detection switch (door opening / closing sensor) provided on the glass frame 15 of the pachinko machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the pachinko machine 10.

[0090] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the gaming microcontroller 111 via the data bus. Data may also be input from the payout control device 200 to the gaming control device 100 via the input unit 120.

[0091] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.

[0092] In this embodiment, data is transmitted from the game control device 100 to the brand information display device 500b via the output unit 130, for example, by serial communication. The brand information display device 500b is a device that displays brand information in the brand display area 500a described above in response to commands from the game control device 100.

[0093] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a game machine that is a mass-produced product installed in a game parlor (game hall).

[0094] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 42b, which operates the lever and opens the specific area 42. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.

[0095] Furthermore, the output unit 130 can output the on / off data of the LEDs of the integrated display device 50 as data to be displayed on the integrated display device 50, using the corresponding output port and driver.

[0096] Furthermore, the output unit 130 can output external information related to the pachinko machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in amusement parlors (such as information collection terminals or internal management devices (hall computers)), and information related to the pachinko machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.

[0097] Furthermore, the output unit 130 can output the on / off data of the LEDs of the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.

[0098] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.

[0099] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value) obtained by winning, and may include, for example, the payout rate (base value), the ratio of prize balls, and the number of balls dispensed.

[0100] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed. The number of balls dispensed can be obtained by counting the signals from the out ball detection switch 74, etc. In enclosed gaming machines, the number of balls acquired (total number of prize balls) is the number of game value (amount of game value) assigned as numerical data.

[0101] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a winning state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from when the power of the pachinko machine 10 was turned on until the present) (= so-called consecutive bonus payout ratio).

[0102] (Safety device (complete function)) Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when the operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.

[0103] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.

[0104] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the difference in the number of balls, which indicates the difference between the number of safe balls and the number of balls dispensed during a predetermined period, has reached the difference in balls standard value (predetermined value), and (2) neither a big win nor a small win is occurring. The difference in balls is obtained by subtracting the number of balls dispensed from the number of safe balls during the predetermined period (difference in balls = number of safe balls - number of balls dispensed). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the difference in balls for condition (1) may be the difference in balls during the predetermined period from the point in time when the difference in balls was at its lowest value to the present, that is, the difference in balls based on the lowest value (the increase in the difference in balls from the lowest value), and may also correspond to the maximum increase in the difference in balls during a day of operation (so-called MY). In addition, the operating conditions may be other; for example, condition (1) may be configured to be that the number of safe balls reaches a predetermined value. Also, condition (2) may be configured to be that the special variable prize winning device is not operating, or that the big prize winning opening is not open.

[0105] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded during a predetermined period. The number of ejected balls (number of out balls) is the number of game balls ejected from the game area 32 during a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.

[0106] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used, and the difference in balls may be calculated as the number of safe balls minus the number of balls launched. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used (difference in balls = number of safe balls - number of balls used). Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the difference in balls is reduced by -1 for each game ball launched by the ball launcher and increased by +1 for each foul ball.

[0107] For example, for a difference of less than 90,000 balls, the safety device will be in an inactive state (not activated, not in an activated warning state, not in an activated state, and not in an activated state). For a difference of 90,000 to 94,999 balls, the safety device will be in an activated warning state, indicating that the safety device will be activated. When the difference of 95,000 balls is reached, the safety device will be in an activated warning state, indicating that the safety device will be activated, or in an activated state, indicating that the safety device is activated (activated state).

[0108] Furthermore, when the number of balls reaches 95,000, the safety device will enter an activation warning state if a big win or a small win is occurring, and will enter an activation state if neither a big win nor a small win is occurring. Therefore, if the safety device is activated before a big win or small win occurs, the game will immediately enter a game stop state (game unavailable state, game prohibited state), and the activation warning state will not occur. Note that the safety device is more likely to be activated before a big win or small win occurs in time-saving states or probability-changing states.

[0109] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device switches from an activated warning state to an activated state (operating state).

[0110] In the operation notification state, the performance control device 300 displays an operation notification (for example, the words "The game will stop soon") on the main display 41. In the operation warning state of the safety device during a minor win or a major win, the performance control device 300 displays an operation warning (for example, the words "The game will stop after the win ends") on the main display 41.

[0111] When the safety device is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays an "Activated" indicator (the words "Game Stopped") on the main display 41. When the safety device is activated, the game control device 100 sets the safety device activated flag (safety device activated flag) to ON, indicating that the safety device is activated. The safety device activated flag is then reset to 0 (safety device activated flag = 0) by the RAM initialization process (RAM clear process), and the safety device is deactivated.

[0112] In the stopped game state, it is not possible to play special symbol variation display games, normal symbol variation display games, or round games (games played during big wins or small wins). To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch becomes invalid, the prize entry (winning) becomes invalid, the solenoid stops so that the big prize entry, specific area 42, normal variation prize device 37, etc. closes, the launch of game balls from the ball launcher stops (is prohibited), the launch stops, and the unified display device 50 turns off. In the stopped game state, not only can special symbol variation display games and normal symbol variation display games not be continued, but new special symbol variation display games and new normal symbol variation display games cannot be started.

[0113] (4. Transition state upon power-on) Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the system transitions to various states (modes).

[0114] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.

[0115] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.

[0116] (5. Performance control device) Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the pachinko machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the main display 41, the sound from the speakers 19a and 19b, the illumination of the performance LEDs 46, and / or the operation of the performance movable body 44 in response to commands from the game control device 100. In other words, the performance control device 300 can control the performances related to the game. The performance LEDs 46 may be full-color LEDs (light-emitting diodes) capable of emitting light in various colors.

[0117] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the main display 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.

[0118] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.

[0119] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.

[0120] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.

[0121] The sound control unit 314 includes a sound ROM in which sound data, including speech, is stored, and an amplifier circuit for amplifying the speech data.

[0122] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).

[0123] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the main display 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.

[0124] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.

[0125] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.

[0126] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.

[0127] (6. Basic Control) Next, the basic control of the pachinko machine 10 will be explained. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining a win in the regular display based on the input of a game ball detection signal from the gate switch 34a provided in the regular display start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular display variation game is a win or a loss.

[0128] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.

[0129] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss.

[0130] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.

[0131] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).

[0132] Furthermore, the performance control device 300 displays decorative special feature variation display games on the main display 41 that correspond to the special feature variation display games on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performances related to the game (variation display games, etc.).

[0133] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays a special result pattern on the special symbol 1 display 51 and the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.

[0134] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). In addition, if the result of the special symbol variation display game is a loss, the game controls the display of the loss on the special symbol 1 display 51 and the special symbol 2 display 52.

[0135] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.

[0136] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.

[0137] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.

[0138] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.

[0139] In the time-saving state, the time required to convert the normal variable prize winning device 37 to the open state is extended compared to normal by changing one or more of the following: normal variable variation time, normal variable stop time, normal electric release count, normal electric release time, and normal variable probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variable prize winning device 37 than in the normal game state where no special games are played, and the number of executions of the special variable display game per unit time can be increased compared to the normal game state, and the execution interval of the special variable display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. Furthermore, the movable member 37b may be set not to open in the normal operation state (normal variable probability is 0). In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them.

[0140] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state (a state in which left-handed play is recommended), in which the payout rate (base value) is low because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which there is no normal electric support and no special gameplay is performed (slight time-saving).

[0141] The time-saving state includes a time-saving state that occurs immediately after a big win (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a big win (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support win) without being caused by a big win (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games executed after power-on or after the end of a big win state (excluding the number of games in the probability variation state) reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a big win or hit a time-saving symbol.

[0142] After the time-saving state ends, it is possible to enter a remaining reserve consumption state in which the second start memory (special figure 2 start memory, special figure 2 reserve) that remains at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).

[0143] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).

[0144] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.

[0145] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).

[0146] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0147] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.

[0148] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to the safety device (complete function), and ball counting processing, which updates the counter that counts the number of balls. In the safety device-related processing, safety device-related information, such as the operating status of the safety device, is sent as a command to the performance control device 300, and a safety device operating flag is set to indicate that the safety device is operating.

[0149] In the main processing initiated when the power is turned on, the game control device 100 can send power recovery commands indicating that the power has been restored or turned on, as well as RAM initialization-related commands related to RAM initialization, to the performance control device 300 and the brand information display device 500b. The RAM initialization-related commands include RAM initialization commands indicating that RAM is being cleared (initialized) and RAM clear preparation commands indicating that RAM clear preparation is underway.

[0150] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.

[0151] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. Safety device-related commands include ball difference information commands that indicate the number of balls difference, operation notification commands that correspond to the operation notification state of the safety device, operation warning commands that correspond to the operation warning state of the safety device, and operation in progress commands that correspond to the operation state of the safety device.

[0152] The game control device 100 can transmit customer waiting commands related to the customer waiting state when no game is being played, variation commands indicating variation patterns of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the main display 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos on the demo screen. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.

[0153] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserves), which is the number of first start memories (Special Feature 1 Reserves), and the second start memory count (Special Feature 2 Reserve Count), which is the number of second start memories (Special Feature 2 Reserves). The game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can decrease the number of first start memories by 1 at the start of a Special Feature 1 variation display game based on the first start memory, and can decrease the number of second start memories by 1 at the start of a Special Feature 2 variation display game based on the second start memory.

[0154] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include pre-read stop symbol commands that correspond to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on jackpot random numbers or special symbol random numbers saved as the first start memory or second start memory, and pre-read variation pattern commands based on saved variation pattern random numbers.

[0155] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.

[0156] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:

[0157] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the main display 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the main display 41 and also provides notification for, for example, 30 seconds by illuminating the performance LED 46 and sounding the speakers 19a and 19b (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the main display 41.

[0158] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the main display 41, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the nature of the error, the main display 41 may also display the nature of the error.

[0159] When the performance control device 300 receives a ball difference information command, it may display the number of balls on the main display 41. When the performance control device 300 receives an operation notification command, an operation warning command, or an operation command, it displays text on the main display 41 corresponding to each command, such as "Stopping soon," "Stopping after the win ends," or "Stopping."

[0160] When the performance control device 300 receives a customer-waiting demo command while in customer-waiting state, it displays a customer-waiting demo such as a movie demo (video) on the main display 41. The customer-waiting state is entered when both the first start memory count and the second start memory count are zero and the special symbol variation display game is not being executed. The customer-waiting demo may start after a predetermined time has elapsed from the start of the customer-waiting state.

[0161] When the performance control device 300 receives a variation command indicating a variation pattern and a stop symbol command indicating a decorative stop symbol on the main display 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the main display 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the integrated display device 50, and transmits the variation command and stop symbol command to the performance control device 300.

[0162] In the variation-related effect setting process, it is possible to set pre-announcement effects that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation effects such as pseudo-continuous effects and reach effects on the main display 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-continuous effects (number of pseudo-variations) and information on the type of reach effect corresponding to the reach state. A pseudo-continuous effect is an effect in which a predetermined number of pseudo-variations are performed on the main display 41 in a single special symbol variation display game, causing the decorative special symbols to vary and temporarily stop. In addition, in the variation-related effect setting process, it is possible to set the lighting pattern of the effect LED 46 and the sound pattern of speakers 19a and 19b according to the pre-announcement effect and variation effect.

[0163] Here, "reach" (reach state) refers to a display state on the main display 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the main display 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.

[0164] Therefore, for example, if a decorative special feature variation display game displayed on the main display 41 in response to a special feature variation display game displays multiple identification information in a variable manner for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, center, etc., to display the result pattern, then the state in which the variation display stops in the left and right variation display areas while the conditions for a special result pattern are met (for example, the same identification information) becomes a reach state.

[0165] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying probabilities (reliability) of leading to special outcome patterns (jackpot patterns). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The probability (reliability) of winning a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, a reach state is a state with a higher probability of winning a jackpot compared to a state without a reach state.

[0166] The expected value (reliability) of a special effect (preview) indicates the probability of a big win if that effect is selected, and can be calculated based on the selection rate of that effect when a big win occurs and the selection rate of that effect when a loss occurs. The higher the selection rate of that effect when a big win occurs, the higher the expected value, and the higher the selection rate of that effect when a loss occurs, the lower the expected value. Big wins include the aforementioned V-entry big wins, and the expected value for V-entry big wins is approximately the same as the expected value for minor wins that result in V-entry. In addition to the expected value for big wins, the expected value for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach) can also be set in the same way.

[0167] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the stop of the decorative special symbol variation display game on the main display 41. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the stop of the decorative special symbol variation display game after the variation time has elapsed from the start of the decorative special symbol variation display game.

[0168] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.

[0169] When the performance control device 300 receives a hold number command in Special Figure 1 or a hold number command in Special Figure 2, it displays hold indications corresponding to the start memory (hold) on the main display 41 or the like, in the same number as the hold number in Special Figure 1 or the hold number in Special Figure 2. When the performance control device 300 receives a pre-reading variable pattern command and a pre-reading stop symbol command as pre-reading commands, it selects and sets a pre-reading preview performance (pre-reading performance, pre-reading preview) with a lottery probability corresponding to the pre-reading command. Examples of the pre-reading preview performance include a continuous preview performance and a hold change preview. Examples of the continuous preview performance include a chance target pre-reading performance related to a decorative stop symbol.

[0170] When the performance control device 300 receives a left hitting instruction notification command and a right hitting instruction notification command as hitting method instruction notification commands, it can execute a left hitting instruction display and a right hitting instruction display on the main display 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance for blessing and notifying a V win on the main display 41.

[0171] Note that it is assumed that the performance control device 300 can receive commands necessary for control from the game control device 100 other than those described above.

[0172] (7. Brand Information Display Section and Manufacturer Information Display Section) Hereinafter, the details of the brand information display section 500 and the manufacturer information display section 510 according to the present embodiment will be described.

[0173] (7-1. Definition of Terms) The definitions of terms commonly used in the first to eighth embodiments will be described.

[0174] · "Brand Information" "Brand information" means information that includes visually recognizable signs (characters, figures, symbols, three-dimensional shapes, or colors, combinations thereof, or videos consisting of one or more combinations thereof) for identifying the source (business operator or organization, etc.) that provides the gaming machine (pachinko machine 10 of the first to fourth embodiments, pachislo machine 80 of the fifth to eighth embodiments).

[0175] In particular, "brand information" is defined as information that functions as a mark that enables players to recognize the provider of the gaming machine. "Brand information" includes, for example, the name, abbreviation, or logo representing a company that is recognized, or should be recognized, by the establishment (hall) where the gaming machine is installed or by general consumers (players) as the person (provider) that conducts business related to the provision of the gaming machine, including sales. The concept of "provider" includes a single company or a group of companies formed by several companies.

[0176] "Manufacturer information" means information that includes visually recognizable trademarks (letters, figures, symbols, three-dimensional shapes, or colors, combinations thereof, or videos consisting of one or more combinations thereof) used to identify businesses that manufacture amusement machines.

[0177] In particular, "manufacturer information" is defined as information that functions as a mark that enables managers of gaming machines (workers at gaming machine installation establishments, maintenance companies for gaming machines, or other companies that manage gaming machines) to recognize the manufacturer of the gaming machine. "Manufacturer information" includes, for example, the name, abbreviation, or logo representing the company (such as a manufacturer) that is recognized or should be recognized by the manager of the gaming machine as the person (manufacturer) who conducts business related to the manufacture of the gaming machine. The concept of "manufacturer" includes a single company or a group of companies. Furthermore, a "manufacturer" may be a company that has a certain capital relationship (such as a parent company and subsidiary) with the "supplier". Also, if the "supplier" is a group of companies, the "manufacturer" may be one or more companies belonging to that group. Furthermore, if a single business (a single company or a single group of companies) conducts both the business of providing and the business of manufacturing the same gaming machine, the display format of the "brand information" and the display format of the "manufacturer information" may be partially or completely the same. For example, the same company name may be included in both the "brand information" and the "manufacturer information."

[0178] (7-2. Prerequisites) In the case of amusement machines such as pachinko and pachislot, the company recognized by general consumers (players, etc.) as the provider of the amusement machine may differ from the company that actually manufactures the amusement machine. In contrast, players tend to select the amusement machine they play based on the provider. Therefore, it is necessary to inform players of the relationship between the amusement machine and its provider, and a sign (brand information) representing the provider may be displayed on the amusement machine. On the other hand, managers of amusement machines (such as store employees) may need to check information representing the manufacturer of the amusement machine (manufacturer information) when performing maintenance and other management tasks. For this reason, amusement machines may display not only brand information but also manufacturer information.

[0179] However, when both brand information and manufacturer information are displayed on a gaming machine, there is a risk that players may mistakenly believe the manufacturer of the gaming machine to be the provider, or that administrators may mistakenly believe the provider to be the manufacturer. In particular, in the field of gaming machines, it is common for a company that provides one gaming machine to be the manufacturer (not the provider) of another gaming machine, or for the provider to be a group company and the manufacturer to be a company belonging to that group, making it easy for the above-mentioned misidentification between the manufacturer and the provider to occur. In view of this situation, this embodiment and the second to eighth embodiments described later provide a gaming machine equipped with a configuration that can prevent the above-mentioned misidentification between the provider and the manufacturer.

[0180] (7-3. Configuration of the brand information display section and manufacturer information display section) Figure 5 is a front view of the main part of a pachinko machine 10 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in the first embodiment. As shown in the figure, the pachinko machine 10 of this embodiment has a brand information display unit 500 that displays brand information associated with the pachinko machine 10 in a recognizable manner, and a manufacturer information display unit 510 that displays manufacturer information for identifying the manufacturer of the pachinko machine 10.

[0181] In particular, the brand information display unit 500 includes a brand display area 500a provided at a predetermined position in the pachinko machine 10 and capable of displaying brand information, and a brand information display device 500b that performs processing to display brand information in the brand display area 500a.

[0182] The brand display area 500a is comprised of an area for displaying brand information by electromagnetic means (for example, a dedicated liquid crystal display, organic EL display, or LED display). In particular, in this embodiment, the brand display area 500a is provided above the main display 41 in the game area 32 of the game board 30.

[0183] Furthermore, the brand information display device 500b (see Figure 3) is implemented by various hardware and software for processing the display of brand information in the brand display area 500a by electromagnetic means. In particular, in this embodiment, the brand information display device 500b can be implemented by a display device (a display device for displaying digital data, such as a liquid crystal display, an organic EL display, or an LED display) that processes the display of brand information in the brand display area 500a in response to a command from the game control device 100.

[0184] Therefore, the brand information display unit 500 displays brand information in its brand display area 500a in a way that makes it recognizable (visible) from the outside of the pachinko machine 10 (especially from the front side through the cover glass 14 of the front door 20).

[0185] On the other hand, the manufacturer information display unit 510 has a manufacturer display area 510a provided at a predetermined position on the pachinko machine 10 and capable of displaying manufacturer information. This manufacturer display area 510a can be realized as an area that displays manufacturer information by a non-electromagnetic method (for example, a printing area on a component of the pachinko machine 10, or an area on which a predetermined sticker or paper material on which manufacturer information is written is attached). In particular, the manufacturer display area 510a of the manufacturer information display unit 510 in the pachinko machine 10 of this embodiment is composed of a sticker or paper material on which manufacturer information (name of manufacturer) is written, attached above the main display 41 in the game area 32. That is, the manufacturer information written in this manufacturer display area 510a is recognizable (visible) from the outside of the pachinko machine 10 (especially the front side through the cover glass 14 of the front door 20). The manufacturer display area 510a may also be configured as an area that includes manufacturer information directly written on the surface of the game board 30.

[0186] Furthermore, in this embodiment, the area of ​​the brand display area 500a of the brand information display unit 500 is larger than the area of ​​the manufacturer display area 510a of the manufacturer information display unit 510.

[0187] In this embodiment, the brand information display unit 500 (more specifically, the brand information display device 500b) displays brand information in the brand display area 500a when predetermined conditions are met (see Figure 5(A)). On the other hand, the brand information display device 500b hides the brand information in the brand display area 500a when the predetermined conditions are not met (see Figure 5(B)).

[0188] Here, "predetermined conditions" refers to one or more conditions defined as indicators for determining situations in which the visibility of brand information from the outside of the pachinko machine 10 (particularly the front side where the player is positioned) should be prioritized over the visibility of manufacturer information. More specifically, when the predetermined conditions are met, it can be considered a situation in which the visibility of brand information should be prioritized over the visibility of manufacturer information. On the other hand, when the predetermined conditions are not met, it is a situation in which there is no need to prioritize the visibility of brand information, and typically it can be considered a situation in which the visibility of manufacturer information should be prioritized over the visibility of brand information.

[0189] In particular, in this embodiment, the "predetermined conditions" are defined as the on / off state of the power of the pachinko machine 10. More specifically, the fulfillment of the predetermined conditions is defined as the power of the pachinko machine 10 being on (hereinafter, for simplicity, this will be referred to as "when the power is on"). On the other hand, the failure of the predetermined conditions is defined as the power of the pachinko machine 10 being off (hereinafter, for simplicity, this will be referred to as "when the power is off"). Therefore, when the power is on, both brand information and manufacturer information are displayed on the pachinko machine 10 (especially on the surface of the game board 30), and when the power is off, only manufacturer information is displayed without brand information.

[0190] More specifically, in this embodiment, when the game control device 100 detects a signal indicating that the power to the pachinko machine 10 has been turned on (for example, a reset signal generated by the power supply unit 400 when the power is turned on), it generates a flag (power on flag) indicating that the power to the pachinko machine 10 has been turned on and transmits it to the brand information display device 500b. Also, when the game control device 100 detects a signal indicating that the power supply voltage of the pachinko machine 10 has fallen below a certain value (for example, a power outage monitoring signal generated by the power supply unit 400 when the voltage drops), it generates a flag (power off flag) indicating that the power to the pachinko machine 10 has been turned off and transmits it to the brand information display device 500b.

[0191] When the brand information display device 500b receives a power-on flag from the game control device 100, it displays brand information in the brand display area 500a. Therefore, when the power is turned on, brand information is displayed in the brand display area 500a, making it visible from the outside (especially the front) of the pachinko machine 10. In other words, when the power is turned on of the pachinko machine 10, which is expected to be sat in front of the machine with the player looking at it, the brand information will be displayed in the brand display area 500a, which is larger than the manufacturer display area 510a where the manufacturer information is displayed.

[0192] On the other hand, when the brand information display device 500b receives a power-off flag from the game control device 100, it hides the brand information in the brand display area 500a. Therefore, when the power of the pachinko machine 10 is turned off, during which management tasks are expected to be performed by an administrator, only the manufacturer information is displayed, and no brand information is shown.

[0193] [Variation] In this modified example, the above-mentioned predetermined conditions are defined as conditions relating to the game status of the pachinko machine 10. "Game status" refers to specific operational states related to gameplay that the pachinko machine 10 can take when the power is turned on. In particular, the game status in this modified example includes a first game status and a second game status that is different from the first game status.

[0194] Here, "first game situation" refers to a game situation in which the likelihood of game effects that concentrate the player's visual attention (such as game effects displayed on the main display 41, such as previews and reach animations) is low, and the player is presumed to be relatively more likely to focus their attention on the display of brand information. Specifically, the first game situation includes the end of a jackpot state (at the end of the game or immediately after it ends), the time when the demo screen displaying a movie demo for customers waiting on the main display 41 is displayed, and the time when the game starts (when the operation handle 24 is operated on the demo screen, or when a shot or win is detected).

[0195] On the other hand, "second game state" refers to a game state in which there is a high probability of executing game effects that concentrate the player's visual attention, and in which it is estimated that the player is relatively less likely to pay attention to the display of brand information. Specifically, the second game state includes normal game state, specific game state, and special game state.

[0196] More specifically, in this modified example, it is assumed that the power of the pachinko machine 10 is on, and the fulfillment of a predetermined condition is defined as the game state being the first game state, and the failure to fulfill a predetermined condition is defined as the game state being the second game state. That is, when the game state is the first game state, the brand information display device 500b displays brand information in the brand display area 500a. On the other hand, when the game state is the second game state, the brand information display device 500b hides the brand information in the brand display area 500a.

[0197] The determination of whether the game state is the first game state is made based on whether the brand information display device 500b has received predetermined information (data) from the game control device 100 that suggests that the game effects that concentrate the player's visual attention as described above are not being performed. This data includes, for example, a flag indicating that the jackpot state has ended, a customer waiting demo command, and / or a detection signal indicating that an operation was performed on the operation handle 24 during the execution of the customer waiting demo.

[0198] Furthermore, the determination of whether the game state is the second game state is performed based on whether the brand information display device 500b has received predetermined data from the game control device 100 that suggests the feasibility of performing the game effects that concentrate the player's visual attention as described above. This data includes, for example, a flag indicating that the current state of the pachinko machine 10 is in normal gameplay, a flag indicating that it is in a specific game (such as during normal power support), and / or a special game (such as during a jackpot).

[0199] According to this modified version, assuming that the power of the pachinko machine 10 is on, brand information can be displayed only in situations where it is unlikely that game effects that would draw the player's visual attention are to be implemented, particularly immediately after a big win and at the start of gameplay.

[0200] [Effects of the First Embodiment] According to this embodiment, a pachinko machine 10 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachinko machine 10). This pachinko machine 10 has a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, and a brand information display unit 500 that displays brand information in a recognizable manner. In particular, the brand information display unit 500 displays brand information when predetermined conditions are met and hides the brand information when the predetermined conditions are not met. The manufacturer information display unit 510 displays manufacturer information regardless of whether the above predetermined conditions are met or not.

[0201] According to the pachinko machine 10 of this embodiment, when a predetermined condition is met, the brand information is displayed, allowing the player to visually recognize the brand information. Therefore, even if the manufacturer and provider of the pachinko machine 10 are different, it is possible to prevent the player from mistaking the manufacturer for the provider. On the other hand, when the predetermined condition is not met, the brand information is hidden, allowing administrators seeking information about the manufacturer to see only the manufacturer's information without seeing the brand information, thereby increasing the recognition rate of the manufacturer's information. Therefore, even if the manufacturer and provider of the pachinko machine 10 are different, it is possible to prevent administrators from mistaking the provider for the manufacturer.

[0202] In particular, according to this embodiment, the fulfillment of the predetermined conditions includes the power of the pachinko machine 10 being turned on.

[0203] According to this, brand information can be displayed when the power is turned on, when it is expected that the player will be looking at the pachinko machine 10 and sitting down, thus ensuring that the function of making the brand information visible to the player is effectively utilized. As a result, it is possible to further increase the player's awareness of the relationship between the pachinko machine 10 and its provider, and to more reliably prevent the player from mistaking the manufacturer of the pachinko machine 10 for the provider.

[0204] Furthermore, in this embodiment (and more specifically, the modified version), the game state of the pachinko machine 10 is either a first game state (after the end of a jackpot state, while the demo screen is displayed on the main display 41, and at the start of gameplay, etc.) or a second game state different from the first game state (such as a normal game state, a specific game state, and a special game state). The fulfillment of a predetermined condition includes the game state of the pachinko machine 10 being the first game state, and the failure to fulfill a predetermined condition includes the game state of the pachinko machine 10 being the second game state.

[0205] According to this, brand information can be displayed in situations where it is unlikely that game effects that draw the player's visual attention (such as effects on the main display 41) will be implemented, such as immediately after a big win. In other words, brand information can be displayed when the player's gaze is not focused on game effects, thereby increasing the player's awareness of the brand information (the provider of the pachinko machine 10). Furthermore, brand information can be hidden in situations where it is highly likely that game effects that draw the player's visual attention will be implemented, thus preventing the display of brand information from diverting the player's attention from game effects and diminishing their enjoyment.

[0206] Furthermore, in this embodiment, the brand display area 500a of the brand information display unit 500 is configured to be larger than the manufacturer display area 510a of the manufacturer information display unit 510.

[0207] As a result, when both brand information and manufacturer information are displayed, the brand information is displayed relatively larger, making it easier for players to recognize the brand information more than the manufacturer information. Therefore, it is possible to further increase players' awareness of the relationship between the pachinko machine 10 and its provider, and to more reliably prevent players from mistaking the manufacturer of the pachinko machine 10 for the provider.

[0208] [Second Embodiment] The second embodiment will be described below. In the descriptions of the following embodiments, elements similar to those described in the previous embodiment will be denoted by the same reference numerals, and their descriptions will be omitted.

[0209] Figure 6 is a front view of the main parts of a pachinko machine 10 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in the second embodiment. Figure 7 is a cross-sectional view of the main parts of the pachinko machine 10 shown in Figure 6.

[0210] As shown in the figure, in the pachinko machine 10 of this embodiment, the brand display area 500a of the brand information display unit 500 is provided on the front door 20, which is in front of the game board 30. On the other hand, the manufacturer display area 510a of the manufacturer information display unit 510 is provided on the game board 30, which is in rear of the front door 20. In other words, the brand display area 500a is offset from the manufacturer display area 510a toward the player side (the front side of the pachinko machine 10).

[0211] In particular, the brand display area 500a is realized by a so-called transparent screen or transparent display (transmissive liquid crystal display or transmissive organic EL display) that projects a predetermined image onto a transparent screen. More specifically, the brand display area 500a is configured as a transparent screen formed in a part of the front door 20 (particularly the cover glass 14). The brand information display device 500b is configured as a projection device that switches the display and non-display of brand information in the brand display area 500a, which is configured as a transparent screen on the front door 20, in response to a command from the game control device 100. Alternatively, the brand display area 500a of the brand information display unit 500 may be configured as a transparent screen capable of so-called AR (Augmented Reality) display, and the brand information display device 500b may be configured with predetermined software and / or hardware that performs processing to switch the display and non-display of an image containing brand information in the brand display area 500a.

[0212] The manufacturer's information area 510a is configured as a sticker or paper material containing manufacturer information, which is affixed to the surface of the game board 30. Alternatively, the manufacturer's information area 510a may also be an area containing manufacturer information directly inscribed on the surface of the game board 30.

[0213] Furthermore, in this embodiment, the brand display area 500a is positioned to overlap the manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction (from the player's perspective, from the front to the back of the pachinko machine 10). In other words, the brand display area 500a is positioned to completely obscure the manufacturer display area 510a when viewed from the front of the pachinko machine 10.

[0214] In this embodiment as well, similar to the first embodiment, the brand information display device 500b displays brand information in the brand display area 500a when predetermined conditions are met (especially when the power is turned on) (see Figures 6(A) and 7(A)). On the other hand, the brand information display device 500b hides the brand information in the brand display area 500a when predetermined conditions are not met (especially when the power is turned off) (see Figures 6(B) and 7(B)).

[0215] According to this, by displaying brand information in the brand display area 500a when the power is turned on, it is possible to block visibility from the front of the manufacturer display area 510a, which is located behind the brand display area 500a. Therefore, when the power is turned on, when it is expected that the player will be seated with their gaze directed towards the pachinko machine 10, it is possible to make it possible to make it possible to make it so that only the brand information is visible from the outside of the pachinko machine 10 (especially from the front) (the manufacturer information is not visible).

[0216] On the other hand, when the power is off, the brand information is hidden in the manufacturer display area 510a, ensuring that the manufacturer display area 510a, which is located behind the brand display area 500a, is visible from the front. Therefore, when the power is off, when management tasks are expected to be performed by an administrator, it is possible to make it possible to make it possible to see only the manufacturer information (and not the brand information) from outside the pachinko machine 10 (especially from the front).

[0217] Figure 7 shows an example where the brand display area 500a completely overlaps the manufacturer display area 510a in the front-to-back direction of the pachinko machine 10. On the other hand, considering the different decorative layouts for each model, a configuration may be adopted in which the brand display area 500a of the brand information display unit 500 partially overlaps the manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction of the pachinko machine 10. Even in this case, when brand information is displayed in the brand display area 500a, the visibility of the manufacturer information to the player can be obstructed to a certain extent, thereby emphasizing the display of brand information to the player.

[0218] [Variation] In this modified version, similar to the modified version of the first embodiment, it is assumed that the power of the pachinko machine 10 is on, and the fulfillment of a predetermined condition is defined as the game situation being the first game situation, and the failure to fulfill a predetermined condition is defined as the game situation being the second game situation. According to this, assuming that the power of the pachinko machine 10 is on, brand information can be displayed only in situations where it is unlikely to be possible to perform game effects that would draw the player's visual attention, such as immediately after the end of a jackpot and at the start of gameplay.

[0219] [Effects of the second embodiment] According to this embodiment, a pachinko machine 10 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachinko machine 10). This pachinko machine 10 has a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, and a brand information display unit 500 that displays brand information in a recognizable manner. In particular, the brand display area 500a of the brand information display unit 500 is offset from the manufacturer display area 510a of the manufacturer information display unit 510 toward the player side (the front side of the pachinko machine 10).

[0220] According to the pachinko machine 10 of this embodiment, when both brand information and manufacturer information are displayed, the brand information is displayed in a position relatively closer to the player, thereby enhancing the visual recognition effect of the brand information by the player. Therefore, it is possible to more reliably prevent players from misidentifying the manufacturer and the brand information.

[0221] In this embodiment, the brand information display unit 500 displays brand information when predetermined conditions are met, and hides the brand information when the predetermined conditions are not met. On the other hand, the manufacturer information display unit 510 displays manufacturer information regardless of whether the above predetermined conditions are met or not.

[0222] As a result, when the predetermined conditions are met, the brand information will be displayed in a position closer to the player than the manufacturer display area 510a of the manufacturer information. Therefore, the visual recognition effect of the brand information by the player can be further enhanced, and the situation in which the player confuses the provider etc. represented by the brand information with the manufacturer can be more reliably avoided. On the other hand, when the predetermined conditions are not met, the brand information can be hidden, ensuring visibility of the manufacturer display area 510a of the manufacturer information, which is located further away from the player. Therefore, it can be made easier for administrators to visually confirm the manufacturer information.

[0223] In particular, according to this embodiment, the fulfillment of the predetermined conditions includes the power of the pachinko machine 10 being turned on.

[0224] According to this, brand information can be displayed when the power is turned on, when it is expected that the player will be looking at the pachinko machine 10 and sitting down, thus ensuring that the function of making the brand information visible to the player is effectively utilized. As a result, it is possible to further increase the player's awareness of the relationship between the pachinko machine 10 and its provider, and to more reliably prevent the player from mistaking the manufacturer of the pachinko machine 10 for the provider.

[0225] Furthermore, in a modified version of this embodiment, the game state of the pachinko machine 10 is either a first game state (after the end of a jackpot state, while the demo screen is displayed on the main display 41, and at the start of gameplay, etc.) or a second game state different from the first game state (such as a normal game state, a specific game state, and a special game state). The fulfillment of a predetermined condition includes the game state of the pachinko machine 10 being the first game state, and the failure to fulfill a predetermined condition includes the game state of the pachinko machine 10 being the second game state.

[0226] According to this, it is possible to achieve the same effects and benefits as those of the pachinko machine 10 in the first embodiment (particularly its modified form).

[0227] Furthermore, the following technical concept (hereinafter referred to as "technical concept X1") can also be grasped from the second embodiment described above. That is, the following technical concept X1 is included in the matters described in the original specification of the present application.

[0228] (Technical Thought X1) A pachinko machine 10 capable of displaying manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachinko machine 10), A manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, It has a brand information display unit 500 that displays brand information in a recognizable manner, The brand display area 500a of the brand information display unit 500 is offset toward the player side (front side of the pachinko machine 10) relative to the manufacturer display area 510a of the manufacturer information display unit 510, and is positioned to overlap (at least partially overlap) the manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction of the pachinko machine 10. The brand information display unit 500 displays brand information when predetermined conditions are met, and hides the brand information when predetermined conditions are not met. The manufacturer information display unit 510 of the pachinko machine 10 displays manufacturer information regardless of whether predetermined conditions are met or not.

[0229] This allows the brand information to be overlaid on the manufacturer information for the player when certain conditions are met, emphasizing the brand information more than the manufacturer information. This increases the player's awareness of the relationship between the pachinko machine 10 and its brand (provider). Therefore, even when the provider and manufacturer of the pachinko machine 10 are different, it is possible to more reliably prevent the player from mistaking the manufacturer for the provider. On the other hand, when the certain conditions are not met, the brand information is hidden, ensuring visibility of the manufacturer information. This allows the display of the manufacturer information to be more emphasized, increasing the administrator's awareness of the relationship between the pachinko machine 10 and its manufacturer. Therefore, even when the manufacturer and provider of the pachinko machine 10 are different, it is possible to more reliably prevent the administrator from mistaking the provider for the manufacturer.

[0230] [Third Embodiment] Figure 8 is a front view of the main parts of a pachinko machine 10 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in the third embodiment.

[0231] As shown in the figure, the pachinko machine 10 of this embodiment (particularly the front door 20) is provided with a movable body 511. The movable body 511 is configured to resemble, for example, a predetermined creative element (such as a character or object) related to the game content of the pachinko machine 10. In other words, the movable body 511 functions as a decorative element for the appearance of the pachinko machine 10. Specifically, the movable body 511 is movable to take either a first position P1 that overlaps the manufacturer display area 510a of the manufacturer information in the front-to-back direction, or a second position P2 that does not overlap the manufacturer display area 510a in the front-to-back direction.

[0232] The movable body 511 moves between a first position P1 and a second position P2, for example, under the control of the game control device 100. More specifically, the game control device 100 positions the movable body 511 at the first position P1 when the predetermined conditions described in the first or second embodiment are met (more specifically, when the power is turned on). That is, when the game control device 100 detects a signal indicating that the power of the pachinko machine 10 has been turned on (for example, a reset signal generated by the power supply device 400 when the power is turned on), it drives the movable body 511 to move from the second position P2 to the first position P1 (see Figure 8(A)). Also, the game control device 100 positions the movable body 511 at the second position P2 when the predetermined conditions are not met (more specifically, when the power is turned off). In other words, when the game control device 100 detects a signal indicating that the power supply voltage of the pachinko machine 10 has fallen below a certain value (for example, a power outage monitoring signal generated by the power supply device 400 when the voltage drops), it drives the movable body 511 to move from the first position P1 to the second position P2 (see Figure 8(B)).

[0233] Therefore, when the power is turned on, and it is assumed that the player will be seated with their gaze directed towards the pachinko machine 10, the movable body 511 will be in the first position P1, obstructing the visibility of the manufacturer's display area 510a from the front. In other words, the movable body 511 functions as an obstructing means that hinders the visibility of the manufacturer's display area 510a. For this reason, when the power is turned on, the visibility of the manufacturer's display area 510a (manufacturer information) by the player is obstructed, and the brand display area 500a (display of brand information) can be emphasized more.

[0234] Alternatively, the position of the movable body 511 may be adjusted under the control of the performance control device 300 instead of the game control device 100.

[0235] [Variation] Figure 9 is a front view of the main part of a pachinko machine 10 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in a modified example of the third embodiment. As shown in the figure, in this modified example, a dimming window 512 is used as an obstruction means instead of the movable body 511.

[0236] As shown in the figure, the dimming window 512 is configured as a part of the cover glass 14 of the front door 20 and is positioned to overlap with the manufacturer's display area 510a provided on the game board 30 in the front-to-back direction of the pachislo machine 80. In particular, in this embodiment, the area of ​​the dimming window 512 is configured to be larger than the area of ​​the manufacturer's display area 510a, so that when viewed from the front of the pachinko machine 10, the dimming window 512 overlaps the entire manufacturer's display area 510a.

[0237] The dimmable window 512 is made of a component whose refractive index (transmittance) can be controlled according to predetermined conditions (in particular, the on and off of the power supply of the pachinko machine 10). More specifically, the dimmable window 512 can be realized by a dimmable film that becomes opaque when power is supplied to the dimmable window 512 and transparent when no power is supplied.

[0238] Therefore, in the modified pachinko machine 10, when predetermined conditions are met (for example, when the power is turned on), brand information is displayed in the brand display area 500a, and the dimming window 512 that overlaps the manufacturer display area 510a of the manufacturer information display unit 510 becomes opaque, thereby hindering the visibility of the manufacturer display area 510a (manufacturer information) (see Figure 9(A)). As a result, when the power is turned on, the visibility of the manufacturer display area 510a is hindered for the player, and the display of brand information in the brand display area 500a is more emphasized. Consequently, the player's awareness of the relationship between the pachinko machine 10 and its provider can be further increased.

[0239] On the other hand, when the power is off, the dimming window 512 becomes transparent, ensuring visibility of the manufacturer's display area 510a (see Figure 9(B)). Therefore, when the power is off, only the manufacturer's information is effectively visible from the outside of the pachinko machine 10 (especially from the front), which further emphasizes the display of the manufacturer's information and increases the administrator's awareness of the relationship between the pachinko machine 10 and its manufacturer.

[0240] Figure 9 shows an example where the dimming window 512 overlaps the entire manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction of the pachinko machine 10. On the other hand, considering the different decorative layouts for each model, a configuration in which the dimming window 512 partially overlaps the manufacturer display area 510a in the front-to-back direction of the pachinko machine 10 may also be adopted. Even in this case, when brand information is displayed in the brand display area 500a, the visibility of the manufacturer information to the player can be obstructed to a certain extent, thereby emphasizing the display of brand information to the player.

[0241] [Effects of the Third Embodiment] According to this embodiment or the above modified example, a pachinko machine 10 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachinko machine 10). This pachinko machine 10 includes a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, a brand information display unit 500 that displays brand information in a recognizable manner, and obstructing means (511, 512) provided on the player side (front side) relative to the manufacturer display area 510a of the manufacturer information display unit 510, which, when predetermined conditions are met, obstruct the visibility of the manufacturer display area 510a of the manufacturer information display unit 510.

[0242] According to this embodiment or the modified pachinko machine 10 described above, when the predetermined conditions are met, the obstructing means prevents the manufacturer display area 510a of the manufacturer information display unit 510 from being visible from the front of the pachinko machine. Therefore, the display of brand information can be made more prominent to the player than the display of manufacturer information. Therefore, it is possible to more reliably prevent the player from mistaking the manufacturer for the provider.

[0243] In particular, the obstructing means of this embodiment includes an obstructing member (movable body 511) that has the function of decorating the appearance of the pachinko machine 10.

[0244] As a result, the function of the obstruction mechanism can be realized by a component that decorates the appearance of the pachinko machine 10, eliminating the need for additional dedicated parts to achieve this function. In particular, by using a component that decorates the appearance of the pachinko machine 10, the situation of impairing the aesthetic appearance by adding additional dedicated parts can be avoided, and a decrease in enjoyment due to compromising the concept or theme that should be given to players, which is linked to the gameplay of the pachinko machine 10, can be prevented.

[0245] Furthermore, according to this embodiment, the fulfillment of the predetermined conditions includes the power of the pachinko machine 10 being turned on.

[0246] According to this, when the power is turned on, when it is assumed that the player is looking at the pachinko machine 10, the visibility of the manufacturer information display is obstructed, and the brand information display can be made more prominent. As a result, the player's awareness of the relationship between the pachinko machine 10 and the provider can be increased, and the situation in which the player mistakes the manufacturer of the pachinko machine 10 for the provider can be more reliably prevented.

[0247] [Fourth Embodiment] Figure 10 is a front view of the main parts of a pachinko machine 10 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in the fourth embodiment.

[0248] As shown in the figure, in the pachinko machine 10 of this embodiment, the brand display area 500a in the brand information display unit 500 is configured as part of the screen area of ​​the main display 41. Furthermore, the function of the brand information display device 500b for displaying brand information in the brand display area 500a can be realized by the performance control device 300 shown in Figure 4 (in particular, the control microcontroller 311, VDP 312, image ROM 325, and VRAM 326, etc.).

[0249] On the other hand, the manufacturer display area 510a of the manufacturer information display unit 510 is located below the game area 32 of the game board 30 (particularly to the left of the starting prize slot 36 in the diagram). Specifically, the manufacturer display area 510a is composed of a sticker or paper material with manufacturer information written on it, which is affixed to the lower area of ​​the game area 32. Alternatively, the manufacturer display area 510a may be configured as an area that includes manufacturer information directly displayed below the game area 32.

[0250] Furthermore, in the pachinko machine 10 of this embodiment, a decorative window 513 is provided in a part of the cover glass 14 of the front door 20. The decorative window 513 is configured as an opaque area on which creative elements (such as characters or objects) related to the game content of the pachinko machine 10 are depicted. In other words, the decorative window 513 functions as a component that decorates the appearance of the pachinko machine 10. In addition, the decorative window 513 is positioned so as to overlap the manufacturer's display area 510a in the front-to-back direction when the front door 20 is closed. In particular, in this embodiment, the area of ​​the decorative window 513 is configured to be larger than the area of ​​the manufacturer's display area 510a, so that when viewed from the front of the pachinko machine 10, the decorative window 513 overlaps the entire manufacturer's display area 510a.

[0251] In this embodiment, the open / closed state of the front door 20 is defined as a predetermined condition for switching between displaying and hiding brand information in the brand display area 500a. More specifically, the fulfillment of the predetermined condition is defined as the front door 20 being in a closed state.

[0252] In other words, the brand information display device 500b (in this embodiment, the performance control device 300) displays brand information in the brand display area 500a of the main display 41 when the front door 20 is closed. Therefore, when the front door 20 is closed, brand information is displayed on the main display 41, and the decorative window 513, located on the cover glass 14 away from the main display 41, obstructs the view from the front of the manufacturer display area 510a provided on the game board 30 (see Figure 10(A)). Thus, when the front door 20 is closed, when it is assumed that the player will be seated with their gaze directed towards the pachinko machine 10, visibility of the brand information displayed in the brand display area 500a is ensured, while visibility of the manufacturer information in the manufacturer display area 510a is obstructed.

[0253] On the other hand, the failure of a predetermined condition is defined as the front door 20 being in an open state. That is, the brand information display device 500b (performance control device 300 in this embodiment) hides the brand information in the brand display area 500a when the front door 20 is open. Therefore, when the front door 20 is open, the brand information on the main display 41 is hidden, and the decorative window 513 is moved away from the front of the manufacturer display area 510a, ensuring visibility of the manufacturer information (see Figure 10(B)). For this reason, when the front door 20 is open, which is expected to allow the administrator to perform management tasks, the visibility of the manufacturer information displayed in the manufacturer display area 510a can be improved.

[0254] Furthermore, the determination of whether the front door 20 is in a closed or open state can be performed by the brand information display device 500b (the performance control device 300 in this embodiment) by referring to the output signal of a door opening / closing sensor (not shown). Alternatively, the performance control device 300 may receive information (flags or commands) indicating the open / closed state of the front door 20 from the game control device 100 and determine the open / closed state of the front door 20 based on this information. In this case, for example, the game control device 100 can receive the output signal of the door opening / closing sensor, generate a flag indicating the open / closed state of the front door 20 from the output signal, and output it to the performance control device 300.

[0255] Furthermore, Figure 10(A) shows an example in which the decorative window 513 overlaps the entire manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction of the pachinko machine 10. On the other hand, considering the different decorative layouts for each model, a configuration may be adopted in which the decorative window 513 partially overlaps the manufacturer display area 510a in the front-to-back direction of the pachinko machine 10. Even in this case, when brand information is displayed in the brand display area 500a, the visibility of the manufacturer information to the player can be obstructed to a certain extent, thereby emphasizing the display of brand information to the player.

[0256] [Effects of the fourth embodiment] According to this embodiment, a pachinko machine 10 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachinko machine 10). This pachinko machine 10 includes a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, a brand information display unit 500 that displays brand information in a recognizable manner, and an obstruction means provided on the player side (front side of the pachinko machine 10) relative to the manufacturer display area 510a of the manufacturer information display unit 510, which obstructs the visibility of the manufacturer display area 510a of the manufacturer information display unit 510 when predetermined conditions are met. In particular, the obstruction means is configured so as not to obstruct the visibility of the brand display area 500a of the brand information display unit 500 even when the above predetermined conditions are met.

[0257] According to the pachinko machine 10 of this embodiment, the obstructing means can prevent the manufacturer's display area 510a (manufacturer information) from being visible from the front, making the brand display area 500a (brand information) more prominent. Therefore, the player's awareness of the relationship between the pachinko machine 10 and its provider can be increased, and the player's misidentification of the manufacturer as the provider can be prevented.

[0258] In particular, the obstructing means of this embodiment includes an obstructing member (decorative window 513) that has the function of decorating the appearance of the pachinko machine 10.

[0259] As a result, the function of the obstruction mechanism can be realized by a component that decorates the appearance of the pachinko machine 10, eliminating the need for additional dedicated parts to achieve this function. In particular, by using a component that decorates the appearance of the pachinko machine 10, the situation of impairing the aesthetic appearance by adding additional dedicated parts can be avoided, and a decrease in enjoyment due to compromising the concept or theme that should be given to players, which is linked to the gameplay of the pachinko machine 10, can be prevented.

[0260] Furthermore, the obstructing means in this embodiment is configured so as not to obstruct the visibility of the manufacturer information display area 510a of the manufacturer information display unit 510 when the predetermined condition is not met (when the front door 20 is open).

[0261] This makes it possible to remove the obstruction to the visibility of the manufacturer information in the manufacturer display area 510a in certain situations, such as when administrators are expected to perform management tasks. Therefore, it is possible to make it easier for administrators to view the manufacturer information and to more reliably prevent situations in which administrators mistakenly identify the provider of the pachinko machine 10 as the manufacturer.

[0262] Furthermore, in this embodiment, the fulfillment of the predetermined conditions includes the front door 20 being closed.

[0263] This makes it possible to obstruct the visibility of the manufacturer information in the manufacturer display area 510a by the player when the front door 20 is closed, which is expected to be the position when the player is seated with their gaze directed towards the pachinko machine 10. Therefore, it is possible to more reliably increase the player's awareness of the relationship between the pachinko machine 10 and its provider, and to prevent the player from mistaking the manufacturer for the provider.

[0264] [Variation] As a modification of the pachinko machine 10 of the fourth embodiment, the above-mentioned obstructing means may be configured to obstruct the visibility of the manufacturer display area 510a of the manufacturer information display unit 510 even when the predetermined conditions are not met (even when the front door 20 is open). For example, the manufacturer display area 510a, which is configured as a sticker or paper material on which manufacturer information is written, may be configured in such a way that it is partially overlapped by the components of the front door 20 when viewed from the front of the pachinko machine 10 (a configuration in which at least a part of the display of manufacturer information is hidden when viewed from the front).

[0265] This allows the brand display area 500a (brand information) to always be given priority and highlighted over the manufacturer display area 510a (manufacturer information), regardless of whether the front door 20 is open or closed. Therefore, the needs of the users (players) (improving awareness of the relationship between the pachinko machine 10 and its provider) can be prioritized over those of the administrators who manage it as part of their duties.

[0266] Furthermore, from the fourth embodiment described above, the following two technical ideas (referred to as "Technical Idea X2" and "Technical Idea X3," respectively) can be identified. Specifically, Technical Ideas X2 and X3 described below are included in the matters described in the original specification of this application.

[0267] (Technical Thoughts X2) A pachinko machine 10 capable of displaying manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachinko machine 10), A manufacturer information display unit 510 that visibly displays manufacturer information, A brand information display unit 500 that visibly displays brand information, Inhibiting means provided on the player side (front side) with respect to the manufacturer display area 510a of the manufacturer information display unit 510, and when a predetermined condition is satisfied, inhibits visibility with respect to the manufacturer display area 510a of the manufacturer information display unit 510. The manufacturer display area 510a of the manufacturer information display unit 510 is provided on a gaming machine main body (game board 30) to which the front door 20 is attached so as to be openable and closable. The inhibiting means is provided on the front door 20 and is constituted by an inhibiting member (decoration window 513) disposed at a position that at least partially overlaps the manufacturer display area 510a of the manufacturer information display unit 510 in the front-rear direction of the pachinko machine 10 when the front door 20 is in a closed state.

[0268] As a result, when the front door 20 is in a closed state, the decoration window 513 overlaps the manufacturer display area 510a of the manufacturer information display unit 510, and the visibility with respect to the manufacturer display area 510a is inhibited. Therefore, when the front door 20 is closed, which is assumed when the player looks at the pachinko machine 10 and takes a seat, it is possible to prevent a situation where the display of brand information is emphasized and the player misidentifies the manufacturing business operator as the providing business operator. On the other hand, when the front door 20 is in an open state, the decoration window 513 moves away from the manufacturer display area 510a, and the visibility with respect to the manufacturer information is ensured. For this reason, when the front door 20 is open, which is assumed when the administrator performs management work, it is possible to prevent a situation where the display of manufacturer information is emphasized and the player misidentifies the providing business operator as the manufacturing business operator.

[0269] (Technical idea X3) [[ID=第十八]]A pachinko machine 10 capable of displaying manufacturer information for identifying a manufacturer and brand information associated with the gaming machine (pachinko machine 10), A manufacturer information display unit 510 that visibly displays manufacturer information, A brand information display unit 500 that visibly displays brand information, It is provided on the player side (front side) with respect to the manufacturer display area 510a of the manufacturer information display unit 510, and has an inhibiting means for inhibiting the visibility of the manufacturer information display area 510a of the manufacturer information display unit 510 when a predetermined condition is satisfied. The manufacturer display area 510a of the manufacturer information display unit 510 is provided on the front door 20. The inhibiting means is constituted by an inhibiting member (decoration window 513) that at least partially overlaps the manufacturer display area 510a of the manufacturer information display unit 510 in the front-back direction of the pachinko machine 10 and is arranged at a position that does not overlap with the brand display area 500a of the brand information display unit 500.

[0270] As a result, the decoration window 513 overlaps the manufacturer display area 510a of the front door 20 while not overlapping with the brand display area 500a, so that it is possible to inhibit the visibility of the manufacturer display area 510a (manufacturer information) while ensuring the visibility of the brand display area 500a (brand information). Therefore, it is possible to emphasize the display of the brand information and prevent the player from misidentifying the providing business operator as the manufacturing business operator.

[0271] [Fifth Embodiment] In the fifth to eighth embodiments described below, each configuration in the case where a pachislo machine 80 is assumed as an example of a gaming machine will be described.

[0272] (Overall Configuration of Pachislo Machine 80) Figure 11 is a view of the pachislo machine 80 from the front, and Figure 12 is a view of the pachislo machine 80 (hereinafter referred to as the "main body 82") from the front, excluding the front door 81. In this embodiment, the pachislo machine 80 is assumed to be a type of slot machine known as a "smart slot" that can be played without using actual game tokens. Therefore, the pachislo machine 80 does not have the structures necessary for using actual tokens, such as a token input slot and a token output slot, which are standard features of conventional slot machines that use actual tokens. On the other hand, each configuration described in the following embodiments can also be applied to slot machines that use actual game tokens.

[0273] The pachislo machine 80 has a main body 82 and a front door 81 that is pivotally supported on the main body 82 via hinges 83 (four of which are provided on the left edge side of the main body 82 in Figure 12) so as to be able to open and close.

[0274] In particular, as shown in Figure 11, the front side of the front door 81 is equipped with reel frames 84 (left reel frame 84L, middle reel frame 84C, right reel frame 84R), an LCD panel 85, a lower panel 86, operation buttons 87 such as bet buttons 87a and menu selection buttons, upper speakers 88 (upper left speaker 88L, upper right speaker 88R), lower speakers 89 (lower left speaker 89L, upper right speaker 89R), and various LEDs (coin count indicator lamps and status indicator lamps) which are not shown.

[0275] The reel frame 84 is a transparent window frame formed in a position opposite to the front of the reels 90 (left reel 90L, middle reel 90C, right reel 90R) built into the main body 82 when the front door 81 is closed. In other words, players can see the reels 90 from the outside (especially from the front) of the pachislo machine 80 through the reel frame 84.

[0276] The LCD panel 85 displays predetermined images (such as animation images) corresponding to the gameplay of the pachislo machine 80. In particular, the LCD panel 85 displays predetermined images under the control of a sub-control board 94 (shown by a dashed line in Figure 12) located on the back side (rear side) of the front door 81.

[0277] The lower panel 86 has the name of the pachislo machine 80 and images based on characters that appear in the machine depicted on its surface. In particular, the backlight (not shown) installed on the back side (rear side) of the lower panel 86 makes the depicted images easier to see.

[0278] In this embodiment, the manufacturer display area 510a of the brand information display unit 500 and the manufacturer display area 510 of the manufacturer information display unit 510 are provided at the lower part of the lower panel 86 (directly above the lower left speaker 89L in Figure 11). The configurations of these brand information display unit 500 and manufacturer information display unit 510 will be described in detail later.

[0279] The control buttons 87 consist of a bet button 87a which determines the number of game tokens to be used in the game, a start lever 87b which accepts the player's input as a trigger to start the game, and stop buttons 87c (87cL, 87cC, 87cR) which accept stop operations to stop each reel 90.

[0280] The upper speaker 88 and the lower speaker 89, under the control of the sub-control board 94, output predetermined sounds (such as character lines and related music) according to the gameplay of the pachislo machine 80.

[0281] Furthermore, as shown in Figure 12, the main body 82 of the pachislo machine 80 is equipped with reels 90 (left reel 90L, middle reel 90C, right reel 90R), a power supply 91, a main control board 92, a setting device 93, and a game medium count control board 95, among other things.

[0282] The reels 90 consist of a left reel 90L, a middle reel 90C, and a right reel 90R. Each of the left reel 90L, middle reel 90C, and right reel 90R is configured to be rotatable by a stepping motor (not shown). Each of the left reel 90L, middle reel 90C, and right reel 90R is also decorated with multiple types of symbols. As a result, rotating each reel 90 causes the symbols visible from the front through the reel frame 84 of the front door 81 to change. Furthermore, when an operation on the corresponding stop button 87c is detected, the rotation of each reel 90 stops immediately or with a predetermined number of movement (slip) depending on the result of the internal winning combination lottery that is performed at the timing when the game starts (the timing when an operation on the start lever 87b is detected).

[0283] The power supply unit 91 is a device for supplying power to each component of the pachislo machine 80. The power supply unit 91 is controlled to start or stop by operating a power switch (not shown).

[0284] The main control board 92 consists of a microcomputer on which electronic components such as a CPU, RAM, ROM, and a random number circuit are mounted. The main control board 92 performs control related to the progress of the game (such as drawing internal winning combinations according to set values, reel control, prize determination, and control regarding the increase or decrease of the number of game media) by executing processing based on data and control signals transmitted and received with various sensors and other boards. The main control board 92 is housed in a predetermined case to enhance security against fraudulent activities such as unauthorized modification, and the case is fitted with a predetermined structure (sealing sticker or crimping) that leaves a trace when opened.

[0285] In particular, the main control board 92 performs a lottery for internal winning combinations in response to the operation of the start lever 87b, and transitions the game state of the pachislo machine 80 between multiple game modes according to the result of the lottery. The multiple game modes include, for example, a normal game state, a specific game state, and a special game state. The normal game state is the normal game state which is not advantageous to the player (relatively low base value). The specific game state refers to a game state such as a chance zone (CZ) where the probability of transitioning to the special game state is favored, although the base value is the same as the normal game state or lower than the special game state. Furthermore, the special game state is a game state which is advantageous to the player (relatively high base value). Special game states include, for example, various bonuses such as Big Bonus (BB), Regular Bonus (RB), Middle Bonus (MB), Challenge Bonus (CB), and Single Bonus (SB), as well as specific high-base game states such as Replay Time (RT), Assist Time (AT), Assist Replay Time (ART), and Challenge Time (CT).

[0286] The setting device 93 is a device for performing a setting change process to change a setting value and a setting confirmation process to check an already set setting value, and is equipped with a setting key switch, a setting change switch, and a setting indicator LED.

[0287] The sub-control board 94 consists of a microcomputer on which electronic components such as a CPU, RAM, and ROM are mounted. The sub-control board 94 controls the operation of various display devices (in particular, the display on the LCD panel 85, the on / off illumination of the backlight of the lower panel 86, and the output sound of the speakers 88 and 89), the display of the medal count indicator lamp, and the display of other decorative lamps (not shown) in response to commands from the main control board 92. In particular, the sub-control board 94 appropriately displays game-related images and demo screens on the LCD panel 85 in response to commands from the main control board 92.

[0288] The gaming medium number control board 95 is composed of a microcomputer on which electronic components such as a CPU, RAM, and ROM are mounted. The gaming medium number control board 95 is connected in two-way communication with a dedicated unit for managing the number of gaming media owned by a player outside the main control board 92 and the pachislot machine 80, and is configured to electronically manage the balance of the number of gaming media through communication between them. Further, the gaming medium number control board 95 is connected to the sub-control board 94 so as to be capable of one-way communication, and is configured to be able to transmit various kinds of information regarding the number of gaming media (for example, the value of credit, the number of bets, etc.) to the sub-control board 94.

[0289] (Brand information display section and manufacturer information display section) FIG. 13 is a front view of a main part of the pachislot machine 80 provided with the brand information display section 500 and the manufacturer information display section 510 in the fifth embodiment.

[0290] As shown in the figure, the brand display area 500a of the brand information display section 500 of the present embodiment is provided in a part of the front door 81 (particularly the lower panel 86), and is composed of an area (for example, a dedicated liquid crystal display, an organic EL display, an LED display, etc.) for displaying brand information by an electromagnetic method. Further, the brand information display device 500b is configured as a device for displaying brand information in the brand display area 500a in response to a command from the main control board 92.

[0291] On the other hand, the manufacturer display area 510a of the manufacturer information display section 510 is attached to the surface of the lower panel 86, and is composed of a sticker, a paper member, etc. on which manufacturer information (the name of the manufacturing company) is described. Note that the manufacturer display area 510a may be configured as an area including manufacturer information directly written on the surface of the lower panel 86.

[0292] Further, in the present embodiment, the area of the brand display area 500a is configured to be larger than the area of the manufacturer display area 510a, and they are arranged side by side on the lower panel 86.

[0293] In this embodiment as well, similar to the first embodiment, the brand information display unit 500 (more specifically, the brand information display device 500b) displays brand information in the brand display area 500a when predetermined conditions are met (especially when the pachislo machine 80 is powered on) (see Figure 13(A)). On the other hand, the brand information display device 500b hides the brand information in the brand display area 500a when predetermined conditions are not met (especially when the pachislo machine 80 is powered off) (see Figure 13(B)).

[0294] More specifically, in this embodiment, when the main control board 92 detects a signal indicating that the power to the pachislo machine 80 has been turned on (for example, a reset signal generated by the power supply unit 91 when the power is turned on), it transmits a flag (power on flag) indicating that the power to the pachislo machine 80 has been turned on to the brand information display device 500b. Also, when the main control board 92 detects a signal indicating that the power supply voltage of the pachislo machine 80 has fallen below a certain value (for example, a power outage monitoring signal generated by the power supply unit 91 when the voltage drops), it transmits a flag (power off flag) indicating that the power to the pachislo machine 80 has been turned off to the brand information display device 500b.

[0295] When the brand information display device 500b receives a power-on flag from the main control board 92, it displays brand information in the brand display area 500a. Therefore, when the power is turned on, brand information is displayed in the brand display area 500a, making it visible from the outside (especially the front) of the pachislo machine 80. In other words, when the power is turned on of a pachislo machine 80 in which it is expected that a player will be seated in front of the pachislo machine 80 with their gaze directed towards it, brand information will be displayed in the brand display area 500a.

[0296] On the other hand, when the brand information display device 500b receives a power-off flag from the main control board 92, it hides the brand information in the brand display area 500a. Therefore, when the pachislo machine 80 is powered off, during which management tasks are expected to be performed by an administrator, only the manufacturer information is displayed, and no brand information is shown.

[0297] [Variation] In this modified example, the above-mentioned predetermined conditions are defined as conditions relating to the gameplay status of the pachislo machine 80. "Gameplay status" refers to specific operational states related to gameplay that the pachislo machine 80 can be in when the power is turned on. In particular, the gameplay status in this modified example includes a first gameplay status and a second gameplay status that is different from the first gameplay status.

[0298] Here, the "first game situation" in this modified example refers to a game situation in which the likelihood of game effects that concentrate the player's visual attention (such as game effects displayed on the LCD panel 85, like previews and reach animations) is low, and the player is presumed to be relatively more likely to focus their attention on the display of brand information. Specifically, the first game situation includes, for example, the end of a special game state (such as a bonus or ART), while a demo screen is displayed on the LCD panel 85, and the start of gameplay (when an operation on the start lever 87b is detected while the demo screen is displayed). If the pachislo machine 80 is a conventional slot machine that uses actual tokens instead of a smart slot machine, the start of gameplay may also include the time when tokens are inserted into the token slot.

[0299] On the other hand, "second game state" refers to a game state in which there is a high probability of game effects that concentrate the player's visual attention, and in which it is estimated that the player is relatively less likely to pay attention to the display of brand information. Specifically, the second game state includes normal game state, specific game state (such as during a CZ), and special game state (such as during a bonus or ART).

[0300] More specifically, in this modified example, it is assumed that the power of the pachislo machine 80 is on, and the fulfillment of a predetermined condition is defined as the game state being the first game state, and the failure of the predetermined condition is defined as the game state being the second game state. That is, when the game state is the first game state, the brand information display device 500b displays brand information in the brand display area 500a. On the other hand, when the game state is the second game state, the brand information display device 500b hides the brand information in the brand display area 500a.

[0301] The determination of whether the game state is the first game state is made based on whether the brand information display device 500b has received predetermined information (data) from the main control board 92 that suggests that the aforementioned game effects that concentrate the player's visual attention are not being performed. This data includes, for example, a flag indicating that a special game state (such as a bonus or ART) has ended, and a detection signal indicating that an operation has been performed on the operation buttons 87 (such as the bet button 87a or the start lever 87b) while the demo screen is being displayed.

[0302] Furthermore, the determination of whether the game state is the second game state is performed based on whether the brand information display device 500b has received predetermined data from the main control board 92 that suggests the feasibility of performing the game effects that concentrate the player's visual attention as described above. This data includes, for example, a signal indicating that the current state of the pachislot machine 80 is the normal game state, a signal indicating that it is in a specific game state (such as during a CZ), and / or a special game state (such as during a bonus or ART).

[0303] According to this modified version, assuming that the pachislo machine 80 is powered on, brand information can be displayed specifically in situations where it is unlikely that game effects that would draw the player's visual attention will be implemented, such as at the end of a bonus or ART, and at the start of gameplay.

[0304] [Effects of the Fifth Embodiment] According to this embodiment, a pachislo machine 80 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachislo machine 80). This pachislo machine 80 has a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, and a brand information display unit 500 that displays brand information in a recognizable manner. In particular, the brand information display unit 500 displays brand information when predetermined conditions are met and hides the brand information when the predetermined conditions are not met. The manufacturer information display unit 510 displays manufacturer information regardless of whether the above predetermined conditions are met or not.

[0305] In particular, according to this embodiment, the fulfillment of a predetermined condition includes the power of the pachislo machine 80 being turned on.

[0306] Furthermore, in this embodiment (particularly in modified examples), the game state of the pachislo machine 80 is either a first game state (such as at the end of a special game state, while a demo screen is displayed on the LCD panel 85, or at the start of a game), or a second game state different from the first game state (such as a normal game state, a specific game state, or a special game state). The fulfillment of a predetermined condition includes the game state of the pachislo machine 80 being the first game state, and the failure to fulfill a predetermined condition includes the game state of the pachislo machine 80 being the second game state.

[0307] Furthermore, in this embodiment, the brand display area 500a of the brand information display unit 500 is larger than the manufacturer display area 510a of the manufacturer information display unit 510.

[0308] According to the pachislo machine 80 of the fifth embodiment having the above configuration, the same effects and benefits as those of the pachinko machine 10 in the first embodiment can be achieved.

[0309] [Sixth Embodiment] Figure 14 is a front view of the main parts of a pachislo machine 80 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in the sixth embodiment.

[0310] As shown in the figure, in the pachislo machine 80 of this embodiment, the brand display area 500a of the brand information display unit 500 is provided on the back surface of the lower panel 86 of the front door 20. On the other hand, the manufacturer display area 510a of the manufacturer information display unit 510 is provided on the lower panel support 96 which is located behind the lower panel 86 on the front door 20. That is, the brand display area 500a is positioned offset toward the player relative to the manufacturer display area 510a. More specifically, the brand display area 500a is provided on the lower panel 86 which is located relatively towards the front (closer to the player). The manufacturer display area 510a is provided on the lower panel support 96 which is located relatively towards the rear (further away from the player).

[0311] In particular, the brand display area 500a in this embodiment is composed of a transparent screen formed on a part of the lower panel 86. The brand information display device 500b is composed of a projection device that switches the display and non-display of brand information in the brand display area 500a, which is composed of a transparent screen on the lower panel 86, in response to a command from the main control board 92. Alternatively, the brand display area 500a on the lower panel 86 may be composed of a transparent screen that enables so-called AR (Augmented Reality) display, and the brand information display device 500b may be composed of predetermined software and / or hardware that performs processing that switches the display and non-display of an image containing brand information in the brand display area 500a.

[0312] The manufacturer's information area 510a is configured as a sticker or paper component, etc., bearing manufacturer information, affixed to the surface of the lower panel support 96. Alternatively, the manufacturer's information area 510a may be an area containing manufacturer information directly inscribed on the surface of the lower panel support 96.

[0313] Furthermore, in this embodiment, the brand display area 500a is positioned to overlap the manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction (from the player's perspective, from the front to the back of the pachislo machine 80). In other words, the brand display area 500a is positioned to conceal the manufacturer display area 510a when viewed from the front of the pachislo machine 80.

[0314] The brand information display device 500b, as in the first embodiment, displays brand information in the brand display area 500a when predetermined conditions are met (especially when the power is turned on) (see Figure 14(A)). On the other hand, the brand information display device 500b hides the brand information in the brand display area 500a when predetermined conditions are not met (especially when the power is turned off) (see Figure 14(B)).

[0315] According to this, by displaying brand information in the brand display area 500a when the power is turned on, it is possible to block visibility from the front of the manufacturer display area 510a, which is located behind the brand display area 500a. Therefore, when the power is turned on, when it is expected that the player will be seated with their gaze directed towards the pachislo machine 80, it is possible to make it possible to make it possible to make it possible to make it possible to see only the brand information (and not the manufacturer information) from the outside (especially from the front) of the pachislo machine 80 in effect.

[0316] On the other hand, when the power is off, the brand information is hidden in the manufacturer display area 510a, ensuring that the manufacturer display area 510a, which is located behind the brand display area 500a, is visible from the front. Therefore, when the power is off, when management tasks are expected to be performed by an administrator, it is possible to make it possible to make it possible to make it possible to see only the manufacturer information (and not the brand information) from the outside (especially from the front) of the pachislo machine 80 in effect.

[0317] [Variation] In this modified example, similar to the modified example of the fifth embodiment, the predetermined conditions are based on the premise that the power of the pachislo machine 80 is turned on, the fulfillment of the predetermined conditions is defined as the game situation being the first game situation, and the failure to fulfill the predetermined conditions is defined as the game situation being the second game situation. According to this, based on the premise that the power of the pachislo machine 80 is turned on, brand information can be displayed only in situations where it is unlikely that game effects that draw the player's visual attention will be implemented, such as at the end of a bonus or ART and at the start of a game.

[0318] [Effects of the 6th Embodiment] According to this embodiment, a pachislo machine 80 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachislo machine 80). This pachislo machine 80 has a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, and a brand information display unit 500 that displays brand information in a recognizable manner. In particular, the brand display area 500a of the brand information display unit 500 is offset toward the player side (the front side of the pachislo machine 80) relative to the manufacturer display area 510a of the manufacturer information display unit 510.

[0319] In this embodiment, the brand information display unit 500 displays brand information when predetermined conditions are met, and hides the brand information when the predetermined conditions are not met. On the other hand, the manufacturer information display unit 510 displays manufacturer information regardless of whether the above predetermined conditions are met or not.

[0320] In particular, according to this embodiment, the fulfillment of a predetermined condition includes the power of the pachislo machine 80 being turned on.

[0321] Furthermore, in this embodiment (particularly in modified examples), the game state of the pachislo machine 80 is either a first game state (such as at the end of a special game state, while a demo screen is displayed on the LCD panel 85, or at the start of a game), or a second game state different from the first game state (such as a normal game state, a specific game state, or a special game state). The fulfillment of a predetermined condition includes the game state of the pachislo machine 80 being the first game state, and the failure to fulfill a predetermined condition includes the game state of the pachislo machine 80 being the second game state.

[0322] According to the pachislo machine 80 of the sixth embodiment having the above configuration, the same effects and benefits as those of the pachinko machine 10 in the second embodiment can be achieved.

[0323] Furthermore, the following technical concept (hereinafter referred to as "technical concept X4") can also be grasped from this embodiment. That is, the following technical concept X4 is included in the matters described in the original specification of this application, etc.

[0324] (Technical Thought X4) A pachislo machine 80 capable of displaying manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachislo machine 80), A manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, It has a brand information display unit 500 that displays brand information in a recognizable manner, The brand display area 500a of the brand information display unit 500 is offset toward the player side (towards the front of the pachislo machine 80) relative to the manufacturer display area 510a of the manufacturer information display unit 510, and is positioned to overlap (at least partially overlap) the manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction of the pachinko machine 10. The brand information display unit 500 displays brand information when predetermined conditions are met, and hides the brand information when predetermined conditions are not met. The manufacturer information display unit 510 is a pachislo machine 80 that displays manufacturer information regardless of whether predetermined conditions are met or not.

[0325] The pachislo machine 80 relating to the technical concept X4 can achieve the same effects and benefits as the pachinko machine 10 relating to the technical concept X1 described in the second embodiment.

[0326] [Seventh Embodiment] Figure 15 is a front view of the main parts of a pachislo machine 80 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in the seventh embodiment.

[0327] In the pachislo machine 80 of this embodiment, the manufacturer display area 510a of the manufacturer information display unit 510 is configured as a part of the lower panel 86. In particular, the manufacturer display area 510a is configured as an area in which the manufacturer information is hidden when the backlight on the lower panel 86 is lit (power on) and can be displayed when the backlight is off (power off). More specifically, the manufacturer display area 510a can be realized by, for example, a hologram structure with irregularities that adjust the refractive index of light so that the characters etc. are visible when no light is irradiated and become invisible when light is irradiated. Alternatively, the manufacturer display area 510a may be configured to have such high brightness that visibility is hindered when light (backlight) is irradiated, making it difficult to see the characters etc. (i.e., a configuration that is too bright for the player to see the manufacturer information).

[0328] As a result, when the power is turned on (especially when the lower panel 86 is lit), when the player is expected to be looking at the pachislo machine 80 while seated, brand information is displayed in the brand display area 500a, while the visibility of the manufacturer information from the front is obstructed by the backlight and the structure of the lower panel 86. Therefore, it is possible to make it more difficult for the player to see the manufacturer information while playing, thereby emphasizing the display of brand information.

[0329] [Effects of the 7th Embodiment] According to this embodiment, a pachislo machine 80 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachislo machine 80). This pachislo machine 80 includes a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, a brand information display unit 500 that displays brand information in a recognizable manner, and an obstructing means (backlight and part of the lower panel 86) provided on the player side (front side of the pachislo machine 80) relative to the manufacturer display area 510a of the manufacturer information display unit 510, which obstructs the visibility of the manufacturer display area 510a of the manufacturer information display unit 510 when predetermined conditions are met.

[0330] In particular, the obstructing means of this embodiment includes an obstructing member (part of the lower panel 86) that has the function of decorating the appearance of the pachislo machine 80. Furthermore, according to this embodiment, the fulfillment of the predetermined condition includes the power of the pachislo machine 80 being turned on.

[0331] According to the seventh embodiment of the pachislo machine 80 having the above configuration, the same effects and benefits as those of the pachinko machine 10 in the third embodiment can be achieved.

[0332] [Eighth Embodiment] Figure 16 is a front view of the main parts of a pachislo machine 80 equipped with a brand information display unit 500 and a manufacturer information display unit 510 in the eighth embodiment.

[0333] As shown in the figure, the brand display area 500a of the brand information display unit 500 in this embodiment is configured as part of the screen area of ​​the liquid crystal panel 85. Furthermore, the function of the brand information display device 500b for displaying brand information in the brand display area 500a is realized by the sub-control board 94. More specifically, the sub-control board 94 is configured to execute the display processing of brand information in the brand display area 500a (particularly the display and hiding of brand information) as part of the screen display control of the liquid crystal panel 85.

[0334] On the other hand, the manufacturer display area 510a of the manufacturer information display unit 510 is located below the reel 90 in the main body 82. In particular, the manufacturer display area 510a in this embodiment is located in a position that overlaps with the components of the front door 81 (in Figure 16, the decorative part 514 near the stop button 87c) in the front-to-back direction when the front door 81 is closed.

[0335] In this embodiment, the open / closed state of the front door 81 is defined as a predetermined condition for switching between displaying and hiding brand information in the brand display area 500a. More specifically, the fulfillment of the predetermined condition is defined as the front door 81 being in a closed state.

[0336] In other words, the brand information display device 500b (sub-control board 94 in this embodiment) displays brand information in the brand display area 500a when the front door 81 is closed. Therefore, when the front door 81 is closed, brand information is displayed on the liquid crystal panel 85, and the decorative part 514, located away from the liquid crystal panel 85, obstructs the front view of the manufacturer display area 510a provided on the main body 82 (see Figure 16(A)). Thus, when the front door 81 is closed, which is expected to allow players to sit with their eyes on the pachislo machine 80, visibility of the brand information displayed in the brand display area 500a is ensured while visibility of the manufacturer information in the manufacturer display area 510a is obstructed.

[0337] On the other hand, the failure of a predetermined condition is defined as the front door 81 being in an open state. That is, the brand information display device 500b (sub-control board 94 in this embodiment) hides the brand information in the brand display area 500a when the front door 81 is open. Therefore, when the front door 81 is open, the brand information on the liquid crystal panel 85 is hidden, and the decorative part 514 of the front door 81 is moved away from the front of the manufacturer display area 510a, ensuring visibility of the manufacturer information (see Figure 16(B)). For this reason, when the front door 81 is open, which is expected to be used by an administrator to perform management tasks, the visibility of the manufacturer information displayed in the manufacturer display area 510a can be improved.

[0338] Furthermore, the determination of whether the front door 81 is in a closed or open state can be performed by the brand information display device 500b (sub-control board 94 in this embodiment) by referring to the output signal of a front door opening / closing sensor (not shown). Alternatively, the sub-control board 94 may receive information (flags or commands) indicating the open / closed state of the front door 81 from the main control board 92 and determine the open / closed state of the front door 81 based on this information. In this case, for example, the main control board 92 can receive the output signal of the front door opening / closing sensor, generate flags or commands indicating the open / closed state of the front door 81 from the output signal, and output them to the sub-control board 94.

[0339] [Effects of the 8th Embodiment] According to this embodiment, a pachislo machine 80 is provided that can display manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachislo machine 80). This pachislo machine 80 includes a manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, a brand information display unit 500 that displays brand information in a recognizable manner, and an obstruction means provided on the player side (front side of the pachislo machine 80) relative to the manufacturer display area 510a of the manufacturer information display unit 510, which obstructs the visibility of the manufacturer display area 510a of the manufacturer information display unit 510 when predetermined conditions are met. In particular, the obstruction means is configured so as not to obstruct the visibility of the brand display area 500a of the brand information display unit 500 even when the above predetermined conditions are met.

[0340] In particular, the obstructing means of this embodiment includes an obstructing member (decorative part 514) that has the function of decorating the appearance of the pachislo machine 80.

[0341] Furthermore, the obstructing means in this embodiment is configured so as not to obstruct the visibility of the manufacturer information display area 510a of the manufacturer information display unit 510 when the predetermined condition is not met (when the front door 81 is open).

[0342] Furthermore, in this embodiment, the fulfillment of the predetermined conditions includes the front door (front door 81) being closed.

[0343] The pachislo machine 80 having the above configuration can achieve the same effects and benefits as the pachinko machine 10 in the fourth embodiment.

[0344] [Variation] As a modification of the pachislo machine 80 of the eighth embodiment, the obstructing means may be configured to obstruct the visibility of the manufacturer's display area 510a of the manufacturer's information display unit 510 even when the predetermined conditions are not met (even when the front door 81 is open). This makes it possible to achieve the same effects as those of the pachinko machine 10 in the modification of the fourth embodiment.

[0345] Furthermore, the following two technical concepts (referred to as "Technical Concept X5" and "Technical Concept X6," respectively) can also be grasped from this embodiment. That is, the following technical concepts X5 and X6 are included in the matters described in the original specification of this application.

[0346] (Technical Thoughts X5) A pachislo machine 80 capable of displaying manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachislo machine 80), A manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, A brand information display unit 500 that displays brand information in a recognizable manner, The manufacturer information display unit 510 has a means of obstructing the visibility of the manufacturer display area 510a of the manufacturer information display unit 510, which is provided on the player side (the front side of the pachislo machine 80) relative to the manufacturer display area 510a, and when predetermined conditions are met, it obstructs the visibility of the manufacturer display area 510a of the manufacturer information display unit 510. The manufacturer display area 510a of the manufacturer information display unit 510 is provided on the gaming machine body (main body 82) to which the front door 81 is attached so as to be openable and closable. The obstruction means is provided on the front door 81 and consists of an obstruction member (decorative part 514) that is positioned to at least partially overlap the manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction of the pachislo machine 80 when the front door 81 is closed.

[0347] (Technical Thought X6) A pachislo machine 80 capable of displaying manufacturer information for identifying the manufacturer and brand information associated with the gaming machine (pachislo machine 80), A manufacturer information display unit 510 that displays manufacturer information in a recognizable manner, A brand information display unit 500 that displays brand information in a recognizable manner, The manufacturer information display unit 510 has a means of obstructing the visibility of the manufacturer display area 510a of the manufacturer information display unit 510 when predetermined conditions are met, which is provided on the player side (front side) relative to the manufacturer display area 510a of the manufacturer information display unit 510. The manufacturer display area 510a of the manufacturer information display unit 510 is provided on the front door 81. The obstruction means is a pachislo machine 80 comprising an obstruction member (decorative part 514) positioned so as to at least partially overlap the manufacturer display area 510a of the manufacturer information display unit 510 in the front-to-back direction of the pachislo machine 80, and not overlap with the brand display area 500a of the brand information display unit 500.

[0348] The pachislo machine 80 according to technical concept X5 can achieve the same effects as the pachinko machine 10 according to technical concept X2 described in the fourth embodiment. Furthermore, the pachislo machine 80 according to technical concept X6 can achieve the same effects as the pachinko machine 10 according to technical concept X3 described in the fourth embodiment.

[0349] [Other variations] Other modifications not described in the embodiments and their variations above are summarized below. (I) The specific details of the brand information display unit 500 and the manufacturer information display unit 510 can be changed as appropriate. (I-1) The brand display area 500a in the brand information display unit 500 may be configured as an area on which a sticker or paper material bearing the brand information is attached, or on which the brand information is directly inscribed on a component of the gaming machine (pachinko machine 10 or pachislo machine 80). (I-2) The manufacturer display area 510a of the manufacturer information display unit 510 may be configured to display by an electromagnetic method (the displayable area of ​​a display device for displaying digital data, such as a liquid crystal display, an organic EL display, or an LED display), and a configuration for controlling the display of manufacturer information in the manufacturer display area 510a (such as switching between displaying and not displaying) may be adopted (by adding a separate display device or incorporating the function into an existing control device such as a main control device). (I-3) In the pachislo machine 80, the manufacturer's display area 510a may be provided on a component in the main body 82 (for example, the main control board 92). In the pachinko machine 10, the manufacturer's display area 510a may be provided on various internal control devices (control boards).

[0350] (II) The specific configuration of the obstructing means that hinders the visibility of the manufacturer display area 510a of the manufacturer information display unit 510 can also be changed as appropriate. For example, in each of the embodiments and modifications described above, an example was described in which the obstructing means is made of a member that has the function of decorating the appearance of the gaming machine (pachinko machine 10 or pachislo machine 80). However, it is not limited to this, and a dedicated structure or device that can realize the function of the obstructing means may be adopted.

[0351] It should be noted that the present invention is not limited to the embodiments or examples described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, the performance control device 300 (sub-control board 94) can perform a part of the processing performed by the game control device 100 (main control board 92), and conversely, the game control device 100 (main control board 92) can perform a part of the processing performed by the performance control device 300 (sub-control board 94). For example, it is also possible to combine multiple embodiments and multiple modifications in various ways. Furthermore, the scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included. [Explanation of Symbols]

[0352] 10 Pachinko machines (amusement machines) 14 Cover glass 20 Front Door 24 Operating handles 30 game boards 32 Gaming Area 41 Main display 80 Pachislo machines 81 Front door 82 Main body 85 LCD panel 86 Lower Panel 87 Control buttons 91 Power supply 92 Main control board 94 Sub-control board 96 Lower panel support 100 Game control devices 300 Performance control device 500 Brand Information Display Section 500a Brand information display area 500b Brand Information Display Device 510 Manufacturer information display section 510a Manufacturer information display area 511 Movable body (inhibiting means, inhibiting member) 512 Dimming window (obstruction means, obstruction member) 513 Decorative window (obstruction means, obstruction member) 514 Decorative parts (obstruction means, obstruction members)

Claims

[Claim 1] A gaming machine capable of displaying manufacturer information, including a mark for identifying the manufacturer of the gaming machine, and brand information, including a mark for identifying the provider of the gaming machine, The mark for identifying the manufacturer and the mark for identifying the supplier are different from each other. A manufacturer information display unit that displays the aforementioned manufacturer information in a recognizable manner, It has a brand information display unit that displays the aforementioned brand information in a recognizable manner, The manufacturer information display unit has a means of obstruction provided on the player side relative to the display area, The aforementioned inhibiting means is A first position that overlaps with the display area of ​​the manufacturer information display unit in the front-to-back direction, It is configured to be movable between a second position that does not overlap with the display area of ​​the manufacturer information display unit in the front-to-back direction, The aforementioned inhibiting means is When the predetermined conditions are met, by being positioned in the first position, the visibility of the display area of ​​the manufacturer information display unit in a front view is obstructed. If the aforementioned predetermined conditions are not met, the device can be moved to the second position to ensure visibility of the display area of ​​the manufacturer information display unit in a front view. When information is acquired indicating that the obstructing means is located in the first position, it is possible to achieve a first state in which visibility of the brand information in a front view is ensured. When information indicating that the inhibiting means is in the first position is not obtained, it is possible to change the visibility of the brand information in a front view to a second state that is lower than the first state. The aforementioned gaming machine has a front door and a main body to which the front door is attached so as to be openable and closable. The aforementioned predetermined condition is characterized in that it is met when the front door is in a closed state. Gaming machine.