Gaming machine
The gaming machine addresses the issue of players capturing operational units by strategically positioning components and displaying warnings, minimizing injury risks and maintaining operational visibility.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2023-12-20
- Publication Date
- 2026-06-23
Smart Images

Figure 0007878736000001 
Figure 0007878736000002 
Figure 0007878736000003
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, as gaming machines, pachinko machines and rotary gaming machines are known (for example, Patent Document 1). As an example, a gaming machine includes an operation unit operated by a player to progress the game. As an example, a gaming machine includes an operation unit operated by an administrator for maintenance or the like.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In recent years, there are players who take pictures of their own gaming situations. There are also players who distribute the taken images (still images or moving images) through an electric communication line such as the Internet. Regarding the fact that various operation units are captured during shooting, consideration is required.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems includes a main body component that constitutes the appearance of the gaming machine, and a gaming component provided on or housed in the main body component. In the main body component, Within a specific field of view a first part, The aforementioned a second part that is not within the range at a specific shooting angle or has a lower possibility of being within the range at the specific shooting angle than the first part, The aforementioned specific angle of view is the part being photographed, The first part displays A text message warning that a part of the player's body may be injured by a part of the gaming machine. attention information for players in the game and, the above attention information for administrators in the installation or operation of the gaming machine A text message warning that a part of the administrator's body may be injured by a part of the gaming machine.display death , warning information for the aforementioned players The aforementioned character information and the aforementioned notices for administrators The aforementioned character information and of common year The game component includes an image display panel having an image display surface capable of displaying predetermined game-related information, the main body component has a projection that protrudes forward from the image display panel, the projection includes a left projection located to the left of the image display panel and a right projection located to the right of the image display panel, one of the left projection and the right projection protrudes forward more than the other projection, the game-related information is displayed on the portion of the image display panel on the side of the one projection, and the main body component has a locking part and a performance operation part. The aforementioned When the main body of the gaming machine is viewed from the front, the top of the locking part is lower than the top of the performance control part and to the right of the top of the performance control part. The aforementioned When the main body of the gaming machine is viewed from the right, the locking mechanism is visible. The aforementioned When the main body of the gaming machine is viewed from the left, the locking mechanism is not visible, or The aforementioned It is difficult to see the main body of the gaming machine when viewed from the right side. The main body component has a portion that protrudes in a direction away from the image display surface, below the image display panel when the main body of the gaming machine is viewed from the front, and an upper operating surface is provided on the upper operating surface, and the performance operation unit is arranged on the upper operating surface, and the specific field of view is the field of view when the main body of the gaming machine is viewed from the front, at a position to the left or right of the center of the main body of the gaming machine in the left-right direction, where the image display surface and the performance operation unit are simultaneously within the range, and at least a part of the portion below the upper operating surface is not within the range, assuming that the camera is installed at that position. This is the gist of it. [Effects of the Invention]
[0006] According to the present invention, reflections of a predetermined operating section can be suppressed. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a schematic diagram showing the gameplay in the gaming machine of the first embodiment. [Figure 2] Figure 2 is a front view of the gaming machine shown in Figure 1. [Figure 3] Figure 3 is a perspective view of the gaming machine shown in Figure 1, viewed from the upper left. [Figure 4] Figure 4 is a perspective view of the gaming machine shown in Figure 1, viewed from the upper right, with a magnified view of the second performance control unit in the lower left of the figure. [Figure 5] FIG. 5 is a front view showing a game board of the gaming machine shown in FIG. 1. [Figure 6] FIG. 6 is a block diagram showing the electrical configuration of the gaming machine shown in FIG. 1. [Figure 7] FIG. 7 is a schematic diagram showing an image captured by a camera of the state of the game. [Figure 8] FIG. 8 is a schematic diagram showing the state of the game in the gaming machine of the second embodiment. [Figure 9] FIG. 9 is a front view of the gaming machine shown in FIG. 8. [Figure 10] FIG. 10 is a perspective view of the gaming machine shown in FIG. 8 when viewed from the upper left. [Figure 11] FIG. 11 is a perspective view of the gaming machine shown in FIG. 8 when viewed from the upper right. [Figure 12] FIG. 12 is a block diagram showing the electrical configuration of the gaming machine shown in FIG. 8. [Figure 13] FIG. 13 is a schematic diagram showing an image captured by a camera of the state of the game. [Figure 14] FIG. 14 is a front view of the gaming machine in the modified example.
MODE FOR CARRYING OUT THE INVENTION
[0008] (First Embodiment) Hereinafter, an example embodied in a pachinko gaming machine will be described. As shown in FIGS. 1 to 4, the island facility FS can install a plurality of gaming machines 10. The gaming machine 10 is a pachinko gaming machine. In the island facility FS, the gaming machines 10 and the management device 90 are arranged alternately. The management device 90 is installed beside the gaming machine 10.
[0009] The management device 90 will be described. The management device 90 includes a media insertion part (not shown) into which a card-type or coin-type management medium can be inserted. The management medium can store the remaining balance of the inserted money and the number P1 of gaming media. The number P1 of gaming media indicates the number of gaming media owned by the player. The management device 90 includes a cash insertion part (not shown) into which cash can be inserted. The amount of money inserted into the cash insertion part is stored in the management medium.
[0010] The management device 90 includes an operation part group (not shown) that can be operated by the player. As an example, the operation part group includes a ball lending operation part, a payout operation part, a return operation part, a display part for the number of gaming media, and a display part for the remaining balance. The ball lending operation part is operated when increasing the number P2 of gaming media managed by the gaming machine 10 based on the remaining balance stored in the management medium. The number P2 of gaming media indicates the number of gaming media owned by the player. The payout operation part is operated when increasing the number P2 of gaming media based on the number P1 of gaming media. The return operation part is operated when receiving the return of the management medium. The number P1 of gaming media is displayed on the display part for the number of gaming media. The number P1 of gaming media and the number P2 of gaming media indicate the number of gaming media electronically managed. The remaining balance of the payment amount is displayed on the display part for the remaining balance.
[0011] The management device 90 includes a management board (not shown). The management board includes a CPU and a memory. The CPU of the management board performs predetermined processing by executing a predetermined control program. The memory of the management board stores the predetermined control program. The memory stores various information that can be rewritten during the operation of the management device 90. The management device 90 includes a communication terminal. The management board is connected to the gaming machine 10 via the communication terminal. The CPU of the management board is configured to be able to input various control information output by the gaming machine 10 via the communication terminal. The CPU of the management board is configured to be able to output various control information to the gaming machine 10 via the communication terminal. The management board includes an external terminal. The management device 90 is configured to be able to communicate with a hall computer and an external management server via the external terminal.
[0012] The gaming machine 10 will be described. As shown in Figures 1 to 4, the gaming machine 10 comprises a frame W and a game board YB. The frame W is an example of a main body component that constitutes the external appearance of the gaming machine. The game board YB is an example of a game component provided on the main body component, or a game component housed in the main body component. The gaming machine 10 is a gaming machine that electronically manages the game medium that a player can use to play the game. The game medium in the gaming machine 10 may be a game ball. As an example, the gaming machine 10 is a circulating type gaming machine configured so that a predetermined number of game balls are circulated inside the machine. The number of game mediums managed by the gaming machine 10 includes the number of game mediums P2. However, the gaming machine 10 is not limited to this and may be a non-circulating type gaming machine. The gaming machine 10 may be configured to receive game balls from island equipment FS and to return game balls to island equipment FS.
[0013] Let me explain frame W. The frame W comprises an outer frame W1, an inner frame W2, and a front frame W3. The outer frame W1 is fixed to the island equipment FS using nails or the like. The inner frame W2 holds the game board YB. The front frame W3 forms an opening W3a. The front frame W3 has protective glass (not shown) fitted into the opening W3a. The protective glass covers the game area YBa formed on the game board YB. The inner frame W2 is supported so as to be able to open and close relative to the outer frame W1. The inner frame W2 has a holding part into which the game board YB is fitted, and a plurality of clamps for fixing the game board YB to the holding part. The game board YB is held in place by tightening the clamps while it is fitted into the holding part. The front frame W3 is supported so as to be able to open and close relative to the inner frame W2.
[0014] The front frame W3 includes a game medium count display unit 16a. The game medium count display unit 16a displays the number of game mediums P2. For example, the game medium count display unit 16a is provided on the front side of the front frame W3. The front frame W3 includes a counting button 16b. The counting button 16b is allowed to be used for counting when it is in a predetermined counting-enabled state. When a counting operation is performed, the counting button 16b outputs a counting signal.
[0015] The front frame W3 is equipped with a speaker SP. The speaker SP can perform effects that output predetermined sounds (hereinafter referred to as "sound effects"). The speaker SP can also perform notifications that output predetermined sounds (hereinafter referred to as "sound notifications"). For example, predetermined sounds include music, sound effects, and the voice of a person reading predetermined strings of text.
[0016] The front frame W3 is equipped with a decorative lamp LA. The decorative lamp LA can perform lighting effects (hereinafter referred to as "lighting effects") by turning on, flashing, and turning off a light-emitting element such as an LED. The decorative lamp LA can also perform notification (hereinafter referred to as "notification lighting") by turning on, flashing, and turning off a light-emitting element.
[0017] The front frame W3 includes a first performance control unit B1. For example, the first performance control unit B1 is a button-type operating device configured to be pressed. The operating part of the first performance control unit B1 is preferably a button B1a with a shape that bulges upwards. However, it is not limited to this, and the first performance control unit B1 may be a lever-type operating device configured to be pushed in or pulled out, or it may be a pistol-type or joystick-type operating device. The first performance control unit B1 has a built-in vibration motor. The first performance control unit B1 can perform vibration effects by generating vibrations with the vibration motor. The vibration effect can be perceived by the player GP by touching the first performance control unit B1. The first performance control unit B1 is an example of a tactile performance device. The vibration effect is an example of a tactile performance.
[0018] The vibrations generated by the vibration motor can propagate through the middle frame W2 and the front frame W3 and reach the launch operation unit HD. Therefore, the vibration effect can also be perceived by touching the launch operation unit HD. The launch operation unit HD is an example of a tactile effect device. However, the tactile effect is not limited to this and can be any form that is perceptible to the player GP. For example, the tactile effect device may be a device capable of performing a wind-blowing effect (hereinafter referred to as a wind-blowing effect). In the following description, the uppermost part of the components constituting the first performance operation unit B1 is referred to as the top of the first performance operation unit B1. If the uppermost part of the first performance operation unit B1 is a horizontal plane, the center of that horizontal plane in the front-to-back and left-to-right directions may be the top of the first performance operation unit B1. If there are multiple uppermost parts of the first performance operation unit B1, one of these multiple parts may be arbitrarily selected as the top of the first performance operation unit B1.
[0019] The front frame W3 includes a second performance control unit B2. For example, the second performance control unit B2 is a button-type operating device configured to allow pressing operations. For example, the second performance control unit B2 is an operating unit in which an up button B21, a down button B22, a left button B23, and a right button B24 are arranged in a cross shape (see Figure 4). However, the second performance control unit B2 may be a lever-type operating device configured to allow pushing or pulling operations, or it may be a pistol-type or joystick-type operating device. The second performance control unit B2 may also be configured as a tactile performance device. In the following description, the uppermost part of the components constituting the second performance control unit B2 is referred to as the apex of the second performance control unit B2. If the uppermost part of the second performance control unit B2 is a horizontal plane, the center of that horizontal plane in the front-to-back and left-to-right directions may be the apex of the second performance control unit B2. If there are multiple uppermost parts in the second production control unit B2, it is preferable that one of these parts, which can be arbitrarily selected, be the top of the second production control unit B2.
[0020] The front frame W3 and the middle frame W2 are equipped with a locking part Wk. The locking part Wk can be locked and unlocked using a suitable key. The middle frame W2 can be opened relative to the outer frame W1 when the locking part Wk is unlocked. The front frame W3 can be opened relative to the middle frame W2 when the locking part Wk is unlocked. In the following description, the uppermost part of each component of the locking part Wk is referred to as the top of the locking part Wk. If the uppermost part of the locking part Wk is a horizontal plane, the center of that horizontal plane in the front-to-back and left-to-right directions may be the top of the locking part Wk. If there are multiple uppermost parts of the locking part Wk, one of these multiple parts can be arbitrarily selected and designated as the top of the locking part Wk.
[0021] The central frame W2 is equipped with a launching operation unit HD. The launching operation unit HD is configured to enable the operation of launching game balls. For example, the launching operation unit HD is an example of an operation unit that enables operations to advance the game. For example, the launching operation unit HD is provided on the front side of the central frame W2. For example, the launching operation unit HD is of the handle type. The game machine 10 is configured to launch game balls with a launching strength corresponding to the amount of operation of the launching operation unit HD. In the following description, the uppermost part of the parts constituting the launching operation unit HD is referred to as the top of the launching operation unit HD. If the uppermost part of the launching operation unit HD is a horizontal plane, the center of that horizontal plane in the front-to-back and left-to-right directions may be the top of the launching operation unit HD. If there are multiple uppermost parts of the launching operation unit HD, one of these multiple parts can be arbitrarily selected and designated as the top of the launching operation unit HD.
[0022] A decorative element D, which forms the exterior appearance of the gaming machine 10, is provided on the front side of the middle frame W2 and the front frame W3. The decorative element D consists of at least one of the shapes, colors, and patterns corresponding to the motif set for the gaming machine 10. The motif may be content such as movies, music, plays, literature, photographs, comics, animations, and computer games. The content may be text, figures, colors, sounds, actions, or images, or any combination of any several of these. Generally, copyright exists for content that can be used as the motif for the gaming machine 10. The gaming machine 10 is manufactured with the permission of the copyright holder.
[0023] In the frame W, the locking unit Wk, the firing operation unit HD, the game medium count display unit 16a, the counting button 16b, the speaker SP, the decorative lamp LA, the first performance operation unit B1, and the second performance operation unit B2 are provided on the decorative body D. The locking unit Wk, the firing operation unit HD, the game medium count display unit 16a, the counting button 16b, the speaker SP, the decorative lamp LA, the first performance operation unit B1, and the second performance operation unit B2 can also be said to form part of the decorative body D. Details of the decorative body D in the game machine 10 will be described later.
[0024] Let me explain the YB game board. As shown in Figure 5, a roughly circular game area YBa is defined on the front of the game board YB when viewed from the front. Nails, windmills, and other objects are arranged in the game area YBa. A display window YBb is formed approximately in the center of the game area YBa. To the left of the game area YBa, a launching passage YBc is formed that guides the game balls launched by the operation of the launching control unit HD into the game area YBa. The game area YBa and the launching passage YBc are covered by protective glass (not shown).
[0025] The game board YB is equipped with an information display device 22. For example, the information display device 22 may include a first special symbol display unit 22a, a second special symbol display unit 22b, a first special hold display unit 22c, a second special hold display unit 22d, a normal symbol display unit 22e, and a normal hold display unit 22f. For example, each display unit 22a to 22f is arranged together in a part of the game board YB that is visible to the player, but it is not limited to this, and some or all of them may be arranged in different parts. For example, each display unit 22a to 22f is provided in a part of the game board YB that is different from both the game area YBa and the launching passage YBc.
[0026] The special symbol display units 22a and 22b can execute a special symbol variation game (hereinafter referred to as the special game) in which predetermined symbols are displayed in a variable manner and finally the special symbol is displayed in a stopped manner. The special symbol is a symbol used to notify the result of an internal lottery (a lottery for winning special symbols). The special symbol includes a jackpot symbol and a losing symbol. The special symbol may also include a minor jackpot symbol. In the gaming machine 10, if a jackpot is won in the lottery for winning special symbols, the jackpot symbol is displayed in a stopped manner in the special game, and after the special game for that jackpot ends, a jackpot game is awarded. The jackpot game will be described later. In the following description, the special game executed by the first special symbol display unit 22a will be referred to as the "first special game," and the special game executed by the second special symbol display unit 22b will be referred to as the "second special game."
[0027] The first special hold display unit 22c displays information that allows for the identification of the number of times the first special game has been held in abeyance because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the first hold count). The second special hold display unit 22d displays information that allows for the identification of the number of times the second special game has been held in abeyance because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the second hold count).
[0028] The regular symbol display unit 22e is capable of running a regular game in which predetermined symbols are displayed in a variable manner, and finally a regular symbol is displayed as the stop symbol. The regular symbol is a symbol used to notify the result of an internal lottery (a lottery for winning regular symbols). There are regular winning symbols and regular losing symbols. In the gaming machine 10, if a regular win is achieved in the lottery for winning regular symbols, the regular winning symbol is displayed as the stop symbol in the regular game, and after the regular game ends, a regular win game is awarded.
[0029] The normal hold display unit 22f displays information that allows for the identification of the number of normal games whose execution is being held in abeyance because the hold condition has been met but the start condition has not yet been met. The information display device 22 may include a right-hand play display unit that displays information instructing the player to play to the right, and a round display unit that notifies the maximum number of rounds for round play.
[0030] The YB game board is equipped with a visual display DS. The performance display DS has a display area HR capable of displaying images. The performance display DS is mounted on the rear side of the game board YB so that the display area HR can be viewed through the display window YBb. As an example, the performance display DS is a liquid crystal, organic EL, or plasma display. The performance display DS can perform a performance that displays a predetermined image (hereinafter referred to as a display performance). The performance display DS can perform a notification that displays a predetermined image (hereinafter referred to as a display notification). For example, predetermined images are images such as performance symbols, characters, landscapes, letters (strings), numbers, and symbols. In the following description, when it is simply said that these performance symbols, characters, etc. are "displayed," it means that these characters, etc. are displayed as images. The performance display DS is an example of an image display panel.
[0031] The display effects on the DS include a variable symbol game using multiple rows of symbols (hereinafter referred to as the "effect game"). In the effect game, multiple rows of symbols are displayed in a variable manner, and finally a combination of symbols (hereinafter referred to as the "symbol combination") is displayed. The symbols are symbols decorated with characters, patterns, etc., and are used to diversify the display effects. As an example, the effect game is performed by displaying multiple rows of symbols in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. The effect game starts and ends together with the special game. In the effect game, the symbol combination corresponding to the special symbol displayed in the special game is displayed. When a winning symbol is displayed in the special game, the winning symbol combination is displayed in the effect game. When a losing symbol is displayed in the special game, the losing symbol combination is displayed in the effect game. In the following explanation, special games and the accompanying performance games will be collectively referred to as "variable games."
[0032] The game board YB has multiple prize slots. These multiple prize slots open into the game area YBa so that game balls can enter. The multiple prize slots include a first starting slot 23A, a second starting slot 23B, a large prize slot 23C, and a regular prize slot 23D. The multiple prize slots may also include prize slots different from these prize slots 23.
[0033] The first starting port 23A is a prize entry port into which game balls are inserted in order to fulfill the conditions for awarding prize balls and the conditions for holding the first special game. For example, the first starting port 23A is located below the performance display DS. The first starting port 23A is always open so that game balls can be inserted into it. The game board YB is equipped with a first starting sensor SE1 as a prize entry sensor, which detects game balls that have entered the first starting port 23A (see Figure 6).
[0034] The second start opening 23B is a prize entry opening into which game balls are inserted in order to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. For example, the second start opening 23B is located to the right of the performance display DS. The second start opening 23B is equipped with a normal opening / closing piece 23Ba, which is typically claw-shaped. When a normal winning game has not been awarded, the second start opening 23B is closed in such a way that game balls cannot be inserted or are difficult to insert. When a normal winning game has been awarded, the second start opening 23B is opened in such a way that game balls can be inserted or are easy to insert. The game board YB is equipped with a first actuator A1 as a means for opening the second start opening 23B (see Figure 6). The game board YB is also equipped with a second start sensor SE2 as a prize entry sensor, which detects game balls that have entered the second start opening 23B (see Figure 6).
[0035] The large prize slot 23C is a prize slot into which game balls are inserted in order to fulfill the conditions for awarding prize balls. For example, the large prize slot 23C is located in the lower right of the performance display DS. The large prize slot 23C is equipped with a special opening / closing piece 23Ca, which is shaped like a door. When a jackpot game has not been awarded, the large prize slot 23C is closed so that game balls cannot be inserted or are difficult to insert. When a jackpot game has been awarded, the large prize slot 23C is opened so that game balls can be inserted or are easy to insert. The game board YB is equipped with a second actuator A2 as a means for opening the large prize slot 23C (see Figure 6). The game board YB is also equipped with a count sensor SE3 as a prize sensor that detects game balls that have entered the large prize slot 23C (see Figure 6).
[0036] The regular prize entry slot 23D is an entry slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. For example, the regular prize entry slot 23D is located in the lower left and lower right of the performance display DS. The regular prize entry slot 23D is open so that game balls can always be entered. The game board YB is equipped with a regular sensor (not shown) as a prize entry sensor that detects game balls that have entered the regular prize entry slot 23D.
[0037] The game board YB includes a gate 24. For example, the gate 24 is located in the right-hand region of the game area YBa, above the second start opening 23B and the big prize opening 23C. The gate 24 has a gate opening 24a. The gate opening 24a is open so that game balls can always be entered. The gate 24 has an operating sensor SE4 as a prize sensor that detects game balls that have entered the gate opening 24a (see Figure 6). The gate 24 is an entry point into which game balls are entered in order to satisfy the start conditions of a normal game. The gate 24 does not satisfy the conditions for awarding prize balls even if game balls are entered.
[0038] The game board YB has an outlet 25. For example, the outlet 25 opens at the very bottom of the game area YBa. If a game ball does not enter the first starting opening 23A, the second starting opening 23B, the big prize opening 23C, or the regular prize opening 23D, it will enter the outlet 25. The multiple prize openings and the outlet 25 can be understood as discharge openings for ejecting game balls from the game area YBa, or return openings for returning game balls from the game area YBa. When a game ball enters one of the multiple prize openings or the outlet 25, it is ejected from the game board YB. The game balls ejected from the game area YBa of the game board YB are so-called "out balls".
[0039] Let's explain how to win the jackpot. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the opening time). For example, this sequence of events is an opening sequence that signals the start of a jackpot game. After the opening time has elapsed, a round of games is played, opening the large prize slot 23C, up to a predetermined maximum number of times. Each round of games ends when a predetermined maximum number of game balls enters the slot, or when a predetermined maximum time has elapsed. During the rounds, the large prize slot 23C is opened in a predetermined opening pattern. Each round of games includes a round sequence of events. In a jackpot game, once the final round is finished, a predetermined sequence of events is played for a set period of time (hereinafter referred to as the ending time). For example, this sequence of events is an ending sequence that signals the end of the jackpot game. The jackpot game ends when the ending time has elapsed.
[0040] This explains the functions of the gaming machine 10. Gaming machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function that changes the probability of winning a jackpot in the special symbol lottery (hereinafter referred to as the jackpot probability). The gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it a more advantageous state for the player. The high probability state is what is known as the "probability variation state (jackpot state)".
[0041] The gaming machine 10 is equipped with a ball entry assistance function. The ball entry assist function is a function for changing the rate at which balls enter the second start port 23B. The gaming machine 10 has two states in which the rate at which balls enter the second start port 23B can differ: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of a game ball entering the second start port 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second start port 23B increases, making it easier for game balls to enter the second start port 23B, thus creating a favorable state for the player (easy ball entry state). The high ball entry rate state is the so-called "electric support state," and the low ball entry rate state is the so-called "non-electric support state."
[0042] For example, a high ball entry rate state can be achieved by performing one of the following three controls, either arbitrarily selected or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low ball entry rate state. The second control is a control that changes the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 23B in one normal win game longer than in the low ball entry rate state. The opening time extension control should be at least one of the following: a control that increases the number of times the second start port 23B is opened in one normal win game compared to the low ball entry rate state, and a control that makes the single opening time of the second start port 23B in a normal win game longer than in the low ball entry rate state. A high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is the special symbol variation time reduction control, which shortens the variation time of the special game (for example, the average variation time) compared to when the ball entry rate is low. When the special symbol variation time reduction control is performed, a high ball entry rate state results in a special symbol variation time reduction state (time-saving state), and a low ball entry rate state results in a special symbol variation time non-reduction state (non-time-saving state).
[0043] The game state is determined by the combination of whether the probability variation function is activated and whether the ball entry assistance function is activated. In the following explanation, a game state that is both low probability and low ball entry rate is referred to as the "normal state". A game state that is both low probability and high ball entry rate is referred to as the "first advantageous state", and a game state that is both high probability and high ball entry rate is referred to as the "second advantageous state". The gaming machine 10 may also have a game state that is both high probability and low ball entry rate.
[0044] The electrical configuration of the gaming machine 10 will be explained. As shown in Figure 6, the gaming machine 10 is equipped with a plurality of control boards. The plurality of control boards include a game control board 40, a performance control board 41, and a frame control board 42. The game control board 40 and the performance control board 41 are installed on the game board YB. The frame control board 42 is installed on the frame W. These control boards 40 to 42 are located in positions that cannot be accessed without unlocking the locking part Wk and opening the inner frame W2.
[0045] The game control board 40 and the performance control board 41 are connected so that control information (signals, control commands, and messages, etc.) can be output in one direction from the game control board 40 to the performance control board 41. The game control board 40 performs predetermined processing and outputs control information to the performance control board 41. The performance control board 41 performs predetermined processing based on the control information input from the game control board 40. The game control board 40 and the frame control board 42 are connected so that control information can be output bidirectionally. The frame control board 42 of the gaming machine 10 and the management board of the management device 90 are connected so that control information can be output bidirectionally.
[0046] I will now explain the game control board 40 in detail. The game control board 40 comprises a CPU 40a, a ROM 40b, and a RAM 40c. The CPU 40a executes processes related to the progress of the game by running a game control program. The ROM 40b stores the game control program, judgment values used for various judgments and lotteries, and tables. The ROM 40b stores multiple types of variation patterns. A variation pattern is information that can identify at least the variation time from the start to the end of a variation game, and the variation content (performance content) of a performance game. The RAM 40c stores various information that is rewritten according to the processing results of the CPU 40a. For example, the information stored in the RAM 40c includes flags, counters, and timers. The game control board 40 is configured to generate software random numbers by a hardware random number generation circuit or by random number generation processing by the CPU 40a.
[0047] The game control board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the operation sensor SE4. The CPU 40a can receive detection signals output by each of the sensors SE1 to SE4 when they detect a game ball. The game control board 40 is connected to each of the display units 22a to 22f. The CPU 40a can control the display content of each of the display units 22a to 22f. The game control board 40 is connected to each of the actuators A1 and A2. By controlling the operation of each of the actuators A1 and A2, the CPU 40a can control the opening modes of the second start opening 23B and the big prize opening 23C, respectively.
[0048] The performance control board 41 will be explained in detail. The performance control board 41 comprises a CPU 41a, a ROM 41b, and a RAM 41c. The CPU 41a performs processing related to performances by executing a performance control program. The ROM 41b stores the performance control program and judgment values used for predetermined lotteries. The ROM 41b stores display performance data used for display performances, light-emitting performance data used for light-emitting performances, and sound performance data used for sound performances. The RAM 41c stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 41c may include flags, counters, and timers. The performance control board 41 is configured to generate software random numbers through random number generation processing by the CPU 41a. The performance control board 41 may also include a random number generation circuit and be capable of generating hardware random numbers.
[0049] The performance control board 41 is connected to the performance display DS. The CPU 41a can control the display content of the performance display DS. The performance control board 41 is connected to the speaker SP. The CPU 41a can control the output content of the speaker SP. The performance control board 41 is connected to the decorative lamp LA. The CPU 41a can control the light emission mode of the decorative lamp LA. The performance control board 41 is connected to the first performance operation unit B1. The CPU 41a can receive the operation signals output by the first performance operation unit B1 when the first performance operation unit B1 is operated. The performance control board 41 is connected to the second performance operation unit B2. The CPU 41a can receive the operation signals output by the second performance operation unit B2 (buttons B21 to B24) when the second performance operation unit B2 is operated.
[0050] The frame control board 42 will be explained in detail. The frame control board 42 includes a CPU 42a, ROM 42b, RAM 42c, performance display monitor 42d, ball removal button 42e, error clear button 42f, game ball clear button 42g, and RAM clear button 42h. The CPU 42a performs processing related to the operation of the mechanism mounted on the middle frame W2 by executing the frame control program. The ROM 42b stores the frame control program and other information. The RAM 42c stores various information that is rewritten during the operation of the game machine 10. For example, the information stored in the RAM 42c includes flags, counters, and timers.
[0051] The performance display monitor 42d displays the base value. The base value is the ratio of the total number of prize balls during normal gameplay to the total number of valid balls during normal gameplay. Normal gameplay refers to gameplay in the normal state when no jackpot game is being played. Valid balls are the game balls that reach the game area YBa out of the game balls launched towards the game area YBa. The base value is calculated using the formula: "Total number of prize balls won during normal gameplay ÷ Total number of valid balls during normal gameplay × 100".
[0052] The ball release button 42e is operated to create a state in which game balls inside the machine can be discharged outside the machine (hereinafter referred to as the ball release state). The ball release state is a state in which game balls can be discharged from the game ball circulation mechanism. The error release button 42f is operated to clear an error setting when a predetermined error has been set. An error is set when an error is detected. The game ball clear button 42g is operated to initialize the number of game media P2 stored as data in the RAM 42c. The RAM clear button 42h is operated when initializing the information stored in RAM 40c and the information stored in RAM 42c (hereinafter referred to as RAM clear). When the RAM clear button 42h is pressed, it outputs a RAM clear signal. As an example, an error is indicated by the light-emitting elements (LEDs) of the multiple decorative lamps LA lighting up or flashing in a predetermined pattern. Note that in each decorative lamp LA, the error indication is not limited to being performed using all LEDs, but may be performed using some of the LEDs.
[0053] The frame control board 42 is connected to the counting button 16b. The CPU 42a is configured to accept the counting signal output by the counting button 16b. The frame control board 42 is connected to the game medium count display unit 16a. The CPU 42a is configured to control the display content of the game medium count display unit 16a so as to display the current game medium count P2.
[0054] This section describes the various processes performed by the game control board 40 (CPU 40a). This explains how to handle hold periods for special games. CPU 40a updates the first reserved number by incrementing it by 1 if the first reserved number is less than the upper limit and a detection signal is received from the first start sensor SE1. Next, CPU 40a stores the random numbers necessary for executing the first special game in RAM 40c. For example, the random numbers include the winning random number used for the special symbol winning lottery, the winning symbol random number used for determining the winning symbol, and the variation pattern random number used for determining the variation pattern. CPU 40a updates the second reserved number by incrementing it by 1 if the second reserved number is less than the upper limit and a detection signal is received from the second start sensor SE2. Next, CPU 40a stores the random numbers necessary for executing the second special game in RAM 40c.
[0055] This section explains the process for starting a special game. CPU 40a starts the first special game if the conditions for starting a special game are met and the number of reserved symbols in the first position is 1 or more. On the other hand, CPU 40a starts the second special game if the conditions for starting a special game are met, the number of reserved symbols in the first position is 0, and the number of reserved symbols in the second position is 1 or more. CPU 40a determines whether it is a win or not, the special symbols to be displayed, and the variation pattern by drawing random numbers stored in RAM 40c. The conditions for starting a special game are met when it is not during a winning game and a special game is not currently being played. CPU 40a outputs one or more control commands to the performance control board 41 so that it is possible to determine whether it is a win or not, the special symbols to be displayed, and the variation pattern.
[0056] This section explains the execution process for special games. When the CPU 40a is to execute the first special game, it controls the first special symbol display unit 22a to start displaying a predetermined symbol in a variable state. When the variable time specified in the variable pattern has elapsed, the CPU 40a controls the first special symbol display unit 22a to stop displaying the special symbol. The CPU 40a also outputs control information that can identify the end of the variable game (hereinafter referred to as a variable end command) to the performance control board 41. When the CPU 40a is to execute the second special game, it controls the second special symbol display unit 22b to start displaying a predetermined symbol in a variable state. When the variable time specified in the variable pattern has elapsed, the CPU 40a controls the second special symbol display unit 22b to stop displaying the special symbol. The CPU 40a also outputs a variable end command to the performance control board 41.
[0057] Let me explain how winning games are processed. When CPU 40a displays a winning symbol during a special game, it executes the winning game processing after the special game ends. Based on the winning symbol (type of win) determined during the special game's start processing, CPU 40a identifies the type of winning game. CPU 40a opens and closes the large prize slot 23C by controlling the second actuator A2 using opening control data corresponding to the identified type of winning game. In other words, CPU 40a assigns the winning game corresponding to the winning symbol. CPU 40a outputs various control information to the performance control board 41 according to the start of the opening time, each round of game, and the ending time.
[0058] This section explains the state transition process. The CPU 40a controls the game state of the gaming machine 10 by storing or erasing the operation flag and high probability flag in the RAM 40c. For example, when the CPU 40a finishes a winning game based on the first winning symbol, it controls the machine to the second advantageous state until the next winning game is awarded. For example, when the CPU 40a finishes a big win game based on a second winning symbol different from the first winning symbol, it controls the machine to the first advantageous state. In this case, after the big win game based on the second winning symbol has finished, the CPU 40a controls the machine to the normal state when the special game for the specified number of activations has finished. The CPU 40a controls the machine to the normal state during a winning game.
[0059] This section describes the various processes performed by the performance control board 41 (CPU 41a). The CPU 41a controls at least one of the performance display DS, decorative lamp LA, and speaker SP based on various control information input from the game control board 40, and executes a predetermined performance. For example, the CPU 41a executes an opening performance, a round performance, and an ending performance as performances during a winning game (hereinafter referred to as a winning game performance). For example, the CPU 41a executes a performance game as a performance during a special game. For example, the CPU 41a executes a demonstration performance (hereinafter referred to as a demo performance) as a performance during the standby state. The standby state is a situation in which a winning game is not being played, a variable game is not being played, and no variable games are being held in reserve. The demo performance is a so-called "customer waiting performance."
[0060] The performance game, winning game performance, and demo performance may include a first operation performance. The first operation performance is a performance that changes a predetermined performance in response to an operation of the first performance operation unit B1. When the start conditions for the first operation performance are met, the CPU 41a starts a first reception period in which it can accept operations from the first performance operation unit B1. For example, if the CPU 41a accepts an operation from the first performance operation unit B1 during the first reception period, it may change the image displayed on the performance display DS. At this time, the CPU 41a may output a predetermined sound from the speaker SP, or it may illuminate the decorative lamp LA in a predetermined light emission pattern.
[0061] The performance game, winning game performance, and demo performance may include a second operation performance. The second operation performance is a performance that changes a predetermined performance in response to an operation of the second performance operation unit B2. When the start conditions for the second operation performance are met, the CPU 41a starts a second reception period in which it can accept operations from the second performance operation unit B2. If the CPU 41a accepts an operation from the second performance operation unit B2 during the second reception period, it may change the image displayed on the performance display DS. At this time, the CPU 41a may output a predetermined sound from the speaker SP, or cause the decorative lamp LA to light up in a predetermined light pattern. Not limited to this, the second performance operation unit B2 may also enable operations to instruct the customization of the performance. For example, the customization of the performance may include changing the volume, changing the light intensity (brightness), changing the appearance rate of a predetermined performance, the presence or absence of a predetermined performance, the expected probability of a jackpot for a predetermined performance, and changing the performance mode.
[0062] This section describes the decorative element D in the gaming machine 10. As shown in Figures 2 to 4, the decorative element D is a frame-like structure that surrounds the opening W3a of the front frame W3 on the front side of the frame W. As an example, the decorative element D is formed on the front frame W3. The decorative element D consists of an upper decorative element D1, a lower decorative element D2, a left decorative element D3, and a right decorative element D4. The upper decorative element D1 extends horizontally along the upper edge of the frame W and protrudes forward. The lower decorative element D2 extends horizontally at a position spaced above the lower edge of the frame W and protrudes forward. The left decorative element D3 extends vertically along the left edge of the frame W and protrudes forward. The right decorative element D4 extends vertically along the right edge of the frame W and protrudes forward.
[0063] The upper decorative body D1 has a box-shaped upper base D11 that protrudes forward. The upper base D11 extends along the left-right direction at the upper edge of the front frame W3. For example, the upper surface D11a of the upper base D11 is a plane that extends horizontally or approximately horizontally. For example, the lower surface D11b of the upper base D11 is an inclined surface that slopes downward as it approaches the rear. The upper decorative body D1 has an upper decorative member D12 assembled to the tip of the upper base D11. For example, the upper decorative member D12 may have a shape related to the motif of the gaming machine 10. For example, the upper decorative member D12 may be a plate-shaped object that imitates the letters indicating the name of the content that served as the motif for the gaming machine 10. For example, the length of the upper decorative member D12 along the left-right direction is the same as or approximately the same as the length of the frame W along the left-right direction. The upper base D11 is provided with a pair of speakers SP arranged along the left-right direction. The upper base D11 and the upper decorative member D12 each contain a total of m1 LEDs. In other words, the upper base D11 and the upper decorative member D12 also function as decorative lamps LA.
[0064] The lower decorative element D2 has a box-shaped lower base D21 that protrudes forward. The lower base D21 extends along the left-right direction at the lower edge of the front frame W3. With respect to the image display surface of the performance display DS, the maximum amount of forward protrusion of the upper decorative element D1 is greater than the maximum amount of protrusion of the lower decorative element D2. In other words, the upper decorative element D1 protrudes more toward the player GP than the lower decorative element D2. As an example, the upper surface of the lower base D21 forms a planar upper operating surface D21a that extends horizontally or nearly horizontally. The upper operating surface D21a is located in a position that is viewed from above by the player GP.
[0065] The upper operating surface D21a is provided with a game medium count display unit 16a, a counting button 16b, a first performance operation unit B1, and a second performance operation unit B2. For example, the second performance operation unit B2 is provided to the right rear of the first performance operation unit B1 on the upper operating surface D21a. The upper operating surface D21a may also be provided with a ball dispensing operation unit and a ball return operation unit. In the middle frame W2, a launch operation unit HD is provided to the right of the lower base D21. The top of the launch operation unit HD is below the upper operating surface D21a of the lower base D21. In frames W2 and W3, a locking unit Wk is provided to the right of the lower base D21. For example, the top or the entirety of the locking unit Wk may be below the upper operating surface D21a of the lower base D21 and above the top of the launch operation unit HD. The lower base D21 incorporates a total of n1 LEDs. In other words, the lower base D21 is also used as a decorative lamp LA.
[0066] Here, we will describe an example of the positional relationship between the first performance control unit B1, the second performance control unit B2, the firing control unit HD, and the locking unit Wk. For example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is lower than the top of the first performance control unit B1 and to the right of the top of the first performance control unit B1. For example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is lower than the top of the second performance control unit B2 and to the right of the top of the second performance control unit B2. For example, when viewed from the front of the gaming machine 10, the top of the firing control unit HD is lower than the top of the first performance control unit B1. For example, when viewed from the front of the gaming machine 10, the top of the firing control unit HD is lower than the top of the second performance control unit B2. In other words, when viewed from the front of the gaming machine 10, the top of the first performance control unit B1 is above the top of the launch control unit HD. When viewed from the front of the gaming machine 10, the top of the second performance control unit B2 is above the top of the launch control unit HD.
[0067] The left decorative body D3 has a wall-shaped left base D31 that protrudes forward. The left base D31 extends along the vertical direction. The left base D31 has a left side surface D31a that forms the left side surface of the machine body and a right side surface D31b on the side of the game area YBa (effect display DS). The tip of the left base D31 is inclined so as to protrude forward as it approaches the upper end from the lower end. The left base D31 incorporates a total of p1 LEDs. That is, the left base D31 also serves as a decorative lamp LA.
[0068] The right decorative body D4 has a wall-shaped right base D41 that protrudes forward. The right base D41 extends along the vertical direction. The right base D41 has a left side surface D41a on the side of the game area YBa (effect display DS) and a right side surface D41b that forms the right side surface of the machine body. The upper part of the right decorative body D4 forms a right decorative member D42 that protrudes forward. The right decorative member D42 has a shape related to the motif of the gaming machine 10. The tip of the right decorative member D42 is inclined so as to protrude forward as it approaches the upper end from the lower end. Based on the image display surface of the effect display DS, the maximum forward protrusion amount of the right decorative body D4 is larger than the maximum protrusion amount of the left decorative body D3. That is, the right decorative body D4 protrudes more toward the player GP than the left decorative body D3. A locking part Wk is provided in the part of the right base D41 below the right decorative member D42. The right base D41 and the right decorative member D42 incorporate a total of q1 LEDs. That is, the right base D41 and the right decorative member D42 also serve as a decorative lamp LA. Here, the number of LEDs in the left decorative body D3 and the right decorative body D4 may satisfy the relationship p1 < q1, or may satisfy the relationship q1 < p1. As an example, the right decorative body D4 may be configured to be detachable from the front frame W3 using screws or clamps.
[0069] Each decorative element D1 to D4 protrudes forward from the image display surface of the performance display DS. Each decorative element D1 to D4 is an example of a protruding part. Left decorative element D3 is an example of a left protruding part located to the left of the performance display DS. Right decorative element D4 is an example of a right protruding part located to the right of the performance display DS. With respect to the image display surface of the performance display DS, the amount of protrusion of the furthest forward-protruding part of the right decorative element D4 is less than the amount of protrusion of the furthest forward-protruding part of the left decorative element D3. Right decorative element D4 is an example of one type of protrusion, and left decorative element D3 is an example of the other type of protrusion.
[0070] This section explains maintenance for the gaming machine 10. The manager of the gaming machine 10 shall perform maintenance on the gaming machine 10 during or outside of business hours. For example, maintenance may include cleaning. For example, the cleaning targets of the gaming machine 10 may include the performance control units B1 and B2. For example, the cleaning targets of the gaming machine 10 may include the locking unit Wk. For example, the cleaning targets of the gaming machine 10 may include the launch control unit HD. For example, the cleaning targets of the gaming machine 10 may include the game area Yba of the game board YB and the protective glass (not shown). However, the cleaning targets of the gaming machine 10 may be any selection of some or all of the components of the gaming machine 10.
[0071] For example, maintenance is inspection. For example, the inspection target of the gaming machine 10 includes the performance control units B1 and B2. For example, the inspection target of the gaming machine 10 includes the locking unit Wk. For example, the inspection target of the gaming machine 10 includes the launch control unit HD. For example, the inspection target of the gaming machine 10 includes the game area Yba of the game board YB and the protective glass (not shown). For example, the inspection target of the gaming machine 10 includes the various circuit boards 40 to 42 located on the rear side of the gaming machine 10. Furthermore, maintenance may also include repair and replacement. As already explained, the various circuit boards 40 to 42 cannot be accessed unless the locking unit Wk is unlocked and the inner frame W2 is opened.
[0072] Typically, the administrator maintains the multiple gaming machines 10 installed on the island equipment FS in order from one end to the other. Generally, administrators are more right-handed than left-handed. Right-handed administrators often use their right hand to perform maintenance such as cleaning the gaming machines 10. Therefore, administrators often perform maintenance on each gaming machine 10 installed on the island equipment FS by moving from right to left. Thus, as shown by arrow Ya, when performing maintenance on a gaming machine 10, the administrator often views the gaming machine 10 from its right side (see Figures 1 to 4). At this time, the administrator's viewpoint SA is likely to be at the lower end of the game area YBa or at the height of the upper operating surface D21a in order to carefully maintain the performance control units B1, B2, the locking unit Wk, and the launch control unit HD.
[0073] On the other hand, the player selects a gaming machine 10 to play from among the multiple gaming machines 10 installed in the island equipment FS. At this time, similar to when the manager performs maintenance, it is assumed that the player will move from right to left of each gaming machine 10 installed in the island equipment FS and observe the machines in order. Also, unlike maintenance, when examining the gaming machines 10, no detailed work is required, and the player's dominant hand is not very relevant. Therefore, as shown by arrow Yb, it is also possible that the player will move from left to right of each gaming machine 10 installed in the island equipment FS and observe the machines in order (see Figures 1 to 4). At this time, the player's viewpoint is likely to be SA or SB, which is at the lower end of the game area YBa or at the height of the upper operating surface D21a, as they often carefully observe the area around the first start opening 23A within the game area YBa.
[0074] This section explains how to take photos in the gaming machine 10. As shown in Figures 1 and 7, the player GP may film their gameplay on the gaming machine 10 using a camera CM. The gaming machine 10 and the player GP are the subjects of the film. For example, the camera CM is a device capable of recording video. In the following description, when "game video YG" is used, it refers to a video of the player GP playing the game using the camera CM. The game video YG may or may not include sound. In addition, the camera CM may be a device that takes still images. In other words, the game images may be still images, videos, or a combination of both. The camera CM may be a dedicated device with only a recording function, or it may be one of the functions installed in a smartphone.
[0075] As an example, a camera CM comprises a processor, an image sensor, memory, a lens, a battery, and an external connection unit. The camera CM may also include a microphone. The lens refracts the input light. An image is formed on the light-receiving surface of the image sensor. The image sensor converts the wavelength and intensity of the refracted light into an electrical signal and outputs it to the processor. The microphone converts the input sound into an electrical signal and outputs it to the processor.
[0076] The processor converts electrical signals input from the image sensor into image data. If the camera CM is equipped with a microphone, the processor converts electrical signals input from the microphone into audio data. The processor creates game video data from the image data. The processor may include audio data in the game video data. The processor stores the created game video data in memory. The processor may output the game video data stored in memory to an external device connected via an external connection unit. For example, the external device may be a personal computer, a server computer, or a smartphone. The connection between the external connection unit and the external device may be wired or wireless.
[0077] A player (GP) may make their gameplay videos (YG) publicly available for viewing by third parties. Making gameplay videos (YG) publicly available means uploading the gameplay video data to a distribution server, making it viewable by third parties via telecommunication lines such as the internet. However, this is not limited to this; gameplay videos (YG) may also be distributed in real time (so-called live streaming) or on demand (so-called on-demand streaming) in response to requests from third parties. Gameplay videos (YG) may also be broadcast via wired or wireless connections.
[0078] When publishing gameplay videos (YG), the player GP may edit the gameplay video data. For example, they may add a predetermined text image (so-called caption) to the gameplay video (YG). For example, they may blur or mosaic parts that have unintentionally appeared in the gameplay video (YG) to make those parts difficult or impossible to see. For example, they may mask parts that have unintentionally appeared in the gameplay video (YG) with a predetermined image to make those parts difficult or impossible to see. For example, subjects that are undesirable to appear in the gameplay video (YG) (hereinafter referred to as "unsuitable subjects for filming") are third parties (player GP and administrators) from a privacy standpoint. For example, unsuitable subjects for filming are information that is unnecessary for explaining the gameplay.
[0079] When filming gameplay with a camera CM, it is preferable to set the lens focal length (angle of view), camera CM position, camera CM orientation, and aspect ratio of the generated image in a way that minimizes the inclusion of unsuitable subjects in the footage. In the following description, preferred camera CM settings for filming gameplay are simply referred to as "specific filming settings." As indicated by the arrow Yc in the figure, the position and orientation of the camera CM included in the specific filming settings can be said to reproduce the viewpoint SC from which the game machine 10 is viewed from a position to the left rear of the player GP. Note that filming the game video YG is not limited to being fixed to a single filming setting, and may include appropriately changing at least one of the lens focal length, camera CM position, and camera CM orientation according to the progress of the game. Furthermore, in specific filming settings, it is sufficient for the player GP to have a defined reference position (standard position), but it is not required that they remain at the reference position at all times. In other words, the position or area of the player GP visible in the game video YG may change depending on their actions during gameplay.
[0080] Specific shooting settings include setting the lens focal length to a specific focal length. Specific shooting settings also include setting the image aspect ratio to a specific aspect ratio. These focal lengths and aspect ratios are examples of specific angles of view. Hereinafter, the angle of view (range) captured by camera CM when specific shooting settings are applied will simply be referred to as frame FM. Specific shooting settings include shooting from the side of the left decorative object D3 and right decorative object D4 that has a smaller forward protrusion. As an example, specific shooting settings include positioning camera CM to the left rear of player GP. In other words, specific shooting settings involve shooting the game machine 10 and player GP from the left rear of player GP. Therefore, in specific shooting settings, game machine 10 is visible on the left side of game video YG, and player GP is visible on the right side of game video YG.
[0081] In a specific shooting setting, the area R1 in which the gaming machine 10 is captured relative to the total area of the game video YG is preferably 10% or more and less than 90%, preferably 20% or more and less than 80%, and preferably 30% or more and less than 70%. In a specific shooting setting, the area R2 in which the player GP is captured relative to the total area of the game video YG is preferably the remaining area R3 after excluding the area in which the gaming machine 10 is captured relative to the total area of the game video YG. In a specific shooting setting, the remaining area R3 in which the game video YG is captured may be 20% or more and less than 80%, may be 30% or more and less than 70%, and may be 40% or more and less than 60%. In addition, parts other than the gaming machine 10 and the player GP may be captured in the game video YG. In this case, area R2 will be less than the area R3.
[0082] In certain shooting settings, it is preferable that the game video YG shows only the upper body of the player GP, preferably only from the shoulders up, or even just the head. In certain shooting settings, it is preferable that the game video YG does not include the upper decorative member D12 of the game machine 10, and only the part below the upper decorative body D1 is shown. In certain shooting settings, it is preferable that the game video YG includes the upper operating surface D21a of the lower decorative body D2 of the game machine 10, and that the part above the upper operating surface D21a is shown. In certain shooting settings, it is preferable that the left decorative body D3 is shown in the game video YG. In certain shooting settings, it is preferable that the left side surface D41a of the right decorative body D4 (right decorative member D42) is shown in the game video YG.
[0083] The gameplay video YG includes the game media count display unit 16a, the counting button 16b, the first performance operation unit B1, and the second performance operation unit B2. The gameplay video YG includes the game area YBa and the launching passage YBc of the game board YB. In other words, the gameplay video YG includes the entire or nearly entire performance display DS. The gameplay video YG includes the upper operation surface D21a of the lower decorative body D2. The gameplay video YG includes the left side D41a of the right decorative body D4 (right decorative member D42). These parts are the target areas for shooting in specific shooting settings. On the other hand, the launch operation unit HD, the locking unit Wk, and their surroundings are not included in the gameplay video YG. The upper decorative body D1 (upper decorative member D12) is not included in the gameplay video YG, or most of it is not included. In the gameplay video YG, the right side D41b of the right decorative element D4 (right decorative component D42) is not visible. These parts are not included in the shooting settings.
[0084] Non-filmed areas are those that do not appear in the gameplay video YG, or are less likely to appear, compared to the filmed areas. Non-filmed areas are those that do not appear in a particular angle (a particular frame), or are less likely to appear, compared to the filmed areas. Filmed areas are an example of the first part. Among the non-filmed areas, the upper surface D11a of the upper decorative element D1 is an example of the third part. Among the non-filmed areas, the area excluding the upper surface D11a of the upper decorative element D1 is an example of the second part.
[0085] As shown in Figures 2 to 7, various types of information are displayed on the gaming machine 10. This information is displayed in various ways, including by attaching labels, printing, displaying images, and emitting light. These display methods include high-visibility methods, where the displayed content is easily read and understood, and low-visibility methods, where the displayed content cannot be read or understood without careful viewing. Examples of high-visibility methods include a large display area, the use of large characters and symbols, and high contrast to make the information stand out from its surroundings. Low-visibility methods, compared to high-visibility methods, include a smaller display area, the use of small characters and symbols, and low contrast.
[0086] Various information may include player warning information J1 as "information that can identify precautions for players during gameplay". Various information may include administrator warning information J2 as "information that can identify precautions for administrators regarding the installation or operation of the gaming machine". Various information may include function information J3 as "information that explains the functions installed in the gaming machine". Various information may include rights information J4 as "information that can identify rights related to the gaming machine". Various information may include specified game-related information J5. Various information may include performance information J6 as "information that can identify the performance of the gaming machine". Various information may include game state information J7 as "information that can identify the current game state". Various information may include variation information J8 as "information that can identify the variation game display unit". Various information may include name information J9 as "information that can identify the name of the gaming machine".
[0087] This section will explain a specific example of the warning information J1 for players. For example, the player warning information J1 may include a gaze warning information J1a, which warns against staring at the light or display effects. For example, the gaze warning information J1a may be text that warns that staring at the same light for an extended period of time may have adverse effects. For example, the gaze warning information J1a may be displayed in a low-visibility manner on the launch aisle YBc. For example, the gaze warning information J1a may be displayed in a low-visibility manner on the game board YB, in a part visible to the player GP, outside the game area YBa, and not on the launch aisle YBc. In other words, the gaze warning information J1a is displayed on the part that is being photographed.
[0088] For example, the player warning information J1 may include the addiction warning information J1b as information to warn against addiction. For example, the addiction warning information J1b may include the words "Beware of addiction" and "Pachinko and pachislot are games to be enjoyed in moderation." For example, the addiction warning information J1b is displayed in a highly visible manner as a predetermined image on the performance display DS. In other words, the addiction warning information J1b is displayed on the part that is being photographed. The addiction warning information J1b may be displayed as a demo performance in the standby state and as part of the ending performance in a jackpot game.
[0089] For example, the player warning information J1 may include performance warning information J1c as information to draw attention to tactile effects. For example, performance warning information J1c may include the words "Buttons may pop out," "Be careful not to pinch your hands or fingers," "Buttons may vibrate," and "Be careful of the wind." For example, performance warning information J1c is displayed in a low-visibility manner below the upper operating surface D21a of the lower decorative body D2 and around the firing operation section HD. In other words, performance warning information J1c is displayed in a non-photographed area. For example, performance warning information J1c may be displayed in a low-visibility manner on the upper operating surface D21a of the lower decorative body D2. In other words, performance warning information J1c may be displayed in a photographic area.
[0090] As an example, the player-oriented caution information J1 may include frame caution information J1d as information regarding the shape or structure of the frame W. For example, the frame caution information J1d may be characters such as "The upper part of the frame protrudes, so please be careful above your head", "Upper frame convex, be careful above your head", and "Do not hang on the convex part of the frame". As an example, the frame caution information J1d is displayed in a low visibility mode on the left side surface D41a of the right decorative body D4. That is, the frame caution information J1d is displayed on the photographed target portion.
[0091] As an example, the player-oriented caution information J1 may include handling caution information J1e as information prompting caution regarding the handling of a predetermined operation unit. For example, the handling caution information J1e may include characters such as "There is a risk of damage due to excessive operation". As an example, the handling caution information J1e is displayed in a low visibility mode below the upper operation surface D21a and around the firing operation unit HD. That is, the handling caution information J1e is displayed on a non-photographed target portion. As an example, the handling caution information J1e may be displayed in a low visibility mode on the upper operation surface D21a of the lower decorative body D2. That is, the handling caution information J1e may be displayed on the photographed target portion.
[0092] As an example, the player-oriented caution information J1 may include recovery caution information J1f as information prompting caution regarding the recovery of items held by the player GP. For example, the recovery caution information J1f may include characters such as "Please be careful not to forget counting" and "Please be careful not to forget to take the card". The recovery caution information J1f may be displayed in a low visibility mode on the upper operation surface D21a of the lower decorative body D2. That is, the recovery caution information J1f is displayed on the photographed target portion.
[0093] A specific example of the administrator-oriented caution information J2 will be described. For example, the administrator's cautionary information J2 may include the work cautionary information J2a, which serves to warn of precautions when removing parts of the frame W for maintenance purposes. For example, the work cautionary information J2a may include phrases such as "Make sure there are no people around," "Work with the power off," "Be careful not to forget to tighten screws and clamps," "Handle the parts with both hands to prevent them from falling," and "Be careful not to pinch your hands or fingers." For example, the work cautionary information J2a is displayed on the top surface D11a of the upper decorative body D1 in a highly visible manner. For example, the work cautionary information J2a is displayed on the right side D41b of the right decorative body D4 in a highly visible manner. In other words, the work cautionary information J2a is displayed in a non-photographic area.
[0094] Let's explain a specific example of functional information J3. The function information J3 may include counting function information J3a as information describing the function of the counting button 63. For example, the counting function information J3a may be the words "Press the button to count" and "Press and hold for high-speed counting". For example, the counting function information J3a is displayed on the upper operating surface D21a of the lower decorative body D2 in a low-visibility manner. In other words, the counting function information J3a is displayed on the part that is being photographed. For example, the counting function information J3a may be displayed below the upper operating surface D21a and around the firing operation unit HD in a low-visibility manner. In other words, the counting function information J3a may be displayed on a part that is not being photographed.
[0095] Functional information J3 may include cleanliness functional information J3b as information indicating that antibacterial or antiviral processing has been applied. For example, cleanliness functional information J3b may include the words "antiviral processed" and "antibacterial processed". As an example, cleanliness functional information J3b is displayed in a highly visible manner on or near the firing operation unit HD. In other words, cleanliness functional information J3b is displayed on parts that are not being photographed.
[0096] The function information J3 may include fraud detection function information J3c as information indicating that a system for detecting fraudulent activity is installed. For example, the fraud detection function information J3c may include the words "fraud detection system installed" and "fraud detection sensor installed". As an example, the fraud detection function information J3c is displayed in a low-visibility manner on the launch aisle YBc. As an example, the fraud detection function information J3c may be displayed in a low-visibility manner on the game board YB in a part that is visible to the player GP, outside the game area YBa, and not on the launch aisle YBc. In other words, the fraud detection function information J3c is displayed on the part that is being photographed.
[0097] Let me explain a specific example of rights information J4. For example, rights information J4 may include licensed rights information J4a as information regarding copyright licensing. For example, licensed rights information J4a may be the name (title) of the content that served as the motif for the gaming machine 50, the year of publication of the work, the name of the copyright holder, the name of the copyright management organization, and letters, numbers, and symbols indicating the copyright license number. For example, licensed rights information J4a is displayed in a low-visibility manner on the launch aisle YBc. In other words, licensed rights information J4a is displayed on the part that is not the target of photography. Also, for example, licensed rights information J4a is displayed in a low-visibility manner on the right side D41b of the right decorative body D4. In other words, licensed rights information J4a is displayed on the part that is not the target of photography.
[0098] Let me explain a specific example of gaming-related information J5. For example, the game-related information J5 may include game count information J5a, which shows the number of times a variable game has been played since transitioning to the normal state; remaining game information J5b, which shows the remaining number of variable games in which the player can remain in the advantageous state; and acquired information J5c, which shows the number of game media provided to the player since transitioning to the advantageous state. These pieces of information J5a to J5c may include Arabic numerals. For example, the remaining game information J5b may be displayed in a manner in which the remaining number of variable games in which the player can remain in the advantageous state decreases each time a variable game is played. The remaining game information J5b may have a fixed position for the ones digit, and the number of digits displayed as the remaining count may decrease in accordance with the execution of the variable game. For example, the information J5a to J5c may be displayed as predetermined images on the performance display DS in a highly visible manner. For example, the information J5a to J5c may be displayed in the part of the display area HR adjacent to the right decorative element D4. The information J5a to J5c may be displayed on the part of the performance display DS on the side of the right decorative element D4, which has a relatively large protrusion. For example, information J5a to J5c is displayed in the lower decorative element D2 portion of the display area HR. In other words, information J5a to J5c is displayed in the area being photographed. Game-related information J5 may include information indicating that the first performance operation unit B1 is accepting an operation request, and information indicating that the first acceptance period is underway. Game-related information J5 may also include information indicating that the second performance operation unit B2 is accepting an operation request, and information indicating that the second acceptance period is underway.
[0099] Game-related information J5 may include ball / coin information J5d as information indicating the number of game media P2 held by the player GP. For example, ball / coin information J5d (number of game media P2) is displayed in a highly visible manner on the game media number display unit 16a located on the upper operating surface D21a of the lower decorative body D2. In other words, ball / coin information J5d (number of game media P2) is displayed on the part that is being photographed.
[0100] Game-related information J5 may include right-hand shooting information J5e as information instructing to shoot to the right. For example, right-hand shooting information J5e is displayed in a low-visibility manner on the right-hand shooting display section of the information display device 22. Right-hand shooting information J5e may also be displayed in a high-visibility manner as a predetermined image on the performance display DS. For example, right-hand shooting information J5e may be the words "Right-hand shooting", a right-pointing arrow symbol, or simply an LED lighting up. In other words, right-hand shooting information J5e is displayed on the part that is being photographed.
[0101] The game-related information J5 may include round limit information J5f as information that notifies the maximum number of rounds of gameplay. For example, the round limit information J5f may be displayed in a low-visibility manner on the round display section of the information display device 22. The round limit information J5f may also be displayed in a high-visibility manner as a predetermined image on the performance display DS. For example, the round limit information J5f may be the words "10-round jackpot," or it may simply be the illumination of an LED corresponding to the maximum number of rounds of gameplay. In other words, the round limit information J5f is displayed on the part that is being photographed.
[0102] Let's look at a specific example of performance information J6. Performance information J6 may include probability information J6a as information indicating the probability of a jackpot and the continuation rate of a favorable state (high ball entry rate state or high probability state) in the gaming machine 10. For example, probability information J6a may include Arabic numerals, letters, and symbols, such as "jackpot probability 1 / 318" or "continuation rate 80%". Performance information J6 may include prize ball information J6b as information indicating the number of prize balls awarded for each prize entry point. For example, prize ball information J6b may include Arabic numerals, letters, and symbols, such as "prize balls 3&1&4&10". For example, probability information J6a and prize ball information J6b are displayed in a low-visibility manner in a part of the gaming board YB that is visible to the player GP, outside the gaming area YBa, and not in the launching passage YBc. In other words, probability information J6a and prize ball information J6b are displayed in the part that is being photographed.
[0103] Let's explain a specific example of the game state information J7. The game state information J7 may include advantageous state information J7a as information that can identify whether or not the game is in an advantageous state. For example, the advantageous state information J7a is used interchangeably with the right-hand shooting information J5e described above. In the game machine 10, the advantageous state information J7a may be displayed in a low-visibility manner on the information display device 22 (right-hand shooting display unit). In other words, the advantageous state information J7a is displayed on the part that is being photographed.
[0104] Let's explain a specific example of the fluctuation information J8. The variation information J8 may include special variation information J8a as information that can identify the special symbol display units 22a and 22b. The special variation information J8a may include characters such as "Special Symbol 1" and "Special 1" as information that can identify the first special symbol display unit 22a. The special variation information J8a may include characters such as "Special Symbol 2" and "Special 2" as information that can identify the second special symbol display unit 22b. The special symbol display units 22a and 22b are examples of variation game display units. As an example, the special variation information J8a is displayed in the information display device 22 in a low visibility manner at a position adjacent to the special symbol display units 22a and 22b. In other words, the special variation information J8a is displayed on the part that is being photographed.
[0105] Let's explain a specific example of the name information J9. Name information J9 may be characters indicating the name of the content that served as the motif for the gaming machine 50, or it may be a name obtained by adding information such as characters, symbols, or numbers to the name of the content. For example, name information J9 is displayed in a highly visible manner in conjunction with the design applied to the upper decorative member D12 of the upper decorative body D1. Name information J9 is displayed in a highly visible manner on the right side D41b of the right decorative body D4. In other words, name information J9 is displayed in a non-photographed area. Name information J9 is displayed in a highly visible manner as part of the demo performance on the performance display DS. In other words, name information J9 is displayed in a photographed area.
[0106] As described above, in the frame W, which is an example of a main component, the non-photography target portion, which is an example of the second part, may include a portion that displays various information J1 to J4. In the frame W, which is an example of a main component, the photo-taking target portion, which is an example of the first part, may include a portion that displays various information J5 to J8. The first part may include the performance operation units B1 and B2, and the firing operation unit HD, which are examples of haptic performance devices.
[0107] For example, the locking part Wk is located on the right edge of the frame W, below the right decorative element D4. The frame W has no portion to the right of the locking part Wk that protrudes forward beyond the front end of the locking part Wk. Therefore, when an administrator or other person looks from viewpoint SA in the direction of arrow Ya, the locking part Wk can be seen. In other words, when viewed from the right side of the gaming machine 10, the locking part Wk is visible.
[0108] For example, the controllable component of the first performance control unit B1 is a button B1a with a shape that bulges upwards. In this case, when a player or the like looks from their viewpoint SB in the direction of arrow Yb, the entire locking part Wk may be hidden behind the button B1a, making it impossible to see. Similarly, a part of the locking part Wk may be hidden behind the button B1a, making it difficult to see. In other words, when viewed from the left side of the gaming machine 10, the locking part Wk is either not visible or is more difficult to see than when viewed from the right side of the gaming machine 10.
[0109] For example, the firing control unit HD is located at the lower end of the right edge of the frame W and to the right of the lower base D21. In the frame W, there are no parts to the right of the firing control unit HD that protrude forward beyond the firing control unit HD. Therefore, when an administrator looks from viewpoint SA in the direction of arrow Ya, the locking unit Wk can be seen. When a player looks from viewpoint SB in the direction of arrow Yb, the entire firing control unit HD may be hidden in the shadow of the lower base D21 and may not be visible. Similarly, a part of the firing control unit HD may be hidden in the shadow of the lower base D21 and may be difficult to see. In other words, when viewed from the left side of the gaming machine 10, the firing control unit HD is not visible, or is more difficult to see than when viewed from the right side of the gaming machine 10.
[0110] The upper operating surface D21a of the lower base D21 is flat. On the upper operating surface D21a, the second performance control unit B2 is located to the right of the first performance control unit B1. Therefore, when an administrator looks from viewpoint SA in the direction of arrow Ya, the second performance control unit B2 can be seen. In other words, when viewed from either side of the gaming machine 10 in the left-right direction, the second performance control unit B2 is visible. The height of the buttons B1a of the first performance control unit B1 is higher than that of the buttons B21-B24 of the second performance control unit B2 from the upper operating surface D21a. Therefore, when an administrator looks from viewpoint SA in the direction of arrow Ya, the first performance control unit B1 can be seen. When an administrator looks from viewpoint SB in the direction of arrow Yb, the first performance control unit B1 can be seen. In other words, when viewed from either the left or right direction of the gaming machine 10, the first performance control unit B1 is visible. On the other hand, when a player or other user looks from viewpoint SB in the direction of arrow Yb, the entirety of the second performance control unit B2 may be obscured by the first performance control unit B1, making it invisible. Similarly, a portion of the second performance control unit B2 may be obscured by the first performance control unit B1, making it difficult to see. Therefore, when viewed from the other side of the gaming machine 10 in the left-right direction, the second performance control unit B2 is either invisible or more difficult to see than when viewed from the aforementioned side of the gaming machine. Furthermore, when viewed from a virtual viewpoint SC, the second performance control unit B2 is either invisible or more difficult to see than when viewed from the aforementioned side of the gaming machine. In other words, under certain shooting settings, the second performance control unit B2 is difficult to capture or does not appear in the game video YG.
[0111] In this embodiment, the following effects can be obtained. (1-1) The player warning information J1 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the player GP, who is the subject of the image. In contrast, with the game machine 10, at least the handling caution information J1e of the player warning information J1 is not captured, or is difficult to capture, during filming. Therefore, the viewer's attention is less likely to be diverted from the game being played by the player GP, who is the subject of the image. Thus, various types of information can be displayed appropriately.
[0112] (1-2) Although the player warning information J1, excluding the handling caution information J1e, is displayed on the part being photographed, its display manner is low visibility. Therefore, while providing necessary information to the player GP, it is possible to prevent the viewer's attention from being distracted by the player warning information J1 being captured during photography.
[0113] (1-3) The administrator's warning information J2 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the player GP, who is the subject of the image. In contrast, with the game machine 10, the administrator's warning information J2 is not captured during filming, or is difficult to capture. Therefore, the viewer's attention is less likely to be diverted from the game being played by the player GP, who is the subject of the image. Thus, various types of information can be displayed appropriately.
[0114] (1-4) Functional information J3 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the player GP, who is the subject of the image. In contrast, with the game machine 10, at least the cleanliness functional information J3b of the functional information J3 is not captured, or is difficult to capture, during filming. Therefore, the viewer's attention is less likely to be diverted from the game being played by the player GP, who is the subject of the image. Thus, various types of information can be displayed appropriately.
[0115] (1-5) Of the functional information J3, for example, the counting function information J3a and the fraud detection function information J3c are displayed on the part being photographed, but their display manner is low visibility. Therefore, while providing necessary information to the player GP, it is possible to prevent the viewer's attention from being distracted by the functional information J3 being captured during the photograph.
[0116] (1-6) Rights information J4 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the subject. In contrast, with the game machine 10, at least some of the license rights information J4a of rights information J4 will not be captured, or will be difficult to capture, during filming. Therefore, the viewer's attention will not be diverted from the game being played by the subject. Thus, various types of information can be displayed appropriately.
[0117] (1-7) Of the rights information, some of the licensed rights information J4a is displayed on the shooting target area such as the launch aisle YBc, but the display manner is low visibility. Therefore, while providing necessary information to the player GP, it is possible to prevent the viewer's attention from being distracted by the rights information J4 being captured during shooting.
[0118] (1-8) The gaming machine 10 displays information useful for understanding the gaming machine 10, which is one of the subjects of the photograph, on the part of the photograph that is being taken. Such information includes, for example, performance information J6, game status information J7, variation information J8, and name information J9. Since this information J6 to J9 is captured during the photograph, it becomes easier to understand the gaming machine 10 from the image. Furthermore, if it is a video, it becomes easier for the player GP, who is the subject of the photograph, to explain the gaming machine 10. In other words, it is easier to enhance the interest of the viewer of the image. Therefore, various types of information can be displayed appropriately.
[0119] (1-9) Among the player-oriented information J6, performance information J6 is preferable to be captured in the image during shooting, as it makes the performance of the gaming machine 10 easier for viewers to understand. (1-10) Among the player-oriented information J6, the game status information J7 is more easily understood by viewers if it is captured in the image during shooting.
[0120] (1-11) Among the player-oriented information J6, the variable information J8, if captured during filming, makes it easier for viewers to understand the progress of the game by clearly identifying the relevant parts to look at.
[0121] (1-12) In the non-photographed area, the upper surface D11a of the upper decorative body D1, which is the upper part of the gaming machine 10, can be provided, so that various information can be displayed while making it difficult for it to be reflected in the photograph.
[0122] (1-13) On the upper surface D11a of the upper decorative body D1, the administrator's cautionary information J2 is displayed, making it less likely to be reflected in photographs while still allowing more information to be displayed for administrators.
[0123] (1-14) The first performance control unit B1, which is an example of a haptic performance device, is a part that is directly operated by the player GP, so if it is captured in the image during filming, it will make it easier for viewers to understand the progress of the game.
[0124] (1-15) By providing a non-photographable area near the firing control unit HD, which is an example of a tactile performance device, it can be easily seen by the player GP, while being less likely to be captured in the image during filming.
[0125] (1-16) Near the firing control unit HD, information explaining the antimicrobial function closely related to the device is displayed. Therefore, various types of information can be displayed appropriately. (1-17) Including the name of the gaming machine 10 in the photograph makes it easier for viewers to identify the target game machine. On the other hand, rights information J4 is displayed in areas not photographed, or in areas photographed but in a low-visibility manner. Rights (such as copyright) are closely related to the name of the gaming machine 10, but are not so closely related to the game itself. Therefore, various types of information can be displayed appropriately.
[0126] (1-18) The operation of the first performance control unit B1 (for example, vibration effects) is difficult to perceive without direct contact. Viewers of the image will find it difficult to grasp the operation of the haptic performance device through the image alone. For this reason, especially when shooting video, it is anticipated that the player GP, who is the subject of the video, will face situations where he needs to explain the haptic performance device. Because the haptic performance device is easily visible in the video, it becomes easier for the player GP to explain the haptic performance device. This also makes it easier to enhance the viewer's interest.
[0127] (1-19) The upper surface D11a of the upper decorative element D1, which is an example of a non-photographed part, is not captured in the image, or is difficult to capture, just like other non-photographed parts. Therefore, it is preferable that it is not captured in the image, but an area can be reserved as the upper part of the frame W for displaying information that should be displayed to the player GP or administrator.
[0128] (1-20) The left decorative element D3 and the right decorative element D4 have different numbers of LEDs that function as decorative lamps LA. Therefore, when setting the field of view (frame) from the other decorative element and taking an image, the LED light emission pattern can be easily or difficultly captured in the image. Therefore, compared to the case where the number of LEDs in the left and right decorative elements is the same, images with better contrast can be captured when displaying information using LEDs. Therefore, various types of information can be displayed appropriately.
[0129] (1-21) The locking part Wk is located to the lower right of the performance control units B1 and B2, and is either not visible when viewed from the left side of the gaming machine 10, or is more difficult to see when viewed from the right side. Therefore, compared to a configuration in which the locking part Wk is easily visible from either the left or the right side, this configuration reduces the chances of the locking part Wk appearing in photographs, while also meeting the administrator's request for easy visual confirmation of the locking part Wk. Thus, reflections of the designated control units can be suppressed.
[0130] (1-22) The firing control unit HD is located to the lower right of the performance control units B1 and B2, and is either not visible when viewed from the left side of the gaming machine 10, or is more difficult to see when viewed from the right side. Therefore, compared to a configuration in which the firing control unit HD is easily visible from either the left or the right side, this reduces the situation in which the firing control unit HD is captured in photographs, while also meeting the administrator's request to easily visually confirm the firing control unit HD. Thus, the reflection of the designated control unit can be suppressed.
[0131] (1-23) The second performance control unit B2 is either not visible when viewed from one side of the gaming machine 10 in the left-right direction, or is less visible when viewed from the other side. Therefore, compared to a configuration in which the second performance control unit B2 is visible from either the left or the right, the number of times the second performance control unit B2 appears in the image during filming can be reduced. Thus, the reflection of the intended control unit can be suppressed. On the other hand, since the second performance control unit B2 is located above the launch control unit HD, it can also meet the wishes of players who want to actively include it in the image. Furthermore, the first performance control unit is visible from both the right and left sides of the gaming machine, making it easier to film scenes in which operations that trigger performances are performed.
[0132] (1-24) If the decorative element D on the right side of the gaming machine 10 makes the performance control section B1, B2, the locking section Wk, and the firing control section HD invisible, then while the decorative aspect can be ensured, it becomes difficult to confirm whether these parts are being operated with an improper purpose. In contrast, the gaming machine 10 has a right decorative element D4 that enhances the decorative aspect while ensuring visibility from the right side.
[0133] (1-25) In recent years, as amusement parlors have become larger in scale, a large number of gaming machines 10 are installed, but it is conceivable that there may be situations where it is difficult to assign sufficient managers. Managers can easily check the performance control units B1, B2, locking unit Wk, and launch control unit HD of multiple gaming machines 10 while moving from right to left of each gaming machine 10 installed in the island equipment. Therefore, work efficiency can be improved and the man-hours required for maintenance can be reduced.
[0134] (Second Embodiment) This section describes an example of how a gaming machine can be specifically implemented as a slot machine (a rotating gaming machine). In the following description, identical components and controls to those already described will be denoted by the same reference numerals, thereby omitting or simplifying redundant explanations.
[0135] As shown in Figure 8, the island equipment FS can accommodate multiple gaming machines 50. The gaming machines 50 are slot machines (rotating gaming machines). In the island equipment FS, the gaming machines 50 and the management device 90 are arranged alternately. The management device 90 is installed alongside the gaming machines 50. In the second embodiment, the management device 90 is the same as in the first embodiment except that the unit price of the gaming medium is different, so a detailed explanation is omitted. The management device 90 may be used for both gaming machines 10 and gaming machines 50, or it may be dedicated to either gaming machine 10 or gaming machine 50.
[0136] Let me explain about the gaming machine 50. The gaming machine 50 is preferably a medalless gaming machine that electronically manages the gaming medium that the player can use to play the game. The number of gaming mediums managed by the gaming machine 50 includes the number of gaming mediums P2. In this case, the gaming machine 50 does not have a medal slot, selector, hopper, or medal payout port. However, the gaming machine 50 may also be a gaming machine that uses actual game medals as the gaming medium.
[0137] As shown in Figures 9 to 11, the gaming machine 50 includes a main cabinet 51. The main cabinet 51 is a rectangular box shape with an opening (not shown) on the front. The gaming machine 50 includes a front door 52 that covers the opening of the main cabinet 51. The front door 52 is supported so that it can be opened and closed relative to the main cabinet 51. The front door 52 has a pattern display window 52a that allows the inside of the machine to be seen. The gaming machine 50 includes a locking part Wk that locks the front door 52. The locking part Wk can be locked and unlocked using a suitable key. When the locking part Wk is unlocked, the front door 52 can be opened relative to the main cabinet 51. The main cabinet and the front door 52 are examples of main body components that constitute the exterior of the gaming machine. When the gaming machine 50 is installed in an island facility FS, the player GP cannot see the main cabinet 51, so it is also possible to consider only the front door 52 as a main body component.
[0138] The front door 52 is equipped with a speaker SP. The front door 52 is equipped with a decorative lamp LA. The front door 52 is equipped with a performance display DS. The performance display DS has a display area HR capable of displaying an image. As an example, the performance display DS is a transmissive display. The performance display DS is positioned to cover the front side of the pattern display window 52a.
[0139] The front door 52 is equipped with a first performance control unit B1. For example, the first performance control unit B1 is a button-type operating device configured to be pressed down, but is not limited to this. The operating target part of the first performance control unit B1 is preferably a button B1a with a shape that bulges upward. The first performance control unit B1 has a built-in vibration motor. The first performance control unit B1 can perform vibration effects by generating vibrations with the vibration motor. The vibration effect can be perceived by the player GP by touching the first performance control unit B1. The first performance control unit B1 is an example of a tactile performance device. The vibration effect is an example of a tactile performance.
[0140] The front frame W3 includes a second performance control unit B2. For example, the second performance control unit B2 is a button-type operating device configured to allow pressing operations. For example, the second performance control unit B2 is an operating unit in which the upper button B21, lower button B22, left button B23, and right button B24 are arranged in a cross shape (see Figure 4). However, the second performance control unit B2 may be a lever-type operating device configured to allow pushing or pulling operations, or it may be a pistol-type or joystick-type operating device. The second performance control unit B2 may also be configured as a tactile performance device.
[0141] The gaming machine 50 includes a reel unit 56, which is an example of a gaming component. The reel unit 56 is installed inside the gaming machine 50 so that the player can see it through the symbol display window 52a. The reel unit 56 has a left reel 56a, a middle reel 56b, and a right reel 56c. Each reel 56a to 56c has a symbol row in which multiple symbols are arranged. There are multiple types of symbols. For example, the types of symbols may include cherry symbols, watermelon symbols, bell symbols, seven symbols, and replay symbols. The reel unit 56 is equipped with a reel sensor SE6 (see Figure 12). The reel sensor SE6 outputs a symbol signal corresponding to the result of detecting the rotation position of each reel 56a to 56c individually.
[0142] The reel unit 56 is equipped with actuators that drive each of the reels 56a to 56c. For example, the actuators are stepping motors. The reels 56a to 56c can rotate and stop vertically independently of each other by the actuators. The variation game is performed by changing the display of a sequence of symbols visible through the symbol display window 52a in accordance with the rotation of the reels 56a to 56c. For example, the variation of the sequence of symbols is performed by scrolling the sequence of symbols vertically from top to bottom. The symbol display window 52a is sized to display three symbols that are circumferentially consecutive on the reels 56a to 56c in the upper, middle, and lower rows, respectively.
[0143] The symbol display window 52a is designated as the active line NL. In the gaming machine 50, "winning" means that a symbol combination that has been designated a prize is stopped and displayed on the active line NL. When a win occurs in the gaming machine 50, the prize (profit) designated for the winning symbol combination is awarded. The "symbol combination that has been designated a prize" is what is commonly known as a "winning combination." Note that lines other than the active line NL are invalid lines where the stopped symbol combination cannot be determined to be a win.
[0144] The front door 52 is equipped with a bet button 57. The bet button 57 is configured to allow the user to increase the bet amount for a variable game by consuming the number of game tokens P2. The bet button 57 may be a MAX bet button that increases the bet amount to the maximum bet amount (for example, 3 bets), or it may be configured in combination with a MAX bet button and a 1 bet button that increases the bet amount by 1. The variable game can be started on the condition that a predetermined number of bets has been set. The predetermined number of bets may be the same as the maximum bet amount, or it may be less than the maximum bet amount.
[0145] The front door 52 is equipped with a payout button 59. The payout button 59 is configured to allow the player to return the bet game tokens to the player. When the payout button 59 is pressed, the bet amount is reduced to 0 and added to the number of game tokens P2.
[0146] The front door 52 is equipped with a start lever 60. The start lever 60 is configured to enable the start operation to begin a variable game. When the start lever 60 is operated while a predetermined multiplier is set, the variable game is started in the gaming machine 50.
[0147] The front door 52 is equipped with a left stop button 61a, a middle stop button 61b, and a right stop button 61c. The stop buttons 61a to 61c correspond to reels 56a to 56c, respectively. The stop buttons 61a to 61c are configured to enable a stop operation that stops the rotation of the corresponding reel. Here, the vibration generated by the vibration motor of the first performance operation unit B1 can propagate through the front door 52 and reach the start lever 60 and the stop buttons 61a to 61c. Therefore, the vibration effect can also be perceived by touching the start lever 60 and the stop buttons 61a to 61c. The start lever 60 and the stop buttons 61a to 61c are examples of tactile performance devices. The bet button 57, the payout button 59, the start lever 60, and the stop buttons 61a to 61c are examples of operation units in the gaming machine 50.
[0148] The front door 52 is equipped with a game medium count display unit 62. The game medium count display unit 62 displays the number of game mediums P2. For example, the game medium count display unit 62 is provided on the front side of the front door 52. The front door 52 is equipped with a counting button 63. The counting button 63 is allowed to be used for counting when it is in a predetermined counting-enabled state. When a counting operation is performed, the counting button 63 outputs a counting signal.
[0149] The front door 52 is equipped with an information display device 65. The information display device 65 includes a replay display unit 65a, a weight display unit 65b, a favorable section display unit 65c, a multiplier display unit 65d, a payout display unit 65e, and an operation information display unit 65f. The replay display unit 65a displays information that can identify whether or not a replay is in operation. "Replay" means a variable game that can be played without consuming any new game media held by the player.
[0150] The wait display unit 65b displays information that allows for the identification of whether or not a wait time is in progress. The wait time is a waiting period set so that the number of times a variable game is executed per unit time does not exceed a predetermined number. The advantageous section display unit 65c displays information that allows for the identification of whether or not a favorable section is in progress. An advantageous section is a state that is more favorable to the player compared to a non-favorable section. Note that the information display device 65 may be configured without the favorable section display unit 65c.
[0151] The multiplier display unit 65d displays information that allows for the identification of the multiplier. The multiplier display unit 65d is capable of displaying information that allows for the identification of multiplier = 1, multiplier = 2, and multiplier = 3. The payout display unit 65e displays information that allows for the identification of the number of game media acquired as a result of a win. "Number of game media acquired" means the increase in the number of game media P2 due to a win. The payout display unit 65e may also be used as a display unit that displays error information that allows for the identification of an error.
[0152] The operation information display unit 65f displays information (hereinafter referred to as operation information) that can identify the operation of the stop buttons 61a to 61c necessary to generate a winning combination. As an example, the operation information is information that can identify at least one of the operation order (pressing order) and operation timing (pressing position) of the stop buttons 61a to 61c in a single spinning game. The payout display unit 65e may be used in conjunction with the operation information display unit 65f.
[0153] A decorative element D, which forms the exterior of the gaming machine 50, is provided on the front side of the front door 52. The decorative element D consists of at least one of the shapes, colors, and patterns corresponding to the motif set for the gaming machine 50. Generally, content that can serve as the motif for the gaming machine 50 is protected by copyright. Therefore, the gaming machine 50 is manufactured with the permission of the copyright holder.
[0154] In the front door 52, the decorative lamp LA, speaker SP, game medium count display unit 62, and information display device 65 are provided on the decorative body D. In the front door 52, the locking unit Wk, first performance operation unit B1, second performance operation unit B2, bet button 57, settlement button 59, start lever 60, stop buttons 61a~61c, and counting button 63 are provided on the decorative body D. In other words, these parts can be said to form part of the decorative body D. Details of the decorative body D in the gaming machine 50 will be described later.
[0155] Here are some examples of roles and awards. The gaming machine 50 has multiple types of winning combinations. For example, the multiple types of winning combinations may include payout combinations (minor combinations) and replay combinations. Payout combinations are awarded as game tokens. Replay combinations are awarded as the activation of a replay. For example, payout combinations may include cherry combinations, watermelon combinations, bell combinations, and bell spill combinations. The gaming machine 50 may also have bonus combinations for which the awarding of a bonus game is determined. For example, if a bonus combination is won and the bonus combination is awarded, a bonus game is awarded. When a bonus game is awarded, the gaming machine 50 is controlled to a bonus state. The bonus state may end after a number of games in which the number of game tokens awarded since the start of the bonus state exceeds a predetermined number (for example, 200).
[0156] This section describes the internal state of the gaming machine 50. The internal state can be determined by a combination of game sections and game states. The gaming machine 50 has multiple game sections. These multiple game sections include a normal section and an advantageous section. The advantageous section is more likely to transition to a more advantageous game state than the normal section. Notification of operation information is permitted in the advantageous section and prohibited in the normal section. In the normal section, if the conditions for starting the advantageous section are met, the game section transitions from the normal section to the advantageous section. In the advantageous section, if the conditions for ending the advantageous section are met, the game section transitions from the advantageous section to the normal section.
[0157] The gaming machine 50 has multiple game states. These multiple game states include a normal state and an advantageous state. Operation information is announced in the advantageous state, but not in the normal state. The advantageous state is what is known as Assist Time (AT). The advantageous state is a state in which it is easier to win payouts that have been won by the internal lottery compared to the normal state. In other words, the advantageous state is an internal state that is more advantageous than the normal state.
[0158] There are two normal states: the first normal state and the second normal state. The second normal state has a higher probability of transitioning to an advantageous state (hereinafter referred to as the transition probability) compared to the first normal state. The second normal state is what is known as a chance zone (CZ). In the first normal state, if the conditions for transitioning to the second normal state are met, the game state transitions to the second normal state. In any normal state, if the conditions for transitioning to an advantageous state are met, the game state transitions to an advantageous state. In either the advantageous state or the second normal state, if the conditions for transitioning to the first normal state are met, the game state transitions to the first normal state.
[0159] An example of a specific transition mode for internal states is described below. If the internal state is in a normal section and in the first normal state, and the conditions for starting a favorable section are met, it may transition to a favorable section and the first normal state. If the internal state is in a favorable section and in the first normal state, and the conditions for transitioning to the second normal state are met, it may transition to a favorable section and the second normal state. If the internal state is in a favorable section and in any normal state, and the conditions for transitioning to a favorable state are met, it may transition to a favorable section and a favorable state. If the internal state is in a favorable section and in a favorable state, and the conditions for transitioning to the first normal state are met, it may transition to a normal section and the first normal state. Not limited to these, if the internal state is in a favorable section and in a favorable state, and the conditions for transitioning to the first normal state are met, it may transition to a favorable section and the first normal state. Furthermore, if the internal state is in a favorable section and in a favorable state, and the conditions for ending a favorable section are met, it may transition to a normal section and the first normal state.
[0160] This section explains the electrical configuration of the gaming machine 50. As shown in Figure 12, the gaming machine 50 includes a gaming control board 70, a performance control board 71, and a gaming medium count control board 72. The gaming control board 70, the performance control board 71, and the gaming medium count control board 72 are located inside the machine. These control boards 70 to 72 are in a position that cannot be accessed without unlocking the locking mechanism Wk and opening the front door 52.
[0161] The game control board 70 and the performance control board 71 are connected so that control information can be output in one direction from the game control board 70 to the performance control board 71. The game control board 70 performs predetermined processing and outputs control information to the performance control board 71. The performance control board 71 performs predetermined processing based on the control information input from the game control board 70. The game control board 70 and the game media count control board 72 are connected so that control information can be output bidirectionally. The game media count control board 72 of the gaming machine 10 and the management board of the management device 90 are connected so that control information can be output bidirectionally.
[0162] I will now explain the game control board 70 in detail. The game control board 70 comprises a CPU 70a, a ROM 70b, and a RAM 70c. The CPU 70a executes processes related to the progress of the game by executing a game control program. The ROM 70b stores the game control program, judgment values used for various judgments and lotteries, and various tables. The various tables may include a role information determination table that is referenced to determine one or more role information from among multiple role information. Role information is an identifier that can identify a role that is allowed to be won in a variable game. For example, each role information defines one or more roles that are allowed to be won in a variable game. For example, multiple role information may include cherry role information, watermelon role information, bell role information, and replay role information. In the game machine 50, when the stop buttons 61a to 61c are operated in an operation mode corresponding to a role defined in the role information (hereinafter referred to as the corresponding operation mode), control may be performed to generate a win for the role corresponding to that corresponding operation mode (hereinafter referred to as symbol stop control).
[0163] RAM 70c stores various information that is rewritten according to the processing results of CPU 70a. For example, the information stored in RAM 70c includes flags, counters, and timers. The game control board 70 is configured to generate software random numbers by a hardware random number generation circuit or by random number generation processing by CPU 70a.
[0164] The CPU 70a is connected to the reel sensor SE6. The CPU 70a can receive symbol signals from the reel sensor SE6. The CPU 70a is connected to the bet button 57, the payout button 59, the start lever 60, and each of the stop buttons 61a to 61c. The CPU 70a can receive operation signals from each of the bet button 57, the payout button 59, the start lever 60, and the stop buttons 61a to 61c. The CPU 70a is connected to the actuators of the reel unit 56. By controlling the operation of the actuators, the CPU 70a can control the operation mode (rotation and stopping) of each reel. The game control board 70 is connected to the information display device 65. The CPU 70a can control the display content of the information display device 65.
[0165] The game control board 70 includes a setting device 70d. The setting device 70d is configured to be operable using a predetermined key. The CPU 70a is connected to the setting device 70d. The CPU 70a can receive a detection signal that is output when the setting device 70d is operated. The game control board 70 includes a setting button 70e. The CPU 70a is connected to the setting button 70e. The CPU 70a can receive a detection signal that is output when the setting button 70e is operated.
[0166] When the CPU 70a is powered on, if the setting device 70d is being operated, it enters a setting change state in which the setting value can be changed. In the setting change state, when the setting button 70e is operated, the setting value is changed one step at a time. When the start lever 60 is operated, the CPU 70a confirms the setting value that is currently selected. The CPU 70a performs various draws with winning probabilities corresponding to the setting value. In other words, the payout rate of the gaming machine 50 differs depending on the setting value.
[0167] The performance control board 71 will now be described. The performance control board 71 comprises a CPU 71a, a ROM 71b, and a RAM 71c. The CPU 71a performs processing related to performances by executing a performance control program. The ROM 71b stores the performance control program and judgment values used for predetermined lotteries. The ROM 71b stores display performance data used for display performances, light-emitting performance data used for light-emitting performances, and sound performance data used for sound performances. The RAM 71c stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored in the RAM 71c may include flags, counters, and timers. The performance control board 71 is configured to generate software random numbers through random number generation processing by the CPU 71a. The performance control board 71 may also include a random number generation circuit and be capable of generating hardware random numbers.
[0168] The performance control board 71 is connected to the performance display DS. The CPU 71a can control the display content of the performance display DS. The performance control board 71 is connected to the speaker SP. The CPU 71a can control the output content of the speaker SP. The performance control board 71 is connected to the decorative lamp LA. The CPU 71a can control the light emission mode of the decorative lamp LA. The performance control board 71 is connected to the first performance operation unit B1. The CPU 71a can receive the operation signal output by the first performance operation unit B1 when the first performance operation unit B1 is operated. The performance control board 71 is connected to the second performance operation unit B2. The CPU 71a can receive the operation signal output by the second performance operation unit B2 when the second performance operation unit B2 is operated.
[0169] I will now explain the game media count control board 72 in detail. The game medium count control board 72 comprises a CPU 72a, a ROM 72b, and a RAM 72c. The CPU 72a performs processing related to the management of the game medium count P2 by executing a game medium count control program. The ROM 72b stores the game medium count control program and other information. The RAM 72c stores various information that is rewritten according to the processing results of the CPU 72a. As an example, the information stored in the RAM 72c includes the game medium count P2, as well as flags, counters, and timers.
[0170] The game medium count control board 72 is equipped with a game medium count clear button 72d. The game medium count clear button 72d is configured to allow the operation of initializing the number of game machines managed by the game machine, which is stored in the RAM 72c, to 0. When the game medium count clear button 72d is pressed, it outputs a game medium count clear signal. The CPU 72a is connected to the game medium count clear button 72d. The CPU 72a can receive the game medium count clear signal. The game medium count control board 72 is connected to the game medium count display unit 62. The CPU 72a can control the display content of the game medium count display unit 62. The game medium count control board 72 is connected to the counting button 63. The CPU 72a can receive the counting signal to be output when the counting button 63 is operated.
[0171] This section describes the main game progression processing performed by the game control board 70 (CPU 70a). First, the CPU 70a performs a game start setup process. In the game start setup process, the CPU 70a updates a predetermined memory area in the RAM 70c. Next, the CPU 70a performs a replay determination process to determine whether or not a replay is currently active. If a replay is not active, the CPU 70a performs a multiplier setting process to set the multiplier for the current variable game.
[0172] In the multiplier setting process, the CPU 70a determines whether or not an operation signal has been input from the bet button 57. If an operation signal has been input from the bet button 57 and the multiplier is less than the maximum multiplier, the CPU 70a adds to the multiplier up to the limit of the current number of game tokens P2 so that it approaches the maximum multiplier. If an addition has been made to the multiplier, or if the bet button 57 is not input, the CPU 70a terminates the multiplier setting process.
[0173] When the multiplier setting process is complete, the CPU 70a executes the settlement process. If no operation signal is input from the settlement button 59 during the settlement process, the CPU 70a terminates the settlement process. If an operation signal is input from the settlement button 59, the CPU 70a outputs control information (hereinafter referred to as a settlement command) to the game medium control board 72 that specifies that the number of game mediums corresponding to the multiplier should be added to the number of game mediums P2. The CPU 70a sets the multiplier to 0. The CPU 72a of the game medium control board 72 adds the number of game mediums that can be identified from the settlement command to the number of game mediums P2. After that, the CPU 70a terminates the settlement process.
[0174] CPU 70a determines whether the multiplier matches the specified multiplier if the replay is not inactive and if the settlement process is completed. If the replay is active, CPU 70a resets the multiplier for the previous game to the multiplier for the current game. If the multiplier does not match the specified multiplier, CPU 70a returns to the replay determination process. If the multiplier matches the specified multiplier, CPU 70a performs a start determination process to determine whether the start operation has been accepted. CPU 70a makes a positive determination if a detection signal is input from the start lever 60. CPU 70a makes a negative determination if no detection signal is input from the start lever 60. If the start operation has not been accepted, CPU 70a returns to the replay determination process. On the other hand, if the start operation has been accepted, CPU 70a executes the role lottery process.
[0175] In the role selection process, the CPU 70a determines one role from among multiple role information. The CPU 70a obtains a special random number generated by the game control board 70. The CPU 70a determines the role information through a role selection using the special random number. The role selection can be described as a special lottery to determine whether to win or lose. Not winning any role information is what is known as a loss. The CPU 70a outputs control information that can identify the result of the role selection (hereinafter referred to as the lottery result command) to the performance control board 71. After that, the CPU 70a terminates the role selection process. After terminating the role selection process, the CPU 70a executes the first transition process related to the internal state.
[0176] In the first transition process, the CPU 70a controls the transition of the internal state. When the system is in a normal section and in the first normal state, the CPU 70a executes the first section transition process. In the first section transition process, the CPU 70a obtains a predetermined random number generated by the game control board 70. The CPU 70a determines whether or not to transition to the advantageous section by conducting a section transition lottery using the obtained random number. If the section transition lottery is won, the CPU 70a transitions to the advantageous section. Not limited to this, the CPU 70a may also transition to the advantageous section when a specific role is won while the section transition lottery is won. After that, the CPU 70a terminates the first transition process. On the other hand, if the section transition lottery is not won, the CPU 70a terminates the first transition process.
[0177] When the CPU 70a is in an advantageous period and in the first normal state, it executes the first state transition process. In the first state transition process, the CPU 70a obtains a predetermined random number generated by the game control board 70 and uses this random number to perform a state transition lottery. The CPU 70a performs the state transition lottery so that the probability of winning corresponds to the winning role information obtained in the role lottery process. If the state transition lottery is successful, the CPU 70a transitions to the second normal state. Not limited to this, the CPU 70a may also transition to the second normal state when a specific role is won while in the state in which the state transition lottery has been successful. After that, the CPU 70a terminates the first transition process. On the other hand, if the state transition lottery is not successful, the CPU 70a terminates the first transition process.
[0178] Upon completion of the first transition process, the CPU 70a executes operation information processing. During the advantageous period, the CPU 70a is permitted to display operation information on the payout display unit 65e. On the other hand, during the normal period, the CPU 70a is prohibited from displaying operation information on the payout display unit 65e. For example, when the advantageous period and advantageous state are met, the CPU 70a displays operation information identified according to the role information. For example, when the advantageous period and any normal state are met, the CPU 70a does not display operation information. The CPU 70a outputs control information (hereinafter referred to as operation information command) indicating the operation information identified according to the role information to the performance control board 71. After that, the CPU 70a terminates operation information processing.
[0179] Next, CPU 70a performs a progress check to determine whether the wait time has elapsed. If the wait time has not elapsed, CPU 70a waits until the wait time has elapsed. If the wait time has elapsed, CPU 70a sets a wait time to determine whether the wait time has elapsed next time.
[0180] After setting the wait time, the CPU 70a controls the actuators of reels 56a to 56c so that the rotation of reels 56a to 56c begins. The variable game starts when the rotation of reels 56a to 56c begins. The CPU 70a outputs control information (hereinafter referred to as a start command) that identifies that the variable game has started to the performance control board 71.
[0181] When the rotation speed of reels 56a to 56c reaches a specified speed, CPU 70a performs a stop determination process to determine whether a stop operation has been received from any of the stop buttons 61a to 61c. CPU 70a makes a positive determination if a detection signal is input from any of the stop buttons 61a to 61c corresponding to a reel that is currently rotating. On the other hand, CPU 70a makes a negative determination if a detection signal is input from the stop operation unit corresponding to a reel that has already stopped, or if no detection signal is input from any of the stop buttons 61a to 61c. If no stop operation has been received, CPU 70a waits until a stop operation is received.
[0182] When a stop operation is received, the CPU 70a executes a reel stop process to stop the rotation of the reel corresponding to the stop operation unit that received the detection signal. In other words, the CPU 70a controls the actuator in response to the stop operation and stops the rotation of the reel corresponding to the stop operation. As an example, the reel stop process can be used to implement symbol stop control. Symbol stop control may include symbol retraction control and symbol kicking control.
[0183] Next, CPU 70a performs a full stop determination process to determine if all reels 56a to 56c have been stopped. If not all reels have been stopped, CPU 70a returns to the stop determination process. On the other hand, if all reels have been stopped, CPU 70a terminates the variable game and executes the prize winning determination process. CPU 70a outputs control information (hereinafter referred to as the termination command) that identifies the termination of the variable game to the performance control board 71.
[0184] In the prize determination process, the CPU 70a determines whether or not a winning combination has occurred. That is, the CPU 70a determines whether or not the symbols stopped on the active line NL constitute a combination of symbols that determines a prize. If a winning combination has occurred, the CPU 70a awards the prize determined for that winning combination. The CPU 70a outputs control information that can identify the winning combination (hereinafter referred to as the prize occurrence command) to the performance control board 71. If no winning combination has occurred, the CPU 70a terminates the prize determination process.
[0185] If a payout occurs, the CPU 70a outputs control information (hereinafter referred to as the grant command) indicating the number of game tokens to be awarded as a prize to the game token count control board 72. The CPU 72a of the game token count control board 72 adds the number of game tokens that can be identified from the grant command to the game token count P2. After that, the CPU 70a terminates the prize determination process. If a replay occurs, the CPU 70a activates the replay. In other words, the CPU 70a resets the multiplier to the same value as in the game in which the replay occurred. After that, the CPU 70a terminates the prize determination process.
[0186] Once the prize determination process is complete, CPU 70a executes the section restriction process. In the section restriction process, if CPU 70a is in a favorable section, it subtracts 1 from the remaining number of favorable section rounds. The remaining number of favorable section rounds is information that identifies the remaining number of variable games in which the player can stay in the favorable section. For example, when the player transitions to a favorable section, the initial value of the remaining number of favorable section rounds is 4000. If the player is in a favorable section, CPU 70a updates the difference in the number of game tokens in the favorable section. The difference in the number of tokens in the favorable section indicates the difference in tokens since the player transitioned to a favorable section. When the player transitions to a favorable section, the initial value of the difference in the number of tokens in the favorable section is 0. For example, CPU 70a subtracts the bet amount in the current variable game from the difference in the number of tokens in the favorable section. CPU 70a adds the payout amount in the current variable game to the difference in the number of tokens in the favorable section.
[0187] Next, CPU 70a determines whether the conditions for ending the advantageous period are met. CPU 70a determines that the conditions for ending the advantageous period are met if, as a result of subtracting the remaining number of advantageous period rounds, the number of remaining advantageous period rounds becomes 0. CPU 70a also determines that the conditions for ending the advantageous period are met if, as a result of updating the difference in the number of advantageous period coins, the difference in the number of advantageous period coins reaches a specified number. For example, the specified number is 2400 coins. If the conditions for ending the advantageous period are met, CPU 70a ends the advantageous period and transitions to the normal period. Furthermore, CPU 70a transitions to the first normal state. After that, CPU 70a terminates the period restriction process. If the conditions for ending the advantageous period are not met, CPU 70a terminates the period restriction process. After CPU 70a terminates the period restriction process, it executes the second transition process.
[0188] In the second transition process, if the game is in an advantageous state, CPU 70a deducts 1 from the remaining number of advantageous states. The remaining number of advantageous states is information that identifies the remaining number of variable games in which the game can remain in an advantageous state. For example, when the game transitions to an advantageous state, the initial value of the remaining number of advantageous states is 100. If, as a result of deducting the remaining number of advantageous states, the remaining number of advantageous states becomes 0, CPU 70a transitions the game to the first normal state. After that, CPU 70a terminates the second transition process and returns to the game start set process.
[0189] This section describes the processes executed by the performance control board 71 (CPU 71a). The CPU 71a controls at least one of the performance display DS, decorative lamp LA, and speaker SP based on various control information input from the game control board 70 to execute a predetermined performance. As an example, the CPU 71a displays a mode screen (performance mode) corresponding to the game state on the performance display DS. The mode screen consists of multiple elements, including characters, background, and text (strings). When in an advantageous state, the CPU 71a executes a navigation performance to notify the operation mode that can be identified from the operation information command. As an example, the navigation performance is executed in a manner that displays information (hereinafter referred to as navigation information) that makes the order in which the stop buttons 61a to 61c are pressed on the performance display DS. In the first normal state and the second normal state, no operation information command is transmitted, so the navigation performance is not executed. The CPU 71a may execute the first operation performance. The CPU 71a may execute the second operation performance.
[0190] This section describes the decorative element D in the gaming machine 50. As shown in Figures 9 to 11, the decorative element D is a frame-like structure that surrounds the performance display DS on the front side of the front door 52. The decorative element D consists of an upper decorative element D1, a lower decorative element D2, a left decorative element D3, and a right decorative element D4. The upper decorative element D1 extends horizontally along the upper edge of the front door 52 and protrudes forward. The lower decorative element D2 extends horizontally along the lower edge of the front door 52 and protrudes forward. The lower decorative element D2 occupies the lower half or approximately half of the front surface of the front door 52. The left decorative element D3 extends vertically along the left edge of the front door 52 and protrudes forward. The right decorative element D4 extends vertically along the right edge of the front door 52 and protrudes forward.
[0191] The upper decorative element D1 has a wall-like upper base D11 that protrudes forward. The upper base D11 extends along the left-right direction. For example, the upper surface D11a of the upper base D11 is a plane that extends horizontally or substantially horizontally. For example, the lower surface D11b of the upper base D11 is an inclined surface that slopes downward as it approaches the rear. A pair of speakers SP are provided on the upper base D11, arranged along the left-right direction.
[0192] The upper decorative body D1 has an upper decorative member D12 assembled to the tip of the upper base D11. The upper decorative member D12 is provided between a pair of speakers SP on the upper base D11. For example, the upper decorative member D12 has a shape related to the motif of the gaming machine 50. For example, the upper decorative member D12 is a plate-like shape that imitates the letters indicating the name of the content that served as the motif for the gaming machine 50. For example, the length of the upper decorative member D12 along the left-right direction is the same as or approximately the same as the length of the front door 52 along the left-right direction. The upper base D11 and the upper decorative member D12 have a total of m2 LEDs built in. In other words, the upper base D11 and the upper decorative member D12 also serve as decorative lamps LA.
[0193] The lower decorative body D2 has a box-shaped lower base D21 that protrudes forward. The lower base D21 extends along the left-right direction. For example, the upper surface of the lower base D21 forms a planar upper operating surface D21a that extends horizontally or substantially horizontally. The upper operating surface D21a is positioned to be viewed from above by the player GP. The upper operating surface D21a is provided with a bet button 57, a payout button 59, a game medium count display unit 62, a counting button 63, an information display device 65, a first performance operation unit B1, and a second performance operation unit B2. For example, the second performance operation unit B2 is provided to the right rear of the first performance operation unit B1 on the upper operating surface D21a. On the front surface of the lower base D21, the portion continuous with the upper operating surface D21a is provided with a strip-shaped front operating surface D21b that extends along the left-right direction. On the front operating surface D21b, stop buttons 61a to 61c are arranged in a horizontal direction. To the left of the stop buttons 61a to 61c on the front operating surface D21b, a start lever 60 is provided. To the right of the stop buttons 61a to 61c on the front operating surface D21b, a locking mechanism Wk is provided.
[0194] Here, we will describe an example of the positional relationship between the first performance control unit B1, the second performance control unit B2, and the locking unit Wk. For example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is lower than the top of the first performance control unit B1 and to the right of the top of the first performance control unit B1. For example, when viewed from the front of the gaming machine 10, the top of the locking unit Wk is lower than the top of the second performance control unit B2 and to the right of the top of the second performance control unit B2. For example, when viewed from the front of the gaming machine 10, the top of the start lever 60 is lower than the top of the first performance control unit B1. For example, when viewed from the front of the gaming machine 10, the top of the start lever 60 is lower than the top of the second performance control unit B2. In other words, when viewed from the front of the gaming machine 10, the top of the first performance control unit B1 is above the top of the start lever 60. When viewed from the front of the gaming machine 10, the top of the second performance control unit B2 is above the top of the start lever 60.
[0195] In the lower base D21, a lower panel 21c extending horizontally is provided below the front operating surface D21b. The lower panel 21c is adorned with characters, patterns, and symbols related to the content that served as the motif for the gaming machine 50. The lower panel 21c incorporates a total of n2 LEDs. In other words, the lower base D21 also functions as a decorative lamp LA. In the lower base D21, a tray 21d extending horizontally is provided below the lower panel 21c. The player GP can place their belongings on the tray 21d. In the lower base D21, a pair of speakers SP arranged horizontally are provided behind the tray 21d. With respect to the image display surface of the performance display DS, the maximum forward projection of the upper decorative body D1 is greater than the maximum forward projection of the lower decorative body D2. In other words, the upper decorative body D1 protrudes further toward the player GP than the lower decorative body D2. The maximum protrusion amount of the lower decorative element D2 as referred to herein may include the start lever 60, stop buttons 61a to 61c, and tray 21d, or it may be the protrusion amount excluding them.
[0196] The left decorative element D3 has a wall-like left base D31 that protrudes forward. The left base D31 extends vertically. The left base D31 has a left side D31a that forms the left side of the main body and a right side D31b that faces the display DS. The tip of the left base D31 is inclined to protrude forward as it approaches the upper end from the lower end. The left base D31 contains a total of p2 LEDs. In other words, the left base D31 also functions as a decorative lamp LA.
[0197] The right decorative body D4 has a wall-shaped right base D41 that protrudes forward. The right base D41 has a left side surface D41a on the side of the effect display DS and a right side surface D41b that forms the right side surface of the machine body. The right base D41 extends along the vertical direction. The tip of the right base D41 is inclined so as to protrude forward as it approaches the upper end from the lower end. The right base D41 incorporates a total of q2 LEDs. That is, the right base D41 also serves as a decorative lamp LA. Here, the number of LEDs in the left decorative body D3 and the right decorative body D4 may satisfy the relationship p2 < q2, or may satisfy the relationship q2 < p2.
[0198] As an example, the left decorative body D3 and the right decorative body D4 are provided symmetrically with respect to the center line of the gaming machine 50 in the left-right direction. Based on the opening of the main body cabinet 51 or the image display surface of the effect display DS, the forward protrusion amount T of the left decorative body D3 (left base D31) and the right decorative body D4 (right base D41) is the protrusion amount T1 in the lower first range H1 and the protrusion amount T2 in the upper second range H2. Here, the relationship between the protrusion amount T1 and the protrusion amount T2 is T1 < T2. That is, each decorative body D3, D4 protrudes forward in the second range H2 compared to the first range H1.
[0199] The front door 52 has a decorative body D as an example of a protruding portion that protrudes forward from the display surface of the effect display DS. The decorative body D includes a left decorative body D3 as an example of a predetermined protruding portion on a predetermined direction side (the player side) from the effect display DS. The left decorative body D3 has a portion in the first range H1 that is an example of the first protruding portion and a portion in the second range H2 that is an example of the second protruding portion that protrudes forward from the portion in the first range H1. Without being limited to this, the first protruding portion may be the portion of the left decorative body D3 with the smallest forward protrusion amount, and the second protruding portion may be the portion with the largest forward protrusion amount.
[0200] The maintenance of the gaming machine 50 will be described. The manager of the gaming machine 50 shall perform maintenance on the gaming machine 10 during or outside of business hours. For example, maintenance may include cleaning. For example, the cleaning targets of the gaming machine 50 may include the performance control units B1 and B2. For example, the cleaning targets of the gaming machine 50 may include the locking unit Wk. For example, the cleaning targets of the gaming machine 50 may include the bet button 57, the payout button 59, the start lever 60, and the stop buttons 61a to 61c. For example, the cleaning targets of the gaming machine 50 may include the performance display DS. In addition, the cleaning targets of the gaming machine 50 may be any selection of some or all of the components of the gaming machine 50.
[0201] For example, maintenance is inspection. For example, the inspection targets of the gaming machine 50 include the performance control units B1 and B2. For example, the inspection targets of the gaming machine 50 include the locking unit Wk. For example, the inspection targets of the gaming machine 50 include the bet button 57, the payout button 59, the start lever 60, and the stop buttons 61a to 61c. For example, the inspection targets of the gaming machine 50 include the performance display DS. For example, the inspection targets of the gaming machine 50 include the various circuit boards 70 to 72 installed inside the machine. Furthermore, maintenance may also include repair and replacement. As already explained, the various circuit boards 70 to 72 cannot be accessed without unlocking the locking unit Wk and opening the front door 52.
[0202] This section explains how to take photos in the gaming machine 50. As shown in Figures 8 and 13, the player GP may film their gameplay with camera CM, similar to the game machine 10. When filming gameplay with camera CM in the game machine 50, it is preferable to set the lens focal length (angle of view), camera CM position, camera CM orientation, and aspect ratio of the generated image to minimize the inclusion of unsuitable subjects in the filming by using specific filming settings. As an example, specific filming settings include placing camera CM to the left rear of the player GP. In other words, specific filming settings involve filming the game machine 50 and the player GP from the left rear. As indicated by arrow Yc in the figure, the position and orientation of camera CM included in specific filming settings can be said to reproduce the viewpoint SC from which the game machine 10 is viewed from a position to the left rear of the player GP. In specific filming settings, the game machine 50 is visible on the left side of the game video YG, and the player GP is visible on the right side of the game video YG.
[0203] In certain shooting settings, it is preferable that the game video YG shows only the upper body of the player GP, preferably only the upper body from the shoulders up, or even just the head. In certain shooting settings, it is preferable that the game video YG does not include the tray 21d and shows the upper half of the lower panel 21c. In certain shooting settings, it is preferable that the game video YG shows the part of the game machine 50 below the upper decorative body D1. In certain shooting settings, it is preferable that the left side D41a of the left decorative body D3 is shown in the game video YG. In certain shooting settings, it is preferable that the left side D41a of the right decorative body D4 is shown in the game video YG.
[0204] The gameplay video YG shows the symbol display window 52a (reels 56a~56c), the game medium count display unit 62, and the information display device 65. The gameplay video YG shows the locking unit Wk, the first performance operation unit B1, the bet button 57, the payout button 59, the start lever 60, the stop buttons 61a~61c, and the counting button 63. The gameplay video YG shows the portion of the performance display DS display area HR that is not adjacent to the left decorative body D3. The gameplay video YG shows the portion of the performance display DS display area HR that is adjacent to the right of the first range H1 of the left decorative body D3. The gameplay video YG shows the upper operation surface D21a, the front operation surface D21b, and the upper part of the lower panel 21c. The gameplay video YG shows the left side D41a of the left decorative body D3. In the gameplay video YG, the left side D41a of the right decorative element D4 is visible. These parts are the target areas for shooting in specific shooting settings. In the game machine 50, the target area for shooting is an example of the first part.
[0205] On the other hand, in the gameplay video YG, the portion adjacent to the right of the second range H2 of the left decorative element D3 within the display area HR of the performance display DS is not captured. In the gameplay video YG, the upper decorative element D1 is not captured, or most of it is not captured. In the gameplay video YG, the lower part of the lower panel 21c of the lower decorative element D2 is not captured. In the gameplay video YG, the right side D31b of the left decorative element D3 is not captured. In the gameplay video YG, the right side D41b of the right decorative element D4 is not captured. These parts are the parts that are not captured in specific shooting settings. In the game machine 50, the parts that are not captured are an example of the second part.
[0206] Various information is displayed on the gaming machine 50. The display of various information is carried out in various ways, such as by attaching labels, printing, displaying images, and emitting light. Various information may include player warning information J1, administrator warning information J2, function information J3, and rights information J4. In the front door 52, which is an example of a main unit component, the second part may include a part for displaying these information J1 to J4. Various information may include predetermined game-related information J5, performance information J6, game status information J7, variation information J8, and name information J9. In the front door 52, which is an example of a main unit component, the first part may include a part for displaying these information J5 to J8. The first part may include a first performance operation unit B1 and stop buttons 61a to 61c, which are examples of tactile performance devices.
[0207] This section will explain a specific example of the warning information J1 for players. For example, the player warning information J1 may include gaze warning information J1a. For example, gaze warning information J1a is displayed in a low-visibility manner on the lower part of the lower panel 21c. In other words, gaze warning information J1a is displayed in a non-photographed area.
[0208] For example, the player warning information J1 may include the addiction warning information J1b. For example, the addiction warning information J1b is displayed as a predetermined image on the performance display DS in a highly visible manner. In other words, the addiction warning information J1b is displayed in the area to be photographed. For example, the addiction warning information J1b may be displayed in the lower part of the lower panel 21c in a low visibility manner. In other words, the addiction warning information J1b may be displayed in the area not to be photographed.
[0209] For example, the player warning information J1 may include the performance warning information J1c. For example, the performance warning information J1c may be displayed in a low-visibility manner on the lower part of the lower panel 21c. In other words, the performance warning information J1c is displayed in a non-photographed area. For example, the performance warning information J1c may be displayed in a low-visibility manner on the upper operating surface D21a, the front operating surface D21b, or the upper part of the lower panel 21c of the lower decorative body D2. In other words, the performance warning information J1c may be displayed in a photographed area.
[0210] For example, the player warning information J1 may include handling caution information J1e. For example, the handling caution information J1e may be displayed in a low-visibility manner on the lower part of the lower panel 21c. In other words, the performance warning information J1c is displayed in a non-photographed area. For example, the handling caution information J1e may be displayed in a low-visibility manner on the upper operating surface D21a, the front operating surface D21b, or the upper part of the lower panel 21c of the lower decorative body D2. In other words, the performance warning information J1c may be displayed in a photographed area.
[0211] For example, the player warning information J1 may include the retrieval warning information J1f. For example, the retrieval warning information J1f is displayed in a low-visibility manner on the lower part of the lower panel 21c. In other words, the performance warning information J1c is displayed in a non-photographed area. For example, the retrieval warning information J1f may be displayed in a low-visibility manner on the upper operating surface D21a, the front operating surface D21b, or the upper part of the lower panel 21c of the lower decorative body D2. In other words, the performance warning information J1c may be displayed in a photographed area.
[0212] For example, the player warning information J1 may include cabinet warning information J1g as information regarding the shape or structure of the main cabinet and front door 52. For example, cabinet warning information J1g may be text such as "The top protrudes, so please watch your head" and "Top protrusion, watch your head." For example, frame warning information J1d is displayed on the left side D41a of the right decorative body D4 in a low-visibility manner. In other words, frame warning information J1d is displayed on the part that is being photographed.
[0213] A specific example of the administrator attention information J2 will be described. As an example, the administrator attention information J2 may include operation attention information J2b as information prompting attention during the operation of removing parts of the front door 52 or equipment housed in the main body cabinet 51 for the purpose of maintenance or the like. For example, the operation attention information J2b may include words such as "Please confirm that there are no people around", "Please perform the operation with the power turned off", "Pay attention to not forgetting to tighten the screws and clamps", "Please handle with both hands so that the parts do not fall", and "Pay attention to pinching of hands and fingers". As an example, the operation attention information J2b is displayed on the upper surface D11a of the upper decorative body D1 in a highly visible manner. As an example, the operation attention information J2b is displayed on the right side surface D41b of the right decorative body D4 in a highly visible manner. That is, the operation attention information J2a is displayed on the non-photographing target portion.
[0214] A specific example of the function information J3 will be described. The function information J3 may include counting function information J3a. As an example, the counting function information J3a is displayed on the upper operation surface D21a, the front operation surface D21b, or the upper part of the lower panel 21c in a low visibility manner. That is, the counting function information J3a is displayed on the photographing target portion. As an example, the counting function information J3a may be displayed on the lower part of the lower panel 21c in a low visibility manner. That is, the counting function information J3a may be displayed on the non-photographing target portion.
[0215] The function information J3 may include cleaning function information J3b. As an example, the cleaning function information J3b is displayed on the lower part of the lower panel 21c in a highly visible manner. That is, the cleaning function information J3b is displayed on the non-photographing target portion. The function information J3 may include unauthorized detection function information J3c. As an example, the unauthorized detection function information J3c is displayed on the lower part of the lower panel 21c in a low visibility manner. That is, the unauthorized detection function information J3c is displayed on the non-photographing target portion.
[0216] A specific example of the right information J4 will be described. For example, rights information J4 may include licensed rights information J4a. As an example, licensed rights information J4a may be displayed in a low-visibility manner on the lower part of the lower panel 21c. In other words, licensed rights information J4a is displayed on the non-photographed portion.
[0217] Let me explain a specific example of gaming-related information J5. For example, the game-related information J5 may include game count information J5a, remaining game information J5b, and acquired information J5c. The game count information J5a is displayed in a highly visible manner in the area adjacent to the right of the first range H1 of the left decorative element D3 within the display area HR of the performance display DS. In other words, at least a portion of the game-related information J5 is displayed in the part of the performance display DS on the side of the first range H1 of the left decorative element D3. The game count information J5a is also displayed in the part of the performance display DS on the side of the lower decorative element D2. The game count information J5a is displayed in the area to be photographed. On the other hand, the remaining game information J5b and acquired information J5c are displayed in a highly visible manner in the area of the performance display DS on the lower decorative element D1 within the display area HR of the performance display DS, arranged along the left-right direction. In other words, the remaining game information J5b and acquired information J5c are displayed along the upper edge of the display area HR of the performance display DS. The remaining game information J5b and acquired information J5c are displayed in the area to be photographed.
[0218] Game-related information J5 may include ball / coin information J5d as information indicating the number of game media P2 held by the player GP. The number of game media P2 is displayed on the game media number display unit 62 located on the upper operation surface D21a of the lower decorative unit D2. The predetermined game-related information J5 may also include information indicating whether or not replay is in operation, information that can identify whether or not a wait time is in progress, information that can identify the number of game media acquired, information that can identify the bet amount, and operation information. Each of these pieces of information is displayed on the information display device 65 located on the upper operation surface D21a of the lower decorative unit D2. Game-related information J5 may also include payout information as information indicating the number of game media awarded upon winning.
[0219] Let's look at a specific example of performance information J6. Performance information J6 may include role information J6c as information indicating a combination of symbols (a winning combination) for which a prize has been determined. For example, role information J6c may include the letters "7" and "bell", Arabic numerals, and symbols. Performance information J6 may also include prize information J6d as information indicating the prize for the winning combination. For example, prize information J6d may include Arabic numerals, letters, and symbols such as "15 coins" and "5 coins". For example, role information J6c and prize information J6d are displayed in a highly visible manner on the upper operating surface D21a, the front operating surface D21b, and the upper part of the lower panel 21c. Role information J6c and prize information J6d may also be displayed in a highly visible manner around the symbol display window 52a. In other words, role information J6c and prize information J6d are displayed on the part that is being photographed.
[0220] The game state information J7 may include advantageous state information J7a. The advantageous state in the gaming machine 50 is the so-called assist time. For example, the advantageous state information J7a is displayed in a highly visible manner in the display area HR of the performance display DS. In other words, the advantageous state information J7a is displayed in the area to be photographed. The game state information J7 may also include advantageous section information J7b as information that can identify whether or not it is an advantageous section. The advantageous section information J7b is preferably displayed on the information display device 65 located on the upper operating surface D21a of the lower decorative body D2. In other words, the advantageous section information J7b is displayed in the area to be photographed.
[0221] The variation information J8 may include reel variation information J8b as information that can identify reels 56a to 56c, which are an example of a variation game display unit. For example, reel variation information J8b may include a string such as "MAIN-REEL". Reel variation information J8b is displayed on the upper operation surface D21a in a highly visible manner. In other words, reel variation information J8b is displayed on the part that is being photographed.
[0222] Name information J9 may be displayed as the upper decorative member D12. Name information J9 may be displayed in a highly visible manner in the area adjacent to the upper part of the lower decorative body D2 within the display area HR of the performance display DS. Name information J9 may be displayed in a highly visible manner on the upper part of the lower panel 21c. In other words, name information J9 may be displayed on the part that is being photographed. Name information J9 may be displayed on the right side D41b of the right decorative body D4. In other words, name information J9 may be displayed on the part that is not being photographed.
[0223] As described above, in the front door 52, which is an example of a main body component, the non-photographing portion, which is an example of a second part, may include a portion that displays various information J1 to J4. The top surface D11a is also an example of a third part. In the front door 52, which is an example of a main body component, the photographing portion, which is an example of a first part, may include a portion that displays various information J5 to J8. The first part may include a first performance operation unit B1, a start lever 60, and stop buttons 61a to 61c, which are examples of haptic performance devices.
[0224] For example, the locking mechanism Wk is located below the upper operating surface D21a of the front door 52. The front door 52 does not have any portion that protrudes forward beyond the front end of the locking mechanism Wk to the right of it. Therefore, when an administrator or other person looks in the direction of arrow Ya from viewpoint SA, they can see the locking mechanism Wk. In other words, when viewed from the right side of the gaming machine 10, the locking mechanism Wk is visible.
[0225] For example, the controllable component of the first performance control unit B1 is a button B1a with a shape that bulges upwards. In this case, when a player or the like looks from their viewpoint SB in the direction of arrow Yb, the entire locking part Wk may be hidden behind the button B1a, making it impossible to see. Similarly, a part of the locking part Wk may be hidden behind the button B1a, making it difficult to see. In other words, when viewed from the left side of the gaming machine 10, the locking part Wk is either not visible or is more difficult to see than when viewed from the right side of the gaming machine 10.
[0226] The upper operating surface D21a of the lower base D21 is flat. On the upper operating surface D21a, the second performance control unit B2 is located to the right of the first performance control unit B1. Therefore, when an administrator looks from viewpoint SA in the direction of arrow Ya, the second performance control unit B2 can be seen. In other words, when viewed from one side of the gaming machine 50 in the left-right direction, the height of the buttons B1a of the first performance control unit B1 is higher than the height of the buttons B21-B24 of the second performance control unit B2 compared to the buttons B21-B24 of the second performance control unit B2. Therefore, when an administrator looks from viewpoint SA in the direction of arrow Ya, the first performance control unit B1 can be seen. When an administrator looks from viewpoint SB in the direction of arrow Yb, the first performance control unit B1 can be seen. In other words, the first performance control unit B1 is visible when viewed from either the left or right direction of the gaming machine 50. When a player or other user looks from viewpoint SB in the direction of arrow Yb, the entirety of the second performance control unit B2 may be obscured by the first performance control unit B1, making it invisible. Similarly, a portion of the second performance control unit B2 may be obscured by the first performance control unit B1, making it difficult to see. Therefore, when viewed from the other side of the gaming machine 10 in the left-right direction, the second performance control unit B2 is either invisible or more difficult to see than when viewed from the aforementioned side of the gaming machine. In other words, under certain shooting settings, the second performance control unit B2 is difficult to capture or does not appear in the game video YG.
[0227] In this embodiment, the following effects can be obtained. (2-1) The player warning information J1 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the subject, the player GP. In contrast, with the gaming machine 50, at least warning information J1a, J1c, J1e, and J1f of the player warning information J1 will not be captured, or will be difficult to capture, during filming. Therefore, the viewer's attention will not be diverted from the game being played by the subject, the player GP. Thus, various types of information can be displayed appropriately.
[0228] (2-2) In the gaming machine 50, the player-oriented warning information J1, excluding warning information J1a, J1c, J1e, and J1f, is displayed on the part of the image being captured, but its display manner is low visibility. Therefore, while providing necessary information to the player GP, it is possible to prevent the viewer's attention from being distracted by the player-oriented warning information J1 being captured during the shooting.
[0229] (2-3) The administrator's warning information J2 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the player GP, who is the subject of the image. In contrast, with the gaming machine 50, the administrator's warning information J2 is not captured during filming, or is difficult to capture. Therefore, the viewer's attention is less likely to be diverted from the game being played by the player GP, who is the subject of the image. Thus, various types of information can be displayed appropriately.
[0230] (2-4) Functional information J3 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the subject, the player GP. In contrast, with the gaming machine 50, at least functional information J3b and J3c of functional information J3 are not captured, or are difficult to capture, during filming. Therefore, the viewer's attention is less likely to be diverted from the game being played by the subject, the player GP. Thus, various types of information can be displayed appropriately.
[0231] (2-5) In the gaming machine 50, among the functional information J3, for example, the counting function information J3a is displayed on the part to be photographed, but the display manner is low visibility. Therefore, while providing necessary information to the player GP, it is possible to prevent the viewer's attention from being distracted by the functional information J3 being captured during photography.
[0232] (2-6) Rights information J4 is not directly related to the game being filmed. If such information is captured during filming, there is a risk that the viewer's attention will be diverted from the game being played by the subject. In contrast, with the gaming machine 50, at least some of the licensed rights information J4a of rights information J4 is not captured, or is difficult to capture, during filming. Therefore, the viewer's attention is less likely to be diverted from the game being played by the subject. Thus, various types of information can be displayed appropriately.
[0233] (2-7) The gaming machine 50 displays information useful for understanding the gaming machine 50, which is one of the subjects of the photograph, on the part of the photograph. For example, various pieces of information J6 to J9 are captured during the photograph, making it easier to understand the gaming machine 50 from the image. Also, if it is a video, it becomes easier for the player GP, who is the subject of the photograph, to explain the gaming machine 50. In other words, it is easier to enhance the interest of the viewer of the image. Therefore, various pieces of information can be displayed appropriately.
[0234] (2-8) Among the information for players, performance information J6 is more easily understood by viewers of the image if it is captured in the photograph. (2-9) Among the information for players, the game status information J7 is more easily understood by viewers if it is captured in the image during shooting.
[0235] (2-10) Among the information for players, the variable information J8 indicating reels 56a to 56c should be included in the image when it is taken, as this makes it easier for viewers to understand the progress of the game.
[0236] (2-11) The non-photographed portion can be provided with the upper surface D11a of the upper decorative body D1, which is the upper part of the gaming machine 50, so that various information can be displayed while making it difficult for it to be reflected in the photograph.
[0237] (2-12) On the upper surface D11a of the upper decorative body D1, the administrator's cautionary information J2 is displayed, making it less likely to be reflected in photographs while still allowing more information to be displayed for administrators.
[0238] (2-13) The first performance control unit B1, which is an example of a haptic performance device, is a part that is directly operated by the player GP, so if it is captured in the image during filming, it will make it easier for viewers to understand the progress of the game.
[0239] (2-14) Including the name of the gaming machine 50 in the photograph makes it easier for viewers to identify the machine being played. On the other hand, rights information J4 is displayed in the non-photographed portion. While rights (such as copyright) are closely related to the name of the gaming machine 50, they are not so closely related to the game itself. Therefore, various types of information can be displayed appropriately.
[0240] (2-15) The operation of the first performance control unit B1 (for example, vibration effects) is difficult to perceive without direct contact. Viewers of the image will find it difficult to grasp the operation of the haptic performance device through the image alone. For this reason, especially when shooting video, it is anticipated that the player GP, who is the subject of the video, will face situations where he needs to explain the haptic performance device. Because the haptic performance device is easily visible in the video, it becomes easier for the player GP to explain the haptic performance device. This also makes it easier to enhance the viewer's interest.
[0241] (2-16) The upper surface D11a of the upper decorative body D1, which is an example of a non-photographed part, is not captured in the image, or is difficult to capture, just like other non-photographed parts. Therefore, it is preferable that it is not captured in the image, but an area can be reserved as the upper part of the front door 52 for displaying information that should be displayed to the player GP or administrator.
[0242] (2-18) Game-related information J5 (for example, game count information J5a) is displayed on the left decorative element D3 side of the performance display DS. Therefore, when setting the field of view (frame) from the left decorative element D3 side and taking an image, it is possible to easily capture the game-related information J5 in the image. Game-related information J5 is useful information for understanding the gaming machine 50. Because the game-related information J5 is captured in the image, it becomes easier for the viewer to understand the gaming machine 50. Therefore, various types of information can be displayed appropriately.
[0243] (2-19) Game-related information J5 (for example, game count information J5a) is displayed in the portion adjacent to the left decorative element D3, on the side of the first range H1. Therefore, when setting the field of view (frame) from the left decorative element D3 side and taking an image, it is possible to easily capture game-related information in the image. Game-related information is useful information for understanding the gaming machine. Because game-related information is captured in the image, it becomes easier for viewers to understand the gaming machine 50. Therefore, various types of information can be displayed appropriately.
[0244] (2-20) The left decorative element D3 and the right decorative element D4 have different numbers of LEDs that function as decorative lamps LA. Therefore, when setting the field of view (frame) from the other decorative element and taking an image, the LED light emission pattern can be easily or difficultly captured in the image. Therefore, compared to the case where the number of LEDs in the left and right decorative elements is the same, images with better contrast can be captured when displaying information using LEDs. Therefore, various types of information can be displayed appropriately.
[0245] (2-21) The game count information J5a is displayed on the lower decorative element D2 side of the presentation display DS. When setting the field of view (frame) from the upper decorative element D1 side and taking an image, it is possible to easily capture game-related information J5 (for example, game count information J5a) in the image. Game-related information J5 is useful information for understanding the gaming machine 50. Since the game-related information is captured in the image, it becomes easier for the viewer to understand the gaming machine 50. Therefore, various types of information can be displayed appropriately.
[0246] (2-22) The remaining game information J5b is displayed in a highly visible manner, aligned horizontally, in the area adjacent to the lower part of the upper decorative element D1 within the display area HR of the presentation display DS. This makes it easier to capture the subtraction display of a specific value in the image when the field of view is set from the side of the decorative element that does not protrude forward. Thus, various types of information can be displayed appropriately.
[0247] (2-23) In particular, the remaining game information J5b has a fixed display position for the ones digit, and the number of digits displayed as the remaining number of games may decrease in accordance with the execution of the variable game. Therefore, as the number of remaining games decreases, the number of digits in the remaining game information J5b decreases, and as a result it moves further away from the left decorative element D3, improving visibility.
[0248] (2-24) and acquired information J5c are displayed in a highly visible manner, aligned horizontally, in the area adjacent to the lower part of the upper decorative body D1 within the display area HR of the performance display DS. This makes it easier to capture the subtraction display of a specific value in the image when the field of view is set from the side of the decorative body that does not protrude forward. Thus, various types of information can be displayed appropriately.
[0249] (2-25) The locking part Wk is located to the lower right of the performance control units B1 and B2, and is either not visible when viewed from the left side of the gaming machine 50, or is more difficult to see when viewed from the right side. Therefore, compared to a configuration in which the locking part Wk is easily visible from either the left or the right side, this configuration reduces the chances of the locking part Wk appearing in photographs, while also meeting the administrator's request for easy visual confirmation of the locking part Wk. Thus, reflections of the designated control units can be suppressed.
[0250] (2-26) The second performance control unit B2 is either not visible when viewed from one side of the gaming machine 10 in the left-right direction, or is less visible when viewed from the other side. Therefore, compared to a configuration in which the second performance control unit B2 is visible from either the left or the right, the number of times the second performance control unit B2 appears in the image during filming can be reduced. Thus, the reflection of a predetermined control unit can be suppressed. On the other hand, since the second performance control unit B2 is located above the start lever 60, it can also meet the wishes of players who want to actively include it in their images. Furthermore, the first performance control unit B1 is visible from both the right and left sides of the gaming machine, making it easier to film scenes in which operations that trigger performances are performed.
[0251] The embodiments described above can be implemented with the following modifications. Furthermore, the embodiments described above and the following modifications can be combined with each other to the extent that they do not contradict each other technically.
[0252] As shown in Figure 14, the upper operating surface D21a of the gaming machine 10 may be provided with a decorative element D7. For example, suppose the decorative element D7 is provided to the right of the performance operation sections B1 and B2 on the upper operating surface D21a. In this case, when viewed from the left side of the gaming machine 10 (viewpoint SB), the performance operation sections B1 and B2 are visible. When viewed from the left side of the gaming machine 10 (viewpoint SB), the locking section Wk and the firing operation section HD are not visible, or are more difficult to see than when viewed from the right side of the gaming machine. On the other hand, when viewed from the right side of the gaming machine 10 (viewpoint SA), the performance operation sections B1 and B2 are not visible, or are more difficult to see than when viewed from the left side of the gaming machine. When viewed from the right side of the gaming machine 10 (viewpoint SA), the locking section Wk and the firing operation section HD are visible.
[0253] According to this modified example, the administrator can easily check the locking mechanism Wk and launching mechanism HD of multiple gaming machines 10 while moving from right to left across the island of machines 10. Therefore, maintenance of the locking mechanism Wk and launching mechanism HD is easier. Here, the performance control parts B1 and B2 are less likely to be targeted by fraudulent activities compared to the locking mechanism Wk and launching mechanism HD. In this modified example, when viewed from the right side of the gaming machine 10 (viewpoint SA), the performance control parts B1 and B2 are not visible, or are less visible than when viewed from the left side of the gaming machine. Therefore, by making the performance control parts B1 and B2, which are relatively less likely to be targeted by fraudulent activities, less visible from the right side of the gaming machine 10, the administrator can perform the inspection work smoothly without being given unnecessary information.
[0254] Furthermore, the decorative element D7 may be provided to the left of the performance control sections B1 and B2 on the upper operating surface D21a. In this case, when viewed from the right side of the gaming machine 10 (viewpoint SA), the performance control sections B1 and B2 are visible. On the other hand, when viewed from the left side of the gaming machines 10 and 50 (viewpoint SB), the performance control sections B1 and B2 are not visible, or are more difficult to see than when viewed from the left side of the gaming machine. In this modified example, the decorative element D7 may also be used as a decorative lamp LA, or it may also be used as a performance control section that allows for operations that trigger changes in predetermined performances. The upper operating surface D21a of the gaming machine 50 can be modified in the same way.
[0255] In gaming machines 10 and 50, the second performance control unit B2 may be located to the left of the first performance control unit B1. According to this modification example, the administrator can see the second performance control unit B2 when viewed from viewpoint SB. The administrator can see the first performance control unit B1 from either viewpoint SA or SB. When viewed from viewpoint SA, the entire second performance control unit B2 may be obscured by the first performance control unit B1, making it impossible to see. Similarly, when viewed from viewpoint SA, a part of the second performance control unit B2 may be obscured by the first performance control unit B1, making it difficult to see.
[0256] ·The specific shooting settings are not limited to the settings as in the above embodiments, and at least one of the focal length (angle of view) of the lens, the position of the camera CM, the orientation of the camera CM, and the aspect ratio of the generated image may be changed. For example, the camera CM may be installed at the right rear of the player GP. When such a setting is adopted, in the gaming machines 10 and 50, based on the image display surface of the effect display DS, it is preferable that the maximum protrusion amount forward of the right decorative body D4 is the same as or smaller than the maximum protrusion amount forward of the left decorative body D3. That is, the specific shooting settings include shooting from the side with a smaller protrusion amount T. Also, the range included in the frame FM can be adjusted in the gaming machines 10 and 50. For example, in the gaming machine 50, the stop buttons 61a to 61c may not be included, and the effect operation units B1 and B2 may be at the boundary of the frame FM.
[0257] ·The forward protrusion amount T may be constant in each of the decorative bodies D1 to D4. In each of the decorative bodies D1 to D4, there may be a plurality of portions with a small forward protrusion amount T.
[0258] ·Any one or more of the decorative bodies D1 to D4 may be provided with a movable part capable of performing a movable effect. The movable effect is preferably executed as one of the effects associated with the variable game or the jackpot game.
[0259] · In the gaming machines 10 and 50, the information included in the attention information J1 for players may be changed as appropriate. The attention information J1 for players may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may not be displayed. The fixation attention information J1a may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The leaning-in attention information J1b may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The production attention information J1c may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The frame attention information J1d may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The handling attention information J1e may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The collection attention information J1f may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The cabinet attention information J1g may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted.
[0260] · In the gaming machines 10 and 50, the information included in the attention information J2 for administrators may be changed as appropriate. The attention information J2 for administrators may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may not be displayed. The attention information J2a during work may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted. The attention information J2b during work may be displayed only on the photographed part, only on the non-photographed part, on both parts, or may be omitted.
[0261] In gaming machines 10 and 50, the information included in function information J3 may be changed as appropriate. Function information J3 may be displayed only in the area being photographed, only in the area not being photographed, or in both areas. Function information J3 may not be displayed at all. Counting function information J3a may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or omitted. Cleaning function information J3b may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or omitted. Fraud detection function information J3c may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or omitted.
[0262] In gaming machines 10 and 50, the information included in rights information J4 may be changed as appropriate. Rights information J4 may be displayed only in the area being photographed, only in the area not being photographed, or in both areas. Rights information J4 may not be displayed at all. Licensed rights information J4a may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or may be omitted. Rights information J4 may include patent license information J4b as information indicating the license number of the patent right. Patent license information J4b may be displayed only in the area being photographed, only in the area not being photographed, or in both areas.
[0263] In gaming machines 10 and 50, the information included in game-related information J5 may be changed as appropriate. Game-related information J5 may be displayed only in the area being photographed, only in the area not being photographed, or in both areas. Game-related information J5 may not be displayed at all. Game count information J5a may be displayed only in the area being photographed, only in the area not being photographed, or in both areas, or may be omitted. Remaining game information J5b may be displayed only in the area being photographed, only in the area not being photographed, or in both areas, or may be omitted. Acquisition information J5c may be displayed only in the area being photographed, only in the area not being photographed, or in both areas, or may be omitted. Ball holding information J5d may be displayed only in the area being photographed, only in the area not being photographed, or in both areas, or may be omitted. Right-hand shooting information J5e may be displayed only in the area being photographed, only in the area not being photographed, or in both areas, or may be omitted. The round limit information J5f may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or may be omitted.
[0264] In gaming machines 10 and 50, the information included in performance information J6 may be changed as appropriate. Performance information J6 may be displayed only in the area being photographed, only in the area not being photographed, or in both areas. Performance information J6 may not be displayed at all. Probability information J6a may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or omitted. Prize ball information J6b may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or omitted. Role information J6c may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or omitted. Prize information J6d may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or omitted.
[0265] In gaming machines 10 and 50, the information included in the game state information J7 may be changed as appropriate. The game state information J7 may be displayed only in the area being photographed, only in the area not being photographed, or in both areas. The game state information J7 may not be displayed at all. The advantageous state information J7a may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or may be omitted. The advantageous section information J7b may be displayed only in the area being photographed, only in the area not being photographed, in both areas, or may be omitted.
[0266] In gaming machines 10 and 50, the information included in the fluctuation information J8 may be changed as appropriate. The fluctuation information J8 may be displayed only in the part being photographed, only in the part not being photographed, or in both parts. The fluctuation information J8 may not be displayed at all. Special fluctuation information J8a may be displayed only in the part being photographed, only in the part not being photographed, in both parts, or may be omitted. Reel fluctuation information J8b may be displayed only in the part being photographed, only in the part not being photographed, in both parts, or may be omitted.
[0267] In gaming machines 10 and 50, the information included in name information J9 may be changed as appropriate. Name information J9 may be displayed only in the part being photographed, only in the part not being photographed, or in both parts. Name information J9 may not be displayed at all.
[0268] In gaming machines 10 and 50, the display of a specific value, such as remaining game information J5b, should preferably be performed within the display area HR of the performance display DS, specifically in the part of the decorative elements D3 and D4 that has the smallest maximum forward protrusion.
[0269] • Gaming machines 10 and 50 may be equipped with a complete function. The complete function is a function that controls the game to a stopped state when the number of balls after power-on reaches a predetermined number. The player warning information J1 may include complete information as information related to the complete function. In gaming machines 10 and 50, the complete information may be displayed only in the part that is being photographed, only in the part that is not being photographed, in both parts, or omitted.
[0270] The arrangement of each operating part in the gaming machines 10 and 50 may be changed. For example, in gaming machine 10, the launching operation part HD may be located in a recess at the lower end of the lower decorative body D2, in the center in the left-right direction. Gaming machine 10 may have multiple launching operation parts HD. In gaming machine 50, some or all of the bet button 57, payout button 59, start lever 60, and stop buttons 61a to 61c, which can be arbitrarily selected, may be arranged such that their tops are below and to the right of the tops of the performance operation parts B1 and B2.
[0271] The gaming machine 10 can employ a specification that grants a high probability state until the next big win, a specification that grants a high probability state until the loss lottery is won (a so-called loss machine), or a specification that grants a high probability state until a predetermined number of variable games are completed (a so-called ST machine). The gaming machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a predetermined area (a so-called "V area") (a so-called V probability variation machine). The gaming machine 10 may also have a specification that combines the specifications of a loss machine and a V probability variation machine.
[0272] The gaming machine 10 may be configured to conduct both a big win lottery and a small win lottery as special symbol winning lotteries. If a small win is won in the winning lottery, a small win game (winning game) is granted after the special game ends. In this embodiment, the machine may be configured to be controllable to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is granted per unit time, is increased compared to the normal game state (for example, the normal state).
[0273] The game machine 10 may adopt specifications classified as Type 2, also known as a "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry hole) open, and a jackpot is triggered when the game ball that entered the ball entry device enters the special prize entry hole.
[0274] The specific configuration of the game board YB may be changed as desired. The CPU 40a, ROM 40b, and RAM 40c may be configured on a single chip. The CPU 70a, ROM 70b, and RAM 70c may also be configured on a single chip.
[0275] The performance control boards 41 and 71 may be used as a sub-control board, and a display control board specializing in controlling the performance display DS, a light emission control board specializing in controlling the decorative lamp LA, and a sound control board specializing in controlling the speaker SP may be provided separately from the performance control boards 41 and 71. Such a sub-control board and other boards that control performances may be collectively called a sub-board. In addition, in this embodiment, CPUs 40a and 41a may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form one or more boards.
[0276] Next, the technical concepts that can be understood from the above embodiments and alternative examples are added below. (Note 1) A gaming machine comprising a main body component that constitutes the external appearance of the gaming machine, and gaming components provided in or housed within the main body component, wherein the main body component has a first part and a second part that is not displayed or is less likely to be displayed in a particular field of view compared to the first part, and the second part includes a part that displays information that can identify precautions for the player during gameplay.
[0277] (Appendix 2) A gaming machine comprising main body parts constituting the appearance of the gaming machine and gaming parts provided in or accommodated in the main body parts, wherein the main body parts include a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle as compared with the first part, and the second part includes a part for displaying information capable of identifying precautions for administrators in the installation or operation of the gaming machine.
[0278] (Appendix 3) A gaming machine comprising main body parts constituting the appearance of the gaming machine and gaming parts provided in or accommodated in the main body parts, wherein the main body parts include a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle as compared with the first part, and the second part includes a part for displaying information explaining the functions mounted on the gaming machine.
[0279] (Appendix 4) A gaming machine comprising main body parts constituting the appearance of the gaming machine and gaming parts provided in or accommodated in the main body parts, wherein the main body parts include a first part and a second part that is not displayed or has a low possibility of being displayed at a specific viewing angle as compared with the first part, and the second part includes a part for displaying information capable of identifying the rights relationship related to the gaming machine.
[0280] (Appendix 5) The gaming machine according to any one of Appendices 1 to 4, wherein the first part includes a part for displaying information capable of identifying the name of the gaming machine. (Appendix 6) The gaming machine according to any one of Appendices 1 to 5, wherein the first part includes a part for displaying information capable of identifying the performance of the gaming machine.
[0281] (Appendix 7) The gaming machine according to any one of Appendices 1 to 6, wherein the first part includes a part for displaying information capable of identifying the current gaming state. (Appendix 8) The gaming machine according to any one of Appendices 1 to 7, wherein the first part includes a part for displaying information capable of identifying the variable game display section.
[0282] (Note 9) The first part is a gaming machine described in any one of Notes 1 to 8, including a tactile performance device. (Note 10) The main body component includes a third part which is not displayed or is less likely to be displayed at a particular angle of view compared to the first part, and the third part is the upper part of the main body component, as described in any one of Notes 1 to 9.
[0283] (Note 11) A gaming machine comprising a main body component that constitutes the external appearance of the gaming machine, and a gaming component provided on or housed in the main body component, wherein the gaming component includes an image display panel capable of displaying predetermined game-related information, the main body component has a projection that protrudes forward from the image display panel, the projection includes a left projection located to the left of the image display panel and a right projection located to the right of the image display panel, one of the left projection and the right projection protrudes forward more than the other projection, and the game-related information is displayed on the portion of the image display panel on the side of the one projection.
[0284] (Note 12) A gaming machine comprising a main body component that constitutes the external appearance of the gaming machine, and a gaming component provided on or housed in the main body component, wherein the gaming component includes an image display panel capable of displaying predetermined game-related information, the main body component has a projection that protrudes forward from the image display panel, the projection includes a predetermined projection located on a predetermined side of the image display panel, the predetermined projection has a first projection and a second projection that protrudes forward from the first projection, and the game-related information is displayed on the portion of the image display panel on the side of the first projection.
[0285] (Note 13) A gaming machine comprising a main body component that constitutes the external appearance of the gaming machine, and gaming components provided on or housed in the main body component, wherein the gaming components include an image display panel capable of displaying predetermined game-related information, the main body component has a projection that protrudes forward from the image display panel, the projection includes a left projection located to the left of the image display panel and a right projection located to the right of the image display panel, one of the left projection and the right projection protrudes forward from the other projection, the left projection and the right projection each have a light-emitting part, and predetermined information can be displayed using at least some of the light-emitting parts, and the number of light-emitting parts in one projection is different from the number of light-emitting parts in the other projection.
[0286] (Note 14) The protruding portion includes an upper protruding portion located above the image display panel and a lower protruding portion located below the image display panel, wherein the upper protruding portion protrudes forward more than the lower protruding portion, and the game-related information is displayed on the portion of the image display panel on the side of the lower protruding portion, as described in any one of Notes 11 to 13.
[0287] (Note 15) A gaming machine as described in any one of Notes 11 to 14, wherein one of the left protrusions located to the left of the image display panel and the right protrusion located to the right of the image display panel protrudes forward more than the other protrusion, and the portion of the main body member on the side of the other protrusion displays a subtraction of a specific value.
[0288] (Note 16) A gaming machine comprising a main body component that constitutes the external appearance of the gaming machine, and gaming components provided on or housed in the main body component, wherein the main body component has a locking section and a performance operation section, and when viewed from the front of the gaming machine, the top of the locking section is lower than the top of the performance operation section and to the right of the top of the performance operation section, when viewed from the right side of the gaming machine, the locking section is visible, and when viewed from the left side of the gaming machine, the locking section is not visible or is less visible than when viewed from the right side of the gaming machine.
[0289] (Note 17) A gaming machine comprising a main body component that constitutes the external appearance of the gaming machine, and gaming components provided on or housed in the main body component, wherein the main body component has an operating section and a performance operating section, and when viewed from the front of the gaming machine, the top of the operating section is lower than the top of the performance operating section, when viewed from the right side of the gaming machine, the operating section is visible, and when viewed from the left side of the gaming machine, the operating section is not visible or is less visible than when viewed from the right side of the gaming machine.
[0290] (Note 18) A gaming machine comprising a main body component that constitutes the exterior of the gaming machine, and gaming components provided in or housed in the main body component, wherein the main body component has an operation unit and a performance operation unit, the gaming components include an image display panel capable of displaying predetermined game-related information, the top of the performance operation unit is located above the top of the operation unit when viewed from the front of the gaming machine, the performances that can be performed on the image display panel can be changed by operation of the performance operation unit, the performance operation unit is visible when viewed from one side of the gaming machine in the left-right direction, and the performance operation unit is not visible or is less visible when viewed from the other side of the gaming machine in the left-right direction compared to when viewed from the one side of the gaming machine.
[0291] (Note 19) The gaming machine comprises a main body component that constitutes the exterior of the gaming machine, and gaming components provided on or housed in the main body component, the main body component having an operation unit, a first performance operation unit, and a second performance operation unit, the gaming components including an image display panel capable of displaying predetermined game-related information, the tops of the first performance operation unit and the second performance operation unit being above the top of the operation unit when viewed from the front of the gaming machine, and the performances that can be executed on the image display panel being changed in response to the operation of the first performance operation unit. A gaming machine characterized in that it is possible to perform the following actions, the effects that can be performed on the image display panel can be changed in response to the operation of the second effect operation unit, the second effect operation unit is visible when viewed from one side of the gaming machine in the left-right direction, the second effect operation unit is not visible or is more difficult to see when viewed from the other side of the gaming machine in the left-right direction, and the first effect operation unit is visible when viewed from either side of the gaming machine in the left-right direction.
[0292] (Note 20) The main body component comprises a locking part and a performance operation part, and when viewed from the front of the gaming machine, the top of the locking part is lower than the top of the performance operation part and to the right of the top of the performance operation part, when viewed from the right side of the gaming machine, the locking part is visible, and when viewed from the left side of the gaming machine, the locking part is not visible or is less visible than when viewed from the right side of the gaming machine, as described in any one of Notes 1 to 19.
[0293] (Note 21) The main body component comprises an operating section and a performance operating section, and when viewed from the front of the gaming machine, the top of the operating section is lower than the top of the performance operating section, when viewed from the right side of the gaming machine, the operating section is visible, and when viewed from the left side of the gaming machine, the operating section is not visible or is less visible than when viewed from the right side of the gaming machine, as described in any one of Notes 1 to 20.
[0294] (Note 22) The main body component comprises an operation unit and a performance operation unit, the game component includes an image display panel capable of displaying predetermined game-related information, the top of the performance operation unit is located above the top of the operation unit when viewed from the front of the game machine, the performances that can be performed on the image display panel can be changed by operation of the performance operation unit, the performance operation unit is visible when viewed from one side of the game machine in the left-right direction, and the performance operation unit is not visible or is less visible when viewed from the other side of the game machine in the left-right direction compared to when viewed from the one side of the game machine, as described in any one of Notes 1 to 21.
[0295] (Note 23) The main body component comprises an operation unit, a first performance operation unit, and a second performance operation unit, the game component includes an image display panel capable of displaying predetermined game-related information, the tops of the first performance operation unit and the second performance operation unit are above the top of the operation unit when viewed from the front of the game machine, the performances that can be performed on the image display panel can be changed triggered by the operation of the first performance operation unit, the performances that can be performed on the image display panel can be changed triggered by the operation of the second performance operation unit, the second performance operation unit is visible when viewed from one side of the game machine in the left-right direction, the second performance operation unit is not visible or is less visible when viewed from the other side of the game machine in the left-right direction, and the first performance operation unit is visible when viewed from either side of the game machine in the left-right direction, as described in any one of Notes 1 to 22. [Explanation of symbols]
[0296] 10…Gaming machine (Pachinko gaming machine) 50…Gaming machine (Rotating gaming machine) 51…Main cabinet 52…Front door 56…Reel unit 61a~61c…Stop button B1…First display control unit B2…Second display control unit D1~D4…Decorative parts DS…Display screen HD…Launch control unit J1…Player warning information J2…Administrator warning information J3…Function information J4…Rights information J5…Game-related information J6…Performance information J7…Game status information J8…Variation information J9…Name information YB…Game board W…Frame W3…Front frame Wk…Locking part
Claims
1. The main body components that make up the exterior of the gaming machine, The main body component comprises a game component provided in or housed within the main body component, The main body component comprises a first portion that is within a specific field of view range, and a second portion that is not within the specific field of view range, or whose likelihood of being within the specific field of view range range is lower than that of the first portion. The aforementioned specific angle of view is the part being photographed, The first part displays warning information for players during gameplay in the form of text warning that a part of the player's body may be injured by a part of the game machine, and displays warning information for administrators regarding the installation or operation of the game machine in the form of text warning that a part of the administrator's body may be injured by a part of the game machine, and the text information for player warnings and the text information for administrator warnings are common to both. The aforementioned game component includes an image display panel having an image display surface capable of displaying predetermined game-related information, The main body component has a protrusion that extends forward from the image display panel, and the protrusion includes a left protrusion located to the left of the image display panel and a right protrusion located to the right of the image display panel, with one of the left protrusion and the right protrusion extending further forward than the other protrusion. The aforementioned game-related information is displayed on the portion of the image display panel on the side of the protruding part. The main body component has a locking section and a performance operation section. When the main body of the gaming machine is viewed from the front, the top of the locking part is lower than the top of the performance control part and to the right of the top of the performance control part. When the main body of the gaming machine is viewed from the right, the locking mechanism is visible. When the main body of the gaming machine is viewed from the left, the locking mechanism is not visible, or is more difficult to see than when the main body of the gaming machine is viewed from the right. The main body component, when viewed from the front of the gaming machine, has a portion that protrudes below the image display panel and in a direction away from the image display surface, and an upper operating surface is provided on this portion as its upper surface, and the performance control unit is arranged on the upper operating surface. The aforementioned specific field of view is characterized by being a field of view obtained by assuming that the camera is installed at a position to the left or right of the center of the main body of the gaming machine in the left-right direction when the main body of the gaming machine is viewed from the front, such that the image display surface and the performance operation unit are simultaneously within the aforementioned range, and at least a portion of the part below the upper operation surface is not within the aforementioned range.
2. The first part includes at least the image display surface and the upper operating surface, The second part includes the portion located below the upper operating surface when the main body of the gaming machine is viewed from the front, The gaming machine according to claim 1, wherein the second part includes at least one of the following: a part for displaying cautionary information for players during gameplay; a part for displaying cautionary information for administrators regarding the installation or operation of the gaming machine; a part for displaying functional information explaining the functions installed in the gaming machine; and a part for displaying rights information related to the gaming machine.