Game machine

JP2025037487A5Pending Publication Date: 2026-07-08FUJI SHOJI CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
FUJI SHOJI CO LTD
Filing Date
2023-09-06
Publication Date
2026-07-08

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Abstract

To provide a game machine that can increase the interest of a player.SOLUTION: A game machine has multiple songs (refer to (b-1) to (d-1)). One song is selected from the multiple songs by using a setting button. The song selected by the setting button is played by a sound LSI. At this time, if a player has not selected the song by using the setting button, the sound LSI changes the song to be played according to a predetermined rule. On the other hand, if the player has selected the song by using the setting button, the selected song continues to be played even if multiple pre-winning games have occurred.SELECTED DRAWING: Figure 15
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (controlled gaming machines) that circulate enclosed gaming balls inside, and more specifically, to gaming machines that can increase the interest of players. [Background technology]

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine allows the volume of BGM (Background music) and the amount of light of lamps to be set to a certain degree of freedom. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2008-295551 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, although the above gaming machines allow players to freely set the volume of background music and the brightness of lamps, there is still a problem that there is room for improvement in terms of increasing player interest.

[0005] In view of the above problems, an object of the present invention is to provide a gaming machine that can increase the interest of players. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means. Note that the parentheses indicate reference symbols of the embodiments described below, but the present invention is not limited thereto.

[0007] According to the gaming machine of the invention of claim 1, a plurality of songs (for example, see FIG. 15 (b-1) to (d-1)) and A selection means (a setting button 15 shown in FIG. 1) for selecting one piece of music from the plurality of pieces of music; A reproducing means (a sound LSI 901 shown in FIG. 4) for reproducing the music piece selected by the selecting means, The regeneration means comprises: When the player has not performed a selection operation using the selection means, the music to be played during the big win game is changed according to a predetermined rule, When a selection operation is performed by the player using the selection means, the selected music piece is continuously reproduced even if the big win game occurs multiple times. According to the gaming machine of the invention of claim 2, in the gaming machine of claim 1, the reproducing means (the sound LSI 901 shown in FIG. 4) If the player does not perform a selection operation using the selection means (the setting button 15 shown in FIG. 1), the music to be played is changed every time the jackpot game occurs in succession. According to the gaming machine of the invention of claim 3, in the gaming machine of claim 1, the reproducing means (the sound LSI 901 shown in FIG. 4) When the player does not perform a selection operation using the selection means (the setting button 15 shown in FIG. 1), the music to be played is changed according to the number of consecutive jackpot games. Effect of the Invention

[0008] According to the present invention, it is possible to increase the interest of the player. [Brief description of the drawings]

[0009] [Figure 1] 1 is an oblique view showing the appearance of an amusement machine according to one embodiment of the present invention; [Diagram 2] FIG. 2 is a front view of the game board according to the embodiment. [Diagram 3]1A and 1B are cross-sectional side views of the special symbol 2 starting device according to the embodiment, in which (a) shows the open state and (b) shows the closed state. [Figure 4] 2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Diagram 5] FIG. 13 is a diagram showing an example of a screen for setting the volume balance during play. [Figure 6] FIG. 13 is a diagram showing a table showing the volume ratios of background music, sound effects (SE), and dialogue (VC) for each setting content when volume balance setting is performed. [Figure 7] FIG. 13A is a diagram showing an example of a screen for customizing the performance when the waiting demo screen is displayed, and FIG. 13B is a diagram showing an example of a screen for customizing the performance content while waiting for customers or while the special pattern is changing. [Figure 8] FIG. 13 is a diagram showing an example of a screen on which a player can arbitrarily select which song to play. [Figure 9] FIG. 13 is a diagram showing an example of a screen for arbitrarily adjusting each volume during a game. [Figure 10] A figure showing an example screen for adjusting the volume levels as desired when customizing the presentation while the customer waiting demo screen is displayed. [Figure 11] 13(a) to (c) show examples of music that can be selected in a presentation mode during normal play, and FIG. 13(d) shows an example of music that is played when a medley is selected. [Figure 12] This is a timing chart showing that the selected music is being played over multiple pattern changes, and also showing that playback of the selected music stops when there is a continued state of no pattern changes or no launch of the game ball using the launch handle. [Figure 13] FIG. 13 is a diagram showing an example of a screen that allows a user to select whether to continue playing a song or to play a new song. [Figure 14] FIG. 11 is a timing chart showing that the music selected by the player can be paused or muted depending on the game status. [Figure 15](a) shows an example of music that can be selected when playing a jackpot, (b-1) to (d-1) show examples of music that can be selected in each presentation mode that the player can select when in the RUSH state (right-hand hit state), which is an advantageous state that is favorable to the player, and (b-2) to (d-2) show examples of music that are played when the player does not select a music and plays a jackpot in each presentation mode that the player can select when in the RUSH state (right-hand hit state), which is an advantageous state that is favorable to the player. [Figure 16] (a) shows another example of music that can be selected when playing a jackpot, (b) shows an example of music that can be selected when selecting automatically, (c-1) to (d-1) show examples of music that can be selected in each presentation mode that the player can select in the RUSH state (right-hit state), which is an advantageous state that is favorable to the player, and (c-2) to (d-2) show examples of music that are played when the player does not select a music and a jackpot is played in each presentation mode that the player can select in the RUSH state (right-hit state), which is an advantageous state that is favorable to the player. [Figure 17] FIG. 11 is a flowchart showing main processing of sub-control according to the embodiment. [Figure 18] FIG. 18 is a flowchart showing the data analysis process shown in FIG. 17. [Figure 19] FIG. 11 is a flowchart showing a command reception process of sub-control according to the embodiment. [Figure 20] FIG. 11 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Figure 21] 13A shows a flowchart for explaining an initial command list for moving images, FIG. 13B shows a flowchart for explaining a normal command list for moving images, and FIG. 13C shows a flowchart for explaining a command list for still images. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An embodiment of a gaming machine according to the present invention will be specifically described below with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left and right are indicated, they refer to up, down, left and right as viewed from the front of the figure.

[0011] <Explanation of the external appearance of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to Figs. 1 to 3.

[0012] <Explanation of the external appearance of the front of the pachinko machine>

[0013] As shown in Fig. 1, a pachinko game machine 1 is configured such that a rectangular front frame 3 is attached to the front of a wooden outer frame 2 so as to be able to open and close, and a game board 4 is attached inside a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is attached with a game area 40 shown in Fig. 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this game area 40 as shown in Fig. 1. The game area 40 is an area surrounded by a ball guide rail 6 (see Fig. 2) arranged on the surface of the game board 4.

[0014] On the other hand, as shown in FIG. 1, the pachinko game machine 1 has a front operation panel 7 disposed under the glass door frame 5, an upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 for storing the discharged game balls is integrally formed on the upper tray unit 8. The front operation panel 7 is also provided with a ball loan button 11 and a prepaid card discharge button 12 (card return button 12). The upper tray surface of the upper tray 9 is provided with a push button type performance button device 13 that can change the performance effect by pressing it when a built-in lamp (not shown) is lit. The upper tray 9 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 downward, and further provided with a setting button 15 consisting of a roughly cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the figure, a triangular left key 15c located to the left of the decision key 15a in the figure, a triangular right key 15d located to the right of the decision key 15a in the figure, and a triangular down key 15e located below the decision key 15a in the figure.

[0015] 1, the upper tray 9 is provided with a volume control button 16 and a light intensity control button 17 to the left of the setting button 15. The volume control button 16 can be operated by the player, and is composed of a triangular up key 16a and a triangular down key 16b. The light intensity control button 17 can be operated by the player, and is composed of a triangular up key 17a and a triangular down key 17b.

[0016] 1, a launch handle 18 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 19 for emitting background music (BGM), sound effects (SE), or dialogue (VC), etc., are provided on both upper side surfaces of the front frame 3 and in the vicinity of the launch handle 18. In addition, decorative lamps such as full-color LED lamps that create dramatic effects through light decoration are arranged around the periphery of the front frame 3.

[0017] <Explanation of the appearance of the game board> Next, the external configuration of the game board 4 will be described.

[0018] As shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is disposed in the approximate center of the game area 40 of the game board 4. The liquid crystal display device 41 divides the display area into three areas, left, center, and right, and can independently display numbers, characters, letters (character conversations, lyrics subtitles, etc.) or patterns (special patterns and normal patterns). Around the liquid crystal display device 41, a top decoration 42a, a left decoration 42b, and a right decoration 42c for decoration are provided, and a movable role device 43 is disposed on the back side of the top decoration 42a, the left decoration 42b, and the right decoration 42c. In addition, decorative lamps such as full-color LED lamps that produce a dramatic effect by light decoration are disposed on the top decoration 42a, the left decoration 42b, and the right decoration 42c.

[0019] As shown in Fig. 2, the movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, an upper left movable accessory 43d, which perform a predetermined performance operation as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives the upper, left, right, and upper left movable accessories 43a to 43d, respectively. In addition, decorative lamps such as full-color LED lamps that create a performance effect by light decoration are arranged on these upper, left, right, and upper left movable accessories 43a to 43d.

[0020] On the other hand, the special symbol 1 start hole 44 is arranged directly below the liquid crystal display device 41, and a special symbol 1 start hole switch 44a (see FIG. 4) for detecting winning balls is provided inside the special symbol 1 start hole switch 44a. The number of effective winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 4), that is, the number of first start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (for example, 4 balls). When a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 4), the number of first start reserved balls is increased by 1 (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decreased by 1 (-1). Decorative lamps such as full-color LED lamps that produce a performance effect by light decoration are arranged around the special symbol 1 start hole 44.

[0021] On the other hand, the special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41 as shown in Fig. 2. As shown in Fig. 3, the special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can change the special symbol 2 start port 45a between an "open state" in which the game ball YK can enter and a "closed state" in which the game ball YK cannot enter, an entry ball guide section 45c that can change between a "guiding state" that guides the game ball YK toward the special symbol 2 start port 45a and a "non-guiding state" that does not guide the game ball YK, and a special symbol 2 start port switch 45a1 (see Fig. 4) that detects the game ball YK that has entered the special symbol 2 start port 45a.

[0022] The special symbol 2 start hole 45a is opened almost horizontally toward the right side in the front left-right direction shown in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 4) for detecting winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), that is, the number of second start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (for example, 4). Note that, when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), the number of second start reserved balls is increased by 1 (+1), and when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts, the number of second start reserved balls is decreased by 1 (-1).

[0023] The opening / closing section 45b includes an opening / closing member 45b1 that can move left and right relative to the special symbol 2 starting hole 45a, and a normal electric role solenoid 45b2 (see FIG. 4) that drives and controls the opening / closing member 45b1. When the opening / closing section 45b is in a closed state, as shown in FIG. 3(b), the opening / closing member 45b1 protrudes into the special symbol 2 starting hole 45a (moves to the left in the figure) to prevent the game ball YK from entering the special symbol 2 starting hole 45a, and when the opening / closing section 45b is in an open state, as shown in FIG. 3(a), the opening / closing member 45b1 retracts to the right in the figure to allow the game ball YK to enter the special symbol 2 starting hole 45a.

[0024] The ball entry guide section 45c is provided with a guide member 45c1 that is inclined downward from the right side to the left side as shown in Fig. 2 (inclined downward toward the special symbol 2 starting hole 45a side). This guide member 45c1 is driven and controlled by a normal electric role solenoid 45b2 (see Fig. 4).

[0025] As shown in FIG. 3(a), in the guide state, the guide member 45c1 slides and protrudes to the front side of the play area 40 (the glass door frame 5 side shown in FIG. 1) of the ball entry guide section 45c, and guides the game ball YK placed on the upper side to the special symbol 2 start hole 45a. In the non-guide state, the guide member 45c1 slides backward (to the rear side of the play area 40) and retreats, as shown in FIG. 3(b). As a result, even if the game ball YK is placed on the guide member 45c1 when the guide member 45c1 is in the guide state, if the guide member 45c1 changes to the non-guide state before the game ball YK enters the special symbol 2 start hole 45a and slides backward, the game ball YK will flow downstream without entering the special symbol 2 start hole 45a. The guide member 45c1 and the opening and closing member 45b1 are designed to operate in conjunction with each other. In other words, when the guide member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right side as shown in Figure 3(a) to allow the game ball YK to enter the special pattern 2 starting hole 45a, and when the guide member 45c1 is in the non-guiding state, the opening / closing member 45b1 protrudes to the left side as shown in Figure 3(b) to prevent the game ball YK from entering the special pattern 2 starting hole 45a.

[0026] In the following, the special symbol 2 starter 45 as described above may be referred to as a normal electric device. In addition, the special symbol 2 starter 45 is equipped with a decorative lamp such as a full-color LED lamp that produces a dramatic effect by light decoration.

[0027] On the other hand, as shown in Fig. 2, a winning device 46 is arranged on the right side of the special symbol 1 starting hole 44. When the special symbol is selected in the lottery, that is, during a winning game state, the winning device 46 is controlled by a special electric role solenoid 46b (see Fig. 4) so ​​that the opening and closing door 46a opens the large winning hole (not shown) that is closed by the opening and closing door 46a, and the game ball can enter the large winning hole (not shown). The game ball that enters the large winning hole (not shown) is detected as a winning ball by a large winning hole switch 46c (see Fig. 4) provided inside the large winning hole (not shown).

[0028] On the other hand, when the special symbol is not selected, that is, when the game is not in a winning state, the opening and closing door 46a is driven and controlled by the special electric role solenoid 46b (see FIG. 4) to close the big prize opening (not shown). This makes it impossible for the game ball to enter the big prize opening (not shown). In the following, the device combining the opening and closing door 46a and the special electric role solenoid 46b may be referred to as the special electric role. In addition, the winning device 46 is provided with decorative lamps such as full-color LED lamps that create a dramatic effect by using light decoration.

[0029] Incidentally, a distribution device 47, which is a conventionally known structure, is provided in the winning device 46. As shown in Fig. 2, this distribution device 47 has a V area 47a and a non-V area 47b, and when a game ball enters a large prize opening (not shown), the game ball is distributed to either the V area 47a or the non-V area 47b. The distribution device 47 does not distribute the game ball that entered the large prize opening (not shown) to the V area 47a, but to the non-V area 47b, unless a predetermined game state is reached.

[0030] On the other hand, as shown in Fig. 2, a normal symbol start port 48 consisting of a gate is arranged in the upper right part of the liquid crystal display device 41, and a normal symbol start port switch 48a (see Fig. 4) for detecting the passage of the game ball is provided inside the normal symbol start port. In addition, a normal prize port 49 is arranged on the right side of the winning device 46 and on the left side of the special symbol 1 start port 44. This general prize port 49 is composed of an upper right general prize port 49a arranged on the right side of the winning device 46, an upper left general prize port 49b arranged on the left side of the special symbol 1 start port 44, a middle left general prize port 49c, and a lower left general prize port 49d. The upper right general winning opening 49a is provided with an upper right general winning opening switch 49a1 (see FIG. 4) for detecting the passage of the game ball, the upper left general winning opening 49b is provided with an upper left general winning opening switch 49b1 (see FIG. 4) for detecting the passage of the game ball, the middle left general winning opening 49c is provided with a middle left general winning opening switch 49c1 (see FIG. 4) for detecting the passage of the game ball, and the lower left general winning opening 49d is provided with a lower left general winning opening switch 49d1 (see FIG. 4) for detecting the passage of the game ball. The general winning opening 49 is provided with a decorative lamp such as a full-color LED lamp that produces a performance effect by light decoration.

[0031] On the other hand, just below the special pattern 1 starting hole 44, an outlet 50 is arranged into which game balls (out balls) that flow down to the lowest part of the game area 40 without winning are entered. The game balls that enter the outlet 50 are detected as non-winning balls by an outlet switch 50a (see FIG. 4) provided inside, and the winning balls described above also flow down to the lowest part of the game area 4 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 4). Therefore, the outlet switch 50a (see FIG. 4) detects the total number of outs discharged, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 18. In addition, when counting the game balls launched into the game area 40 by the launch handle 18, a switch may be provided at the point where the ball guide rail 6 enters the game area 40 to count the balls.

[0032] On the other hand, three seven-segment displays are arranged in the lower right periphery of the play area 40 of the game board 4, two of which are special symbol display devices 51, and the other seven-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, advantageous game status, etc.). As shown in Fig. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b, and a normal symbol display device 52 consisting of one LED is provided to the left of the special symbol 1 display device 51a, and further, a round lamp 53b that notifies the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies the right hit are provided.

[0033] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left ornament 42b.

[0034] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player that the special symbol 1 and special symbol 2 are changing, or that the special symbol 1 and special symbol 2 are winning or losing. The first identification lamp 51Aa corresponds to the special symbol 1, and the second identification lamp 51Ab corresponds to the special symbol 2. When the special symbol 1 is changing, the first identification lamp 51Aa flashes, when the special symbol 1 is a winning symbol, the first identification lamp 51Aa is turned on, and when the special symbol 1 is a losing symbol, the first identification lamp 51Aa is turned off. Furthermore, when the special symbol 2 is changing, the second identification lamp 51Ab flashes, when the special symbol 2 is a winning symbol, the second identification lamp 51Ab is turned on, and when the special symbol 2 is a losing symbol, the second identification lamp 51Ab is turned off.

[0035] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.

[0036] <Description of the control device> Next, the control device that performs electronic control according to the progress of the game and is provided in the pachinko game machine 1 having the above-mentioned external configuration will be described with reference to Fig. 4. As shown in Fig. 4, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0037] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b storing a game program describing a series of game control procedures, and a main control RAM 600c functioning as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information related to the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state) and also displays the setting contents of the probability of generating a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0038] A payout / launch control board 70 that controls the payout motor M to pay out game balls is connected to the main control board 60 configured in this manner. In addition, there are connected a special pattern 1 start port switch 44a which detects winning at the special pattern 1 start port 44, a special pattern 2 start port switch 45a1 which detects winning at the special pattern 2 start port 45a, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winning at the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winning at a large prize port (not shown) which is opened or closed by the opening and closing door 46a, and an outlet switch 50a which can detect the same number of game balls as the game balls launched into the game area 40 by the launch handle 18. Furthermore, the normal electric role solenoid 45b2 that drives and controls the opening and closing member 45b1 and the guide member 45c1, the special electric role solenoid 46b that controls the operation of the opening and closing door 46a, the distribution device 47, the special symbol 1 display device 51a, the special symbol 2 display device 51b, the normal symbol display device 52, the 7-segment display device 53a, the round lamp 53b, and the right hit notification lamp 53c are connected. Furthermore, a fraud detection board 55 that detects fraudulent behavior by the player is connected.

[0039] When the main control board 60 thus configured receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a at the main control CPU 600a, it performs a lottery, determines the variation pattern of the special symbol and the display contents of the stop symbol or normal symbol according to the winning / losing information that is the lottery result, and transmits the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Furthermore, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD including the determined information and transmits it to the sub-control board 80. In addition, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.

[0040] In addition, if the result of the lottery is that a normal pattern is selected, the normal electric device solenoid 45b2 is driven and controlled so that the opening / closing member 45b1 is in the open state and the guide member 45c1 is in the guiding state for a predetermined time, and if the lottery is that of a special pattern, the special electric device solenoid 46b is controlled to open the large prize opening (not shown).

[0041] In a type 1 / type 2 mixed gaming machine, when a small win game state is reached, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a gaming ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the gaming ball is distributed to the V area 47a.

[0042] On the other hand, the main control board 60, i.e., the main control CPU 600a, measures the number of prize balls every time it receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, and measures the total number of game balls discharged every time it receives a signal from the outlet switch 50a. Then, the main control board 60, i.e., the main control CPU 600a, outputs contents (performance display) related to the ratio of how many prize balls were played at the time of low probability, etc., based on the measured number of prize balls and the total number of game balls discharged, to the measurement / setting display device 610. As a result, contents (performance display) related to the ratio of how many prize balls were played at the time of low probability, etc., are displayed on the measurement / setting display device 610.

[0043] Furthermore, the measurement / setting display device 610 can display the setting contents of the probability of generating a game state advantageous to the player in six steps, for example, from "1" to "6". Thus, when changing such setting contents, when a dedicated key is inserted into the setting key switch 630 and turned ON, the setting contents of the probability of generating a game state advantageous to the player can be changed in six steps, for example, from "1" to "6" by the RAM clear switch 620 (for example, the setting "6" has the highest probability of generating a game state advantageous to the player, and the setting "1" has the lowest probability of generating a game state advantageous to the player). The setting change contents are then displayed on the measurement / setting display device 610, and when the setting change contents are confirmed, the dot on the lower right side of the 7-segment is lit to indicate that the setting contents have been confirmed.

[0044] On the other hand, when the RAM clear switch 620 is pressed except when a dedicated key is inserted into the setting key switch 630 and turned ON, the entire memory area of ​​the main control RAM 600c is not cleared, but only a portion of the memory area is cleared.

[0045] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraudulent behavior detection signal that detects a player's fraudulent behavior using a magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55, it generates a fraudulent error command (presentation control command DI_CMD) and sends it to the sub-control board 80.

[0046] <Explanation about the Dispatch / Fire Control Board> The payout / launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. The payout motor signal thus generated controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to the player's operation based on a prize ball counting signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.

[0047] On the other hand, a touch sensor is provided on the periphery of the launch handle 18 shown in Fig. 1, and when the player's hand touches the touch sensor of the launch handle 18, the touch sensor outputs a detection signal to the payout / launch control board 70 as shown in Fig. 4. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a performance control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 18 to play to the sub-control board 80.

[0048] Incidentally, the payout / launch control board 70 also performs the process of lending balls to the player. That is, when the ball lending button 11 shown in Figs. 1 and 4 is pressed, a ball lending signal is sent to a CR unit (not shown) arranged adjacent to the pachinko game machine 1. In response to this, the CR unit sends a ball lending request signal to the payout / launch control board 70. Then, in response to this signal, the payout / launch control board 70 pays out game balls to the player, and when the payout is completed, it sends a ball lending completion signal to the CR unit. Thus, in this way, the payout / launch control board 70 performs the process of lending balls to the player.

[0049] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b in which control programs describing performance control procedures are stored, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.

[0050] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a working area or buffer memory, a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on instructions from the sub one-chip microcomputer 800, a DDR2 SDRAM 804 that is composed of a working area for expanding compressed video data and a frame buffer area for temporarily storing image data to be displayed on the liquid crystal display device 41, and a game ROM 805 in which compressed still image data and compressed video data, CG data, and sound data such as background music and sound effects are stored in advance. Note that the still image is a so-called sprite image, which indicates a single image such as text data such as characters, a background image, or a special pattern. Note that the moving image means a collection of multiple still images (multiple frames) that change continuously, and smooth movement is reproduced by drawing multiple still images continuously on the liquid crystal display device 41.

[0051] The sub-control board 80 thus configured is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and is further connected to a push-button type effect button device 13 that can be pressed by the player to change the effect when the built-in lamp (not shown) is lit, and a speaker 19 that emits background music, sound effects, or dialogue. The sub-control board 80 is further connected to a movable role device 43 that performs a predetermined effect operation as the game progresses, an identification lamp device 51A that notifies the player that the special symbols 1 and 2 are changing, or that the special symbols 1 and 2 have won or lost, a setting button 15 that can be set, a volume adjustment button 16 that can adjust the volume, a light adjustment button 17 that can adjust the light amount, and a liquid crystal display device 41.

[0052] Thus, the sub-control board 80 thus configured receives, in the sub-control CPU 800a, a presentation control command DI_CMD including basic information required for the special symbol variation pattern based on the lottery result, the current game state, the number of balls reserved for starting, the decorative symbols to be stopped based on the lottery result, etc., transmitted from the main control board 60 (main control CPU 600a). Then, the sub-control CPU 800a determines, by lottery, a presentation pattern corresponding to the received presentation control command DI_CMD from among a large number of presentation patterns previously stored in the sub-control ROM 800b, and temporarily stores a control signal instructing the execution of the determined presentation pattern in the sub-control RAM 800c.

[0053] The sub-control CPU 800a transmits a sound-related control signal, among the control signals instructing the execution of the presentation pattern stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or sound RAM 802, and outputs it to the speaker 19. As a result, the speaker 19 produces background music, sound effects, or dialogue corresponding to the presentation pattern determined above.

[0054] Furthermore, the sub-control CPU 800a transmits a light-related control signal among the control signals instructing execution of the performance pattern stored in the sub-control RAM 800c to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps such as full-color LED lamps that produce lamp performance effects, and thus a lamp performance corresponding to the determined performance pattern is executed.

[0055] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images among the control signals for instructing execution of the performance pattern stored in the sub-control RAM 800c. As a result, the VDP 803 generates image data to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby causing an image corresponding to the determined performance pattern to be displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame, but in order for the sub one-chip microcomputer 800 (sub-control CPU 800a) to know that the display operation of this one frame has ended, the VSYNC (vertical synchronization signal) shown in FIG. 4 is transmitted from the VDP 803 to the sub-control CPU 800a as an interrupt signal. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.

[0056] Furthermore, the sub-control CPU 800a transmits, among the control signals instructing the execution of the performance pattern stored in the sub-control RAM 800c, a control signal relating to the movable role device to the movable role device 43. As a result, the movable role device 43 moves in accordance with the determined performance pattern.

[0057] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 4. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a transformer (not shown) installed in the game arcade, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).

[0058] Furthermore, the voltage monitoring unit 1310 monitors the AC24V voltage, and when it detects a voltage abnormality due to the voltage being cut off or a power outage occurring, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.

[0059] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when the power is turned on, and the generated system reset signal RST is output to each board.

[0060] <Explanation of specific sound emphasis settings> Here, the specific sound emphasis setting will be described.

[0061] Conventionally, gaming machines capable of adjusting the volume are known, but gaming machines capable of setting emphasis on specific sounds such as background music, sound effects, or dialogue are not known.

[0062] Therefore, in this embodiment, it is possible to set specific sounds such as background music, sound effects, or lines to be emphasized. Specifically, when a player presses the volume adjustment button 16 shown in FIG. 1 to adjust the volume during a game (including a big win game), or when a customer waiting demo screen is displayed or while waiting for customers, as shown in FIG. 5, a screen for adjusting the volume (see image P1) is displayed in the lower left part of the screen of the liquid crystal display device 41 on the liquid crystal display device 41. Note that in this embodiment, as shown in FIG. 5, an example is shown in which an image of a winning game is displayed on the liquid crystal display device 41, in which the left decorative pattern (see image P2a), the middle decorative pattern (see image P2b), and the right decorative pattern (see image P2c) have stopped (in the figure, they have stopped at "777") and the resident pattern (see image P3) has also stopped at the same number.

[0063] Incidentally, on this volume adjustment screen (see image P1), as shown in FIG. 5, a content (see image P1a) indicating that the volume can be adjusted in 10 steps is displayed, and a content (see image P1b) indicating that the volume can be selected with the volume adjustment button 16 is displayed. When the player presses the up key 16a of the volume adjustment button 16 shown in FIG. 1, the content (see image P1a) indicating that the volume can be adjusted in 10 steps as shown in FIG. 5 is displayed to increase the volume by one step. When the player presses the down key 16b of the volume adjustment button 16 shown in FIG. 1, the content (see image P1a) indicating that the volume can be adjusted in 10 steps as shown in FIG. 5 is displayed to decrease the volume by one step. When the volume is changed, the change is immediately reflected.

[0064] On the other hand, as shown in FIG. 5, when a screen for adjusting the volume (see image P1) is displayed on the liquid crystal display device 41, a volume balance setting screen (see image P4) is also displayed. As shown in FIG. 5, this volume balance setting screen (see image P4) displays contents (see image P4a) indicating which sound is to be emphasized, and contents (see image P4b) indicating that the selection is made by the setting button 15 shown in FIG. 1. Specifically, when the player presses the up key 15b and the down key 15e of the setting button 15 shown in FIG. 1, the player can select and set which sound is to be emphasized. In this embodiment, as shown in FIG. 6, the options are "default", "BGM emphasis", "dialogue emphasis", and "low sound effects". When "default" is selected, the volumes of the BGM, sound effects (SE), and dialogue (VC) all remain at the current volume output value (shown as 100% in the figure), as shown in FIG. 6. On the other hand, when "BGM Emphasis" is selected, as shown in FIG. 6, the volume of the BGM remains at the current volume output value (shown as 100% in the figure), but the volumes of the sound effects (SE) and dialogue (VC) are reduced by 50% from the current volume output value. On the other hand, when "BGM Emphasis" is selected, as shown in FIG. 6, the volume of the BGM remains at the current volume output value (shown as 100% in the figure), but the volumes of the sound effects (SE) and dialogue (VC) are reduced by 50% from the current volume output value. On the other hand, when "Dialogue Emphasis" is selected, as shown in FIG. 6, the volume of the dialogue (VC) remains at the current volume output value (shown as 100% in the figure), but the volume of the BGM is reduced by 75% from the current volume output value, and the volume of the sound effects (SE) is reduced by 50% from the current volume output value. On the other hand, when "low sound effects" is selected, as shown in FIG. 6, the volume of the background music and dialogue (VC) will remain at the current volume output value (shown as 100% in the figure), but the volume of the sound effects (SE) will be reduced by 50% from the current volume output value.

[0065] Thus, when selecting and setting which sound to emphasize, as explained above, the set sound is not emphasized, but the output value of the volume of other sounds is lowered to relatively emphasize them. This allows sounds desired by the player to be emphasized, and conversely, the output value of the volume of sounds that the player finds annoying to be lowered, thereby outputting sounds according to the player's preferences, thereby broadening the range of play for the player.

[0066] In addition, when a player presses the up key 15b and the down key 15e of the setting button 15 shown in FIG. 1 to select which sound to emphasize, the selection is immediately reflected. That is, for example, when "BGM emphasis" is selected, the volume of the sound effects (SE) and dialogue (VC) is immediately lowered by 50% from the current volume output value, as shown in FIG. 6. This allows the player to immediately notice the change in volume, and allows the selection of the volume balance in real time. In addition, as shown in FIG. 5, when the volume adjustment screen (see image P1) is displayed, the volume balance setting screen (see image P4) is also displayed accordingly, so that the player can emphasize the dialogue of a character or the like that he / she likes at any timing during the pattern change. This allows the game to be provided according to the player's preferences.

[0067] Incidentally, the volume adjustment screen (see image P1) shown in Fig. 5 is erased from the display screen of the liquid crystal display device 41 after a predetermined time (e.g., 5 seconds) if the player does not press any of the volume adjustment buttons 16 shown in Fig. 1. Accordingly, the display of the volume balance setting screen (see image P4) is also erased accordingly.

[0068] In this embodiment, the volume balance setting screen (see image P4) is displayed to the right of the volume adjustment screen (see image P1) shown in Fig. 5, but the display may be displayed anywhere. However, it is preferable to display the screen in a place other than where it interferes with the movable accessory device 43 and makes it difficult for the player to see, that is, where the screen is easily visible to the player.

[0069] 5 (see image P4) may be made transparent or opaque to the background. However, as described above, since the volume balance setting in this embodiment can be adjusted in synchronization with the timing of volume adjustment and can be displayed during reach effects, it is preferable to make the display transparent (for example, about 50%) so as not to be an obstacle to the player, so that the displayed effects are not invisible to the player.

[0070] <Description of modified examples of specific sound emphasis settings> Incidentally, in the above description, an example has been given in which the volume balance setting is performed in synchronization with the timing of the volume adjustment, but the present invention is not limited to this, and a method such as that shown in FIG. 7 may also be used.

[0071] Specifically, when a customer waiting demo screen is displayed on the liquid crystal display device 41 (see FIG. 2), if a player presses the performance button device 13 (see FIG. 1), a menu screen (see image P10) is displayed on the liquid crystal display device 41 as shown in FIG. 7(a). As shown in FIG. 7(a), this menu screen displays the word "Customize" (see image P10a) in the upper center of the screen, and below that, customizable contents such as "Winning Chance Notification", "Increased Pre-reading Expectation", "Premium Up", and "Volume Balance Setting" (see image P10b) are displayed. The winning chance notification is a high expectation pre-reading notice that increases the expectation of a winning game state when it appears. Also, the increase in the expectation of pre-reading is a method of lowering the appearance rate of pre-reading notices with low expectation of a winning game state (for fluctuations that change the reserved status but end in a normal reach) and adjusting the allocation value so that it appears when there is a reach with high expectation of a winning game state, such as a strong SP reach. Furthermore, the premium up is to increase the appearance rate of the premium effect of the winning confirmation effect in the winning fluctuation. In other words, if the premium effect does not appear, the expectation of winning will be lower than when the custom setting is OFF. On the other hand, the volume balance setting, as explained above, allows you to select and set which sound to emphasize.

[0072] Thus, such customizable contents (see image P10b) can be selected with the cross key (see image P10c) and confirmed with the button (see image P10d) as shown in Fig. 7(a). However, the volume balance setting is confirmed at the stage of selection as described above.

[0073] Here, the method of selecting the customizable contents (see image P10b) will be specifically described. When the player presses the up key 15b and the down key 15e shown in FIG. 1, the square frame W1 shown in FIG. 7(a) moves up and down, and the customizable contents (see image P10b) can be selected. Then, after selecting the customizable contents (see image P10b) (in FIG. 7(a), "Chance notification at the time of winning" is selected), the player presses the left key 15c and the right key 15d shown in FIG. 1 to set ON / OFF of the effects contents of "Chance notification at the time of winning", "Increased expectation of advance reading", and "Premium up". Then, after selecting the customizable contents (see image P10b), the player presses the left key 15c and the right key 15d shown in FIG. 1 to select one of "Default", "BGM emphasis", "Dialogue emphasis", and "Reduced sound effects" in the case of "Volume balance setting".

[0074] Thus, after making such settings, the player presses the decision key 15a shown in FIG. 1 to decide the setting contents. However, in the case of the volume balance setting, the setting is decided at the stage of selection without pressing the decision key 15a shown in FIG. 1. To return to the normal screen, the player moves the square frame W1 shown in FIG. 7(a) to "return to normal screen" (see image P10e) and presses the decision key 15a shown in FIG. 1 to return to the normal screen. In addition, in this embodiment, an example in which the setting contents are decided by pressing the decision key 15a shown in FIG. 1 has been shown, but the present invention is not limited to this. The setting contents may be decided at the stage in which the left key 15c and the right key 15d shown in FIG. 1 are set to ON / OFF by pressing them, without pressing the decision key 15a shown in FIG. 1.

[0075] On the other hand, it is possible to set customizable contents not only when the customer waiting demo screen is displayed on the liquid crystal display device 41 (see FIG. 2) but also during customer waiting or during the variation of special symbols. In this embodiment, an example of setting customizable contents during the variation of special symbols will be described. Specifically, as shown in FIG. 7(b), the liquid crystal display device 41 displays a state in which the decorative symbols are varying at high speed (see image P2) and the resident symbols are varying at high speed (see image P3) in accordance with the decorative symbols, and the state in which the decorative symbols are varying is displayed. At this time, as shown in FIG. 7(b), the customizable contents (see image P11) are displayed in the lower left corner of the screen, and the selection contents (see image P12) are also displayed, and further, it is displayed that the selection can be made with the cross key (see image P13) and that the selection can be made with the button (see image P14). Specifically, when the player presses the up key 15b and the down key 15e shown in FIG. 1, the customizable contents (see image P11) can be selected. Then, after selecting a customizable content (see image P11) (in FIG. 7(b) "Volume Balance Setting" is selected), the player can set the selected customizable content (see image P12) by pressing the left key 15c and right key 15d shown in FIG. 1. Thus, after making such settings, the player can confirm the setting content by pressing the decision key 15a shown in FIG. 1. However, the volume balance setting is confirmed at the stage of selection, as explained above.

[0076] Therefore, as described with reference to Fig. 7, the timing of the volume balance setting can be set at the same timing as the customizable content. In this way, the player can easily notice the setting, and thus a comfortable game can be provided according to the player's preferences.

[0077] As explained above, the volume balance setting is reflected immediately once it is selected, but the effects of "Chance notification when winning", "Increased anticipation of anticipation", and "Premium up" are not reflected immediately after being set, and instead reflect the content selected from the first start reserved ball when the game ball enters the special pattern 1 start hole 44 (see Figure 2).

[0078] Furthermore, the volume balance settings can be reset to the "default" when the company logo is displayed on the liquid crystal display 41. In this way, the next player can start playing with the "default" settings, preventing a situation in which the next player starts playing with settings that he or she does not like.

[0079] In the present embodiment, when "BGM Emphasis" is selected in "Volume Balance Setting", all BGM is emphasized. However, the present invention is not limited to this, and specific BGM may be emphasized. That is, BGM in a gaming machine can be broadly divided into two types: BGM that is played when a specific performance such as a reach performance is achieved, and BGM that the player can select as desired to play. Therefore, when "BGM Emphasis" is selected, for example, it is also possible to emphasize only BGM that the player can select as desired to play. In this way, the player can pay more attention to and listen to the music that he or she likes or wants to hear. In this case, the volume output value of the BGM that is played when a specific performance such as a reach performance is achieved is reduced.

[0080] By the way, the BGM that the player can arbitrarily select which music to play can be set, for example, as shown in FIG. 8. As shown in FIG. 8, for example, when the liquid crystal display device 41 displays a state in which the decorative pattern is fluctuating at high speed (see image P2) and the resident pattern is fluctuating at high speed accordingly (see image P3), indicating that the patterns are fluctuating, and when the volume control screen (see image P1) and the volume balance setting screen (see image P4) are displayed, a music selection screen (see image P20) is displayed in the upper right corner of the screen. As shown in FIG. 8, the music selection screen (see image P20) displays selectable music (in the figure, a medley is selected) (see image P20a), and displays the content (see image P20b) indicating that the selection is made with the setting button 15 shown in FIG. 1. Specifically, when the player presses the left key 15c and the right key 15d of the setting button 15 shown in FIG. 1, any music can be selected and set. As shown in FIG. 8, when a medley is selected, the song currently being played (reproduced) is displayed (see image P21).

[0081] Incidentally, in this embodiment, as shown in FIG. 8, an example has been shown in which a screen for selecting a song (see image P20) is displayed when a screen for adjusting the volume (see image P1) and a volume balance setting screen (see image P4) are displayed. However, this is not limited to this, and it is also possible to make it so that when the volume balance setting screen (see image P4) is displayed and the screen for selecting a song (see image P20) is not displayed, and when the volume balance setting screen (see image P4) is not displayed, the screen for selecting a song (see image P20) is displayed.

[0082] On the other hand, in the present embodiment, when "dialogue emphasis" is selected in the "volume balance setting", all lines are emphasized. However, the present invention is not limited to this, and only lines of an arbitrary character selected by the player may be emphasized. In this way, the lines of the character that the player likes can be emphasized and heard, so that a more suitable presentation can be provided. In this case, the output value of the volume of lines of characters other than the selected character is lowered. Also, the speaker 19 may output a line sound for the line of the arbitrary character selected by the player, and the line corresponding to the line sound may be displayed on the screen of the liquid crystal display device 41. In this way, the presentation of the arbitrary character selected by the player can be emphasized, so that a presentation according to the player's preference can be provided. Furthermore, even if the player misses the line sound of the arbitrary character selected by the player, the player can identify what line the character that the player likes uttered by looking at the line displayed on the liquid crystal display device 41. The lines displayed on the liquid crystal display device 41 may be completely the same as the lines output from the speaker 19, or a part of the lines may be displayed.

[0083] On the other hand, in this embodiment, an example was shown in which "Volume Balance Setting" allows the selection of "Default", "BGM Emphasis", "Dialogue Emphasis", and "Sound Effects Less", but in addition, "Adjustment of Each Volume" may be selected. In other words, this "Adjustment of Each Volume" allows the volume of BGM, sound effects (SE), and dialogue (VC) to be adjusted individually. This allows the player to set the volume balance more freely and in detail. A specific explanation will be given below.

[0084] FIG. 9 shows an example in which the left decorative symbol (see image P2a), the middle decorative symbol (see image P2b), and the right decorative symbol (see image P2c) stop (in the figure, they stop at "777"), and the resident symbol (see image P3) also stops at the same number, resulting in a winning game, and is displayed on the liquid crystal display device 41. At this time, when the player presses the volume adjustment button 16 shown in FIG. 1 to adjust the volume, as shown in FIG. 9, a volume adjustment screen (see image P1) is displayed in the lower left part of the screen of the liquid crystal display device 41. As shown in FIG. 9, this volume adjustment screen (see image P1) displays a content (see image P1a) indicating that the volume can be adjusted in 10 steps, and a content (see image P1b) indicating that the volume can be selected with the volume adjustment button 16 is displayed. When the player presses the up key 16a of the volume adjustment button 16 shown in Fig. 1, the content indicating that the volume can be adjusted in 10 steps as shown in Fig. 9 (see image P1a) is displayed with the volume increasing by one step. When the player presses the down key 16b of the volume adjustment button 16 shown in Fig. 1, the content indicating that the volume can be adjusted in 10 steps as shown in Fig. 9 (see image P1a) is displayed with the volume decreasing by one step. When the volume is changed, the change is immediately reflected.

[0085] On the other hand, as shown in Fig. 9, when a screen for adjusting the volume (see image P1) is displayed on the liquid crystal display device 41, a volume balance setting screen (see image P4) is displayed in the upper right corner of the screen. As shown in Fig. 9, this volume balance setting screen (see image P4) displays a content (see image P4a) indicating which sound is to be emphasized, and a content (see image P4b) indicating that the selection is made with the setting button 15 shown in Fig. 1 is displayed. Specifically, when the player presses the up key 15b and the down key 15e of the setting button 15 shown in Fig. 1, the player can select and set which sound is to be emphasized. In this embodiment, the options that can be selected are "default", "BGM emphasis", "dialogue emphasis", "low sound effects", and "variable volume adjustment". When "Adjust each volume freely" is selected, a screen for adjusting the BGM volume (see image P30), a screen for adjusting the dialogue (VC) volume (see image P31), and a screen for adjusting the sound effect (SE) volume (see image P32) are displayed next to the screen for adjusting the volume (see image P1), as shown in Fig. 9. The screen for adjusting the BGM volume (see image P30) displays, as shown in Fig. 9, a content indicating that the volume can be adjusted in 10 steps (see image P30a), and a content indicating that the selection is made with the volume adjustment button 16 (see image P30b). Also, the screen for adjusting the dialogue (VC) volume (see image P31) displays, as shown in Fig. 9, a content indicating that the volume can be adjusted in 10 steps (see image P31a), and a content indicating that the selection is made with the volume adjustment button 16 (see image P31b). 9, the screen for adjusting the sound effect (SE) volume (see image P32) displays a message (see image P32a) indicating that the volume can be adjusted in 10 steps, and a message (see image P32b) indicating that the volume can be selected with the volume adjustment button 16. Thus, the player presses the left key 15c and the right key 15d of the setting button 15 shown in FIG. 1 to select one of the screen for adjusting the BGM volume (see image P30), the screen for adjusting the dialogue (VC) volume (see image P31), or the screen for adjusting the sound effect (SE) volume (see image P32), and adjusts the selected volume with the volume adjustment button 16 shown in FIG. 1.When the player presses the up key 16a of the volume adjustment button 16 shown in FIG. 1, the contents indicating that the volume can be adjusted in 10 steps as shown in FIG. 9 (see images P30a, P31a, and P32a) are displayed with the volume increasing by one step. When the player presses the down key 16b of the volume adjustment button 16 shown in FIG. 1, the contents indicating that the volume can be adjusted in 10 steps as shown in FIG. 9 (see images P30a, P31a, and P32a) are displayed with the volume decreasing by one step. When the volume is changed, the change is immediately reflected (for example, when the volume of the BGM changing during the pattern change is lowered on the BGM volume adjustment screen (see image P30), the volume of the BGM changing becomes lower each time). This allows the player to immediately notice the change in volume, and allows the selection of the volume balance in real time.

[0086] Incidentally, the above-described "various volume adjustments" can also be set when a menu screen as shown in Fig. 10 (see image P10) is displayed on the liquid crystal display device 41. As shown in Fig. 10, this menu screen displays the word "Customize" (see image P10a), and below that, the customizable contents of "Winning chance notification", "Increased predictive expectation", "Premium up", and "Volume balance setting" (see image P10b) are displayed.

[0087] Thus, such customizable contents (see image P10b) can be selected with the cross key (see image P10c) and confirmed with a button (see image P10d) as shown in Fig. 10. However, the volume balance setting is confirmed at the stage of selection as described above.

[0088] Here, a method for selecting customizable content (see image P10b) will be specifically explained. When the player presses the up key 15b and down key 15e shown in Fig. 1, the square frame W1 shown in Fig. 10 moves up and down, and customizable content (see image P10b) can be selected. Then, after selecting customizable content (see image P10b) (in Fig. 10, "volume balance setting" is selected), the player presses the left key 15c and right key 15d shown in Fig. 1, and in the case of "volume balance setting", one of "default", "BGM emphasis", "dialogue emphasis", "reduced sound effects", and "variable volume adjustment" can be selected. When the player presses the left key 15c and the right key 15d shown in FIG. 1 and selects "Adjust each volume freely," the liquid crystal display device 41 displays a screen for adjusting the BGM volume (see image P40), a screen for adjusting the dialogue (VC) volume (see image P41), and a screen for adjusting the sound effect (SE) volume (see image P42) as shown in FIG. 10. The screen for adjusting the BGM volume (see image P40) displays a content (see image P40a) indicating that the volume can be adjusted in 10 steps as shown in FIG. 10. The screen for adjusting the dialogue (VC) volume (see image P41) displays a content (see image P41a) indicating that the volume can be adjusted in 10 steps as shown in FIG. The screen for adjusting the sound effect (SE) volume (see image P42) displays a content (see image P42a) indicating that the volume can be adjusted in 10 steps as shown in FIG. 10. Thus, when the player presses the right key 15d of the setting button 15 shown in Fig. 1, he can select one of the screens for adjusting the BGM volume (see image P40), the screen for adjusting the dialogue (VC) volume (see image P41), or the screen for adjusting the sound effect (SE) volume (see image P42), and can adjust the volume by pressing the up key 15b and the down key 15e shown in Fig. 1. When the player presses the up key 15b shown in Fig. 1, the content showing that the volume can be adjusted in 10 steps shown in Fig. 10 (see images P40a, P41a, and P42a) is displayed, which indicates that the volume increases by one step.Then, when the down key 15e shown in FIG. 1 is pressed, the contents showing that the volume can be adjusted in 10 steps as shown in FIG. 10 (see images P40a, P41a, and P42a) are displayed so that the volume decreases by one step. When the volume is changed, the change is immediately reflected (for example, when the volume of the BGM changing during the pattern change is lowered on the screen for adjusting the BGM volume (see image P40), the volume of the BGM changing becomes smaller each time). This allows the player to immediately notice the change in volume, and allows the selection of the volume balance in real time. Also, when the player selects the screen for adjusting the sound effect (SE) volume (see image P42), the right key 15d shown in FIG. 1 returns to "default". This allows the player to select again one of "default", "BGM emphasis", "dialogue emphasis", "low sound effect", and "any volume adjustment". In this embodiment, when adjusting the volume when a menu screen such as that shown in FIG. 10 (see image P10) is displayed on the liquid crystal display device 41, an example is shown in which the volume adjustment button 16 shown in FIG. 1 is not used, but the present invention is not limited to this, and the volume adjustment button 16 may also be used.

[0089] In addition, in this embodiment, an example has been shown in which the screen for adjusting the BGM volume (see images P30 and P40), the screen for adjusting the dialogue (VC) volume (see images P31 and P41), and the screen for adjusting the sound effects (SE) volume (see images P32 and P42) shown in Figures 9 and 10 are displayed on the liquid crystal display device 41 only when "adjust each volume arbitrarily" is selected, but the present invention is not limited to this, and these screens may also be displayed when "emphasis on BGM" or the like is selected.

[0090] Incidentally, when the volume is set individually using "volume adjustment for each game" as described above, the set volume is saved unless a reset is performed as described below. That is, for example, even if a player sets the volume individually using "volume adjustment for each game", selects "default" once, and then selects "volume adjustment for each game" again, the volume setting set previously is saved, rather than setting the individual volume from scratch. This prevents a situation in which the player has to set the volume balance multiple times.

[0091] Here, the timing of the reset mentioned above will be explained.

[0092] When the volume is set on the setting screen as described with reference to Fig. 9, the reset timing (timing to return to "default") is when the power is cut off. In this way, even if the player takes a break and a certain amount of time has passed, the settings are not reset, so the player does not need to make new settings every time he takes a break. This makes it possible to provide a comfortable game experience.

[0093] On the other hand, when the volume is set on the menu screen as explained with reference to Fig. 10, the reset timing (timing to return to "default") is when the player checks the current settings when starting a game or customizing on the menu screen shown in Fig. 10, and then checks whether or not to reset the current settings, and then the player resets them using the setting button 15 shown in Fig. 1. In this way, the player can quickly set the volume balance he or she likes.

[0094] Incidentally, the sub-control board 80 shown in FIG. 4 is provided with a back switch (not shown) that can be used by employees of the game arcade. This back switch can be adjusted by employees of the game arcade by pinching and turning it. In this case, if the volume can be set on the setting screen as described with reference to FIG. 9, turning the back switch once in any direction changes the overall volume balance, and the liquid crystal display 41 displays the volume display (volume adjustment screen (see image P1)) and the currently set volume balance. In this case, turning the back switch again in any direction from this state can return the set volume balance to the "default", that is, reset it. In this way, employees of the game arcade can reset only with the back switch, and do not need to go to the trouble of returning to the "default" using the setting button 15. This reduces the workload of employees of the game arcade. In addition, in the case where the volume can be set on the menu screen as described with reference to FIG. 10, the liquid crystal display 41 does not display the above-mentioned display even if the back switch is turned in any direction. This is because the volume settings can be easily checked on the menu screen.

[0095] <Explanation about sounds that cannot be adjusted with the specific sound emphasis setting or that have different reduction ranges> Incidentally, if all sounds were made adjustable in the specific sound emphasis setting described above, there is a possibility that the sounds that are desired to be heard by the player would not be able to be clearly heard.

[0096] Therefore, in this embodiment, the sounds that the player wants to hear are not adjustable by the specific sound emphasis setting, or the reduction range is varied.

[0097] <About the error notification sound> Since the error notification sound is a sound that the player wants to hear, in this embodiment, the error notification sound cannot be adjusted. Examples of the error notification sound include a RAM clear notification sound effect, a door opening notification sound effect, a fraud detection warning notification sound effect, a frame unit connection abnormality notification sound effect, and a left hit notification sound. The left hit notification sound is an error sound "Please return to left hit" that is notified when the player hits right using the launch handle 18 during normal play. This error sound "Please return to left hit" is notified by a predetermined character uttering it as a line. Therefore, when the error sound "Please return to left hit" is notified, even if "BGM emphasis" and "Adjust each volume arbitrarily" are selected in the volume balance setting, the output value of the volume of the predetermined character's line is not lowered and it is notified at the maximum volume. In this way, the sound that the player wants to hear can be clearly heard. The left hit notification sound may be notified at the maximum volume from the beginning. However, during a predetermined period (when a predetermined game ball is hit with the right hand), if "BGM emphasis" or "volume adjustment" is selected in the volume balance setting, the output value of the volume of the predetermined character's lines may be lowered or the reduction amount may be reduced (for example, 50% in FIG. 6 may be changed to 80%), and when the predetermined period is exceeded, the notification may be made at the maximum volume. That is, the volume of the left hand hit notification sound may be increased in stages. In this way, it is possible to prevent the player who is playing from being unnecessarily surprised. In addition, when an error sound is notified, the error sound may be output from the speaker 19 and the error content corresponding to the error sound may be displayed on the screen of the liquid crystal display device 41. In this way, even if the player misses the error sound, the player can understand that an error has occurred by looking at the error content displayed on the liquid crystal display device 41. The error content displayed on the liquid crystal display device 41 may be completely the same as the error sound output from the speaker 19, or a part of the error sound may be displayed.

[0098] <Saving function related sounds> In the case where a saving function is installed that stops the game when the player acquires a certain number of prize balls, the notification sound effect related to the saving function is also a sound that the player wants to hear. For this reason, in this embodiment, the notification sound effect related to this saving function cannot be adjusted. In other words, the notification sound effect before the saving function is activated is as follows: (1) A sound effect is played when there are about 5,000 remaining items before the saving function is activated. (2) A sound effect is provided to notify the player that the saving function is activated after waiting for the end of a jackpot game that is currently being played. (3) Sound effect when saving function is activated (4) Even after the saving function is activated, the sound effect continues to be played until the machine is turned off. It is as follows.

[0099] In this case, in the case of (1) above, if a volume balance setting other than "default" is selected, the output value of the volume of the sound effect is lowered or the reduction amount is made smaller than that of the other sound effects (for example, in FIG. 6, it is set to 50%, but it is set to 80%), and in the cases of (2) to (4) above, even if a volume balance setting other than "default" is selected, the sound is notified at maximum volume. In this way, it is possible to let the player hear the sound that is desired to be heard, and to alert the player that the saving function is being activated.

[0100] <About the sound that is determined by the customization selected by the player> The sound that is determined by the player's custom selection (see Fig. 7(a) and Fig. 10), such as the sound effect in the winning chance notification, is also the sound that the player wants to hear. In this case, when such a sound effect is output, even if a volume balance setting other than "default" is selected, the selection is not reflected and the output value of the volume of this sound effect is not lowered (the current volume is used), or the reduction amount is made smaller than other sound effects (for example, the 50% setting in Fig. 6 is changed to 80%). In this way, the player can hear the sound that the player wants to hear, and the player can be made aware that the custom selection has been notified.

[0101] <About sounds you want to emphasize in reach effects and other productions> Sounds that are to be emphasized in a reach effect and other effects are also sounds that the player wants to hear. For example, some gaming machines have a music reach effect, which is often seen as a reach effect, in which a certain song is played and a big win is reached when the song is played to the end. In such a case, even if "emphasis on dialogue" or "adjustment of each volume" is selected in the volume balance setting, the music reach effect does not reflect the selection and does not lower the output value of the sound effect volume (set to the current volume), or lowers the volume by a smaller amount than other sound effects (for example, 80% instead of 50% in FIG. 6). In this way, it is possible to let the player hear the sound that is to be heard, and it is possible to prevent the original enjoyment of the reach effect during the reach effect in which a big win is expected.

[0102] <About the sounds that are used to create a high probability of winning> The notification sound that indicates a high probability of winning and that the player is expecting a big win is also a sound that the player wants to hear. For example, when a character cuts in or a reach line is inserted for the purpose of the performance, the character and the lines are displayed on the liquid crystal display device 41 (see FIG. 2), and the displayed lines are output as the voice of the character. In such a case, even if "BGM emphasis" or "volume adjustment" is selected in the volume balance setting, the selection is not reflected and the output value of the volume of the character's lines is not lowered (the current volume is used), or the volume is lowered less than the volume of the lines other than the character's lines (for example, 50% in FIG. 6 is changed to 80%). In this way, the sound that the player wants to hear can be heard, and even if the player is engrossed in a smartphone or the like and does not see the performance, the volume of the lines of the performance with a high probability of winning can be relatively increased to notify the player that the performance is one in which the player can expect a big win game.

[0103] <About the sound that is heard when a jackpot is confirmed> The notification sound when a jackpot is confirmed is also a sound that the player would like to hear. For example, when the jackpot game is confirmed after the reach effect is reached, a win / lose button is displayed on the liquid crystal display device 41 (see FIG. 2) at the end of the reach effect, and a determination as to whether or not a jackpot has been confirmed is made on the liquid crystal display device 41 (see FIG. 2), and the jackpot game is confirmed. Then, a jackpot confirmation screen is displayed on the liquid crystal display device 41 (see FIG. 2), and the game transitions to the consumption of the jackpot round. At this time, at the timing when the jackpot game is confirmed, the decorative lamp flashes rapidly and notification sounds (sound effects, character's congratulatory voice, etc.) are output to notify the player that a jackpot has been confirmed. This notification sound is output during the period from the timing when the big win game is confirmed until the end of the round, but at this time, even if "BGM emphasis" or "volume adjustment" is selected in the volume balance setting, the selection is not reflected and the output value of the volume of the sound effects and character lines is not lowered (the current volume is used), or the reduction amount is made smaller than that of other sound effects and character lines (for example, 50% in FIG. 6 is changed to 80%). In this way, it is possible to let the player hear the sound that is desired, and the impact of the big win notification can be relatively increased, thereby improving the interest of the game.

[0104] <Song selection explanation> Here, the selection of music will be explained. In this embodiment, as explained with reference to FIG. 8, the player can arbitrarily select which music to play. This allows the player to play a game while playing his / her favorite music. This can improve the interest of the gaming machine. This point will be specifically explained with reference to the drawings.

[0105] As shown in Fig. 11(a) to (c), there are a plurality of selectable songs. To explain this in detail, the sub-control CPU 800a can change the presentation mode during normal play to "a stage" shown in Fig. 11(a), "b stage" shown in Fig. 11(b), and "c stage" shown in Fig. 11(c). When the presentation mode is "a stage", the player can use the setting button 15 shown in Fig. 1 to select any of the default (a stage initial BGM), song 1, song 2, song 3, song 4, song 5, song 6, and medley shown in Fig. 11(a). If the player does not select any song, the default (a stage initial BGM) is automatically selected by the sub-control CPU 800a, and the default (a stage initial BGM) is played by the sound LSI 801. In addition, a medley in this embodiment is a combination of two or more songs, all or a major part of which is played back.

[0106] On the other hand, if the presentation mode is "b stage", the player can select any one of the following, shown in Fig. 11(b): Default (b stage initial BGM), Music 1, Music 2, Music 3, Music 4, Music 5, Music 6, and Medley, by using the setting button 15 shown in Fig. 1. If the player does not select any of the music, the default (b stage initial BGM) is automatically selected by the sub-control CPU 800a, and the default (b stage initial BGM) is played by the sound LSI 801.

[0107] Also, when the presentation mode is "c stage", the player can select any one of the following, shown in Fig. 11(c): Default (c stage initial BGM), Music 1, Music 2, Music 3, Music 4, Music 5, Music 6, and Medley, by using the setting button 15 shown in Fig. 1. If the player does not select any music, the default (c stage initial BGM) is automatically selected by the sub-control CPU 800a, and the default (c stage initial BGM) is played by the sound LSI 801.

[0108] Incidentally, when a player selects a medley shown in Fig. 11(a)-(c) using the setting button 15 shown in Fig. 1, music 1, music 2, music 3, music 4, music 5, and music 6 shown in Fig. 11(d) are reproduced as a medley by the sound LSI 801. That is, predetermined music pieces, for example, music 1 is reproduced in the order of music 2, music 3, music 4, etc. Alternatively, music pieces 1-6 are reproduced randomly. Alternatively, the music piece reproduced during the previous medley selection (for example, music 2) is reproduced first, or the music piece following the music piece reproduced during the previous medley selection (for example, music 2) (for example, music 3) is reproduced first.

[0109] Furthermore, when a medley is selected, the timing at which the currently played song transitions to the next song is as follows. That is, when the currently played song ends, the next song begins to play. Also, when the pattern changes reach a predetermined number of times (for example, 10 changes), the next song begins to play. Or, when a specific pattern change (for example, reach change) begins, the next song begins to play. In this way, the transition can occur at various times.

[0110] On the other hand, when a medley is selected, as shown in Fig. 8, the song currently being played (reproduced) is displayed (see image P21). This allows the player to play while checking which song is currently being played, so the player will not play without knowing which song is being played. This can increase the player's interest.

[0111] Incidentally, the music selected by the player using the setting button 15 shown in Fig. 1 is played over multiple symbol changes, as shown in Fig. 12. That is, the music selected by the player continues to be played by the sound LSI 801 even when the symbol change starts at timing T1, stops at timing T2, starts again at timing T3, and stops at timing T4, as shown in Fig. 12. That is, the playback of the music selected by the player is not stopped every time the symbol changes.

[0112] On the other hand, if there is no pattern change or no launch of the game ball using the launch handle 18 between timing T4 and timing T5 shown in Figure 12, the sound LSI 801 stops playing the music selected by the player.

[0113] On the other hand, when the game is resumed at the timing T6 shown in FIG. 12, the sub-control CPU 800a causes the liquid crystal display device 41 to display, as shown in FIG. 13, a content (see image P50) indicating whether or not to reset the music selection, and also causes the player to select Yes or No using the setting button 15 shown in FIG. 1 (see image P50a). This allows the player to select whether to continue playing the music or to play a new music. In this embodiment, an example is shown in which the liquid crystal display device 41 shown in FIG. 13 displays an image in which the decorative pattern (see image P2) stops (in the figure, it stops at "767") and the resident pattern (see image P3) also stops at the same number, resulting in a losing game.

[0114] On the other hand, as shown in FIG. 14, the music selected by the player can be paused or muted depending on the game state. That is, when the music selected by the player is being played by the sound LSI 801, when the reach effect starts at the timing T10 shown in FIG. 14, the music selected by the player is stopped or muted by the sound LSI 801 (the playback itself continues). Next, when the big win fanfare starts at the timing T11 shown in FIG. 14 and the big win game starts at the timing T12, the sound LSI 801 plays the music selected by the player from the continuation (if the sound is muted, the sound is restored). Next, when the big win game ends at the timing T13 shown in FIG. 14, the music selected by the player by the sound LSI 801 is stopped or muted again (the playback itself continues). Then, at the timing T14 shown in FIG. 14, the sound LSI 801 plays the music selected by the player from the continuation (if the sound is muted, the sound is restored).

[0115] Therefore, in this way, the music selected by the player can be paused or muted depending on the game status. When a big win game starts, the sound LSI 801 may start the music selected by the player from a start position dedicated to the big win, such as starting from the chorus, instead of continuing to play the music selected by the player (if muted, the sound is returned to the original state). Also, when a big win game ends and the music selected by the player is played (if muted, the sound is returned to the original state), it may be played from the beginning of the music, instead of continuing to play the music (if muted, the sound is returned to the original state).

[0116] Incidentally, the default (initial BGM for stage a) shown in FIG. 11(a), the default (initial BGM for stage b) shown in FIG. 11(b), and the default (initial BGM for stage c) shown in FIG. 11(c) all have no lyrics (no singing). Therefore, as shown in FIG. 11(d), when a medley is selected, the default (initial BGM for stage a) shown in FIG. 11(a), the default (initial BGM for stage b) shown in FIG. 11(b), and the default (initial BGM for stage c) shown in FIG. 11(c) are not played. This means that when a medley is selected, only music with lyrics (singing) is played, which can increase the player's interest.

[0117] In addition, although only one medley can be selected in the present embodiment, multiple medleys may be provided and selected. For example, Medley 1 may play even-numbered songs, and Medley 2 may play odd-numbered songs.

[0118] Incidentally, the player can arbitrarily select which song to play not only during normal play but also during big win play. That is, as shown in FIG. 15(a), there are multiple songs that can be selected during big win play. More specifically, the player can use the setting button 15 shown in FIG. 1 to select one of Song 1, Song 2, Song 3, Song 4, Song 5, and Song 6 shown in FIG. 15(a). If the player does not select any song, Song 1 is automatically selected by the sub-control CPU 800a, and the sound LSI 801 will play that song.

[0119] On the other hand, even in the RUSH state (right-hand hitting state) which is a more advantageous state for the player than the normal game state after the big win game, the player can arbitrarily select which song to play. To explain this point specifically, in the RUSH state (right-hand hitting state), in this embodiment, the player can select one of the "A mode" shown in FIG. 15(b-1), the "B mode" shown in FIG. 15(c-1), and the "C mode" shown in FIG. 15(d-1) using the setting button 15 shown in FIG. 1. If the player does not select any mode using the setting button 15 shown in FIG. 1, the "A mode" shown in FIG. 15(b-1), which is the initial mode, is selected.

[0120] When the player selects "A mode" using the setting button 15 shown in FIG. 1, the player can select any one of the default (A mode initial BGM), music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 15(b-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right-hand hitting state). If the player does not select any music, the default (A mode initial BGM) is automatically selected by the sub-control CPU 800a, and the default (A mode initial BGM) is played by the sound LSI 801. If the player selects "A mode" using the setting button 15 shown in FIG. 1 and the game enters a jackpot game state, if the default (A mode initial BGM) shown in FIG. 15(b-1) is selected, the sub-control CPU 800a selects music in order from music 2 to music 3, music 4, and so on shown in FIG. 15(b-2), and the selected music is played by the sound LSI 801. That is, the music 2 to music 1 shown in FIG. 15(b-2) are played in order, and when music 1 is played, music 2 is played again in a loop. The next music may be changed every time a jackpot game occurs in succession, or may be changed according to the number of consecutive jackpot games. If a music other than the default (A mode initial BGM) is selected, such loop playback is not performed, and the selected music continues to be played during the jackpot game even if the jackpot game occurs in succession. This prevents the music from being played that does not match the player's intention, improving the player's interest.

[0121] On the other hand, when the player selects "B mode" using the setting button 15 shown in FIG. 1, the player can select any one of the default (B mode initial BGM), music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 15(c-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right-hand hitting state). If the player does not select any music, the default (B mode initial BGM) is automatically selected by the sub-control CPU 800a, and the default (B mode initial BGM) is played by the sound LSI 801. In addition, when the player selects "B mode" using the setting button 15 shown in FIG. 1 and the jackpot game state is reached, if the default (B mode initial BGM) shown in FIG. 15(c-1) is selected, the sub-control CPU 800a selects music in order from music 3 to music 4, music 5, and so on shown in FIG. 15(c-2), and the selected music is played by the sound LSI 801. That is, the music 3 to music 2 shown in FIG. 15(c-2) are played in order, and when music 2 is played, music 3 is played again in a loop. The next music may be changed every time a jackpot game occurs in succession, or may be changed according to the number of consecutive jackpot games. If a music other than the default (initial BGM of B mode) is selected, such loop playback is not performed, and the selected music continues to be played during the jackpot game even if the jackpot game occurs in succession. This prevents the music that does not meet the player's wishes from being played, improving the player's interest.

[0122] On the other hand, when the player selects "C mode" using the setting button 15 shown in FIG. 1, the player can select any one of the default (C mode initial BGM), music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 15(d-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right-hand hitting state). If the player does not select any music, the default (C mode initial BGM) is automatically selected by the sub-control CPU 800a, and the default (C mode initial BGM) is played by the sound LSI 801. If the player selects "C mode" using the setting button 15 shown in FIG. 1 and the game enters a jackpot game state, if the default (C mode initial BGM) shown in FIG. 15(d-1) is selected, the sub-control CPU 800a selects music in order from music 4 to music 5, music 6, and so on shown in FIG. 15(d-2), and the selected music is played by the sound LSI 801. That is, the music 4 to music 3 shown in FIG. 15(d-2) are played in order, and when music 3 is played, music 4 is played again in a loop. The next music may be changed every time a jackpot game occurs in succession, or may be changed according to the number of consecutive jackpot games. If a music other than the default (C mode initial BGM) is selected, such loop playback is not performed, and the selected music continues to be played during the jackpot game even if the jackpot game occurs in succession. This prevents the music from being played that does not meet the player's wishes, improving the player's interest.

[0123] Incidentally, the default (A mode initial BGM) shown in FIG. 15(b-1), the default (B mode initial BGM) shown in FIG. 15(c-1), and the default (C mode initial BGM) shown in FIG. 15(d-1) all have no lyrics (no singing). Also, as shown in FIG. 15(b-1) to (d-1), medleys cannot be selected when selecting a song in RUSH state (right-hand hitting state). This is because the game progresses quickly during RUSH state (right-hand hitting state), making it unsuitable for playing medleys. However, it may be possible to select medleys.

[0124] In this embodiment, the default (A mode initial BGM) shown in Fig. 15(b-1), the default (B mode initial BGM) shown in Fig. 15(c-1), and the default (C mode initial BGM) shown in Fig. 15(d-1) are provided, but they do not have to be provided. In this case, the music selected in Fig. 15(a) may be carried over.

[0125] In this embodiment, in the RUSH state (right-hand hitting state), the player can select one of the "A mode" shown in FIG. 15(b-1), the "B mode" shown in FIG. 15(c-1), and the "C mode" shown in FIG. 15(d-1) using the setting button 15 shown in FIG. 1. In this case, when the presentation mode is changed (for example, from "A mode" to "B mode") during a consecutive win in which big win games are consecutively generated, the music of the presentation mode before the change (for example, "A mode") may be inherited in the presentation mode (for example, "B mode") when the mode is changed. Alternatively, the music may be switched to the default music of the presentation mode when the mode is changed (for example, "B mode").

[0126] In this embodiment, the default (A mode initial BGM) shown in Fig. 15(b-1), the default (B mode initial BGM) shown in Fig. 15(c-1), and the default (C mode initial BGM) shown in Fig. 15(d-1) are provided, but the present invention is not limited to these examples, and "random" may be provided as shown in Fig. 16. To explain this in detail, during a big win game, the player can select one of "random", music 1, music 2, music 3, music 4, music 5, and music 6 shown in Fig. 16(a) by using the setting button 15 shown in Fig. 1. When "Automatic" is selected, as shown in FIG. 16(b), at the first win, song 7 is selected by the sub-control CPU 800a, if the number of consecutive wins in which consecutive jackpot games occur is 2 to 3, song 8 is selected by the sub-control CPU 800a, if the number of consecutive wins in which consecutive jackpot games occur is 4 to 5, song 9 is selected by the sub-control CPU 800a, if the number of consecutive wins in which consecutive jackpot games occur is 6 or more and the "A mode" described below is selected, song 10 is selected by the sub-control CPU 800a, and if the number of consecutive wins in which consecutive jackpot games occur is 6 or more and the "B mode" described below is selected, song 11 is selected by the sub-control CPU 800a.

[0127] On the other hand, in the RUSH state (right-hand hitting state) which is a more advantageous state for the player than the normal game state after the big win game, in this embodiment, the player can select either one of the "A mode" shown in Fig. 16(c-1) or the "B mode" shown in Fig. 16(d-1) using the setting button 15 shown in Fig. 1. If the player does not select either mode using the setting button 15 shown in Fig. 1, the initial mode, "A mode" shown in Fig. 16(c-1), is selected.

[0128] When the player selects "A mode" using the setting button 15 shown in FIG. 1, the player can select any one of the random (A mode), music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 16(c-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right-hand hitting state). In addition, when the player selects "A mode" using the setting button 15 shown in FIG. 1 and enters a jackpot game state, the player can select any one of the random (A mode), music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 16(c-2). If the player does not select any music, the random (A mode) is automatically selected by the sub-control CPU 800a, and the random (A mode) is played by the sound LSI 801. In addition, if the player selects a song, the selected song will continue to be played during the jackpot game, even if the jackpot game occurs consecutively. This prevents the song that does not match the player's intention from being played, thereby improving the player's interest.

[0129] On the other hand, when the player selects "B mode" using the setting button 15 shown in FIG. 1, the player can select any one of the random (B mode), music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 16(d-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right-hand hitting state). In addition, when the player selects "B mode" using the setting button 15 shown in FIG. 1 and enters a jackpot game state, the player can select any one of the random (B mode), music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 16(d-2). If the player does not select any music, the random (B mode) is automatically selected by the sub-control CPU 800a, and the random (B mode) is played by the sound LSI 801. In addition, if the player selects a song, the selected song will continue to be played during the jackpot game, even if the jackpot game occurs consecutively. This prevents the song that does not match the player's intention from being played, thereby improving the player's interest.

[0130] As explained with reference to Fig. 8, the player can freely select which song to play, but the display position and size of the song selection displayed on the liquid crystal display 41 may be made different depending on whether the game is normal, whether a big win has occurred, or whether the player is in an advantageous state. Also, if the song name to be displayed is long, it may be displayed in a scrolling manner, and supplementary information such as the name of the lyricist, composer, and singer may be made available for confirmation.

[0131] On the other hand, when returning to a normal game state from a jackpot game state or an advantageous state favorable to the player, the music selected during the previous normal game may or may not be the same as the music selected during the previous normal game.

[0132] On the other hand, when a new big win game occurs after returning to the normal game state, the music selected during the previous big win game may or may not be the same as the music selected during the previous big win game.

[0133] In the present embodiment, the songs 1 to 6 are selected during normal play, during big win play, and during advantageous states advantageous to the player, but of course different songs may be selected for each of these. Alternatively, the selectable songs may be different depending on the presentation mode.

[0134] On the other hand, a song can be selected while waiting for customers, but if the sound is muted, the selected song may or may not be played.

[0135] <Explanation of the processing contents of the sub-control board> Here, the processing method of the various contents explained above will be explained in detail below. Specifically, the processing contents (outline of the program) of the sub-control board 80 shown in Figs. 17 to 21 will be specifically explained.

[0136] First, when the power is turned on to the pachinko game machine 1, a power-on signal indicating that the power has been turned on is sent from the power supply board 130 (see FIG. 4) to each control board. Then, upon receiving the signal, the sub-control CPU 800a performs the main process shown in FIG.

[0137] <Sub-control: Explanation of main process> 17, first, the sub-control CPU 800a initializes the internal registers and sets the input / output direction of the input / output port. Then, the sub-control CPU 800a sets the data to be transmitted from the output port set in the output direction so that the data is transferred serially (step S1000).

[0138] Next, the sub-control CPU 800a initializes a memory area in the sub-control RAM 800c that stores the performance control command DI_CMD received from the main control board 60 (see FIG. 4) (step S1001). Then, the sub-control CPU 800a performs interrupt permission setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).

[0139] Next, the sub-control CPU 800a initializes the memory areas in the sub-control RAM 800c used as a working area and a stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 4). As a result, the sound LSI 801 initializes the registers provided therein (step S1004).

[0140] Next, the sub-control CPU 800a checks whether or not an abnormality has occurred in the motor (not shown) that operates the top, left, right, and top left movable parts 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c in which the motor data that operates the motor (not shown) is stored. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motor to the origin position (retracted position). As a result, the top, left, right, and top left movable parts 43a to 43d return to their initial positions (step S1005).

[0141] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) that has a function of generating a pulse output at a constant period and a function of measuring time, etc. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt is generated periodically every 1 ms (step S1006).

[0142] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of ​​the sub-control RAM 800c (step S1007), and compares the checksum calculation value with the checksum calculation value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to confirm whether they match (step S1008). If they do not match (step S1008: NO), a process is performed to clear all areas in the sub-control RAM 800c (step S1009).

[0143] On the other hand, if there is a match (step S1008: YES) or after completing the processing of step S1009, the sub-control CPU 800a disables the watchdog timer function (not shown) (step S1010) and performs a hardware refresh of the sub-control CPU 800a, VDP 803, etc. (step S1011).

[0144] Next, the sub-control CPU 800a reads the performance control command DI_CMD received from the main control board 60 (see Figure 4) stored in the memory area of ​​the sub-control RAM 800c, and determines by lottery a performance pattern corresponding to the content of the command from among a large number of performance patterns pre-stored in the sub-control ROM 800b (step S1012).

[0145] Next, the sub-control CPU 800a performs a process of analyzing the input contents of the setting button 15, the volume control button 16, the light amount control button 17, and the effect button device 13 acquired in the timer interrupt process described later (step S1013). Specifically, the sub-control CPU 800a analyzes whether the setting button 15, the volume control button 16, the light amount control button 17, and the effect button device 13 are pressed by the player at the moment of being released, or whether they are still pressed, etc.

[0146] Next, based on the performance pattern determined by lottery in step S1012 above, the sub-control CPU 800a controls the operation of the top, left, right and top left movable parts 43a to 43d (see Figure 2), controls the turning on and off of decorative lamps such as LED lamps which are light-emitting means mounted on the decorative lamp board 90 (see Figure 4), controls the speaker 19 and controls the image displayed on the liquid crystal display device 41 (step S1014).

[0147] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of ​​the sub-control RAM 800c, and performs memory backup processing to store the checksum calculation value in the sub-control RAM 800c (step S1015).

[0148] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been sent (step S1016: NO), the sub-control CPU 800a repeats the process of step S1016 until the VSYNC interrupt signal is sent, and when the VSYNC interrupt signal is sent (step S1016: YES), the process returns to the process of step S1007 again, and repeats the processes of steps S1007 to S1016.

[0149] <Sub-control: Data analysis processing> Next, the data analysis process of step S1014 of the main process will be described in detail with reference to Fig. 18. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803, based on the performance scenario data corresponding to the performance pattern determined by lottery in step S1012 (step S1050).

[0150] Next, if the above-mentioned performance scenario data stores data indicating that a performance produced by pressing the performance button device 13 is enabled or data indicating that a performance produced by repeatedly tapping the setting button 15 is enabled, the sub-control CPU 800a stores the data in a memory area within the sub-control RAM 800c.

[0151] Furthermore, the sub-control CPU 800a generates a control signal for light based on the data contents of the lamp data stored in the above-mentioned performance scenario data, and stores the signal in the sub-control RAM 800c. At this time, the light intensity setting set by the light intensity adjustment button 17 shown in Fig. 1 is also taken into consideration.

[0152] In addition, the sub-control CPU 800a determines the operation content of the upper, left, right, and upper left movable props 43a to 43d based on the data content of the movable prop data stored in the performance scenario data, and generates motor data for the motor (not shown) of the movable prop device 43 according to the determined operation content.

[0153] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the data contents of the sound data stored in the performance scenario data (step S1051). At this time, if the player uses the setting button 15 shown in FIG. 1 to select either "default", "BGM emphasis", "dialogue emphasis", or "low sound effects" shown in FIG. 6, or "volume adjustment" shown in FIG. 9 and FIG. 10, the output value of the sound volume will be set according to the setting. That is, the BGM, sound effects (SE), and dialogue (VC) stored in the game ROM 805 are provided with identifiers such as BG for BGM, SE for sound effects, and VC for dialogue, respectively. As a result, the sub-control CPU 800a refers to these identifiers to set the output value of the sound volume according to the setting. Furthermore, sounds that cannot be adjusted by the specific sound emphasis setting described above or that require a different reduction range, such as error notification sounds (including left hit notification sounds), sounds related to the saving function, sounds whose notification is determined by the customization content selected by the player, sounds that are to be emphasized in the presentation such as reach presentation, sounds in the presentation with a high expectation of a big win, and sounds at the time of a confirmed big win, are given a different identifier (an identifier different from BG, SE, and VC), and the sub-control CPU 800a refers to this identifier to determine that the corresponding sounds cannot be adjusted by the specific sound emphasis setting or that the reduction range is different. Thus, the sub-control CPU 800a refers to the identifier in this way to generate a control signal related to the sound and transmit it to the sound LSI 801. In response to this, the sound LSI 801 stores the sound to be output in a channel corresponding to that sound. Then, the sound LSI 801 sets the balance of the output sound based on the setting in the primary channel of the channel volume for the stored sound, and fades the secondary channel by performing fade processing. The sound output processing is interrupted every 1 ms. Thus, the sound LSI 801 that has performed this processing integrates all the channel sounds as a total volume and stores it in a specific channel, so that the speaker 19 outputs a sound according to the above-mentioned processed contents.

[0154] On the other hand, with regard to the music selection described with reference to Figs. 11 to 16, the sub-control CPU 800a generates a control signal related to the music selected by the player or automatically, and transmits it to the sound LSI 801. In response to this, the sound LSI 801 plays the music according to the generated control signal. As a result, the music selected by the player or automatically is output from the speaker 19. Note that, as shown in Figs. 12 and 14, when the music playback is stopped or muted, the music is not output from the speaker 19.

[0155] The volume setting set by the volume adjustment button 16 shown in Fig. 1 is also taken into consideration. However, if the sound cannot be adjusted, it is not taken into consideration.

[0156] Thus, the sub-control CPU 800a repeats the processing of steps S1050 and S1051 described above until all data based on the presentation pattern determined by lottery in step S1012 shown in FIG. 18 has been generated (step S1052: NO), and when all of the data has been generated (step S1052: YES), it proceeds to processing of step S1053.

[0157] Next, the sub-control CPU 800a performs button valid time processing (step S1053) based on the contents stored in the sub-control RAM 800c in step S1051 and the input contents of the setting button 15, the volume adjustment button 16, the light amount adjustment button 17, and the performance button device 13 processed in step S1013 shown in Fig. 17. At this time, the volume balance setting and music selection described with reference to Figs. 5 to 16 are performed.

[0158] <Sub-control: Command reception interrupt processing> Next, referring to FIG. 19, a description will be given of the processing that is performed when a performance control command DI_CMD and an interrupt signal are sent from the main control board 60 while such main processing is being executed.

[0159] 19, when the sub-control CPU 800a receives the interrupt signal, it executes a save process to save the contents of each register to a stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD (step S1101), and calculates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1102).

[0160] Then, the sub-control CPU 800a again reads the register of the input port that received the performance control command DI_CMD (step S1103) and checks whether the value read in step S1101 and the value read in step S1103 match. If they do not match (step S1104: NO), proceed to step S1107, and if they match (step S1104: YES), store the performance control command DI_CMD received from the main control board 60 at the address corresponding to the calculated pointer (step S1105). Note that this stored performance control command DI_CMD is read out by the sub-control CPU 800a when processing step S1012 shown in FIG. 17.

[0161] Next, the sub-control CPU 800a updates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the registers saved in the process of step S1100 (step S1107). This causes the process to return to the main process shown in FIG.

[0162] <Sub-control: Timer interrupt processing> Next, with reference to FIG. 20, a process to be performed when a timer interrupt occurs every 1 ms, which is set in the process of step S1006 (see FIG. 17) of the main process, will be described.

[0163] As shown in FIG. 20, when a timer interrupt occurs every 1 ms, the sub-control CPU 800a executes a save process to save the contents of each register in a stack area in the sub-control RAM 800c (step S1150).

[0164] Next, the sub-control CPU 800a twice acquires the data of the setting button 15, the volume control button 16, the light amount adjustment button 17, and the performance button device 13, and the motor data of the movable role device 43 (step S1151), and checks whether the data acquired twice matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process of step S1151 until the data matches, and if the data matches (step S1152: YES), stores the matching data in the sub-control RAM 800c (step S1153).

[0165] Next, the sub-control CPU 800a receives signals from the setting button 15, the volume control button 16, the light amount control button 17, and the performance button device 13 (step S1154). These received signals are analyzed in the button analysis process of step S1013 shown in FIG.

[0166] Next, the sub-control CPU 800a transmits the light-related control signal stored in the sub-control RAM 800c in step S1051 shown in Fig. 18 to the decorative lamp board 90 (see Fig. 4) (step S1155). At this time, the control signal required to turn on or off the identification lamp device 51A (see Fig. 2) is also transmitted.

[0167] Next, the sub control CPU 800a restores the registers saved in the process of step S1150 (step S1156), thereby returning to the main process shown in FIG.

[0168] <Sub-control: command list> Here, the command list generated in step S1050 shown in FIG. 18 will be described in detail with reference to FIG.

[0169] This command list is a sequence of commands for the VDP 803 (command parser 8035), but the contents and order of the commands differ slightly depending on whether the command is to draw a moving image or a still image.

[0170] When instructing the VDP 803 to render a moving image, the initial command list in FIG. 21(a) and the steady command list in FIG. 21(b) are used.

[0171] As shown in FIG. 21(a), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2 SDRAM 804 in which the frame buffer area is set, and the memory area of ​​the DDR2 SDRAM 804 for storing video data (step S1200).

[0172] Next, a command to decode the moving image is generated (step S1201). Specifically, the command is an instruction as to which compressed moving image data to decode, together with the address of the CG data storage area in the game ROM 805 where the corresponding moving image is stored, the number of frames of the moving image, and the like.

[0173] Next, a command for finalization processing is entered to complete the generation of the initial command list (step S1202).

[0174] Next, the sub-control CPU 800a generates a steady command list shown in FIG.

[0175] 21(b), this steady command list is composed of drawing instructions for moving images, and in the initial command list, a command is generated to draw the decoded data of a certain frame number at a certain coordinate position on the liquid crystal display device 41 with respect to the decoded moving image data (step S1203). Next, a termination process command is entered to complete the generation of the steady command list (step S1204).

[0176] On the other hand, when instructing the VDP 803 to draw a still image, as shown in FIG. 21(c), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2 SDRAM 804 in which the frame buffer area is set (step S1210).

[0177] Next, a command to instruct decoding of the still image is generated (step S1211). Specifically, it is an instruction as to which still image compressed data to decode, and is instructed together with the address and data size of the CG data storage area of ​​the game ROM 805 where the corresponding still image is stored.

[0178] Next, a command is generated to indicate at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, reduction / enlargement, etc.) the decoded still image data is to be drawn (step S1212). Next, a command for termination processing is entered to complete the generation of the command list relating to still images (step S1213).

[0179] Thus, such a command list for moving images and a command list for still images are transmitted to the VDP 803 (see FIG. 4), processed appropriately, and then transmitted to the liquid crystal display device 41. As a result, the images shown in FIGS. 5, 7 to 10, and 13 are displayed on the liquid crystal display device 41.

[0180] Therefore, the above-mentioned various operations are carried out through the above-mentioned processes.

[0181] <Description of Modifications> In this embodiment, an example has been shown in which the sound LSI 801 and the VDP 803 are configured separately, but they may be integrated into one chip.

[0182] Furthermore, in this embodiment, an example has been shown in which the sub-control CPU 800 a is provided within the sub one-chip microcomputer 800 , but the present invention is not limited to this, and the sub-control CPU 800 a may be provided within the VDP 803 . [Explanation of symbols]

[0183] 1. Pachinko machines 15 Setting button (selection means) 801 Sound LSI (playback means)

Claims

[Claim 1] Multiple performance modes, Multiple songs, A selection means that allows selecting one song from the aforementioned multiple songs, The system includes a playback means for playing the music selected by the selection means, The aforementioned multiple performance modes include multiple normal game performance modes that can be switched during normal gameplay, and multiple advantageous game performance modes that can be switched during advantageous gameplay, which is more favorable to the player than the normal gameplay state. The aforementioned multiple songs include: In the aforementioned multiple normal gameplay performance modes, there are songs that can be played by the playback means only in that specific normal gameplay performance mode, and songs that can be selected in common across the multiple normal gameplay performance modes. The game machine is characterized in that the music playable by the playback means only in the normal gameplay performance mode is initially selected by the selection means and is played by the playback means without any selection operation by the player.