Game machine
The gaming machine's inclined surface and non-protruding counting button design addresses the issue of player comfort and accidental operations, providing an enhanced gaming experience by simplifying visibility and operation.
Patent Information
- Application Number
- JP2023209275
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-06-24
AI Technical Summary
Existing gaming machines do not provide a comfortable gaming environment for players, particularly in terms of ease of use and prevention of accidental operations.
The gaming machine incorporates a counting unit with an inclined surface and a counting button that does not protrude beyond its surrounding surface, along with a volume adjustment button, to facilitate easy viewing and operation, reducing the likelihood of accidental button presses.
This design enhances player comfort by allowing easy viewing and operation of the game value display and counting button, while preventing accidental counting operations, thus creating a more enjoyable gaming experience.
Smart Images

Figure 2025093555000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, a pachinko gaming machine equipped with a gaming area where gaming balls (gaming values) move, a launching device for launching gaming balls into the gaming area, etc. is known. The pachinko gaming machine is provided with a start port provided in the gaming area, and when the entry of a gaming ball into the start port is detected, a special symbol lottery is conducted. If the result of the special symbol lottery is a big win, the gaming state shifts to a special gaming state, and a plurality of special games are executed in the special gaming state. In each special game, a large winning port provided in the gaming area operates in an open state, and gaming balls are paid out based on the entry of gaming balls into the large winning port.
[0003] In addition, some gaming machines of this type are provided with a counting switch that is operated when transmitting gaming values to an external unit (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in a gaming machine, it is required to provide a comfortable gaming environment for the player.
[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of providing a comfortable gaming environment for the player.
Means for Solving the Problems
[0007] In order to achieve the above object, the gaming machine of the present invention A counting unit (for example, counting unit 213), and a volume adjustment button (for example, volume adjustment button 28), and is provided with The counting unit includes a game value number display unit (for example, game value number display unit 211) capable of displaying the number of game values, and a counting button (for example, counting button 212) including a pressing part (for example, pressing part 212a) that can be pressed. The counting unit has an inclined surface (for example, inclined surface 214a) that slopes upward from the front to the rear. The uppermost point of the counting unit is at a position higher than the uppermost point of the volume adjustment button. At least the game value number display unit is provided on the inclined surface. The counting button is formed such that the pressing part does not protrude beyond the surrounding surface of the counting button.
[0008] The counting unit has an inclined surface that slopes upward from the front to the rear, and the uppermost point of the counting unit is at a position higher than the uppermost point of the volume adjustment button. And at least the game value number display unit is provided on the inclined surface. Since the game value number display unit stands up and faces the player side, the player does not need to look in, and the game value number display unit is easy to see. Thereby, the burden on the player can be reduced. Also, since the pressing part of the counting button does not protrude beyond the surrounding surface of the button, it is possible to prevent fingers or objects from contacting the pressing part and accidentally pushing the pressing part in. In other words, it is possible to suppress the execution of counting due to an accidental operation. Thereby, a comfortable gaming environment can be provided for the player.
Effect of the Invention
[0009] According to the present invention, a comfortable gaming environment can be provided for the player.
Brief Description of the Drawings
[0010]
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Embodiments for Carrying Out the Invention
[0011] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. In the following description, basically, "front and back" means that when a player is on the front side of the gaming machine, the player side is "front" and the gaming machine side is "back", "up and down" means that the upper surface side of the gaming machine is "up" and the lower surface side is "down", "left and right" means that the left hand side of the player playing the game on the gaming machine is "left" and the right hand side is "right".
[0012] Unlike a conventional pachinko gaming machine, the gaming machine 1 of the present embodiment enables the game to proceed without the player touching the game ball. The gaming machine 1 has an enclosed circulation type in which a certain number of game balls (game media) circulate inside the gaming machine. Further, the gaming machine 1 is a gaming machine in which game value as electronic information is used, and the game value is consumed or paid out by the game. Paying out the game value in the gaming machine 1 means electronically paying out (granting) the game value. Note that the invention according to the present embodiment is not limited to the gaming machine 1, but is also applicable to a conventional pachinko gaming machine, that is, a pachinko gaming machine having a specification in which a player can touch a physical game ball and the game ball is paid out to a tray based on the entry of the game ball into a predetermined winning opening.
[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to the present embodiment. The gaming machine of the present embodiment includes an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 that is provided inside the gaming machine and forms a game area 4 in which game balls move, an inner frame 7 that holds the game board 6, a glass unit 8 that makes the game board 6 visible but non-touchable to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. Further, the front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. Then, the inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 that surrounds the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material, a plurality of front frame lamps 12 that output effect lights for enlivening the game are provided. Further, on the left and right of the lower part of the front frame 10, speakers 14 (sound output means) that output effect sounds for enlivening the game are provided.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10. When the player rotates the grip unit 20 clockwise toward the gaming machine, a firing device (not shown) provided inside the gaming machine operates, and a game ball is fired into the game area 4. Note that the firing device of the present embodiment can fire 99 game balls per minute (1.65 balls per second).
[0016] An effect button 26 (effect operation means) is provided on the front frame 10. When the player operates the effect button 26, the effect performed by the gaming machine changes.
[0017] As shown in FIG. 2, on the side (left side) of the gaming machine 1, a dedicated unit 400 (a gaming value lending device, a predetermined device) as a device for lending gaming values is provided and connected to the gaming machine 1. On the front surface of the dedicated unit 400, there are provided a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection port 402 into / from which a card (a gaming value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, a card return button 405, and the like. The card is used to manage the number of gaming values owned by the player. In other words, the number of gaming values owned by the player can be grasped by the card. Further, the card may be capable of storing a prepaid balance. Note that the management of the number of gaming values by the card may be performed by storing the number of gaming values in the card itself, or the number of gaming values may be stored in a predetermined management device or the like installed in a game hall or the like, and the number of gaming values stored in the management device or the like may be associated with the identification information (such as the player's ID or the identification number unique to each card) stored in the card, and so on.
[0018] In the dedicated unit 400, an operation (pressing operation) on the lending button 403 is received as a lending operation (gaming value transfer operation) for transferring gaming values to the gaming machine 1. When the lending button 403 is pressed, the bills inserted into the bill insertion slot 406 or the stored value stored as the prepaid balance in the card is consumed, and a predetermined number (for example, 125) of gaming values are credited to the gaming machine 1. Also, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is received as a lending operation (gaming value transfer operation) for transferring gaming values to the gaming machine 1. When the replay button 404 is pressed, the gaming values owned by the player managed by the card (the gaming values associated with the card) are consumed, and a predetermined number (for example, 125) of gaming values are credited to the gaming machine 1. That is, in the present embodiment, an operation on the lending button 403 or the replay button 404 as the lending operation means is received as a lending operation (gaming value transfer operation), and based on the lending operation, a predetermined number of gaming values are transferred (lent) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, on the left side (the dedicated unit 400 side) of the front frame 10, a game value number display device (game ball number display device) 211 and a counting button (counting operation means) 212 are provided. Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a lending reception process is executed, and a value corresponding to a predetermined number of game values is stored in the game value number storage area of the frame control board 201 described later. Hereinafter, the value (stored value) indicated by the game value number storage area is referred to as the "number of held balls" (number of held balls). The number of held balls can be said to be the number of game values (number of game balls) that can be used in the game. The number of held balls is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of held balls is displayed by the 7-segment display.
[0020] The gaming machine 1 includes a frame control board 201 (see FIG. 4), and the frame control board 201 controls the value (number of held balls) stored in the game value number storage area. The frame control board 201 decreases the number of held balls based on the detection of the launch of a game ball. Also, the frame control board 201 increases the number of held balls based on the payout of a bonus ball. Further, the frame control board 201 increases the number of held balls based on the detection of a foul ball. Also, when game values are transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 increases the number of held balls by the number of game values transferred. Also, when game values are transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 decreases the number of held balls by the number of game values transferred. Further, the frame control board 201 controls to display the number of held balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease of the number of held balls.
[0021] The count button 212 is a button that is operated when all or part of the number of held balls (game values stored in the game value number storage area) is transmitted (returned, transferred) to the dedicated unit 400. The count button 212 is provided with a pressing part (operation part), and the pressing part is formed so as to be depressable. When the player finishes the game or the like, the player performs an operation (depressing operation) on the count button 212 as a counting operation (return operation). When the count button 212 is operated, a predetermined number of game values are transferred from the gaming machine 1 to the dedicated unit 400. After the game values are transferred to the dedicated unit 400, when an operation (depressing operation) on the card return button 405 of the dedicated unit 400 is performed, a card that enables the player to grasp the number of game values owned by the player is discharged from the dedicated unit 400 (card insertion / ejection port 402).
[0022] Figure 3 is a front view showing the external configuration of the game board 6. The game board 6 is provided with an outer rail 31 in a circular shape, and the area surrounded by the outer rail 31 is the game area 4 where the game balls move. In addition, an inner rail 30 is provided in an arc shape along the outer rail 31 at the left end of the game area 4, and the outer rail 31 and the inner rail 30 guide the game balls launched from a launching device (not shown) provided below the game board 6 into the game area 4.
[0023] In the central part of the game board 6, there is provided an effect unit 36 including a liquid crystal display 32 (effect display device, display means) for displaying an effect image or the like for enlivening the game, and a display frame 34 formed so as to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is provided an illumination device 38 (illumination means) that constitutes the effect unit 36 and outputs effect light or the like for enlivening the game.
[0024] In this embodiment, the front side of the liquid crystal display 32 is made impassable for the game balls, and the game balls launched from the launching device fall into the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. Also, a large number of game pins (not shown) that intersect the surface of the game board 6 are driven into the game area 4, and the moving direction of the game balls moving in the game area 4 randomly changes.
[0025] In addition, an opening 40 through which the game balls falling into the game area 4a on the left side of the liquid crystal display 32 can pass is formed in the left part of the display frame 34. The game balls that have passed through this opening 40 pass through the passage 42 provided in the display frame 34 and fall onto the stage 44 provided below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8 through which the game balls can fall downward from the stage 44. The game balls that have fallen onto the stage 44 from the passage 42 reciprocate left and right on the stage 44 and then fall downward from near the central part of the stage 44.
[0026] Below the central part of the stage 44, a first start port 46 (first area) into which game balls (including the game balls that have fallen downward from near the central part of the stage 44) can enter is provided. Also, a first start port switch 100 (see FIG. 4) for detecting the game balls that have entered the first start port 46 is disposed in the first start port 46. When the first start port switch 100 detects a game ball (entry of a game ball into the first start port 46), it outputs a detection signal to the main control board 200. Also, based on the input of the detection signal from the first start port switch 100, the main control board 200 executes a first special symbol lottery as a special symbol lottery (first lottery). Also, based on the input of the detection signal from the first start port switch 100, the main control board 200 executes the payout of a prize ball (for example, one). Also, the game balls that have entered the first start port 46 are collected inside the gaming machine.
[0027] To the left of the first start port 46 in the gaming area 4, a plurality (three) of general winning ports 47 (upper left general winning port 47a, middle left general winning port 47b, and lower left general winning port 47c) are provided. Also, on the game board 6, a general winning port switch 101 (see FIG. 4) for detecting a game ball that has entered the upper left general winning port 47a, the middle left general winning port 47b, or the lower left general winning port 47c is disposed. When the general winning port switch 101 detects a game ball (entry of a game ball into the upper left general winning port 47a, the middle left general winning port 47b, or the lower left general winning port 47c), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the general winning port switch 101, the main control board 200 executes the payout of prize balls (for example, three). Note that one general winning port switch 101 may be provided for each of the upper left general winning port 47a, the middle left general winning port 47b, and the lower left general winning port 47c, or only one general winning port switch 101 may be provided for the plurality (for example, three) of general winning ports 47. Also, in addition to the upper left general winning port 47a, the middle left general winning port 47b, and the lower left general winning port 47c, general winning ports 47 and general winning port switches corresponding to these general winning ports may be provided.
[0028] In the gaming area 4b on the right side of the liquid crystal display 32, a passage gate 48 through which a game ball passes without being collected inside the gaming machine is provided. Also, inside the passage gate 48, a gate switch 102 (see FIG. 4) for detecting that a game ball has passed is disposed. When the gate switch 102 detects a game ball (passage of a game ball through the passage gate 48), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery for determining the success or failure of a normal win.
[0029] In the game area 4b on the right side of the liquid crystal display 32, below the passage gate 48, a second start port 49 (second area) is provided. Further, inside the second start port 49, a second start port switch 103 (see FIG. 4) for detecting a game ball that has entered the second start port 49 is disposed. When the second start port switch 103 detects a game ball (entry of a game ball into the second start port 49), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the second start port switch 103, the main control board 200 executes a second special symbol lottery as a special symbol lottery (second lottery). Further, based on the input of the detection signal from the second start port switch 103, the main control board 200 executes the payout of a prize ball (for example, one). Further, the game ball that has entered the second start port 49 is collected inside the gaming machine.
[0030] The second start port 49 is provided with a normal accessory 54 (first movable object) that is operable between a reduced state (closed state) in which it is difficult for a game ball to enter the second start port 49 (a state in which it is difficult for a game ball to enter the second start port 49) and an enlarged state (open state) in which it is easy for a game ball to enter (a state in which it is easy for a game ball to enter the second start port 49). The normal accessory 54 incorporates a driving device such as a solenoid and is controlled to be in the enlarged state under predetermined conditions when a normal hit is won in the normal symbol lottery.
[0031] In the game area 4b on the right side of the liquid crystal display 32, a big winning port 50 (third area, predetermined area) is provided. Further, inside the big winning port 50, a count switch 104 (see FIG. 4) for detecting a game ball that has entered the big winning port 50 is disposed. When the count switch 104 detects a game ball (entry of a game ball into the big winning port 50), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the count switch 104, the main control board 200 executes the payout of a prize ball (for example, 15). Further, based on the input of the detection signal from the count switch 104, the main control board 200 counts the number of game balls that have entered the big winning port 50. Further, the game ball that has entered the big winning port 50 is collected inside the gaming machine.
[0032] The big winning opening 50 is provided with a special device 56 (second movable object, specific movable object) that can operate between a closed state (non-entry state) where game balls cannot enter the big winning opening 50 and an open state (entry possible state) where game balls can enter. The special device 56 incorporates a driving device such as a solenoid and is controlled to be in the open state under predetermined conditions in a special game state that starts when winning a jackpot in a special symbol lottery (first special symbol lottery or second special symbol lottery). Further, the special device 56 is controlled to be in the open state under predetermined conditions in a small win game state that starts when winning a small win in a special symbol lottery (second special symbol lottery).
[0033] Inside the big winning opening 50, there are provided a specific area (not shown), a discharge area (not shown), and a sorting means (not shown) for sorting game balls that have entered the big winning opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 4) is disposed in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of game balls passing through the specific area (passage of the specific area by game balls). The sorting means can be displaced between a specific area passage state where game balls that have entered the big winning opening 50 are sorted to the specific area and a non-specific area passage state where game balls that have entered the big winning opening 50 are sorted to the discharge area. That is, when the sorting means is displaced to the specific area passage state, game balls that have entered the big winning opening 50 are sorted to the specific area. As a result, it becomes impossible for game balls that have entered the big winning opening 50 to pass through the discharge area. On the other hand, when the sorting means is displaced to the non-specific area passage state, game balls that have entered the big winning opening 50 are sorted to the discharge area. As a result, it becomes impossible for game balls that have entered the big winning opening 50 to pass through the specific area. The sorting means is displaced by a specific area solenoid. Game balls that have entered the big winning opening 50 are first detected by the count switch 104, then sorted to either the specific area or the discharge area by the sorting means, and after passing through the area, are discharged to the discharge path. At this time, game balls sorted to the specific area are detected by the specific area switch 107.
[0034] At the bottom of the game area 4, there is an out port 62 for collecting the game balls that have fallen into the game machine without entering any of the winning ports 46, 47, 49, 50. Here, inside the game machine, there is a discharge path (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all the game balls launched into the game area 4 (all the game balls collected from the game area 4) are configured to pass through the discharge path. That is, the game balls launched into the game area 4 are recovered from the game area 4 and flow into the discharge path by entering any of the winning ports 46, 47, 49, 50 or passing through the out port 62. Specifically, the game balls that have entered each winning port 46, 47, 49, 50 are detected by the switches 100, 101, 103, 104 arranged inside the winning port and then guided to the discharge path. Also, the game balls collected from the out port 62 are guided to the discharge path. Further, an out switch 106 (see FIG. 4) is arranged in the discharge path. When the out switch 106 detects a game ball passing through the discharge path (discharge of the game balls from the game area 4), it outputs a detection signal to the main control board 200. Also, based on the input of the detection signal from the out switch 106, the main control board 200 counts the number of game balls discharged from the game area 4.
[0035] The game ball launching device is configured such that the launching output of the game ball changes by adjusting the rotation amount of the grip unit 20 (handle) shown in FIG. 1. When the rotation amount of the grip unit 20 is small, the game ball is launched so that it falls into the game area 4a (the first game area 4a, the left hitting area) on the left side of the liquid crystal display 32. When the rotation amount of the grip unit 20 is large, the game ball is launched so that it falls into the game area 4b (the second game area 4b, the right hitting area) on the right side of the liquid crystal display 32.
[0036] The player adjusts the rotation amount of the grip unit 20 according to the game situation, and launches the game ball so that the game ball falls into the left game area 4a, or passes through the opening 40, the passage 42, and the stage 44 and wins at the first start port 46 (left shot), or the game ball falls into the right game area 4b, and the game ball passes through the passing gate 48, or the game ball wins at the second start port 49, or the game ball wins at the big winning port 50 (right shot). In this embodiment, the left shot may be referred to as the first game method, and the right shot may be referred to as the second game method.
[0037] In the gaming machine of this embodiment, when the game ball falls into the left game area 4a, the game ball does not pass through the passing gate 48, and the game ball does not enter (win) the second start port 49 and the big winning port 50. Also, when the game ball falls into the right game area 4b, the game ball does not enter the first start port 46 and the general winning port 47.
[0038] As shown in FIG. 3, at the lower right part of the game board 6, outside the game area 4, a state display unit 70 for indicating various states of the gaming machine by lighting and extinguishing of a lamp or the like is provided.
[0039] Returning to FIG. 4 for explanation. The main control board 200 performs control to pay out (electronically) a number of game balls corresponding to the number of prize balls predetermined for each detection signal based on the detection signals input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.
[0040] Also, the main control board 200 performs control to transmit various commands generated according to various calculation results to the sub-control board 202 and the frame control board 201. In this embodiment, only one-way communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and they are communicatively connected so that the sub-control board 202 cannot transmit information to the main control board 200.
[0041] The sub-control board 202 includes an effect control means 300 and a sub-memory 302.
[0042] The effect control means 300 controls the effect device based on various commands transmitted from the main control board 200, input signals from the effect buttons 26, and effect data stored in the effect data storage means 303 (ROM) of the sub-memory 302, causing the front frame lamp 12 (FIG. 1) and the lighting device 38 (FIG. 3) to light up or blink, displaying an effect image on the liquid crystal display 32 (FIG. 3), controlling the audio device to output effect sounds from the speaker 14 (FIG. 1), driving the effect object driving device to operate the effect object (prop), etc. By controlling the effect device, the effect control means 300 causes the effect device to execute effects for enlivening or assisting the game (controlling various effect devices).
[0043] The effect control means 300 determines the effect content to be executed based on various commands transmitted from the main control board 200 and input signals from the effect buttons 26, etc. Further, based on the determined effect content, the effect control means 300 performs control related to display on the liquid crystal display 32, for example. The effect control means 300 executes liquid crystal drawing processing at a predetermined cycle (for example, at a frame rate of 60 times per second = 60 FPS). In the liquid crystal drawing processing, a drawing command (information) for instructing the drawing content to the VDP is constructed. Then, the VDP performs drawing in accordance with the drawing command, and the drawn content is displayed in the display area 32a of the liquid crystal display 32.
[0044] In the display area 32a of the liquid crystal display 32, a moving image effect image is displayed by displaying, for example, 60 still images per second. Hereinafter, one frame is referred to as a "frame". For example, in the case of an effect image (effect pattern) with an effect time of 60 seconds, the effect image is composed of a total of 3600 frames of 60 seconds × 60 frames.
[0045] FIG. 5 is a view of the lower portion (operation unit) of the front frame 10 as seen from above. An operation unit including an effect button 26 is provided below the front frame 10, and there is a trapezoidal (substantially flat) portion above the operation unit. On the right side of this portion, a cross key 27, a volume adjustment button 28, and a light amount adjustment button 29 are provided. On the left side of this portion, a game value number display device 211 and a counting button 212 are provided. Here, the unit including the game value number display device 211 and the counting button 212 is referred to as a counting unit 213. The counting unit 213 includes a cover 214 that covers the outside.
[0046] The cross key 27 (cross button) includes at least an upper button (upper pressing portion), a lower button (lower pressing portion), a left button (left pressing portion), and a right button (right pressing portion) that are formed to be pressable.
[0047] The volume adjustment button 28 and the light amount adjustment button 29 each include a pressing portion that is long in the front-rear direction, and are formed so that the front side (front side) and the back side (rear side) of the pressing portion can be pressed. Note that the cross key 27, the volume adjustment button 28, and the light amount adjustment button 29 may be collectively referred to as "effect setting buttons".
[0048] The cross key 27, the volume adjustment button 28, and the light amount adjustment button 29 are configured such that the pressing portion protrudes from the surface around the button (protrudes). Due to the protruding pressing portion, it is easy for the player to touch and press it easily. Also, since the pressing portion protrudes, the player can press the pressing portion (perform blind operation) even while viewing the liquid crystal display 32 or the like (without looking at the pressing portion).
[0049] FIG. 6 is a schematic cross-sectional view taken along line A-A shown in FIG. 5. Line A-A is a line that passes through the counting button 212. The cover 214 of the counting unit 213 has an inclined surface (slant surface) 214a. The inclined surface 214a is inclined with respect to the front-rear direction and is inclined with respect to the horizontal plane such that the rear side (the back side) is higher (the back side rises) so that, in other words, the inclined surface 214a is inclined upward from the front to the rear in the front-rear direction. The inclined surface 214a is inclined at about 40° to about 50° with respect to the horizontal plane. Looking at the entire counting unit 213, it can be said that the rear side protrudes higher than the front side.
[0050] Hereinafter, the game value number display device 211 is referred to as the game value number display unit 211. As described above, the game value number display unit 211 has a 7-segment display capable of displaying the number of held balls. The game value number display unit 211 (7-segment display) is provided on the inclined surface 214a. When the game value number display unit 211 is provided on the horizontal plane (the substantially flat portion above the operation unit) (when it is not provided on the inclined surface 214a), the player needs to look in from above, but in this embodiment, since the game value number display unit 211 is provided on the inclined surface 214a and faces the player side, the player can easily view the display (there is no need to look in). Thereby, the burden on the player can be reduced.
[0051] Also, the counting button 212 is provided on the inclined surface 214a. When viewed from the front (above) (see FIG. 5), the counting button 212 is provided at the lower right portion of the inclined surface 214a. When the counting button 212 is provided on the horizontal plane (the substantially flat portion above the operation unit) (when it is not provided on the inclined surface 214a), the visibility of the counting button 212 from the player decreases, and the player needs to push the button (pressing portion) downward from above (in the vertical direction). In this embodiment, since the counting button 212 is provided on the inclined surface 214a, the player can easily view (easily notice) the counting button 212. Also, the player can push the button (pressing portion) obliquely downward from the front to the rear and it is easy to operate. Thereby, the burden on the player can be reduced.
[0052] The counting button 212 has a pressing portion 212a, and the pressing portion 212a is formed to be pressable. Here, assuming the position of the pressing portion 212a in the non-operated state as the initial position, in FIG. 6, the pressing portion 212a is at the initial position. When the pressing portion 212a is pressed, it is pushed in a predetermined amount toward the back side from the initial position, and when the pressing is released, it returns to the initial position.
[0053] The pressing portion 212a is configured (arranged) so as not to protrude from the surface around the button (here, the inclined surface 214a) at all times (even in the state of the initial position). Note that "not protruding" may be a surface (flat) at the same height as the surface around the button, or may be recessed (concave) from the surface around the button. The counting button 212 can also be referred to as a concave button.
[0054] As shown in FIG. 5, the counting unit 213 (the inclined surface 214a thereof) has a predetermined width V in the left-right direction. The horizontal width V is about 79 mm.
[0055] Also, as shown in FIG. 6, the counting unit 213 has a predetermined width W (height W) in the vertical direction (height direction). The height W is about 22.8 mm.
[0056] Since the horizontal width V and the height W are ensured, a portable terminal (for example, a smartphone) can be placed (leaned) on the inclined surface 214a. Note that the terminal has a predetermined weight (for example, 200 g). When the terminal is placed (leaned) on the inclined surface 214a, the display surface of the terminal faces the player side, so the player can more easily view the display surface of the terminal than when the terminal is placed on a horizontal plane.
[0057] In this embodiment, the pressing portion 212a of the counting button 212 does not protrude beyond the surface around the button. Therefore, it is possible to prevent the player's hand or a portable terminal from coming into contact with the pressing portion 212a and pushing it in, thereby suppressing the unintentional activation of the counting button 212 and the execution of counting (transfer of game values to the dedicated unit 400). In other words, it is possible to suppress the execution of counting based on the unintentional pressing (accidental operation) of the counting button 212.
[0058] FIG. 7 is a schematic cross-sectional view taken along line B-B shown in FIG. 5. Line B-B is a line passing through the volume adjustment button 28. The positional relationship in the vertical direction of the counting unit 213 (its cover 214), the counting button 212, and the volume adjustment button 28 will be described. Since the heights (maximum heights) of the volume adjustment button 28 and the light amount adjustment button 29 are the same or substantially the same, the expression "the maximum height of the volume adjustment button 28" may be read as "the maximum height of the light amount adjustment button 29". The "maximum height" refers to the height of the highest position (the uppermost position) of the component (button). The "maximum height" may also be referred to as the "highest point".
[0059] The maximum height of the counting unit 213 (the height of point P) is higher than the maximum height of the volume adjustment button 28 (the height of point R). In other words, the position of point P is higher than the position of point R.
[0060] The maximum height of the counting button 212 (the height of point Q) is higher than the maximum height of the volume adjustment button 28 (the height of point R). In other words, the position of point Q is higher than the position of point R. Note that point Q may be referred to as the upper end of the counting button 212. Also, if the lower end of the counting button 212 is point Q', the position of point Q' is higher than the position of point R. In this embodiment, the counting button 212 (as a whole) is provided at a position higher than the volume adjustment button 28 (the light amount adjustment button 29).
[0061] Also, let the upper end of the game value number display unit 211 (7-segment display) be T and the lower end be T'. The positions of the upper end T and the lower end T' are higher than the position of the point R. The game value number display unit 211 (in its entirety) is provided at a position higher than the volume adjustment button 28 (light amount adjustment button 29).
[0062] FIG. 8 is a schematic cross-sectional view taken along the line C-C shown in FIG. 5. The line C-C is a line passing through the cross keys 27.
[0063] The maximum height (the height of the point P) of the counting unit 213 is higher than the maximum height (the height of the point S) of the cross keys 27. In other words, the position of the point P is higher than the position of the point S.
[0064] The maximum height (the height of the point Q) of the counting button 212 is higher than the maximum height (the height of the point S) of the cross keys 27. In other words, the position of the point Q is higher than the position of the point S. Also, the position of the point Q', which is the lower end of the counting button 212, is higher than the position of the point S. Further, the positions of the upper end T and the lower end T' of the game value number display unit 211 (7-segment display) are higher than the position of the point S. In this embodiment, the counting button 212 (in its entirety) is provided at a position higher than the cross keys 27. Also, the game value number display unit 211 (in its entirety) is provided at a position higher than the cross keys 27.
[0065] By providing the counting button 212 at a position higher than the volume adjustment button 28 (light amount adjustment button 29) and the cross keys 27, it can be made relatively easier for the player to visually recognize, and the visibility can be improved. Also, it can be made relatively easier for the player to operate, and the operability can be improved. Thereby, a comfortable gaming environment can be provided for the player.
[0066] The counting button 212 is provided at a position higher than the volume adjustment button 28 (light quantity adjustment button 29) and the cross key 27. However, unlike those buttons, the pressing portion 212a does not protrude from the surface around the button. As a result, misoperation of the counting button 212 is suppressed. Counting is a process related to game value (the player's profit), and it is necessary to suppress its execution based on misoperation. In other words, it is necessary to prioritize the suppression of misoperation. On the other hand, the processes based on the operations of the volume adjustment button 28 (light quantity adjustment button 29) and the cross key 27 are related to the setting of effects, etc., and since it is not necessary to prioritize the suppression of misoperation, the pressing portion is made to protrude to make it easier for the player to touch and improve the operability.
[0067] As shown in FIG. 5, in the left-right direction, the cross key 27, the volume adjustment button 28, and the light quantity adjustment button 29 are arranged on the right side, and the counting unit 213 is arranged on the left side. Note that they may be arranged together on either one side instead of being divided into left and right.
[0068] The volume adjustment button 28 and the light quantity adjustment button 29 are provided such that at least a part of them is in front of (on the player side) the counting button 212. For example, the volume adjustment button 28 and the light quantity adjustment button 29 may be provided in front of (on the front side) the counting button 212. The volume adjustment button 28 and the light quantity adjustment button 29 are operated relatively frequently at the start of the game or during the game. In contrast, the counting button 212 is basically a button that can be operated at the end of the game, and the operation frequency is relatively low. Therefore, by arranging the volume adjustment button 28 and the light quantity adjustment button 29 in front of the counting button 212, it is possible to make it easier to operate the buttons with a high operation frequency.
[0069] Also, the operating load of the counting button 212 (for example, about 1.0 N) may be the same as the operating loads of the volume adjustment button 28 and the light quantity adjustment button 29. By making them the same, it is possible to suppress the player from feeling discomfort when operating.
[0070] In addition, the gaming machine according to the present embodiment is a gaming machine that can progress the game without the player touching the game ball. However, a conventional-specification gaming machine where the player can touch the game ball may be installed next to (near) the gaming machine. The counting button 212 may be configured such that even when a game ball falling from above contacts the pressing portion 212a, the pressing portion 212a is not pushed in by the impact, that is, the counting button 212 does not turn ON. In this case, it is possible to suppress the counting button 212 from turning ON due to an unintended contact with the game ball and the execution of counting.
[0071] In the present embodiment, it is assumed that both the game value number display portion 211 and the counting button 212 are provided on the inclined surface 214a. However, it is not limited to this, and at least the game value number display portion 211 may be provided on the inclined surface 214a. For example, the counting button 212 may be provided on a horizontal surface (a substantially flat portion on the upper side of the operation unit), and the game value number display portion 211 on the back side may be provided on the inclined surface 214a. In other words, only the portion where the game value number display portion 211 is provided may be raised. Even in that case, the pressing portion 212a of the counting button 212 is not assumed to protrude more than the surface around the button.
[0072] The gaming machine of the present embodiment includes a counting unit (for example, the counting unit 213) and a volume adjustment button (for example, the volume adjustment button 28), and the counting unit includes a game value number display portion (for example, the game value number display portion 211) capable of displaying the number of game values, and a counting button (for example, the counting button 212) having a pressing portion (for example, the pressing portion 212a) that can be pressed down, the counting unit has an inclined surface (for example, the inclined surface 214a) that slopes upward from the front to the rear, the uppermost point in the counting unit is at a position higher than the uppermost point in the volume adjustment button, at least the game value number display portion is provided on the inclined surface, The counting button is formed such that the pressing portion does not protrude from the surface around the counting button.
[0073] The counting unit has an inclined surface that slopes upward from the front to the rear, and the uppermost point in the counting unit is higher than the uppermost point in the volume adjustment button. And at least the game value number display portion is provided on the inclined surface. Since the game value number display portion stands up and faces the player side, the player does not need to peek in and can easily see the game value number display portion. Thereby, the burden on the player can be reduced. Further, since the pressing portion of the counting button does not protrude from the surface around the button, it is possible to prevent a finger or an object from contacting the pressing portion and accidentally pushing in the pressing portion. In other words, it is possible to suppress the execution of counting due to an erroneous operation. Thereby, a comfortable gaming environment can be provided for the player.
[0074] (Application to a slot machine) In the present embodiment, an example in which the present invention is applied to a pachinko gaming machine in which a player can progress the game without touching the game balls has been described. However, the present invention can also be applied to a medal-less gaming machine (slot machine) in which a player can progress the game without using game medals. The gaming machine includes components corresponding to the counting unit 213, the cross keys 27, the volume adjustment button 28, the light amount adjustment button 29, and the like. The gaming machine sets the number of bets using game values (electronic information), rotates the reels by a game start operation on the start lever, stops the rotating reels by a stop operation on the stop button, and a predetermined combination is obtained depending on the type of symbol and the combination of symbols when the reels stop. It is designed so that a winning combination can be achieved. Further, when a predetermined winning combination is achieved, the game value corresponding to the winning combination is awarded.
[0075] (Second Embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of the present embodiment has the same configuration as the gaming machine according to the first embodiment. Therefore, the description of the same configuration as that of the first embodiment will be omitted or simplified.
[0076] As described above, the count button 212 (see FIG. 1) is a button that is operated when transmitting (transferring) part or all of the number of balls in hand (the number of game balls stored in the gaming machine) to the dedicated unit 400. When the count button 212 is operated, a predetermined number of game values are transferred from the gaming machine to the dedicated unit 400 (see FIG. 2).
[0077] The frame control board 201 transmits and receives information to and from the dedicated unit 400. The information transmitted by the frame control board 201 to the dedicated unit 400 includes a count notification related to counting. The count notification is a notification including the number of game balls (the number of game value) to be transferred to the dedicated unit 400. The frame control board 201 transmits the count notification to the dedicated unit 400 at a cycle of 300 msec from the completion of startup. Hereinafter, the timing of transmitting the count notification at a fixed cycle (interval of 300 ms) is referred to as "count timing".
[0078] The operation of the count button 212 includes a "short press" based on the ON time (ON detection time) being less than a fixed time (500 ms), and a "long press" (specific operation mode) based on being continuously ON for a fixed time (500 ms) or more. In the short press, only 1 ball of game value is transferred (counted) for each operation. In the long press, the game value is transferred (counted) in 250 - ball increments at the timing (count timing) of performing the count notification every 300 msec after 500 msec of being ON. When the remaining number of game balls is less than 250 balls, all the remaining game balls are transferred (counted).
[0079] The frame control board 201 is provided with game value number control means 203 for controlling the execution of the counting process (see FIG. 4). Note that the game value number control means 203 may be provided on the main control board 200, or may be provided on both the main control board 200 and the frame control board 201.
[0080] (Short press) FIG. 9 is a timing chart for explaining the flow of the counting process (first counting process) when the count button 212 is short - pressed. The game value number control means 203 determines (monitors) the operation state of the count button 212 at a predetermined cycle (for example, at intervals of 1 ms), and can execute a counting process based on whether the count button 212 is ON or OFF and the duration for which the ON state continues. Here, the ON edge refers to the rising edge from OFF to ON, and the OFF edge refers to the falling edge from ON to OFF.
[0081] When the player turns the count button 212 ON, the game value number control means 203 detects the ON edge of the count button 212 and measures the time (elapsed time) since the ON edge was detected using a count timer.
[0082] When the player turns the count button 212 OFF, the game value number control means 203 detects the OFF edge of the count button 212, refers to the count timer based on the detection of the OFF edge, and if the time (elapsed time) since the ON edge has not reached 500 ms, determines the player's operation as a "short press" and decides to execute the first counting process. Specifically, it sets the first count flag in the memory of the frame control board 201 to ON.
[0083] After the OFF edge of the count button 212 related to the short press is detected, when the counting timing arrives, the game value number control means 203 executes the first counting process based on the fact that the first count flag is ON. Specifically, it sends a count notification indicating the number of game balls to be counted, "1", to the dedicated unit 400. Also, it subtracts 1 from the current number of game balls, "300", and updates the number of game balls to "299" (decreases the value in the game value number storage area by "1"). Accordingly, the number of game balls, "299", is displayed on the game value number display device 211. Also, based on having executed the first counting process at the counting timing, the game value number control means 203 sets the first count flag to OFF.
[0084] Thus, the first counting process is executed at the counting timing after the OFF edge of the counting button 212 related to a short press is detected. Not only when the short press is completed within 300 ms between the counting timings illustrated in FIG. 9, but for example, the counting timing may arrive while the short press is being made. In that case, the first counting process is not executed at that counting timing, and the first counting process is executed only at the counting timing that arrives for the first time after the OFF edge of the counting button 212 related to the short press is detected.
[0085] Based on the execution of the first counting process, the frame control board 201 transmits information related to the execution of the first counting process (first counting information) to the main control board 200, and the main control board 200 transmits the first counting information to the sub-control board 202. The first counting information may include the number of game balls to be counted and the number of game balls after the execution of the first counting process. Based on receiving the first counting information, the effect control means 300 performs notification related to the execution of the first counting process. Based on receiving the first counting information, the effect control means 300 causes a sound (counting sound) for notifying the execution of counting to be output from the speaker 14. Details of the counting sound will be described later.
[0086] The game value number control means 203 determines that it is a short press not at the ON edge of the counting button 212 but at the OFF edge of the counting button 212. Therefore, if the OFF edge of the counting button 212 is not detected until the time after the ON edge of the counting button 212 is detected reaches 500 ms or more, the first counting process is not executed.
[0087] (Long press) FIG. 10 is a timing chart for explaining the flow of the counting process (second counting process) when the counting button 212 is long-pressed.
[0088] When the player turns the counting button 212 ON, the game value number control means 203 detects the ON edge of the counting button 212 and measures the time (elapsed time) after the ON edge is detected using a counting timer.
[0089] When the time elapsed since the ON edge of the count button 212 is detected reaches 500 ms or more, the game value number control means 203 determines that the player's operation is a "long press" and decides to execute the second count process. Specifically, the second count flag in the memory of the frame control board 201 is set to ON.
[0090] After the time elapsed since the ON edge of the count button 212 is detected reaches 500 ms or more and the count timing arrives, the game value number control means 203 executes the second count process based on the fact that the second count flag is ON. Specifically, a count notification indicating the number of game balls to be counted, "250", is transmitted to the dedicated unit 400. Also, 250 is subtracted from the current number of game balls, "770", to update the number of game balls to "520" (the value in the game value number storage area is decreased by "250"). Accordingly, the number of game balls, "520", is displayed on the game value number display device 211. Further, after executing the second count process at the count timing, the game value number control means 203 determines whether the ON of the count button 212 continues until the next count timing arrives. If it is determined that the ON of the count button 212 continues, the ON of the second count flag is maintained. On the other hand, if it is determined that the count button 212 is turned off (when the OFF edge is detected), the second count flag is turned off.
[0091] After that, every time the counting timing arrives, the game value number control means 203 determines whether the second counting flag is ON. If the second counting flag is ON, the second counting process is executed. When the ON state of the counting button 212 continues, the number of game balls is subtracted by 250 each time, and it changes like "520" → "270" → "20". When the number of game balls reaches a value less than 250 (for example, "20"), the game value number control means 203 sends a counting notification indicating the number of game balls to be counted, "20" (all the remaining game balls), to the dedicated unit 400 at the counting timing. Also, the game value number control means 203 subtracts 20 from the current number of game balls, "20", and updates the number of game balls to "0". When the number of game balls is "0", even if the counting timing arrives and the second counting flag is ON, the second counting process is not executed. When the counting button 212 is turned OFF (when the OFF edge is detected), the second counting flag also becomes OFF.
[0092] Based on the execution of the second counting process, the frame control board 201 sends information related to the execution of the second counting process (second counting information) to the main control board 200, and the main control board 200 sends the second counting information to the sub-control board 202. The second counting information may include the number of game balls to be counted and the number of game balls after the execution of the second counting process. Based on receiving the second counting information, the effect control means 300 gives a notification related to the execution of the second counting process. Based on receiving the second counting information, the effect control means 300 causes a counting sound to be output from the speaker 14. Details of the counting sound will be described later.
[0093] Next, the case where the player makes a long press and stops the long press before the number of game balls becomes "0" (when the counting button 212 is turned OFF) will be described.
[0094] FIG. 11 is a timing chart for explaining another flow of the counting process (second counting process) when the counting button 212 is long-pressed.
[0095] When the player turns on the counting button 212, the game value number control means 203 detects the ON edge of the counting button 212 and measures the time (elapsed time) since the ON edge was detected using a counting timer.
[0096] When the time since the ON edge of the counting button 212 was detected reaches 500 ms or more, the game value number control means 203 determines that the player's operation is a "long press" and decides to execute the second counting process. Specifically, the second counting flag in the memory of the frame control board 201 is set to ON.
[0097] After the time since the ON edge of the counting button 212 was detected reaches 500 ms or more, when the counting timing arrives, the game value number control means 203 executes the second counting process based on the fact that the second counting flag is ON. Specifically, a counting notification indicating the number of game balls to be counted, "250", is sent to the dedicated unit 400. Also, 250 is subtracted from the current number of game balls, "770", and the number of game balls is updated to "520". Accordingly, the number of game balls, "520", is displayed on the game value number display device 211. Further, after executing the second counting process at the counting timing, the game value number control means 203 determines whether the ON state of the counting button 212 continues until the next counting timing arrives. If it is determined that the ON state of the counting button 212 continues, the ON state of the second counting flag is maintained. On the other hand, if it is determined that the counting button 212 has been turned off, the second counting flag is turned off.
[0098] At the next counting timing, the game value number control means 230 executes the second counting process based on the fact that the second counting flag is ON. In this example, at this counting timing, the number of game balls changes from "520" to "270". In this example, before the next counting timing arrives after this counting timing, the player turns off the counting button 212.
[0099] The game value number control means 203 sets the second count flag to OFF based on the detection of the OFF edge of the count button 212. Therefore, at the next counting timing, since the second count flag is not ON, the game value number control means 203 does not execute the second counting process. That is, the number of game balls remains at "270".
[0100] When 300 ms has elapsed since the previous reception of the second count information and the next second count information has not been received, and the current number of game balls is not "0", the effect control means 300 determines that the long press of the count button 212 (continuous execution of the second counting process) has been interrupted, and ends the ongoing notification (output of the counting sound).
[0101] (Output of sound) The effect control means 300 reads the sound data (sound material) stored in the effect data storage means 303 (ROM) into the sound buffer provided in the sub-memory 302, and can output a sound based on the sound data read into the sound buffer from the speaker 14. Also, the effect control means 300 has a plurality of tracks and can output sounds reproduced on each track (each channel).
[0102] Based on receiving information (count information) related to the execution of the counting process (first counting process or second counting process), the effect control means 300 starts playing data related to the counting sound (counting sound data) and can output the counting sound. In this embodiment, a plurality of types of counting sound data are provided, and the effect control means 300 can select and play the counting sound data according to the situation and output the counting sound. Note that in this embodiment, a plurality of types of count completion sound data are also provided (described later).
[0103] Also, the effect control means 300 can output effect sounds (such as BGM) according to the progress of the game. In this embodiment, a plurality of types of data related to effect sounds (effect sound data) are provided, and the effect control means 300 can select and play the effect sound data according to, for example, the state of the gaming machine (game state) and output the effect sound.
[0104] During the game, the player can press the counting button 212 at a desired timing to execute the counting process. Therefore, the counting button 212 may be pressed during the output of the effect sound, and the counting process may be executed. That is, the effect control means 300 may output both the effect sound and the counting sound. Note that the effect sound data related to the effect sound and the counting sound data related to the counting sound (the counting completion sound data related to the counting completion sound) are reproduced on separate channels.
[0105] As shown in FIG. 12, when receiving the counting information based on the execution of the counting process and outputting the counting sound during the output of the effect sound, the effect control means 300 reduces the volume (output volume) of the effect sound. In other words, when outputting the effect sound and the counting sound (overlapping), the volume of the effect sound is set to about 1 / 4 (about 25%) of the previous volume (the volume before outputting the counting sound).
[0106] By reducing the volume of the effect sound, the counting sound can be heard relatively louder, and it is possible to avoid the counting sound being drowned out by the effect sound. Since the counting sound is a sound that notifies the player of the execution of the counting process (the process related to the game value), the notification priority is set higher than that of the effect sound. The effect control means 300 restores the volume of the effect sound to the original volume (the volume before reducing) based on the completion of the output of the counting sound.
[0107] (Counting sound data) Based on receiving one piece of counting information (counting sound output command), the effect control means 300 selects and reproduces any counting sound data, outputs the counting sound, and reduces the volume of the effect sound over a predetermined time (that is, sets one volume reduction period). Assuming one frame is 33.3 ms, the reproduction time (material length) of one piece of counting sound data is about 28 frames. Also, the length of one volume reduction period is 30 frames (about 1 second), which is longer than the reproduction time of one piece of counting sound data.
[0108] The counted sound data includes data for first-time playback (the first material) and data for playback after the second time (the second material). As shown in FIG. 13, for the data for first-time playback, there is a section (a silent section) where no sound is output during a predetermined period (3 frames) at the beginning (start). Also, from the 4th frame to the 28th frame is the section where the counted sound (SE sound, for example, "Pyrin") is output.
[0109] The silent section corresponds to the beginning (start) of the volume decrease period of the production sound, and at the start of the volume decrease period, the production sound gradually decreases. In this embodiment, during the silent section, the control to decrease the volume of the production sound is completed (the volume of the production sound reaches a predetermined low sound). When the playback of the data for first-time playback is started and the volume decrease period is started, the counted sound ("Pyrin") is output after the decrease in the volume of the production sound is completed. If the counted sound is output before the decrease in the volume of the production sound is completed, there is a possibility that the counted sound may be difficult to hear, and such a problem can be prevented.
[0110] As shown in FIG. 13, the data for playback after the second time does not have a silent section for a predetermined period at the beginning (start), and the counted sound is output from the beginning (immediately after the start).
[0111] The case where a short press is executed will be described with reference to FIG. 14. When a short press is executed, based on receiving the first counted information, the production control means 300 starts the playback of the data for first-time playback and sets one volume decrease period (30 frames). (1) No counted sound is output during the silent section (3 frames) at the beginning, and during that time, the volume of the production sound decreases to a low sound. (2) The output of the counted sound starts from the 4th frame. (3) The output of the counted sound ends (stops) at the 28th frame, which is before the 30th frame. (4) At the 30th frame, the volume reduction period ends, and from the 31st frame, the effect sound is output (returned) at the original volume. Note that the volume may be controlled to gradually increase. Also, the increase in volume may start from the 30th frame.
[0112] The case where a long press is executed will be described with reference to FIG. 15. When a long press is executed, the effect control means 300 can continuously receive the second count information at a predetermined interval. When the effect control means 300 receives the second count information after a time of 300 ms or more has elapsed since the previous reception of the second count information (when the interval is 300 ms or more), the effect control means 300 regards the second count information as the first second count information.
[0113] Based on receiving the first second count information, the effect control means 300 starts playing the first play data and sets a single volume reduction period (30 frames).
[0114] When the effect control means 300 receives the next second count information (the second time) at the timing (counting timing) when a certain time (300 ms) has elapsed after receiving the previous (first) second count information, based on receiving the second count information, the effect control means 300 starts playing the second and subsequent play data and sets a single volume reduction period (30 frames).
[0115] The playback of the first play data is interrupted, and the playback of the second and subsequent play data is started. This can also be said that the first play data is overwritten by the second and subsequent play data. Also, during the volume reduction period, a new volume reduction period is set (overwritten), and the volume reduction period is substantially extended.
[0116] After the performance control means 300 receives the second count information for the previous time (the second time), when it receives the next second count information (the third time) at the timing (counting timing) when a certain period (300 ms) has elapsed, based on receiving the second count information, it starts playing the playback data after the second time and sets a single volume reduction period (30 frames). The playback of the playback data after the second time is interrupted, and the playback of new playback data after the second time is started. Also, a new volume reduction period is set during the volume reduction period. Although the explanation is omitted because of duplication, the same processing is repeated hereafter.
[0117] The gaming machine of this embodiment has a count operation means (count button 212) capable of being pressed, a game value number control means (game value number control means 203) capable of executing a counting process based on the count operation means being pressed, a performance control means (performance control means 300) for controlling the execution of a performance, and a sound output means (speaker 14) capable of outputting sound, the performance control means can output a performance sound according to the progress of the game, among the operation modes of the count operation means, there is a specific operation mode in which the press is continued for a certain period of time or more, the game value number control means can execute the counting process at a predetermined interval based on the count operation means being operated in the specific operation mode, the performance control means can reproduce a material related to a count sound and output the count sound every time the counting process is executed, when the performance control means outputs the count sound during the output of the performance sound, it reduces the volume of the performance sound, the material related to the count sound is provided with a first material and a second material, the first material has a silent section where no sound is output for a predetermined period after the start of reproduction, the second material does not have the silent section, When the counting process is executed at a predetermined interval based on the fact that the counting operation means has been operated in the specific operation mode, the performance control means plays the first material based on the execution of the first counting process, and plays the second material based on the execution of the counting process after the second time.
[0118] When materials related to the counting sound are continuously played at a predetermined interval (for example, 300 ms), and only the first material is provided, since the first material has a silent section, it sounds like there is a break in the counting sound, making it difficult to hear and giving the player a sense of discomfort. In this embodiment, the first material (with a silent section) is played based on the execution of the first counting process, but the second material (without a silent section) is played based on the execution of the counting process after the second time. Therefore, it is possible to suppress the impression that there is a break in the counting sound (making it easy to hear) and suppress giving the player a sense of discomfort.
[0119] Also, since the volume of the performance sound decreases when the counting sound is output, it is possible to suppress the relative decrease in the audibility of the counting sound (avoiding the situation where the counting sound is drowned out by the performance sound). When the volume of the performance sound gradually decreases, the decrease in the volume of the performance sound is completed during the silent section in the first material. In other words, the counting sound is output after the volume of the performance sound has decreased. Therefore, it is possible to suppress the decrease in the audibility of the counting sound due to the performance sound.
[0120] In this embodiment, an upper limit of the current value (load) is defined for each substrate. As described above, since the player can press the count button 212 at a desired timing, there may be a case where the execution of an effect (output of a count sound) based on the pressing overlaps with the execution of another effect (output of an effect sound). When the execution of a plurality of effects overlaps, there is a risk of exceeding the upper limit of the current value of the substrate. In this embodiment, a silent section is provided in the first material, the volume of the effect sound decreases during the silent section, and a count sound is output after the end of the silent section. That is, the effect sound and the count sound are not output at the same time (simultaneously) at a large volume (100%). Thereby, it is suppressed that the current value of the substrate becomes excessive. In other words, the possibility that the current value of the substrate exceeds the upper limit can be reduced.
[0121] Based on the received count information, the effect control means 300 can calculate the current number of game balls (number of held balls) and calculate the total number of game balls transferred (counted) to the dedicated unit 400. For example, when the second count information is received for the first time and then the second count information is received three more times (when the second count information is received a total of four times), the total number of counted game balls is "1000".
[0122] When the effect control means 300 determines that the total number of counted game balls is 1001 or more at the time of receiving the second count information and the number of game balls (number of held balls) becomes "0" in the count based on the second count information, after reproducing the reproduction data for the second time and later based on the second count information, the count completion sound data is reproduced. The count completion sound data is stored in the effect data storage means 303 (ROM). When the count completion sound data is reproduced, a count completion voice (for example, "Thank you for your hard work") is output. In this embodiment, a plurality of types of count completion sound data are provided, and the details will be described later.
[0123] In this embodiment, when the total number of times the second count information is received is 5 or more, a count completion voice is output after the output of the last count sound. In other words, when the total number of times the second count information is received is 1 to 4, the count completion voice is not output after the output of the last count sound.
[0124] When the performance control means 300 determines to reproduce the counting completion sound data following the reproduction data for the second and subsequent times, the volume reduction period of the set performance sound is set to a period longer than 300 frames. Specifically, after the output of the counting completion sound is completed, control is performed so that the volume reduction period ends. The performance control means 300 can change the length of the volume reduction period according to the length of the reproduction time (scale) of the counting completion sound data.
[0125] In the present embodiment, as shown in FIG. 16, a plurality of types (six types) of reproduction data for the second and subsequent times are provided. Specifically, reproduction data A for the second and subsequent times, reproduction data B for the second and subsequent times, reproduction data C for the second and subsequent times, reproduction data D for the second and subsequent times, reproduction data E for the second and subsequent times, and reproduction data F for the second and subsequent times are provided. The pitch (musical scale) of the counting sound output increases from the reproduction data A for the second and subsequent times to the reproduction data F for the second and subsequent times.
[0126] When the performance control means 300 receives the second counting information (not the first second counting information, the same applies hereinafter) and determines that the total number of game balls counted is 2500 or less at that time, it reproduces the reproduction data A for the second and subsequent times based on the second counting information. When the performance control means 300 receives the second counting information and determines that the total number of game balls counted is 2501 or more and 5000 or less at that time, it reproduces the reproduction data B for the second and subsequent times based on the second counting information. When the performance control means 300 receives the second counting information and determines that the total number of game balls counted is 5001 or more and 10000 or less at that time, it reproduces the reproduction data C for the second and subsequent times based on the second counting information. When the performance control means 300 receives the second counting information and determines that the total number of game balls counted is 10001 or more and 20000 or less at that time, it reproduces the reproduction data D for the second and subsequent times based on the second counting information. When the performance control means 300 determines that the total number of counted game balls is 20,001 or more and 30,000 or less at the time of receiving the second count information, it reproduces the reproduction data E for the second time and later based on the second count information. When the performance control means 300 determines that the total number of counted game balls is 30,001 or more at the time of receiving the second count information, it reproduces the reproduction data F for the second time and later based on the second count information.
[0127] By making the pitch of the counted sound output higher as the number of counted game balls increases, it is possible to give the player a sense of exhilaration compared to the case where the pitch is always constant.
[0128] Also, in the present embodiment, as shown in FIG. 16, a plurality of types (six types) of counted completion sound data are provided. Specifically, counted completion sound data A, counted completion sound data B, counted completion sound data C, counted completion sound data D, counted completion sound data E, and counted completion sound data F are provided. The counted completion sound data A to counted completion sound data F have different scripts for the counted completion sound output. For example, the degree of blessing increases from the counted completion sound data A to the counted completion sound data F. The counted completion sound data is data in which the counted completion sound is output immediately after the start (without a silent section in a predetermined period at the beginning).
[0129] When the performance control means 300 receives the second count information (not the first second count information, the same applies hereinafter), determines that the total number of counted game balls is 1,001 or more and 2,500 or less, and the number of game balls (held balls) becomes "0" in the count based on the second count information, after reproducing the reproduction data A for the second time and later based on the second count information, it reproduces the counted completion sound data A. When the performance control means 300 receives the second count information, determines that the total number of counted game balls is 2,501 or more and 5,000 or less, and the number of game balls (held balls) becomes "0" in the count based on the second count information, after reproducing the reproduction data B for the second time and later based on the second count information, it reproduces the counted completion sound data B. When the performance control means 300 receives the second count information, if it determines that the total number of counted game balls is 5001 or more and 10000 or less at that time, and the number of game balls (held balls) becomes "0" in the count based on the second count information, after reproducing the reproduction data C for the second time and later based on the second count information, the count completion sound data C is reproduced. When the performance control means 300 receives the second count information, if it determines that the total number of counted game balls is 10001 or more and 20000 or less at that time, and the number of game balls (held balls) becomes "0" in the count based on the second count information, after reproducing the reproduction data D for the second time and later based on the second count information, the count completion sound data D is reproduced. When the performance control means 300 receives the second count information, if it determines that the total number of counted game balls is 20001 or more and 30000 or less at that time, and the number of game balls (held balls) becomes "0" in the count based on the second count information, after reproducing the reproduction data E for the second time and later based on the second count information, the count completion sound data E is reproduced. When the performance control means 300 receives the second count information, if it determines that the total number of counted game balls is 30001 or more at that time, and the number of game balls (held balls) becomes "0" in the count based on the second count information, after reproducing the reproduction data F for the second time and later based on the second count information, the count completion sound data F is reproduced.
[0130] The count completion sound data A to the count completion sound data F have different reproduction times (measures). The performance control means 300 changes the length of the volume reduction period of the performance sound according to the reproduction time of the count completion sound data to be reproduced, and controls so that the volume reduction period ends after the output of the count completion sound is completed.
[0131] (Lending sound) As described above, an operation on the lending button 403 (see FIG. 2) or the replay button 404 (see FIG. 2) as the lending operation means is received as a lending operation (game value transfer operation), a lending reception process based on the lending operation is executed in the gaming machine, and a predetermined number of game values are transferred from the dedicated unit 400 to the gaming machine.
[0132] The performance control means 300 can output a lending sound from the speaker 14 based on the execution of the lending reception process. The data related to the lending sound is stored in the performance data storage means 303 (ROM), and the lending sound is output by reproducing the data. The lending sound is, for example, a sound imitating the sound of a game ball falling into the tray (e.g., "jarajar").
[0133] (Complete function) The frame control board 201 is provided with a MY counter (not shown). After power-on, the frame control board 201 updates the stored value of the MY counter based on the maximum difference ball number of the game value (MY: based on the time when the game value decreases the most after power-on, and the increase number of the game value from this reference). The stored value of the MY counter is updated based on the value related to the acquisition (bonus balls) of the game value and the value related to the use of the game value. Note that the stored value of the MY counter is reset to "0" based on the occurrence of a power failure (recovery from a power failure).
[0134] The frame control board 201 transmits information (MY information) related to the stored value of the MY counter to the main control board 200. The main control board 200 manages whether to activate the complete function based on the stored value of the MY counter. When the stored value of the MY counter reaches a specific value of "95000" or more (when it reaches the specific value), the main control board 200 activates the complete function. When the main control board 200 determines to activate the complete function, it shifts the gaming machine to a state where the game cannot be advanced (game restriction state, game stop state).
[0135] (Complete function activation warning voice) When the stored value of the MY counter reaches a first value of "90000" which is smaller than the specific value of "95000", the main control board 200 transmits a first activation warning command to the sub-control board 202. Based on receiving the warning command, the performance control means 300 executes a first complete function activation warning performance. The performance control means 300 outputs a voice (complete function activation warning voice) of "There are approximately 5000 shots remaining until the complete function is activated." from the speaker 14. When the stored value of the MY counter reaches a second value "91000" which is smaller than the specific value "95000", the main control board 200 sends a second operation warning command to the sub-control board 202. Based on receiving the warning command, the effect control means 300 executes a second complete function operation warning effect. The effect control means 300 outputs from the speaker 14 a voice (complete function operation warning voice) saying "There are approximately 4000 shots remaining until the complete function operates." When the stored value of the MY counter reaches a third value "92000" which is smaller than the specific value "95000", the main control board 200 sends a third operation warning command to the sub-control board 202. Based on receiving the warning command, the effect control means 300 executes a third complete function operation warning effect. The effect control means 300 outputs from the speaker 14 a voice (complete function operation warning voice) saying "There are approximately 3000 shots remaining until the complete function operates." When the stored value of the MY counter reaches a fourth value "93000" which is smaller than the specific value "95000", the main control board 200 sends a fourth operation warning command to the sub-control board 202. Based on receiving the warning command, the effect control means 300 executes a fourth complete function operation warning effect. The effect control means 300 outputs from the speaker 14 a voice (complete function operation warning voice) saying "There are approximately 2000 shots remaining until the complete function operates." When the stored value of the MY counter reaches a fifth value "94000" which is smaller than the specific value "95000", the main control board 200 sends a fifth operation warning command to the sub-control board 202. Based on receiving the warning command, the effect control means 300 executes a fifth complete function operation warning effect. The effect control means 300 outputs from the speaker 14 a voice (complete function operation warning voice) saying "There are approximately 1000 shots remaining until the complete function operates."
[0136] (Complete function operation notice voice) When the stored value of the MY counter becomes a specific value of "95000" or more (when the specific value is reached), and during a special game (during a big win game or a small win game), the main control board 200 sends a specific command to the sub-control board 202 and activates the complete function after the end of the special game. Based on receiving the command, the effect control means 300 executes a complete function activation notice effect. The effect control means 300 causes a speaker 14 to output a voice (complete function activation notice voice) saying, "The complete function will be activated and the game will stop after the win ends."
[0137] (Sound of decrease in holding value) When the number of holding values (the stored value in the game value number storage area) becomes "30" or less, the frame control board 201 sends holding value decrease information (command) to the main control board 200. Also, the main control board 200 sends the holding value decrease information to the sub-control board 202. Based on receiving the holding value decrease information, the effect control means 300 causes a speaker 14 to output a holding value decrease sound. The holding value decrease sound may be an effect sound (warning sound) or may be a voice saying, "The holding value has decreased. Please be careful."
[0138] (Swing direction instruction voice) Based on the determination of the transition of the game state, the main control board 200 sends information indicating the transition of the game state to the sub-control board 202. Based on receiving the information (based on the transition of the game state), the effect control means 300 can output a swing direction instruction voice. The swing direction instruction voice is a voice instructing the player on the operation method (left swing or right swing) of the grip unit 20 (handle), and for example, there are voices such as "Please return to a left swing" and "It's a right swing."
[0139] Using FIG. 17, the case where a volume decrease period of the effect sound is set with the output of each sound will be described. Note that each sound shown in FIG. 17 (the leftmost column) can be said to be a sound that is output irregularly during the game.
[0140] (Counting sound, counting completion voice) Data related to the counting sound and the counting completion voice is played on CH2. Note that CH (channel) has, for example, CH1 to CH40 provided. When the counting sound and the counting completion voice are output, a volume reduction period of the effect sound is set, and the volume of the effect sound becomes 1 / 4. Note that the fact that the volume becomes 1 / 4 may be referred to as "large volume reduction amount". Also, the volume of 1 / 4 may be referred to as the first volume. When the "large volume reduction amount" is set, the volumes of CH2 and CHs other than CH1 described later become the first volume. The volume reduction period is 30 frames (about 1 second) and ends based on the elapse of the time. However, when the counting process is continuously executed, the volume reduction period is updated (extended). As described above, in the data for the first playback related to the counting sound, a predetermined period (3 frames) at the beginning (start time) is a section where no sound is output (silent section). The output priority of the counting sound and the counting completion voice is set to "high".
[0141] (Complete function operation warning voice) Data related to the complete function operation warning voice is played on CH2. When the complete function operation warning voice is output, a volume reduction period of the effect sound is set, and the volume of the effect sound becomes 1 / 4 (large volume reduction amount). The volume reduction period is 150 frames (about 5 seconds) and ends based on the elapse of the time. In the data related to the complete function operation warning voice, a predetermined period (3 frames) at the beginning (start time) is a section where no sound is output (silent section). The output priority of the complete function operation warning voice is set to "high".
[0142] (Complete function operation notice voice) Data related to the complete function operation notice voice is played on CH2. When the complete function operation notice voice is output, a volume reduction period of the effect sound is set, and the volume of the effect sound becomes 1 / 4 (large volume reduction amount). The volume reduction period is 210 frames (about 7 seconds) and ends based on the passage of this time. For the data related to the complete function operation warning voice, the predetermined period (3 frames) at the beginning (start time) is a section where no sound is output (silent section). The priority of outputting the complete function operation warning voice is set to "high".
[0143] (Lending sound) The data related to the lending sound is played back on CH2. When the lending sound is output, a volume reduction period of the effect sound is set, and the volume of the effect sound becomes 3 / 4. Note that the fact that the volume becomes 3 / 4 may be referred to as "small volume reduction amount". Also, the volume of 3 / 4 may be referred to as the second volume. When the "small volume reduction amount" is set, the volume of CHs other than CH2 and CH1 described later becomes the second volume. The volume reduction period is 30 frames (about 1 second) and ends based on the passage of this time. For the data related to the lending sound, the predetermined period (3 frames) at the beginning (start time) is a section where no sound is output (silent section). The priority of outputting the lending sound is set to "high".
[0144] (Sound of reducing the number of held items) The data related to the sound of reducing the number of held items is played back on CH2. When the sound of reducing the number of held items is output, a volume reduction period of the effect sound is set, and the volume of the effect sound becomes 1 / 4 (large volume reduction amount). The volume reduction period is 45 frames (about 1.5 seconds) and ends based on the passage of this time. For the data related to the sound of reducing the number of held items, the predetermined period (3 frames) at the beginning (start time) is a section where no sound is output (silent section). The priority of outputting the sound of reducing the number of held items is set to "medium".
[0145] (Swing instruction voice) The data related to the swing instruction voice is played back on CH2. When the hitting method instruction voice is output, the volume reduction period of the effect sound is not set. In addition, the data related to the hitting method instruction voice does not have a silent section. Also, the priority of the output of the hitting method instruction voice is set to "low".
[0146] Regarding each sound (voice) shown in FIG. 17, when the sound (voice) other than the hitting method instruction voice is set as the specific sound, the volume of the effect sound decreases when the specific sound is output. For this reason, it is possible to suppress the specific sound from becoming difficult to hear. In addition, a silent section is provided, the volume of the effect sound decreases during the silent section, and the specific sound is output after the volume decrease, so it is possible to suppress the specific sound from becoming difficult to hear due to the effect sound.
[0147] Also, since the volume of the effect sound decreases during the silent section and the specific sound is output after the end of the silent section, the effect sound and the specific sound are not output at the same large volume (100%). As a result, an excessive current value of the substrate is suppressed. In other words, the possibility that the current value of the substrate exceeds the upper limit can be reduced.
[0148] When the reproduction instructions (reproduction triggers) of the sound (voice) data on CH2 occur repeatedly, the sound data of the sound with the priority "high" is reproduced (overwritten and reproduced). Also, regarding the length of the volume reduction period and the amount of volume reduction, the length of the volume reduction period and the amount of volume reduction corresponding to the sound are set. When the reproduction instructions of the sounds with the priority "high" overlap, the sound data based on the later-occurring reproduction instruction is overwritten and reproduced, and the volume reduction period (amount of volume reduction) of the specifications related to the sound is set. Also, when a reproduction instruction for sound data with the priority "medium" or "low" occurs while the sound data with the priority "high" is being reproduced on CH2, the reproduction of the sound data based on the instruction is not executed.
[0149] (Error sound) The main control board 200 (or the frame control board 201) can detect an error based on the signal state of sensors or the like. When an error is detected, error information (error occurrence command) is transmitted to the sub-control board 202. The sub-control board 202 (the effect control means 300) executes error notification in a manner corresponding to the type of error via various effect devices based on the reception of the error information. Also, when the main control board 200 (or the frame control board 201) determines that the error has been cleared based on the execution (detection) of the error clearing operation, it transmits error clearing information (error clearing command) to the sub-control board 202. The sub-control board 202 (the effect control means 300) ends the error notification based on the reception of the error clearing information.
[0150] When the effect control means 300 receives error information related to a predetermined error (such as a door opening error), it causes the error sound corresponding to the error to be output from the speaker 14.
[0151] Using FIG. 18, the case where an output instruction for a counting sound occurs during the output of an effect sound and further an output instruction for an error sound occurs will be described. The data related to the error sound is reproduced on CH1. The data related to the counting sound is reproduced on CH2. The data related to the effect sound is reproduced on a CH other than CH1 and CH2, for example, on at least one of CH3 to CH40.
[0152] (1) Output of an effect sound (volume 100%) starts on a CH other than CH1 and CH2. (2) Output of a counting sound (volume 100%) starts on CH2, and at the same time, the volume of the effect sound becomes 25% (a volume reduction period is set). (3) Output of an error sound (volume 100%) starts on CH1, and at the same time, the volume of the effect sound becomes 0% (mute), and the volume of the counting sound becomes 0% (mute). (4) When the output of the error sound ends based on error clearing, the counting sound is output at the original volume (volume 100%), and the effect sound is output at a volume of 25% (volume reduction period). (5) When the output of the counting sound ends based on the end of the counting process, the effect sound is output at the original volume (100%).
[0153] In the error state (while error is being detected), an error sound is output on CH1, and the volume of CHs other than CH1 (including CH2) becomes 0. The error sound is set to have the highest notification priority, and it can be prevented from being inaudible due to the output of other sounds. Note that after the completion function is activated, an error state occurs and an error sound is output (on CH1), so the sound reproduced on CH2 is not output (volume is 0).
[0154] The gaming machine of this embodiment is a gaming machine capable of communicating with a specific unit (dedicated unit 400) that can execute control related to lending of game values, counting operation means (counting button 212) capable of being pressed, game value number control means (game value number control means 203) capable of executing counting processing based on the pressing of the counting operation means and lending reception processing based on the execution of a lending operation by the specific unit, performance control means (performance control means 300) for controlling the execution of a performance, sound output means (speaker 14) capable of outputting sound, and is provided with the performance control means can output performance sounds according to the progress of the game, counting sounds based on the execution of the counting processing, and lending sounds based on the execution of the lending reception processing, the performance control means when outputting the counting sound during the output of the performance sound, reduces the volume of the performance sound to a first volume, when outputting the lending sound during the output of the performance sound, reduces the volume of the performance sound to a second volume, the first volume is smaller than the second volume.
[0155] When outputting the counting sound and when outputting the lending sound, by reducing the volume of the effect sound, it is possible to suppress the counting sound and the lending sound from becoming difficult to hear. Particularly in the case of the counting sound, by setting the effect sound to a first volume smaller than the second volume, it is possible to suppress the counting sound from being buried in the effect sound and becoming difficult to hear (it is possible to make the counting sound easier to hear). As a result, it is possible for the player to more easily grasp that the counting has been executed. On the other hand, in the case of the lending sound, by setting the effect sound to a second volume larger than the first volume, the lending sound can be affected by the effect sound (buried in the effect sound) and made relatively (more than the counting sound) difficult to hear. When the lending sound is too clearly audible, there is a possibility that the player may feel discomfort. By setting the volume of the lending sound to an appropriate level, it is possible to reduce the possibility that the player will feel discomfort.
[0156] Also, in the gaming machine of the present embodiment, the effect control means can reproduce the material related to the counting sound and output the counting sound, and can reproduce the material related to the lending sound and output the lending sound. The material related to the counting sound and the material related to the lending sound have a silent section where no sound is output for a predetermined period after the start of reproduction.
[0157] Since a silent section is provided, the volume of the effect sound decreases during the silent section, and the counting sound or the lending sound is output after the volume decrease, it is possible to suppress the counting sound or the lending sound from becoming difficult to hear due to the effect sound. Also, since the volume of the effect sound decreases during the silent section and the counting sound or the lending sound is output after the end of the silent section, the effect sound and the counting sound (or the lending sound) are not both output at a large volume (100%) at the same time. As a result, it is possible to suppress the current value of the substrate from becoming excessive and suppress component failures.
[0158] (Application to a slot machine) In this embodiment, an example of applying the present invention to a pachinko gaming machine that can progress the game without the player touching the game ball has been described. However, the present invention can also be applied to a medal-less gaming machine (slot machine) that can progress the game without the player using game medals. The gaming machine includes components corresponding to a counting unit 213 (counting button 212), a speaker 14, a main control board 200, a sub-control board 202, a frame control board 201, and the like. The gaming machine sets the number of bets using game values (electronic information), rotates the reels by a game start operation on the start lever, stops the rotating reels by a stop operation on the stop button, and a predetermined combination can be won depending on the type and combination of symbols when the reels stop. Also, when a predetermined combination wins, game values corresponding to the combination are awarded.
[0159] In the gaming machine, based on a short press of the counting button, one game value is transferred to the dedicated unit, and based on a long press of the counting button, 50 game values are transferred to the dedicated unit.
[0160] In the gaming machine, the effect control means can output effect sounds according to the progress of the game. Among the operation modes of the counting button, there is a specific operation mode (long press) where the press is continued for a certain period or more. The game value number control means can execute a counting process (second counting process) at a predetermined interval (300 ms interval) based on the counting button being operated in the specific operation mode. The effect control means can output a counting sound by playing a material related to the counting sound each time the counting process (second counting process) is executed. When the effect control means outputs a counting sound during the output of the effect sound, it reduces the volume of the effect sound. The material related to the counting sound is provided with a first material (data for first-time playback) and a second material (data for playback after the second time). The first material has a silent section where no sound is output for a predetermined period after the start of playback, and the second material has no silent section. When the counting process (second counting process) is executed at a predetermined interval based on the counting button being operated in the specific operation mode, the effect control means plays the first material based on the execution of the first counting process and plays the second material based on the execution of the counting process after the second time.
[0161] The present invention is not limited to the above-described embodiments, and can be implemented with various modifications without departing from the gist thereof. Also, within the scope of the invention, free combinations, deformations of any constituent elements, or omissions of any constituent elements are possible.
Explanation of Signs
[0162] 28 Volume adjustment button 211 Game value number display section 212 Counting button 212a Pressing part 213 Counting button 214a Inclined surface
Claims
【Claim 1】 A counting unit and, a volume adjustment button, and is provided with, the counting unit includes a game value number display unit capable of displaying the number of game values, and a counting button having a pressing portion capable of being pressed, the counting unit has an inclined surface that slopes upward from the front to the rear, the uppermost point in the counting unit is at a position higher than the uppermost point in the volume adjustment button, at least the game value number display unit is provided on the inclined surface, the counting button is formed such that the pressing portion does not protrude from the surface around the counting button. A gaming machine.
Citation Information
Patent Citations
Game machine
JP2021108920A