Game machine
The gaming machine improves player engagement by integrating controlled external speaker connectivity for dynamic audio effects, addressing the need for enhanced enjoyment in existing gaming machines.
Patent Information
- Application Number
- JP2024029152
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-28
- Publication Date
- 2025-09-09
AI Technical Summary
Existing gaming machines lack enhancements to increase player enjoyment through improved audio-visual effects and connectivity options.
The gaming machine incorporates a connection means for outputting signals to an external speaker, controlled by a control means that releases the connection state at predetermined timings, allowing for enhanced audio effects and player interaction.
This enhances player engagement by providing dynamic audio experiences and customizable game settings, increasing overall enjoyment.
Smart Images

Figure 2025131423000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, there is known a gaming machine that can execute a display effect using a display device when a gaming ball enters a starting hole (for example, see Patent Document 1).
[0003] In such gaming machines, it is possible to perform sound effects in accordance with display effects using character images and patterns, change effects, preview effects, etc. Also, settings for games can be made. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-40144 Summary of the Invention [Problem to be solved by the invention]
[0005] However, even with the gaming machines described above, there is still room for improvement in terms of technology for increasing the enjoyment of the game.
[0006] The present invention has been made to solve the above-mentioned problems, and aims to improve the enjoyment of games. [Means for solving the problem]
[0007] The present invention has been made to solve at least some of the above-mentioned problems, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in this section indicate the correspondence with the embodiments described later to help understand the present invention, and do not limit the present invention in any way.
[0008] [Application example 1] A gaming machine, a connection means for outputting a signal to an external speaker of the gaming machine; a control means for controlling the connection means, The control means After the external speaker and the connection means are connected, the connection state is released at a predetermined timing. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1 further comprises: An input means is provided, The control means canceling the connection state at a timing when a request to cancel the connection state is made by a predetermined operation on the input means; A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, The control means The connection state is released when a predetermined time has elapsed since the machine entered a customer waiting state in which no fluctuation of the symbols has occurred. A gaming machine characterized by: [Effects of the Invention]
[0009] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 5] FIG. 2 is a diagram for explaining a main ROM, a main RAM, a sub ROM, and a sub RAM. [Figure 6]FIG. 10 is a diagram for explaining a jackpot determination table. [Figure 7] A diagram for explaining the jackpot type determination table. [Figure 8] A figure to explain the fluctuation pattern determination table when in a non-time-saving state. [Figure 9] A figure to explain the fluctuation pattern determination table during time-saving mode. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of a main-side timer interrupt process. [Figure 12] 10 is a flowchart of a special action process. [Figure 13] 10 is a flowchart of a special symbol waiting process. [Figure 14] 10 is a flowchart of a special symbol determination process. [Figure 15] 10 is a flowchart of a game status management process. [Figure 16] 10 is a flowchart of special electric device processing. [Figure 17] 10 is a flowchart of a game status setting process. [Figure 18] 10 is a flowchart of a sub-control main process. [Figure 19] 10 is a flowchart of a sub-side timer interrupt process. [Figure 20] 10 is a flowchart of a received command analysis process. [Figure 21] 10 is a flowchart of the variable effect start processing. [Figure 22] This is volume change time chart 1. [Figure 23] This is volume change time chart 2. [Figure 24] FIG. 10 is a diagram for explaining volume change performance example 1. [Figure 25] FIG. 10 is a diagram for explaining volume change performance example 2. [Figure 26] 10 is a timing chart showing sound generation from an external speaker. [Figure 27]This is a time chart of sound generation from the internal speaker (when an external speaker is connected). [Figure 28] This is a time chart of sound generation from the internal speaker (when the external speaker is disconnected). [Figure 29] FIG. 10 is a diagram for explaining example 1 of the performance when a call button is pressed. [Figure 30] FIG. 10 is a diagram for explaining example 2 of the call button pressing performance. [Figure 31] 1A is a front view of a pachinko game center in an amusement hall where seats equipped with seat-side speakers are installed, and FIG. 1B is a side view of the pachinko game center. [Figure 32] 10 is a flowchart showing pairing processing at power-on. [Figure 33] 10 is a flowchart showing a pairing process using NFC. [Figure 34] 10 is a flowchart showing a modified example of the pairing process using NFC. [Figure 35] 10 is a flowchart showing a wired connection process. [Figure 36] 10 is a flowchart showing a seat-side speaker reconnection process. [Figure 37] 10 is a flowchart showing a connection state release process. [Figure 38] 10 is a flowchart illustrating a modified example of the connection state release process. [Figure 39] 10 is a flowchart showing a connection state cancellation process using NFC. [Figure 40] 10 is a flowchart showing a modified example of the connection state cancellation process using NFC. [Figure 41] 10 is a flowchart showing a wired connection state release confirmation process; [Figure 42] This is a diagram to explain the menu screen (A) that is displayed when the effect button is pressed within a predetermined time after the power is turned on, and the seat-side speaker connection setting screen (B). [Figure 43]10A is a diagram illustrating a menu screen (A) that is displayed when the effect button is pressed while waiting for customers, and a seat-side speaker vibration setting screen (B). FIG. [Figure 44] 10A and 10B are diagrams for explaining the presentation of the connection of the seat-side speakers. [Figure 45] FIG. 10 is a diagram illustrating a first effect of connecting and disconnecting an external speaker held by a player. [Figure 46] FIG. 10 is a diagram illustrating a second effect of connecting and disconnecting an external speaker held by a player. [Figure 47] FIG. 10 is a diagram illustrating a third effect of connecting and disconnecting an external speaker held by a player. [Figure 48] FIG. 10 is a diagram illustrating the fourth effect of connecting and disconnecting an external speaker held by a player. [Figure 49] FIG. 10 is a diagram illustrating the effect 5 of connecting and disconnecting an external speaker held by a player. [Figure 50] FIG. 10 is a diagram illustrating a seat armrest vibration effect A. [Figure 51] FIG. 51 is a diagram for explaining a seat armrest vibration effect B as another example of the seat armrest vibration effect A in FIG. 50. [Figure 52] FIG. 10 is a block diagram showing the electrical configuration on the sub-control board side when an external electronic computer (such as a smartphone) can be connected. [Figure 53] FIG. 10 is a diagram for explaining a sub-ROM and a sub-RAM in a case where an external electronic computer (such as a smartphone) can be connected. [Figure 54] 10 is a flowchart of a connection device setting process A when an external electronic computer (such as a smartphone) can be connected. [Figure 55] 10 is a flowchart of a switch process A when an external electronic computer (such as a smartphone) can be connected. [Figure 56] 10A and 10B are diagrams illustrating examples of a display when a first connection is made and examples of a display when a second or subsequent connection is made. [Figure 57]10A and 10B are diagrams for explaining examples of displays when a game customization is set and when a game customization is read out. [Figure 58] 10A and 10B are diagrams for explaining a display example A when a game customization is read out and a display example B when a game customization is read out. [Figure 59] FIG. 10 is a diagram illustrating a display example at the time of automatic connection. DETAILED DESCRIPTION OF THE INVENTION
[0011] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, with the gaming board 2 attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame inside the outer frame to which the gaming board 2 is attached. The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, a frame movable body 600, a wireless connection device 72, and a wired connection device 73. An opening is formed in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the opening.
[0013] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength that corresponds to the rotation angle. The ball supply tray (upper tray) 61 is located below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61. The effect button 63 is an operating unit located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is an operating unit shaped like a sword and can be pressed downward by the player during effects that are executed as the game progresses. The sword button 65 is an operating unit located at the upper end portion of the sword member 64, i.e., the end of the sword handle, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is configured to be capable of two different operations: a first operation in which the entire sword member 64 is pushed downward, and a second operation in which the sword button 65 at the tip is pressed. The frame lamp 66 is provided at the bottom of the front frame 53 and is positioned lower than the ball supply tray (upper tray) 61. The frame lamp 66 has a light-emitting portion 66a on the front side, which provides light effects during play. The speakers 67 are located at the upper left and upper right of the front frame 53 and provide sound effects during play. The select button 68 is a so-called cross key, consisting of a left button, a right button, an up button, and a down button, which enables various inputs. The frame movable body 600 is a movable gimmick provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.
[0014] The wireless connection device 72 is disposed on the front frame 53. The wireless connection device 72 enables wireless connection (for example, BLUETOOTH (registered trademark) connection). In this embodiment, the wireless connection device 72 is disposed on the front frame 53, but it may be disposed on the game board 2 or the like. The wired connection device 73 is disposed to the left of the select button 68 disposed on the front frame 53. The wired connection device 73 is a connector (for example, a stereo jack) for connecting earphones, headphones, or the like. A connector (for example, an earphone jack) provided at the end of the wiring of the earphones, headphones, or the like is connected to the wired connection device 73.
[0015] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.
[0016] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a plurality of game nails protruding therefrom to guide the game balls. The rail member 4 is located at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is located on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.
[0017] The image display device 7 is located near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix display. The display screen 7a of the image display device 7 includes a display pattern display area in which display patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also referred to as variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which reserved images 9C are displayed. The reserved images 9A and 9B are images representing a reserved game and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image representing the reserved game and is also referred to as the reserved image 9C or the reserved icon 9C. Furthermore, the reserved digestion image 9C does not strictly speaking indicate a reserved game, and is therefore also referred to as the variable image 9C or the variable icon 9C.
[0018] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "1" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and second special symbol, described below. The image display device 7 can clearly display the results of the variable display of the first special symbol and second special symbol, displayed by the first special symbol display device 41a and second special symbol display device 41b, described below, to the player by combining the effect symbols displayed in the left, center, and right symbol display areas.
[0019] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not need to be fixed. The display of the variable symbols may be scrolled vertically or in other ways. The combination of symbols displayed statically according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the symbols 8L, 8C, and 8R is referred to as a "variable symbol display," "decorative symbol display," or simply a "variable symbol display." The period from when the special symbol starts to change until it stops changing (also referred to as the special symbol change period) is counted as one variable symbol display. Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change until when the special pattern stops, the effect of the temporary stop is included in the effect of the decorative pattern change.
[0020] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.
[0021] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols (displayed on the first special symbol reserve indicator 43a) and the number of reserved second special symbols (displayed on the second special symbol reserve indicator 43b) can be clearly displayed to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying reserved consumption image 9C, it can be clearly displayed to the player that the reserved first or reserved second special symbol is being consumed ("consumption of reserved special symbols" described below).
[0022] The center decorative body 10 is located near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that allows it to guide game balls rolling on the top surface of the stage section 11 to the first starting hole 20, which will be described later. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow in and an exit section through which game balls flow out, and causes game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.
[0023] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is provided with a first start opening (first start winning opening, first ball opening, fixed start opening) 20, which always has a constant ease of entry for game balls. The entry of a game ball into the first start opening 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first start opening 20 triggers the acquisition of a jackpot random number, etc., and the determination of a jackpot, etc.
[0024] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3 and includes a second start hole (second start winning hole, second ball hole, variable start hole) 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The electric chute 22 includes a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (Figure 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. It is sufficient for the electric chute 22 to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.
[0025] The gate (through chucker) 28 is located above the big prize device (attacker) 31 in the gaming area 3 and is configured to allow gaming balls to pass through. The passage of a gaming ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the electric chute 22. In other words, the passage of a gaming ball through the gate 28 triggers the acquisition of a normal symbol random number (winning random number) and a win determination, etc.
[0026] Here, the "lottery for special symbols" refers to the process of obtaining a random number for determining a special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, the first special symbol display 41a or the second special symbol display 41b (described below) displays a variable special symbol. After a predetermined period of time has elapsed, the special symbol corresponding to the lottery result is displayed as a static (determined) symbol, and the player is notified of the lottery result. The image display device 7 plays a symbol matching game in which a dynamic display of a special symbol is synchronized with the dynamic display of the special symbol. This symbol matching game more effectively notifies the player of the jackpot lottery result. When counting the repeated variable display of special symbols, the terms "rotation" and "variation" are sometimes used. For example, it can be expressed as "3 spins after a jackpot" or "3 changes after a jackpot." The number of times the special symbols change is specifically managed as the "number of games."
[0027] Furthermore, "drawing a normal symbol" refers to the process of obtaining a random number for determining a normal symbol when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The result of the normal symbol drawing is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is performed on normal symbol display 42, which will be described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.
[0028] The big prize device (attacker, special variable prize device) 31 is located above and to the right of the first starting hole 20 in the game area 3, and includes a big prize hole (special prize hole) 30. The big prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a big prize hole solenoid 33 (Figure 3). When the opening / closing member 32 is in the open position, game balls can enter the big prize hole 30.
[0029] The special prize opening sensor 30a (FIG. 3) detects the entry of a game ball into the special prize opening 30. The special prize device 31 of this embodiment further includes a special prize device discharge sensor (not shown) that counts the number of game balls discharged from the special prize device 31.
[0030] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3 and discharges game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center on the right side of the game board 2. Details of the indicators 40 will be described later.
[0031] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for a win at the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second starting gate 21 and the big winning gate 30.
[0032] 2 is an enlarged view of the displays 40. The displays 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, and a normal symbol reserve display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserve display 43a displays the number of reserved activations (first special symbol reserves) stored in the first special symbol display 41a. The second special symbol reserve display 43b displays the number of reserved activations (second special symbol reserves) stored in the second special symbol display 41b. The normal symbol reserve indicator 44 displays the number of activation reserves (normal symbol reserves) stored in the normal symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Furthermore, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Furthermore, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."
[0033] The special symbol display 41 variably displays (changes in display) a special symbol (identification information), and then displays it in a stopped state to notify the result of a lottery (special symbol winning lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the jackpot opening slot 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (the type of jackpot that is won). The opening pattern of the jackpot opening slot 30 in the special game will be described later.
[0034] The special symbol display 41 is composed of eight horizontally arranged LEDs, whose illumination patterns indicate special symbols corresponding to the results of a special symbol lottery. For example, in the event of a jackpot (one of the multiple types of jackpots described below), the display shows a jackpot symbol with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). In the event of a loss, the display shows a losing symbol with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Before the special symbol is statically displayed, a variable display (variable display) of the special symbol is displayed for a predetermined period of time. The variable display pattern may be, for example, such that each LED lights up in a repeated flow of light from left to right. The variable display pattern is not limited to the above pattern and can be any illumination pattern as long as each LED is not statically displayed (illuminated in a specific pattern). For example, the variable display pattern may be such that all LEDs flash simultaneously.
[0035] In the gaming machine 1, when a gaming ball enters the first start hole 20 or the second start hole 21, the values (numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special symbol reserve memory area as a first special symbol reserve, and if the game ball enters the second start hole 21, it is stored in the second special symbol reserve memory area as a second special symbol reserve. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 84e, and in this embodiment, the upper limit is four for both the first special symbol reserve memory area and the second special symbol reserve memory area. The special symbol reserves stored in the special symbol reserve memory area 84e are consumed when variable display of special symbols based on those special symbol reserves becomes possible. "Consuming a reserved special symbol" refers to determining the jackpot random number or other value corresponding to that reserved special symbol and then displaying a variable special symbol to indicate the result of that determination. Therefore, even if the gaming machine 1 cannot immediately display a variable special symbol based on a winning ball entering the first or second starting slot 20 or 21, i.e., even if a winning ball occurs during the variable display of the special symbol or during a special game, it can reserve the right to a jackpot lottery for that winning ball, up to a predetermined number of times. The number of reserved special symbols is displayed on the reserved special symbol indicator 43. The first reserved special symbol indicator 43a and the second reserved special symbol indicator 43b each consist of, for example, four LEDs. Each reserved special symbol indicator 43 displays the number of reserved special symbols by lighting up the LEDs corresponding to the number of reserved special symbols.
[0036] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 28. After variably displaying (variably displaying) the normal symbol, normal symbol display device 42 displays the normal symbol in a static state, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 28. The statically displayed normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the normal symbol stop symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of second start hole 21 will be described later.
[0037] The normal symbol display 42 is composed of two LEDs, and displays the normal symbol corresponding to the result of the normal symbol lottery according to the lighting pattern of the LEDs. For example, if the lottery result is a win, both LEDs are lit, displaying a normal winning symbol, such as "○○" (○: lit, ●: off). If the lottery result is a loss, only the right LED is lit, displaying a normal losing symbol, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Before the normal symbol is displayed as a static symbol, the normal symbol is displayed as a variable symbol for a predetermined variable time. The variable display mode may be, for example, both LEDs are lit alternately. The variable display mode is not limited to the above mode and can be any lighting mode as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode). For example, the variable display mode may be all LEDs flashing simultaneously.
[0038] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 84f (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 84f, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 84f are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number (winning random number) corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of reserved general maps is displayed on the reserved general map display 44. The reserved general map display 44 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.
[0039] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 and 4. Figure 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 3), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), and a payout control board 110 (Figure 3). The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. Note that the sub-control unit can be configured by including at least the sub-control board 90.
[0040] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80 and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0041] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the special prize hole sensor 30a, the general prize hole sensor 27a, and the out counter 25. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24 and the special prize hole solenoid 33. The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. Gate sensor 28a is provided inside gate 28 and detects gaming balls that have passed through gate 28. Special prize opening sensor 30a is provided inside special prize opening 30 and detects gaming balls that have entered special prize opening 30. General prize opening sensor 27a is provided inside general prize opening 27 and detects gaming balls that have entered general prize opening 27. Out counter 25 is provided at the most downstream side of game board 2 and detects all gaming balls that have been shot into game area 3. Electric chute solenoid 24 drives movable member 23 of electric chute 22. Special prize opening solenoid 33 drives opening / closing member 32 of special prize device 31.
[0042] The main control board 80 is connected to the displays 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, and the normal symbol reserve display 44.
[0043] The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is occurring, and security signals.
[0044] A payout control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and is also connected to a launching device 112 via a launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives a prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball dispensing motor 131 of the ball dispensing device 130 to dispense balls based on a signal from a card unit 135 connected to the gaming machine 1. Dispensed balls are detected by a ball dispensing sensor 132 for counting. The card unit 135 is located adjacent to the gaming machine 1 and outputs information about ball dispensing based on information from an inserted prepaid card, etc. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When a player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launching volume 115.
[0045] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0046] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 96. The input / output circuit 96 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 96.
[0047] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100 and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only a program for controlling the display but also still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The effect control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.
[0048] A wireless connection device 72 and a wired connection device 73 are connected to the audio control board 106, which enable connection with a speaker 67 and an external electro-acoustic transducer (external speakers such as earphones or headphones), and the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 and the external electro-acoustic transducers connected to the wireless connection device 72 and wired connection device 73 via the audio control board 106 based on commands received from the main control board 80. The transmission of signals to output audio, music, sound effects, etc. to the external electro-acoustic transducers via the wireless connection device 72 and wired connection device 73 is performed only when an external electro-acoustic transducer is connected.
[0049] When both the wireless connection device 72 and the wired connection device 73 are connected to external electro-acoustic transducers, only one of them may transmit a signal to output voice, music, sound effects, etc. to the external electro-acoustic transducer, or both may transmit a signal to output voice, music, sound effects, etc. to the external electro-acoustic transducer. Furthermore, when the wireless connection device 72 or the wired connection device 73 is connected to an external electro-acoustic transducer, it may or may not transmit a signal to output voice, music, sound effects, etc. to the speaker 67.
[0050] Sound data such as sound output from the speaker 67 and an external electro-acoustic transducer is stored in a sub-ROM 93 of the sub-control board 90. The sound control board 106 may be equipped with a CPU, and the CPU may be made to execute sound control based on commands. The sound control board 106 may also be equipped with a ROM, and sound data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to execute sound control. The sound data may also be stored in a ROM 103 of the image control board 100.
[0051] When the wireless connection device 72 or the wired connection device 73 of the audio control board 106 is connected to an external electro-acoustic transducer using any of the above methods, the wireless connection device 72 or the wired connection device 73 can detect this and can output only information regarding whether or not a connection has been made and information regarding the connected external electro-acoustic transducer to the sub-control microcomputer 91 via the input / output circuit 96, but is configured not to be able to output other information to the sub-control microcomputer 91 via the input / output circuit 96.
[0052] The lamp control board 107 is connected to and controls the frame lamp 66 and the panel lamp 5. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80. That is, the performance control microcomputer 91 creates lighting pattern data (data determining the on / off state, light color, etc., also referred to as lamp data) that determines the lighting mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the lighting pattern data. The lighting pattern data is created using data stored in the sub-ROM 93 of the sub-control board 90. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamps based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data regarding lighting patterns and operation patterns may be stored in the ROM.
[0053] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed by a player, it outputs a switch signal to the sub-control board 90 via the relay board 108. The effect control microcomputer 91 also operates the effect button 63 based on commands received from the main control board 80. The effect button 63 can be pressed and can also be moved between a normal position (recessed position) in which the upper surface of the button body protrudes slightly and a protruding position in which most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. The effect control microcomputer 91 creates position change data (drive data) that changes the position of the effect button 63 and controls the operation of the effect button 63 according to the position change data. The position change data is created using data stored in the sub-ROM 93. When the select button 68 is pressed by a player, it outputs a switch signal to the sub-control board 90 via the relay board 108.
[0054] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (Fig. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 in accordance with the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like provided on the front frame 53 that outputs a detection signal when touched by a human body may be connected to the relay board 108.
[0055] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figure 5. Figure 5(A) is a diagram for explaining the main ROM 83. Figure 5(B) is a diagram for explaining the storage areas provided in the main RAM 84. Figure 5(C) is a diagram for explaining the sub ROM 93. Figure 5(D) is a diagram for explaining the storage areas provided in the sub RAM 94.
[0056] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. The table storage area 83a stores a jackpot determination table, a reach determination table, a normal symbol win determination table, a normal symbol variation pattern determination table, a jackpot type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a large prize opening pattern determination table, etc. These determination tables are referenced by the game control microcomputer 81 in the main control main processing (described later) executed by the game control microcomputer 81.
[0057] The main RAM 84 (Figure 5(B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.
[0058] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main processing (described later), and includes pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, and push commands.
[0059] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main processing (described later), and a jackpot flag, a jackpot end flag, a probability change flag, a time-saving flag, etc. are set.
[0060] The counter set area 84c is an area where counters used in the main control process (described later) are set, such as a random number counter, a round counter, a probability variable counter, a time-saving counter, and a game counter.
[0061] The special action status set area 84d is an area where a status in the special action processing described later is set. The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for winning special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved, respectively. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved, respectively.
[0062] The regular symbol reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reserved, respectively.
[0063] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead effect pattern determination table, a core effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main processing (described later) executed by the effect control microcomputer 91.
[0064] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command set area 94b, a counter set area 94c, and an information storage area 94d.
[0065] The command memory area 94a is an area (input buffer) where commands input from the main control unit are stored during the sub-control main processing (described later), and stores commands such as pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, and customer waiting commands.
[0066] The performance command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, audio control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later) are set, and commands such as the variable performance start command, pre-variation end command, variable performance end command, opening performance start command, round performance start command, and ending performance start command are set.
[0067] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a special symbol effect counter, a time-saving effect counter, a game counter, etc. are set. The information storage area 94d is used as a storage area for various effect processes.
[0068] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be explained. The game control microcomputer 81 is configured to acquire a "jackpot random number," a "jackpot type random number," a "reach random number," a "variation pattern random number," and a "normal symbol random number (winning random number)" at the timings described below. All of these are acquired as values of the random number counter in the counter set area 84c of the main RAM 84. Multiple random number counters are provided corresponding to each of these. The "jackpot random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect pattern variation effect that indicates a result when the jackpot determination is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one effect pattern remaining among multiple effect patterns (decorative patterns) that are being displayed in a variable manner, and depending on which of the effect patterns that are displayed in a variable manner stop, a combination of effect patterns that indicates a jackpot win (for example, a "7↓7" state) may be formed. Note that the effect pattern that is displayed in a stopped state in a reach state may be displayed as if it is swaying on the display screen 7a.
[0069] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area, and the random number group obtained based on the ball entering the second start port 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.
[0070] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be explained. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number" and a "chance-up random number." Both are acquired as values of the random number counter in the counter set area 94c of the sub-RAM 94. Multiple random number counters are provided to correspond to each of these.
[0071] The "pre-reading effect random number" is a random number used to determine the pre-reading effect during variable effects, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random number group is stored in the sub-RAM 94.
[0072] The "chance up random number" is a random number used to determine the chance up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.
[0073] 4. Explanation of various tables FIG. 6 is a diagram for explaining the big win determination table. The jackpot determination table is a table that the gaming control microcomputer 81 refers to in the main control main processing (described later) to determine whether an acquired jackpot random number value (any value between 0 and 65535) corresponds to a "jackpot" or a "miss." The jackpot determination in the jackpot determination table is made based on the gaming state of the gaming machine 1. For example, in a "low probability state," if the jackpot random number value is "0 to 204," it is determined to be a "jackpot," and in other cases it is determined to be a "miss." Also, for example, in a "high probability state," if the jackpot random number value is "0 to 1366," it is determined to be a "jackpot," and in other cases it is determined to be a "miss."
[0074] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach." The reach determination in the reach determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-shortened state," if the reach random number value is "0 to 13," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 13 (14 to 127)," it is determined to be "not reach." Also, in the "time-shortened state," if the reach random number value is "0 to 5," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 5 (6 to 127)," it is determined to be "not reach."
[0075] The normal symbol win determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose." The determination in the normal symbol win determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-saving state," if the normal symbol random number value is "0 to 2," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)," it is determined to be a "lose." Also, in the "time-saving state," if the normal symbol random number value is "0 to 254," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 254 (255)," it is determined to be a "lose."
[0076] The normal symbol variation pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".
[0077] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" according to the acquired jackpot type random number value (any of 0 to 127).
[0078] In Figure 7, when the first special pattern (Special Pattern 1) is selected, if the random number value for the jackpot type is "0 to 63", the jackpot type is determined to be a "10R special jackpot", if the random number value for the jackpot type is "64 to 95", the jackpot type is determined to be a "7R normal jackpot (100 times time reduction)", and if the random number value for the jackpot type is "96 to 127", the jackpot type is determined to be a "4R normal jackpot (100 times time reduction)". If the second special symbol (special symbol 2) is selected, the jackpot type is determined to be a "10R variable jackpot" if the jackpot type random number is "0-63", a "7R normal jackpot (100 times time reduction)" if the jackpot type random number is "64-95", and a "4R normal jackpot (100 times time reduction)" if the jackpot type random number is "96-127". The jackpot type determination table may also specify the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game.
[0079] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. In Figure 8, for example, when a prize is won at the first starting slot 20 in a non-time-saving state, the jackpot determination table determines it as a "miss" and the reach determination table determines it as a "reach", and if the fluctuation pattern random number value is "0 to 20", the fluctuation pattern is determined to be "P4".
[0080] In Figure 9, for example, when the ball enters the second starting hole 21 in the time-saving state, the jackpot is determined to be a "jackpot" in the jackpot determination table, and the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is determined to be "P31".
[0081] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach effect that has a longer fluctuation time after the reach than a normal reach, and is a reach effect that is executed in an advanced manner after a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set.
[0082] The electric chute opening pattern determination table is a table that the game control microcomputer 81 references during the main control main processing (described below) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state," the opening pattern of the electric chute 22 is determined to be "opening pattern 11," and in the "time-saving state," the opening pattern is determined to be "opening pattern 12." In opening pattern 11, the electric chute 22 is opened once, with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. If a predetermined number of game balls have won (the specified number of winning balls: 10), the electric chute 22 is closed even if the opening time remains.
[0083] The large prize opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the opening pattern of the large prize opening 30. In this embodiment, in the case of a "4R jackpot," "opening pattern 21" is determined. In "opening pattern 21," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through fourth rounds. In the case of a "7R jackpot," "opening pattern 22" is determined. In "opening pattern 22," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through seventh rounds. In the case of a "10R jackpot," "opening pattern 23" is determined. In "opening pattern 23," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through tenth rounds. The big winning opening 30 is closed when a predetermined number of game balls have entered (the specified number of winning balls is 10) even if there is still time left for the opening.
[0084] 5. Explanation of jackpots etc. In the gaming machine 1, the jackpot lottery (special symbol lottery) results in either a "jackpot" or a "loss." In the event of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 41. In the event of a "loss," a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening (the jackpot opening 30) is opened in an opening pattern corresponding to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple rounds of play (unit opening games), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play and ends with the start of the next round of play. The time (interval time) during which the jackpot opening is closed between rounds of play is included in the round of play before that closure.
[0085] There are multiple types of jackpots. There are three types of jackpots: "10R probability jackpot," "7R normal jackpot (100 times time reduction)," and "4R normal jackpot (100 times time reduction)." After a "probability jackpot," the jackpot enters a high probability time reduction state (high probability, high base state). On the other hand, after a "normal jackpot," the jackpot enters a low probability time reduction state (low probability, high base state). This low probability time reduction state continues for 100 times.
[0086] 6. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "probability fluctuation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 is performing probability fluctuation control for the special symbols on the special symbol display 41 is referred to as the "high probability state," and the state in which the probability fluctuation control is not performed is simply referred to as the "normal probability state (non-high probability state, low probability state)." The gaming control microcomputer 81 achieves the high probability state by determining a jackpot using a jackpot determination table (Figure 7) in which the number of jackpot random number values determined to be a jackpot is higher in the high probability state than in the normal probability state, as the probability fluctuation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.
[0087] Furthermore, the state in which the game control microcomputer 81 is controlling the time-variation reduction of the special symbol on the special symbol display 41 is referred to as the "time-shortened state," while the state in which the time-variation reduction is not controlled is simply referred to as the "non-time-shortened state." In the time-shortened state, the special symbol's time of variation (the time from the start of the variation display to the derived display of the display result) is shorter than in the non-time-shortened state. The game control microcomputer 81 determines the variation pattern using a variation pattern determination table (Figures 8 and 9) that is determined so that a variation pattern with a shorter variation time is selected more frequently in the time-shortened state than in the non-time-shortened state. In other words, when the game control microcomputer 81 is controlling the time-variation reduction of the special symbol on the special symbol display 41, a shorter variation time is more likely to be selected as the variation time for the variable display of the special symbol compared to when the time-variation reduction control is not being performed. As a result, in the time-shortened state, the pace of consumption of reserved special symbols is accelerated, making it more likely that a valid win (a win that can be stored as a reserved special symbol) will occur in the starting slot. This allows players to aim for a big win while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.
[0088] The game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols of the normal symbol display device 42 in parallel with the fluctuation time reduction control for the special symbols of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols in the time-shortened state but not in the non-time-shortened state. For the probability fluctuation control of the normal symbols, the game control microcomputer 81 performs hit determination (determination of the normal symbol) using a normal symbol hit determination table in which the number of normal symbol random number values (winning random number values) determined to be a hit is higher in the time-shortened state than in the non-time-shortened state. Therefore, the probability of a hit is higher in the time-shortened state than in the normal probability state for the normal symbols. In other words, when the game control microcomputer 81 executes probability fluctuation control for the normal symbols of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 will be a winning symbol is higher than when the probability fluctuation control is not executed. In the time-saving mode, the normal symbol fluctuation time is shorter than in the non-time-saving mode. Here, the normal symbol fluctuation time is 30 seconds in the non-time-saving mode, but 1 second in the time-saving mode. Furthermore, in the time-saving mode, the electric chute 22 remains open for a longer period of time during auxiliary play than in the non-time-saving mode. That is, the game control microcomputer 81 controls the electric chute 22 to extend its open time. Additionally, in the time-saving mode, the electric chute 22 opens more frequently during auxiliary play than in the non-time-saving mode. That is, the game control microcomputer 81 controls the electric chute 22 to increase its number of openings. When the game control microcomputer 81 controls the probability fluctuation and fluctuation time reduction for the normal symbol on the normal symbol display 42, and controls the opening time extension and opening count increase for the electric chute 22, the electric chute 22 opens more frequently, and game balls land more frequently in the second starting slot 21 than when these controls are not being executed. As a result, the base value, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called the “high base state,” and the state in which they are not executed is called the “low base state.” In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient if the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol on the normal symbol display 42, fluctuation time reduction control for the normal symbol on the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may also be controlled independently of the time-shortening state.
[0089] In the gaming machine 1, the game state after winning a 10R probability variable jackpot and playing a jackpot game is a high probability state and a time-saving state. This game state is particularly called a "high probability high base state," "high probability time-saving state," or "probability variable game state." The high probability high base state continues for 10,000 times, so it essentially ends when a jackpot is won and the jackpot game is played.
[0090] Furthermore, the game state after a jackpot game resulting from winning a 7R normal jackpot or a 4R normal jackpot is a low probability state (normal probability state) and a time-saving state. This game state is particularly referred to as a "low probability high base state," "low probability time-saving state," or "time-saving game state." The low probability high base state ends when the variable display of special symbols is executed a predetermined number of times (here, 100 times), or when a jackpot is won and the jackpot game is executed.
[0091] When playing the gaming machine 1 for the first time, the gaming state after powering on is a low probability state and a low base state (non-electric support control state). This gaming state is particularly referred to as the "low probability low base state." The low probability low base state is sometimes referred to as the "normal gaming state" or the "low probability non-time-saving state (also simply referred to as the non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played will be referred to as the "special gaming state (jackpot gaming state)."
[0092] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, hitting the ball from the right to enter the right play area 3B (Figure 1) can provide a more advantageous gameplay. This is because the electric support control makes the electric chute 22 more likely to open than in a low-base state, making it easier to win in the second start gate 21 than in the first start gate 20. Therefore, in a high-base state, a right-handed hit is performed to allow the ball to pass through gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed hit. In addition, in the gaming machine 1, play is performed with a right-handed hit even during a jackpot. On the other hand, in a low-base state, a left-handed hit to enter the left play area 3A (Figure 1) can provide a more advantageous gameplay. Because electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win in the first start hole 20. This allows for more start wins than hitting right.
[0093] 7. Operation of the gaming control microcomputer 81 Next, we will explain the operation of the game control microcomputer 81 installed on the main control board 80 (Fig. 3). The counters, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcomputer 81 are installed in the main RAM 84 (Fig. 5).
[0094] [Main control main processing] FIG. 10 is a flowchart of the main control processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control processing from the main ROM 83. In the main control processing, the gaming control microcomputer 81 first performs initialization processing (step S001). In the initialization processing, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.
[0095] After the initialization process, the game control microcomputer 81 disables interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values (jackpot random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) by incrementing them by 1. When each random number counter value reaches a set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0096] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (e.g., every 4 msec). That is, the main timer interrupt process is executed at predetermined cycles (e.g., every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is permitted.
[0097] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt processing (step S005 in FIG. 10). In the main timer interrupt processing, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 11) described above. In other words, the update processing of various random number counter values is performed both during the execution period of the main timer interrupt processing and during other periods (the period from the end of the main timer interrupt processing to the start of the next main timer interrupt processing).
[0098] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1. The game control microcomputer 81 also sets payout data for paying out prize balls corresponding to the winning slots, i.e., the first start slot 20, the second start slot 21, the big winning slot 30, and the regular winning slot 27, in the output buffer of the main RAM 84.
[0099] After the input process, the game control microcomputer 81 performs a start gate sensor detection process (step S103). In the start gate sensor detection process, the game control microcomputer 81 determines whether a game ball has passed through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. The game control microcomputer 81 also determines whether a game ball has entered the first start gate 20, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a storage area corresponding to the current number of balls reserved for special symbol 2 among the first to fourth storage areas of the second special symbol reservation storage area.
[0100] The game control microcomputer 81 performs a preliminary determination of a jackpot in the start port sensor detection process. Based on the above-mentioned random number group, it determines whether or not a jackpot has occurred, and if so, the type of jackpot and the fluctuation pattern. Then, it creates a preliminary determination command from the preliminary determination result and sets it in the command set area 84a of the main RAM 84.
[0101] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, it refers to the normal pattern win determination table to determine whether there has been a win. Next, the game control microcomputer 81 refers to the normal pattern change pattern determination table to select a change pattern. The game control microcomputer 81 sets the selected normal pattern change pattern, thereby starting the change display of the normal pattern. Thereafter, it stops the change display, and in the case of a "win," it sets the electric chute opening pattern by referring to the electric chute opening pattern determination table, and activates the electric chute 22.
[0102] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs reserved ball count processing (step S106). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.
[0103] After processing the number of reserved balls, the game control microcomputer 81 performs output processing (step S107). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S108). In other processing, for example, based on the number of reserved balls for special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing that number, and based on the number of reserved balls for special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing that number.
[0104] [Special Action Processing] FIG. 12 is a flowchart of the special operation process (FIG. 11: step S105). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," and "4." When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination and a variation pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol variation process is performed (step S1304). In the special symbol variation process, a variation stop command is output after the variation time has elapsed. Specifically, the game control microcomputer 81 first determines whether the special symbol variation time has elapsed and ended. If the variation time has elapsed, it sets a variation stop command and sets the special operation status to "3." If the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), it performs special symbol determination processing (step S1306). In the special symbol determination processing, an opening command is output when a jackpot occurs. Specifically, the game control microcomputer 81 first executes game state management processing. The game state management processing is processing for managing the number of STs (the number of variations controlled to the probability variable game state) and the number of time-saving game states (the number of variations controlled to the time-saving game state). Next, if the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1." On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot that has been won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process for resetting the probability variable flag and the time-saving flag. After the game state reset process, a jackpot opening command is set to start the jackpot game. Then, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308).In the special electric accessory processing, a jackpot game is executed. Specifically, the opening of the jackpot opening 30 is controlled according to the opening pattern based on the round counter, and a round designation command and an ending command are set. In addition, at the end of the jackpot, a time-saving counter and a probability change counter are set.
[0105] [Special pattern standby process] FIG. 13 is a flowchart of the special symbol standby process (FIG. 12: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" or not (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserve memory area does not store a random number group acquired as a result of winning in the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 determines whether or not there is a jackpot, and if it is determined that there is a jackpot, turns on the jackpot flag, determines the type of jackpot, and then ends the jackpot determination process.
[0106] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (whether it is in a time-saving state or not), the determination result of the jackpot determination process (step S1402), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for the special symbol 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the first to fourth storage areas of the second special symbol reserved storage area by one from the current position to the side from which it is read, and clears the reserved information stored in the second special symbol reserved storage area in the location farthest from the side from which it is read (step S1405). For example, if reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared; if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. Through these steps, the reserved second special symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of the second special symbol reservation storage area is shifted toward the reserved consumption image display area and displayed as reserved consumption image 9C. Furthermore, the reserved images 9B (the second, third, and fourth reserved images 9B of the four reserved images 9B from the left) corresponding to the second to fourth storage areas of the second special symbol reservation storage area are each shifted one position to the left (Figure 1). This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and the variation time timer is set. The variation time timer is set to a variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcomputer 81 sets the special operation status to "2."In addition, the fluctuation start command (special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1402) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1403) (including information regarding the fluctuation time).
[0107] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" or not (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area does not store a random number group acquired as a result of winning in the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 determines whether or not a jackpot has occurred, and if it is determined to be a jackpot, turns on the jackpot flag, determines the type of jackpot, and then ends the jackpot determination process.
[0108] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, a variation pattern is selected by referring to the variation pattern determination table (FIGS. 8 and 9) based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the determination result of the jackpot determination process (step S1408), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for special symbol 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of the various random number values stored in the first to fourth memory areas of the first special symbol reservation memory area by one from the current position toward the side where they are read, and clears the reserved information stored in the first special symbol reservation memory area in the location farthest from the side where they are read (step S1411). Through the above steps, the first special symbol reservations are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first storage area of the first special symbol reserved storage area (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved symbol consumption image display area and is displayed as reserved symbol consumption image 9C. Also, the reserved images 9A corresponding to the second to fourth storage areas of the first special symbol reserved storage area (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) each shift one position to the right (Figure 1). This allows the player to recognize that one reserved first special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, which starts the variable display of the first special symbol and sets the variation time timer. The variation time timer is set to a variation time determined according to the variation pattern selected in the variation pattern selection processing. In addition, the game control microcomputer 81 sets the special operation status to "2." The fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information about the special chart stop pattern data set in the jackpot determination process (step S1408) and information about the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information about the fluctuation time).
[0109] In step S1413, the game control microcomputer 81 determines whether the game state is a customer waiting standby state. If the game state is a customer waiting standby state (step S1413: YES), the game control microcomputer 81 ends the special symbol standby process. If the game state is not a customer waiting standby state (step S1413: NO), the game control microcomputer 81 performs customer waiting standby process (step S1414). In the customer waiting standby process, the game control microcomputer 81 sets the game state to a customer waiting standby state, sets a customer waiting standby command in the command set area 84a of the main RAM 84, and performs a customer waiting demo effect on the display screen 7a. Thereafter, the special symbol standby process ends.
[0110] As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table (FIG. 7) of this embodiment, the lottery based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the lottery based on the first special symbol reservation.
[0111] [Special design confirmation process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game status management process (step S1501). The game status management process will be described later. Next, the game control microcomputer 81 determines whether the jackpot flag is ON (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is determined that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is determined that the jackpot flag is not ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process is terminated.
[0112] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above, and if it is a 4R jackpot, the opening pattern 21 is set, if it is a 7R jackpot, the opening pattern 22 is set, and if it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is a process for resetting the probability variable flag and the time-shortening flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.
[0113] [Game status management processing] FIG. 15 is a flowchart of the game status management process (FIG. 14: step S1501). In the game state management process, first, the game control microcomputer 81 determines whether the probability variable flag is ON (step S1601). If it is determined that the probability variable flag is ON (step S1601: YES), the probability variable counter is decremented (step S1602) and the process proceeds to step S1603. On the other hand, if it is determined that the probability variable flag is not ON (step S1601: NO), that is, if the probability variable flag is OFF, the process proceeds to step S1605.
[0114] In step S1603, the game control microcomputer 81 determines whether the probability variable counter is "0." If it is determined that the probability variable counter is "0" (step S1603: YES), the probability variable flag is turned OFF (step S1604), and the process proceeds to step S1605. On the other hand, if it is determined that the probability variable counter is not "0" (step S1603: NO), the process of step S1604 is not executed, and the process proceeds to step S1605. If the probability variable flag is ON, processing is performed as a high probability state, and if the probability variable flag is OFF, processing is performed as a non-high probability state (low probability state).
[0115] In step S1605, the game control microcomputer 81 determines whether the time-shortening flag is ON. If it is determined that the time-shortening flag is ON (step S1605: YES), the time-shortening counter is decremented (step S1606) and the process proceeds to step S1607. On the other hand, if it is determined that the time-shortening counter is not ON (step S1605: NO), that is, if the time-shortening counter is OFF, the process proceeds to step S1609.
[0116] In step S1607, the game control microcomputer 81 determines whether the time-shortening counter is "0." If it is determined that the time-shortening counter is "0" (step S1607: YES), the time-shortening flag is turned OFF (step S1608), and the process proceeds to step S1609. On the other hand, if it is determined that the time-shortening counter is not "0" (step S1607: NO), the process proceeds to step S1609 without executing the process of step S1608. If the time-shortening flag is ON, the process is performed as if the time-shortening state was active, and if the time-shortening flag is OFF, the process is performed as if the time-shortening state was not active.
[0117] In step S1609, the game control microcomputer 81 sets a game state designation command and ends the game state management process.
[0118] [Special electric accessory processing] FIG. 16 is a flowchart of the special electric accessory process (step S1308 in FIG. 12). In the special electric device processing, first, the game control microcomputer 81 executes the opening processing of the jackpot (step S1701). In the opening processing, the game control microcomputer 81 determines whether or not it is the opening period, and sets the opening command at the timing when it is first determined that it is the opening period.
[0119] Next, the game control microcomputer 81 executes a special prize opening process (step S1702). In the special prize opening process, it is determined whether or not the special prize opening 30 is currently open, and if it is determined that the special prize opening 30 is currently open and the special prize opening 30 is currently closed, the special prize opening 30 is opened and a special prize round designation command is set. If it is determined that the special prize opening 30 is currently open and the special prize opening 30 is currently open, the special prize opening 30 is maintained in an open state.
[0120] Next, the game control microcomputer 81 determines whether or not a prize has been won at the special prize opening 30 (step S1703). This process determines whether or not a prize has been won at the special prize opening 30 based on a signal from the special prize opening sensor 30a. If it is determined that a prize has been won (step S1703: YES), a prize winning command is set (step S1704) and the process proceeds to step S1705. On the other hand, if it is determined that no prize has been won (step S1703: NO), the process of step S1704 is not executed and the process proceeds to step S1705.
[0121] In step S1705, the game control microcomputer 81 executes a special prize opening closing process. The special prize opening closing process determines whether or not the closing condition for the special prize opening 30 is met, and if so, closes the special prize opening 30. Furthermore, if the special prize opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.
[0122] Next, the game control microcomputer 81 determines whether the jackpot has ended (step S1706). This process is a process for determining whether the round counter is "0". If it is determined that the jackpot has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is determined that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed and the special electric device process is terminated.
[0123] In step S1707, the game control microcomputer 81 executes the jackpot ending process. In the jackpot ending process, it is determined whether the ending time has elapsed, and if so, the jackpot flag is turned OFF and the game status setting process is executed (step S1708).
[0124] [Game status setting process] FIG. 17 is a flowchart of the game status setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 determines whether or not a probability variable jackpot has occurred (step S1801). If it is determined to be a probability variable jackpot (step S1801: YES), the probability variable flag and the time-saving flag are turned ON (step S1802), the probability variable counter and the time-saving counter are set to 10000 (step S1803), and the process proceeds to step S1804. On the other hand, if it is determined not to be a probability variable jackpot (step S1801: NO), the processes of steps S1802 and S1803 are not executed, and the process proceeds to step S1804.
[0125] In step S1804, the game control microcomputer 81 determines whether or not a normal jackpot has occurred. If it is determined to be a normal jackpot (step S1804: YES), the time-saving flag is turned ON (step S1805), the time-saving counter is set to 100 (step S1806), and the process proceeds to step S1807. On the other hand, if it is determined not to be a normal jackpot (step S1804: NO), the processes of steps S1805 and S1806 are not executed, and the process proceeds to step S1807. In step S1807, the game control microcomputer 81 sets the game state designation command (step S1806), and then ends the game state setting process.
[0126] 8. Operation of the performance control microcomputer 91 Next, we will explain the operation of the performance control microcomputer 91 provided on the sub-control board 90 (Figure 4). Counters, flags, status, buffers, etc. that appear in the explanation of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.
[0127] [Sub-control main processing] FIG. 18 is a flowchart showing the sub-control main processing. When the power of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs initialization processing (step S4000). In the initialization processing, for example, the sub-CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.
[0128] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0129] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4003). While the interrupt is allowed, the sub-side timer interrupt process (step S4004) can be executed. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.
[0130] [Sub-side timer interrupt processing] 19 is a flowchart of the sub-side timer interrupt process (step S4004 in FIG. 18). The performance control microcomputer 91 first performs a received command analysis process (step S4101). The received command analysis process will be described in detail later.
[0131] After the received command analysis process, the performance control microcomputer 91 performs a connection device setting process (step S4101A). The connection device setting process is a process for connecting or disconnecting the gaming machine 1 to an external electro-acoustic transducer (external speakers such as earphones or headphones) via the wireless connection device 72 and the external electro-acoustic transducer via the wired connection device 73. Note that communication processing between the gaming machine 1 and the external electro-acoustic transducer via the wireless connection device 72 and the wired connection device 73 is performed in a command transmission process (step S4104). The audio control board 106, which has received the command transmitted from the performance control microcomputer 91, outputs audio data such as voice, music, and sound effects corresponding to the received command to the external electro-acoustic transducer (external speakers such as earphones or headphones) via a wireless connection (e.g., a BLUETOOTH (registered trademark) connection) and a wired connection (e.g., a stereo jack).
[0132] After the connection device setting process, the performance control microcomputer 91 performs variable performance processing (step S4102). After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4103). In the switch processing, the performance control microcomputer 91 sets the display content of the display screen 7a based on the switch data (edge data and level data) output from the performance button 63. Also, in the switch processing, when the volume button (the up or down button of the select button 68) is operated, the performance control microcomputer 91 performs the volume setting for the target according to the connection status, from the volume setting for the wirelessly connected external electro-acoustic transducer (external speaker such as earphones or headphones), the volume setting for the wired external electro-acoustic transducer, and the volume setting for the speaker 67. The performance control microcomputer 91 transmits a signal to control the volume according to the connection status and the operation of the volume button.
[0133] After the switch processing, the performance control microcomputer 91 performs a command transmission process (step S4104). In the command transmission process, the performance control microcomputer 91 transmits the various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis process, etc., to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display performance according to the received commands. The audio control board 106, which has received the various commands, executes an audio performance by outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a light-emitting performance by controlling the light emission of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4105) and ends this process. Other processes include random number update processing.
[0134] [Received command analysis process] FIG. 20 is a flowchart of the received command analysis process (step S4101 in FIG. 19). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4201). If a pre-determination command has been received (step S4201: YES), a look-ahead performance determination process is performed (step S4202). The "look-ahead performance determination process" is a process for determining whether or not a look-ahead performance will be executed and, if so, the look-ahead performance pattern. Specifically, the performance control microcomputer 91 acquires the value of the look-ahead performance random number counter and, by referring to the acquired random number value and a look-ahead performance pattern determination table stored in the sub-ROM 93, determines whether or not to execute a look-ahead performance and, if so, the look-ahead performance pattern. On the other hand, if a pre-determination command has not been received (step S4201: NO), the above-mentioned look-ahead performance determination process is skipped. The pre-reading effect is an effect that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 84e contains a jackpot, and is executed during the variable effect.
[0135] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4203). If a reserved ball count command has been received (step S4203: YES), the reserved ball display process is performed (step S4204). In the reserved ball display process, the values of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94c of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4203: NO), the reserved display process described above is skipped.
[0136] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4205). If a variation start command has been received (step S4205: YES), a variation performance start process is performed (step S4206). The "variation performance start process" is a process for selecting the variation performance pattern (contents) to be executed during the special symbol variation. On the other hand, if a variation start command has not been received (step S4205: NO), the above-mentioned variation performance start process is skipped.
[0137] Next, the performance control microcomputer 91 determines whether or not a variation stop command has been received from the main control board 80 (step S4207). If it has been received (step S4207: YES), it performs a variation performance end process (step S4208). The "variation performance end process" is a process for stopping the variation performance that is executed while the special symbol is varying. In the variation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the variation stop command, and sets a variation performance end command to end the variation performance. As a result, the performance symbol corresponding to the currently varying special symbol 1 or special symbol 2 is stopped and displayed. Note that if the variation stop command has not been received (step S4207: NO), the above-mentioned variation performance end process is skipped.
[0138] Next, the effect control microcomputer 91 determines whether a win-related command has been received from the main control board 80 (step S4209). Win-related commands include a jackpot opening command, a round designation command, an ending command, a minor win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4209: YES), the microcomputer 91 performs a win-related effect pattern determination process corresponding to each command (step S4210). For example, if a jackpot opening command has been received, the microcomputer 91 selects a preset opening effect pattern corresponding to the type of jackpot, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (step S4104), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if no signal has been received (step S4209: NO), the above-described winning-related effect pattern determination process is skipped.
[0139] In step S4211, the performance control microcomputer 91 executes a customer waiting standby process. Next, the performance control microcomputer 91 executes other processes (step S4212) and ends the received command analysis process.
[0140] [Variable performance start processing] FIG. 21 is a flowchart of the variable effect start process (step S4206 in FIG. 20). The performance control microcomputer 91 first analyzes the variation start command (step S4301). Here, the performance control microcomputer 91 sets information about the special symbol stop symbol data included in the variation start command and information about the variation pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as the determination result of the hit determination process for special symbol 1 or special symbol 2, and the like. The information acquired here can be referenced by the performance control microcomputer 91 as appropriate.
[0141] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4302). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a core performance pattern determination table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.
[0142] Next, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S4303). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and a chance-up effect pattern determination table stored in the sub-ROM 93. After determining the chance-up effect pattern, the effect control microcomputer 91 may further refer to the random number value and the stop symbol pattern determination table to determine a combination of effect symbols 8L, 8C, 8R, etc. to be stopped and displayed.
[0143] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in steps S4301 to S4303 is realized (step S4304). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process, the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.
[0144] Next, the performance control microcomputer 91 sets the variable performance timer (step S4305) and ends this process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.
[0145] 22 to 25, the control of the volume of the sound output from the speakers (speaker 67 provided in the gaming machine 1 and earphones, headphones, etc. connected to the gaming machine 1) will be described. When the gaming machine 1 is connected to an external speaker (an external electro-acoustic transducer such as earphones, headphones, etc. connected to the gaming machine 1), the performance control microcomputer 91 outputs sound from the external speaker. When the gaming machine 1 is disconnected from the external speaker, the performance control microcomputer 91 outputs sound from the internal speaker (speaker 67 provided in the gaming machine 1). When the up button (increases volume) and the down button (decreases volume) of the select button 68 are pressed, or when the connection status with the external speaker is changed, the performance control microcomputer 91 changes the volume of the sound output from the internal speaker and the external speaker. In this embodiment, the volume is changed by the player pressing the up button and the down button of the select button 68, but other methods may be used. For example, a dedicated button for changing the volume may be provided on the gaming machine, and the volume may be changed by pressing this dedicated button. Also, an operating device such as a volume change button may be provided on the external speaker.
[0146] The external speaker is connected to the gaming machine 1 by the wireless connection device 72 or the wired connection device 73 of the gaming machine 1, and the connection to the gaming machine 1 may be wireless or wired.
[0147] The volume of the sound output from the internal speaker and external speaker has five levels, from volume 1 to volume 5. The volume increases in order from volume 1 to volume 5. Volume 1 is extra low, volume 2 is low, volume 3 is medium, volume 4 is high, and volume 5 is extra high. When the power is turned on, the volume of the sound output from the internal speaker and external speaker is volume 3, which is predetermined. The volume levels of the internal speaker (volumes 1 to 5) and the external speaker (volumes 1 to 5) are determined for each speaker.
[0148] [Volume change time chart 1] FIG. 22 shows a volume change time chart 1. Here, an external speaker (an external electro-acoustic transducer such as earphones or headphones connected to the gaming machine 1) is connected to the gaming machine 1, and the performance control microcomputer 91 outputs the sound generated by the gaming machine from the external speaker, but not from the internal speaker. At this time, the volume of the external speaker is changed in response to information about pressing the up and down buttons of the select button 68. Thereafter, the external speaker is disconnected from the gaming machine 1, and after the disconnection, the performance control microcomputer 91 outputs the sound generated by the gaming machine from the internal speaker (speaker 67 provided in the gaming machine 1), but not from the external speaker. At this time, the volume of the internal speaker is changed in response to information about pressing the up and down buttons of the select button 68. After that, the external speaker is connected to the gaming machine 1, and after the connection is established, the performance control microcomputer 91 causes the sound generated by the gaming machine to be output from the external speaker, but not from the internal speaker. The external speaker is connected to the gaming machine 1 via the wireless connection device 72 or the wired connection device 73.
[0149] At T1 in Figure 22, the external speaker is connected to the gaming machine as shown in Figure 22(A). Therefore, at T1, the external speaker is enabled and the internal speaker is disabled as shown in Figures 22(D) and (E). Also, as shown in Figures 22(F) and (G), before the volume buttons (large and small) are pressed at T1, the volume of the external speaker is at volume 3 and the volume of the internal speaker is at volume 3. Therefore, sound is output from the external speaker at volume 3. No sound is output from the internal speaker.
[0150] As shown in Figure 22(C), when the down button (volume button (small)) of the select button 68 is pressed once at T1, the volume of the external speaker becomes volume 2, as shown in Figure 22(F). At this time, the volume of the internal speaker remains at volume 3, as shown in Figure 22(G). Also, as shown in Figures 22(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 2. No sound is output from the internal speaker.
[0151] As shown in FIG. 22(B), when the up button (volume button (large)) of the select button 68 is pressed once (the first time at T1) at T1, the volume of the external speaker becomes volume 3, as shown in FIG. 22(F). At this time, the volume of the internal speaker remains at volume 3, as shown in FIG. 22(G). Also, as shown in FIGS. 22(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 3. No sound is output from the internal speaker.
[0152] As shown in FIG. 22(B), when the up button (volume button (large)) of the select button 68 is pressed once at T1 (the second time at T1), the volume of the external speaker becomes volume 4, as shown in FIG. 22(F). At this time, the volume of the internal speaker remains at volume 3, as shown in FIG. 22(G). Also, as shown in FIGS. 22(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 4. No sound is output from the internal speaker.
[0153] As shown in FIG. 22(B), when the up button (volume button (large)) of the select button 68 is pressed once at T1 (the third time at T1), the volume of the external speaker becomes volume 5, as shown in FIG. 22(F). At this time, the volume of the internal speaker remains at volume 3, as shown in FIG. 22(G). Also, as shown in FIGS. 22(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 5. No sound is output from the internal speaker.
[0154] After that, with the volume of the external speaker at volume 5 and the volume of the internal speaker at volume 3, the connection state of the external speaker becomes disconnected from the gaming machine as shown in Figure 22T2. When the connection state of the external speaker changes from connected to the gaming machine to disconnected, as shown in Figure 22(F), the volume of the external speaker becomes volume 3. In other words, when the connection state of the external speaker changes from connected to the gaming machine to disconnected, the volume of the external speaker becomes the volume at power-on (volume 3). The volume at power-on is predetermined. Also, at this time, as shown in Figures 22(D) and (E), the external speaker output is disabled and the internal speaker output is enabled, so no sound is output from the external speaker and sound is output from the internal speaker at volume 3. At this time, the volume of the internal speaker remains at volume 3, but it may be reset to the volume at power-on (volume 3), or it may not be reset at all.
[0155] In this embodiment, when the connection state of the external speaker changes from a state connected to the gaming machine to a state disconnected from the gaming machine, the volume of the external speaker becomes the predetermined volume (volume 3) when the power is turned on, but it may also be set to another volume, for example, volume 2 or volume 4.
[0156] Furthermore, in this embodiment, when the connection status of the external speaker changes from a state where it is connected to the gaming machine to a state where it is disconnected from the gaming machine, the volume of the external speaker becomes the volume at which it was when the power was turned on (volume 3). However, when the connection status of the external speaker changes from a state where it is connected to the gaming machine to a state where it is disconnected from the gaming machine, the volume of the external speaker may not change, and when the connection status of the external speaker changes again to a state where it is connected to the gaming machine, the volume of the external speaker may become the volume at which it was when the power was turned on (volume 3).
[0157] At T2 in Figure 22, the external speaker is disconnected from the gaming machine as shown in Figure 22(A). Therefore, at T2, the external speaker output is disabled and the internal speaker output is enabled as shown in Figures 22(D) and (E). Also, as shown in Figures 22(F) and (G), before the volume buttons (large and small) are pressed at T2, the volume of the external speaker is at volume 3 and the volume of the internal speaker is at volume 3. Therefore, no sound is output from the external speaker, and sound is output from the internal speaker at volume 3.
[0158] As shown in FIG. 22(C), when the down button (volume button (small)) of the select button 68 is pressed once at T2, the volume of the internal speaker becomes volume 2, as shown in FIG. 22(G). At this time, the volume of the external speaker remains at volume 3, as shown in FIG. 22(F). Also, as shown in FIGS. 22(D) and (E), the external speaker output is disabled and the internal speaker output is enabled, so no sound is output from the external speaker and sound is output from the internal speaker at volume 2.
[0159] As shown in FIG. 22(B), at T2, when the up button (volume button (large)) of the select button 68 is pressed once (the first time at T2), the volume of the internal speaker becomes volume 3, as shown in FIG. 22(G). At this time, the volume of the external speaker remains at volume 3, as shown in FIG. 22(F). Also, as shown in FIGS. 22(D) and (E), the external speaker output is disabled and the internal speaker output is enabled, so no sound is output from the external speaker and sound is output from the internal speaker at volume 3.
[0160] As shown in FIG. 22(B), when the up button (volume button (large)) of the select button 68 is pressed once at T2 (the second time at T2), the volume of the internal speaker becomes volume 4, as shown in FIG. 22(G). At this time, the volume of the external speaker remains at volume 3, as shown in FIG. 22(F). Also, as shown in FIGS. 22(D) and (E), the external speaker output is disabled and the internal speaker output is enabled, so no sound is output from the external speaker and sound is output from the internal speaker at volume 4.
[0161] As shown in FIG. 22(B), when the up button (volume button (large)) of the select button 68 is pressed once at T2 (the third time at T2), the volume of the internal speaker becomes volume 5, as shown in FIG. 22(G). At this time, the volume of the external speaker remains at volume 3, as shown in FIG. 22(F). Also, as shown in FIGS. 22(D) and (E), the external speaker output is disabled and the internal speaker output is enabled, so no sound is output from the external speaker and sound is output from the internal speaker at volume 5.
[0162] After that, with the volume of the external speaker at volume 3 and the volume of the internal speaker at volume 5, the connection state of the external speaker changes to a state of being connected to the gaming machine, as shown in Figure 22T3. When the connection state of the external speaker changes from a state of being disconnected from the gaming machine to a state of being connected to the gaming machine, the volume of the internal speaker changes to volume 3, as shown in Figure 22(G). In other words, when the connection state of the external speaker changes from a state of being disconnected from the gaming machine to a state of being connected to the gaming machine, the volume of the internal speaker changes to the volume (volume 3) at the time of power-on. The volume at the time of power-on is predetermined. Also, at this time, as shown in Figures 22(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 3 and no sound is output from the internal speaker. At this time, the volume of the external speaker remains at volume 3, but it may be reset to the volume (volume 3) when the power is turned on, or it may not be reset.
[0163] In this embodiment, when the external speaker is disconnected from the gaming machine and then connected to the gaming machine, the volume of the internal speaker is set to a predetermined volume (volume 3) when the power is turned on, but it may also be set to another volume, such as volume 2 or volume 4.
[0164] In addition, in this embodiment, when the connection state of the external speaker changes from a state where it is disconnected from the gaming machine to a state where it is connected to the gaming machine, the volume of the internal speaker becomes the volume at the time of power-on (volume 3). However, when the connection state of the external speaker changes from a state where it is disconnected from the gaming machine to a state where it is connected to the gaming machine, the volume of the internal speaker may not change, and when the connection state of the external speaker changes again to a state where it is disconnected from the gaming machine, the volume of the internal speaker may become the volume at the time of power-on (volume 3).
[0165] [Volume change time chart 2] FIG. 23 shows volume change time chart 2. Here, an external speaker (an external electro-acoustic transducer such as earphones or headphones connected to the gaming machine 1) is connected to the gaming machine 1, and the performance control microcomputer 91 outputs the sound generated by the gaming machine from the external speaker, but not from the internal speaker. At this time, the volume of the external speaker and the internal speaker are changed in response to the pressing of the up and down buttons of the select button 68. Thereafter, the external speaker is disconnected from the gaming machine 1, and after the disconnection, the performance control microcomputer 91 outputs the sound generated by the gaming machine from the internal speaker (speaker 67 provided in the gaming machine 1), but not from the external speaker. At this time, the volume of the external speaker and the internal speaker are changed in response to the pressing of the up and down buttons of the select button 68. After that, the external speaker is connected to the gaming machine 1, and after the connection is established, the performance control microcomputer 91 causes the sound generated by the gaming machine to be output from the external speaker, but not from the internal speaker. The external speaker is connected to the gaming machine 1 via the wireless connection device 72 or the wired connection device 73.
[0166] At T1 in Figure 23, the external speaker is connected to the gaming machine as shown in Figure 23(A). Therefore, at T1, the external speaker is enabled and the internal speaker is disabled as shown in Figures 23(D) and (E). Also, as shown in Figures 23(F) and (G), before the volume buttons (large and small) are pressed at T1, the volume of the external speaker is at volume 3 and the volume of the internal speaker is at volume 3. Therefore, sound is output from the external speaker at volume 3. No sound is output from the internal speaker.
[0167] As shown in Figure 23(C), at T1, when the down button (volume button (small)) of the select button 68 is pressed once, the volume of the external speaker becomes volume 2, and the volume of the internal speaker becomes volume 2, as shown in Figures 23(F) and (G). Also, as shown in Figures 23(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 2. No sound is output from the internal speaker.
[0168] As shown in Figure 23(B), at T1, when the up button (volume button (large)) of the select button 68 is pressed once (first time at T1), the volume of the external speaker becomes volume 3, and the volume of the internal speaker becomes volume 3, as shown in Figures 23(F) and (G). Also, as shown in Figures 23(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 3. No sound is output from the internal speaker.
[0169] As shown in FIG. 23(B), when the up button (volume button (large)) of the select button 68 is pressed once (the second time at T1) at T1, the volume of the external speaker becomes volume 4, and the volume of the internal speaker becomes volume 4, as shown in FIGS. 23(F) and (G). Also, as shown in FIGS. 23(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 4. No sound is output from the internal speaker.
[0170] As shown in FIG. 23(B), when the up button (volume button (large)) of the select button 68 is pressed once (third time at T1) at T1, the volume of the external speaker becomes volume 5, and the volume of the internal speaker becomes volume 5, as shown in FIGS. 23(F) and (G). Also, as shown in FIGS. 23(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 5. No sound is output from the internal speaker.
[0171] After that, with the volume of the external speaker at volume 5 and the volume of the internal speaker at volume 5, the connection status of the external speaker becomes disconnected from the gaming machine, as shown in Figure 23T2. When the connection status of the external speaker changes from connected to the gaming machine to disconnected, as shown in Figures 23(F) and 23(G), the volume of the external speaker becomes volume 3 and the volume of the internal speaker becomes volume 3. In other words, when the connection status of the external speaker changes from connected to the gaming machine to disconnected, the volume of the external speaker and the internal speaker become the volume (volume 3) at power-on. The volume at power-on is predetermined. Also, at this time, as shown in Figures 23(D) and 23(E), the external speaker output is disabled and the internal speaker output is enabled, so no sound is output from the external speaker and sound is output from the internal speaker at volume 3.
[0172] In this embodiment, when the connection state of the external speaker changes from a state where it is connected to the gaming machine to a state where it is disconnected from the gaming machine, the volume of the external speaker and the volume of the internal speaker become the predetermined volume (volume 3) when the power is turned on, but they may also become other volumes, such as volume 2 or volume 4.
[0173] At T2 in Figure 23, the external speaker is disconnected from the gaming machine as shown in Figure 23(A). Therefore, at T2, the external speaker output is disabled and the internal speaker output is enabled as shown in Figures 23(D) and (E). Also, as shown in Figures 23(F) and (G), before the volume buttons (large and small) are pressed at T2, the volume of the external speaker is at volume 3 and the volume of the internal speaker is at volume 3. Therefore, no sound is output from the external speaker, and sound is output from the internal speaker at volume 3.
[0174] As shown in Figure 23(C), at T2, when the down button (volume button (small)) of the select button 68 is pressed once, as shown in Figures 23(F) and (G), the volume of the external speaker becomes volume 2 and the volume of the internal speaker becomes volume 2. Also, as shown in Figures 23(D) and (E), since the external speaker output is disabled and the internal speaker output is enabled, no sound is output from the external speaker and sound is output from the internal speaker at volume 2.
[0175] As shown in Figure 23(B), at T2, when the up button (volume button (large)) of the select button 68 is pressed once (the first time at T2), as shown in Figures 23(F) and (G), the volume of the external speaker becomes volume 3 and the volume of the internal speaker becomes volume 3. Also, as shown in Figures 23(D) and (E), since the external speaker output is disabled and the internal speaker output is enabled, no sound is output from the external speaker and sound is output from the internal speaker at volume 3.
[0176] As shown in FIG. 23(B), when the up button (volume button (large)) of the select button 68 is pressed once (the second time at T2), as shown in FIGS. 23(F) and (G), the volume of the external speaker becomes volume 4, and the volume of the internal speaker becomes volume 4. Also, as shown in FIGS. 23(D) and (E), since the external speaker output is disabled and the internal speaker output is enabled, no sound is output from the external speaker, and sound is output from the internal speaker at a volume of volume 4.
[0177] As shown in FIG. 23(B), when the up button (volume button (large)) of the select button 68 is pressed once (third time at T2), the volume of the external speaker becomes volume 5, and the volume of the internal speaker becomes volume 5, as shown in FIGS. 23(F) and (G). Also, as shown in FIGS. 23(D) and (E), the external speaker output is disabled and the internal speaker output is enabled, so no sound is output from the external speaker and sound is output from the internal speaker at a volume of volume 5.
[0178] After that, with the volume of the external speaker at volume 5 and the volume of the internal speaker at volume 5, the connection state of the external speaker changes to a connected state with the gaming machine, as shown in Figure 23T3. When the connection state of the external speaker changes from a disconnected state to a connected state with the gaming machine, the volume of the external speaker changes to volume 3 and the volume of the internal speaker changes to volume 3, as shown in Figures 23(F) and (G). In other words, when the connection state of the external speaker changes from a disconnected state to a connected state with the gaming machine, the volume of the external speaker and the internal speaker return to the volume (volume 3) at power-on. The volume at power-on is predetermined. Also, at this time, as shown in Figures 23(D) and (E), the external speaker output is enabled and the internal speaker output is disabled, so sound is output from the external speaker at volume 3 and no sound is output from the internal speaker.
[0179] In this embodiment, when the connection state of the external speaker changes from a state where it is connected to the gaming machine to a state where it is disconnected from the gaming machine, the volume of the external speaker and the volume of the internal speaker become the predetermined volume (volume 3) when the power is turned on, but they may also become other volumes, such as volume 2 or volume 4.
[0180] [Volume change example 1] FIG. 24 is a diagram for explaining volume change effect example 1. Here, an effect example is shown in which the volume of the earphones (external electro-acoustic transducers such as earphones or headphones connected to the gaming machine 1) is changed while the external speaker is connected to the gaming machine, and the external speaker changes from a connected state to a disconnected state. The initial volumes of the external speaker and the internal speaker (speaker 67 provided in the gaming machine 1) and the operation of the volume buttons here correspond to a part (the first part) of T1 and T2 in the volume change time chart 1 (FIG. 22). Here, an example is shown in which earphones are connected as the external speaker, but external speakers other than earphones may also be used. For example, headphones or speakers may be used.
[0181] As shown in Fig. 24(A), the display screen 7a displays decorative symbols 8L, 8C, and 8R with special designs in a variable manner. Because earphones are connected, an earphone connection image IHS with the text "Earphones Connected" indicating that the earphones are connected is displayed in the upper left corner of the display screen 7a. Also, a volume adjustment image UTB indicating that the volume will increase when the upper button of the select button 68 is pressed, and a volume adjustment image STB indicating that the volume will decrease when the lower button of the select button 68 is pressed are displayed in the lower left corner of the display screen 7a.
[0182] In addition, an earphone volume image IHO, which indicates the volume of the earphones (external speakers) with an image and a number, and a speaker volume image SPO, which indicates the volume of the internal speaker (speaker 67 provided in the gaming machine 1) with an image and a number, are displayed in the lower right corner of the display screen 7a. The earphone volume image IHO indicates that the earphone volume is volume 3, and the speaker volume image SPO indicates that the internal speaker volume is volume 3. Here, since the volume is changing, the changing background music is being played, and since earphones are connected, the background music is being output from the earphones. Since the earphone volume is volume 3, the background music is being output from the earphones at a medium volume. Note that since earphones are connected, no sound is being output from the internal speaker.
[0183] As shown in FIG. 24(B), when the down button (volume button (small)) of the select button 68 is pressed, the earphone volume becomes volume 2. Therefore, the earphone volume image IHO indicates that the earphone volume is volume 2. Since the volume of the internal speaker does not change, the speaker volume image SPO indicates that the internal speaker volume remains at 3. Because earphones are connected and the earphone volume is volume 2, background music is output from the earphones at a small volume. Note that, because earphones are connected, no sound is output from the internal speaker.
[0184] As shown in FIG. 24(C), when the upper button (volume button (large)) of the select button 68 is pressed, the earphone volume becomes volume 3. Therefore, the earphone volume image IHO indicates that the earphone volume is volume 3. Since the volume of the internal speaker does not change, the speaker volume image SPO indicates that the internal speaker volume remains at 3. Because earphones are connected and the earphone volume is volume 3, background music is being output from the earphones at a medium volume. Note that, because earphones are connected, no sound is being output from the internal speaker.
[0185] As shown in FIG. 24(D), when the up button (volume button (large)) of the select button 68 is pressed further, the earphone volume becomes volume 4. Therefore, the earphone volume image IHO indicates that the earphone volume is volume 4. Since the volume of the internal speaker does not change, the speaker volume image SPO indicates that the internal speaker volume remains at 3. Since earphones are connected and the earphone volume is volume 4, background music is being output from the earphones at a large volume. Note that since earphones are connected, no sound is being output from the internal speaker.
[0186] As shown in FIG. 24(E), when the up button (volume button (large)) of the select button 68 is pressed further, the earphone volume becomes volume 5. Therefore, the earphone volume image IHO indicates that the earphone volume is volume 5. Since the volume of the internal speaker does not change, the speaker volume image SPO indicates that the internal speaker volume remains at 3. Since earphones are connected and the earphone volume is volume 5, background music is being output from the earphones at an extremely loud volume. Note that, since earphones are connected, no sound is being output from the internal speaker.
[0187] In FIG. 24(F), the connection between the gaming machine 1 and the earphones changes from a connected state to a disconnected state. When the connection between the gaming machine 1 and the earphones is disconnected, the earphone connection image IHS displayed in the upper left corner of the display screen 7a displays "Earphones not connected." Because the connection between the gaming machine 1 and the earphones has been disconnected, the earphone volume returns to the volume at power-on (volume 3). Therefore, the earphone volume image IHO indicates that the earphone volume is volume 3. Because the volume of the internal speaker does not change, the speaker volume image SPO indicates that the internal speaker volume remains at 3. Because the earphones are not connected, no sound is being output from the earphones. Furthermore, because the earphones are not connected and the internal speaker volume is volume 3, background music is being output from the internal speaker at a medium volume.
[0188] [Volume change example 2] FIG. 25 is a diagram for explaining volume change effect example 2. Here, an effect example is shown in which the volume of the internal speaker (speaker 67 provided in the gaming machine 1) is changed when the external speaker (an external electro-acoustic transducer such as earphones or headphones connected to the gaming machine 1) is disconnected from the gaming machine, and the external speaker changes from a disconnected state to a connected state. The initial volumes of the external speaker and internal speaker and the operation of the volume button here correspond to T2 and T3 in volume change time chart 1 (FIG. 22). Here, an example is shown in which earphones are connected as the external speaker, but external speakers other than earphones may also be used. For example, headphones or speakers may be used.
[0189] As shown in Fig. 25(A), decorative symbols 8L, 8C, and 8R of special designs are displayed in a variable manner on the display screen 7a. Because earphones (external speakers) are not connected, an earphone connection image IHS with the text "No earphones connected" indicating that earphones are not connected is displayed in the upper left of the display screen 7a. Also, a volume adjustment image UTB indicating that pressing the upper button of the select button 68 will increase the volume, and a volume adjustment image STB indicating that pressing the lower button of the select button 68 will decrease the volume are displayed in the lower left of the display screen 7a.
[0190] In addition, an earphone volume image IHO, which indicates the earphone volume level with an image and a number, and a speaker volume image SPO, which indicates the volume level of the internal speaker (speaker 67 provided in the gaming machine 1) with an image and a number, are displayed in the lower right corner of the display screen 7a. The earphone volume image IHO indicates that the earphone volume is volume 3, and the speaker volume image SPO indicates that the internal speaker volume is volume 3. Here, since the volume is changing, the changing background music is being played, and since earphones are not connected, the background music is being output from the internal speaker. Since the volume of the internal speaker is volume 3, background music is being output from the internal speaker at a medium volume. Furthermore, since earphones are not connected, no sound is being output from the earphones.
[0191] As shown in FIG. 25(B), when the down button (volume button (small)) of the select button 68 is pressed, the volume of the internal speaker becomes volume 2. Therefore, the speaker volume image SPO indicates that the volume of the internal speaker is volume 2. Since the earphone volume does not change, the earphone volume image IHO indicates that the earphone volume remains at 3. Since earphones are not connected and the volume of the internal speaker is volume 2, background music is being output from the internal speaker at a small volume. Note that since earphones are not connected, no sound is being output from the earphones.
[0192] As shown in FIG. 25(C), when the upper button (volume button (large)) of the select button 68 is pressed, the volume of the internal speaker becomes volume 3. Therefore, the speaker volume image SPO indicates that the volume of the internal speaker is volume 3. Since the earphone volume does not change, the earphone volume image IHO indicates that the earphone volume remains at 3. Since earphones are not connected and the volume of the internal speaker is volume 3, background music is being output from the internal speaker at a medium volume. Note that since earphones are not connected, no sound is being output from the earphones.
[0193] As shown in FIG. 25(D), when the up button (volume button (large)) of the select button 68 is pressed further, the volume of the internal speaker becomes volume 4. Therefore, the speaker volume image SPO indicates that the volume of the internal speaker is volume 4. Since the earphone volume does not change, the earphone volume image IHO indicates that the earphone volume remains at 3. Since earphones are not connected and the volume of the internal speaker is volume 4, background music is being output from the internal speaker at a large volume. Note that since earphones are not connected, no sound is being output from the earphones.
[0194] As shown in FIG. 25(E), when the up button (volume button (large)) of the select button 68 is pressed further, the volume of the internal speaker becomes volume 5. Therefore, the speaker volume image SPO indicates that the volume of the internal speaker is volume 5. Since the earphone volume does not change, the earphone volume image IHO indicates that the earphone volume remains at 3. Since earphones are not connected and the volume of the internal speaker is volume 5, background music is being output from the internal speaker at an extremely loud volume. Note that since earphones are not connected, no sound is being output from the earphones.
[0195] In FIG. 25(F), the connection between the gaming machine 1 and the earphones changes from a disconnected state to a connected state. When the connection between the gaming machine 1 and the earphones is established, the earphone connection image IHS displayed in the upper left of the display screen 7a displays "Earphones connected." Because the connection between the gaming machine 1 and the earphones is established, the volume of the internal speaker becomes the volume at power-on (volume 3). Therefore, the speaker volume image SPO indicates that the volume of the internal speaker is volume 3. Because the earphone volume does not change, the earphone volume image IHO indicates that the earphone volume remains at 3. Because the earphones are connected, no sound is being output from the internal speaker. Also, because the earphones are connected and the earphone volume is volume 3, background music is being output from the earphones at a medium volume.
[0196] [Example of effect] Below, an example of the effect of controlling the volume of the sound output from the speaker is shown.
[0197] [Effect 1] As shown in "Volume Change Time Chart 1" and "Volume Change Presentation Example 1," the gaming machine 1 of the above embodiment is provided with sound control means (presentation control microcomputer 91) that controls the sound output from the first sound output means (external speaker), and the sound control means changes the volume of the sound output from the first sound output means (to volume 3) when the gaming machine switches from a pre-set first state (a state in which the external speaker is connected to the gaming machine) to a second state (a state in which the external speaker is disconnected from the gaming machine). With this configuration, it is possible to prevent the player from being surprised and annoyed by the sudden volume that may be unexpectedly loud when the external speaker is connected to the gaming machine, thereby improving the enjoyment of the game.
[0198] [Effect 2] In the gaming machine 1 of the above embodiment, as shown in "Volume Change Time Chart 1" and "Volume Change Presentation Example 1," the first state is a state in which the first sound output means (external speaker), which is an external device, is connected to the gaming machine, and the second state is a state in which the first sound output means is disconnected from the gaming machine. This configuration prevents the player from being surprised and annoyed by the sudden volume that may be generated when the external speaker is connected to the gaming machine, thereby improving the game's enjoyment.
[0199] [Effect 3] As shown in "Volume Change Time Chart 1" and "Volume Change Presentation Example 1," the gaming machine 1 of the above embodiment is equipped with operation means (the up and down buttons of the select button 68) that can be operated by the player, and the sound control means (presentation control microcomputer 91) controls the sound output from the second sound output means (internal speaker, speaker 67) that is different from the first sound output means (external speaker), and in the first state (a state in which the external speaker is connected to the gaming machine), when the operation means is operated, the volume of the sound output from the first sound output means is changed, but the volume of the sound output from the second sound output means is not changed. With this configuration, even with only one operation means, the player can easily change the volume of the sound output from the sound output means that is currently outputting sound, thereby increasing the player's interest.
[0200] [Variations] Below, a modified example of controlling the volume of the sound output from the speaker will be shown.
[0201] [Variation 1] In the above embodiment, when the connection status of the external speaker changes from connected to disconnected, the volume of the external speaker becomes volume 3 (volume at power-on), and when the connection status of the external speaker changes from disconnected to connected, the volume of the internal speaker becomes volume 3 (volume at power-on), but it is also possible that when the connection status of the external speaker changes from connected to disconnected, the volume of the internal speaker becomes volume 3 (volume at power-on), and when the connection status of the external speaker changes from disconnected to connected, the volume of the external speaker becomes volume 3 (volume at power-on).Also, when the connection status of the external speaker changes from connected to disconnected, the volume of the external speaker and the internal speaker may become volume 3 (volume at power-on), and when the connection status of the external speaker changes from disconnected to connected, the volume of the external speaker and the internal speaker may become volume 3 (volume at power-on).
[0202] [Variation 2] In the above embodiment, the volume of the external speaker or the internal speaker changes when the connection state of the external speaker changes (from connected to disconnected or from disconnected to connected), but it may also change when another state changes. For example, it may also change when the error state changes (from normal to abnormal or from abnormal to normal). It may also also change when the volume setting level changes (from level 3 to level 4, etc.).
[0203] [Variation 3] In the above embodiment, the volume of the external speaker or the internal speaker changes when the connection state of the external speaker switches (from connected to disconnected or from disconnected to connected), but the volume of the external speaker or the internal speaker may also change when no game is played for a certain period of time. Also, the volume of the external speaker or the internal speaker may change when the game state changes (when the game enters a probability variable state, a time-saving state, a normal state, etc.). Also, the volume of the external speaker or the internal speaker may change when the game enters a customer waiting state (or when a certain period of time has passed since the game entered a customer waiting state).
[0204] [Variation 4] In the above embodiment, when the connection state of the external speakers is connected, the volume of the external speakers is changed by the up and down buttons of the select button 68, and when the connection state of the external speakers is disconnected, the volume of the internal speakers is changed by the up and down buttons of the select button 68. However, when the connection state of the external speakers is connected, the volume of the external speakers and the internal speakers may be changed by the up and down buttons of the select button 68, and when the connection state of the external speakers is disconnected, the volume of the external speakers and the internal speakers may be changed by the up and down buttons of the select button 68.
[0205] [Variation 5] In the above embodiment, the volume of the external speaker and the internal speaker can be changed in five levels from volume 1 to volume 5 by using the up and down buttons of the select button 68, but it does not have to be five levels. For example, it may be ten levels.
[0206] [Variation 6] In the above embodiment, an earphone volume image IHO and a speaker volume image SPO are displayed to indicate the set volumes of the external speaker (earphones, etc.) and the internal speaker, but an image of "◯" may be added to the output side and nothing may be added to the non-output side to indicate from which side the sound will be output. Alternatively, nothing may be added to the output side and an image of "X" may be added to the non-output side to indicate from which side the sound will be output. Alternatively, an image of "◯" may be added to the output side and an image of "X" may be added to the non-output side to indicate from which side the sound will be output.
[0207] [Variation 7] In the above embodiment, the performance control microcomputer 91 outputs sound from an external speaker (such as an earphone) when the gaming machine 1 is connected to the external speaker, but the performance control microcomputer 91 may output sound from both the external speaker and the internal speaker when the gaming machine 1 is connected to the external speaker. In this case, the volume of the sound output from the internal speaker may be lower than the volume of the sound output from the internal speaker when no external speaker is connected.
[0208] [Variation 8] In the above embodiment, the external speaker is an earphone or a headphone, but it may be any device that vibrates to output sound, such as a speaker.
[0209] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Aspect A1-1] A gaming machine including a sound control means for controlling a sound output from a first sound output means, the sound control means changes the volume of the sound output from the first sound output means when the gaming machine switches from a preset first state to a preset second state. A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, the first state is a state in which the first sound output means, which is an external device, is connected to the gaming machine; The second state is a state in which the first sound output means is disconnected from the gaming machine. A gaming machine characterized by: ◇[Aspect A1-3] The gaming machine according to aspect A1-1 or A1-2 further comprises: The game machine is provided with an operating means that can be operated by a player, The sound control means controlling the sound output from a second sound output means different from the first sound output means; In the first state, when the operation means is operated, the volume of the sound output from the first sound output means is changed, and the volume of the sound output from the second sound output means is not changed. A gaming machine characterized by:
[0210] 26 to 30, the control of sounds emitted from speakers (speaker 67 provided in gaming machine 1 and earphones, headphones, etc. connected to gaming machine 1) will be explained below. The performance control microcomputer 91 analyzes a signal received from the outside, and if a signal indicating that the call button has been pressed is included, the performance control microcomputer 91 controls the sounds emitted from the internal speaker (speaker 67 provided in gaming machine 1) and external speaker (external electro-acoustic transducer such as earphones, headphones, etc. connected to gaming machine 1), and some of the sounds emitted from the internal speaker and external speaker are muted.
[0211] The external speaker is connected to the gaming machine 1 by the wireless connection device 72 or wired connection device 73 of the gaming machine 1, and the connection to the gaming machine 1 may be wireless or wired. The call button is a button that a player presses to call an attendant, for example, when a gaming ball becomes stuck in the gaming area 3. The call button may be provided on the gaming machine 1, or may be provided outside the gaming machine 1, and a signal indicating that the call button has been pressed may be input to the gaming machine 1.
[0212] [External speaker volume change time chart] Figure 26 is a sound generation time chart for an external speaker. Here, an external speaker is connected to the gaming machine 1, and the sound generated by the gaming machine is generated from the external speaker by the performance control microcomputer 91. The performance control microcomputer 91 controls the sound generated from the external speaker depending on the state of the call button being pressed. The external speaker is connected to the gaming machine 1 via the wireless connection device 72 or wired connection device 73, and the connection to the gaming machine 1 may be wireless or wired.
[0213] Sounds emitted from gaming machines include sounds related to background music, sounds related to games, sounds related to effects, and sounds related to errors. BGM sounds are music played during games. For example, music played to accompany the background, music played to accompany jackpot effects, music played to accompany variable effects, and music played to accompany preview effects. Game-related sounds are sounds that instruct the player on how to play. For example, a sound instructing the player to "hit right" when changing from a left-hit state to a right-hit state, a sound instructing the player to "return to left" when changing from a right-hit state to a left-hit state, and a sound instructing the player to "hit" when the game ball should go in.
[0214] Sounds related to the effects are sound effects that occur during the variable effects and jackpot effects. For example, they include sound effects when a character appears in conjunction with the preview effects that occur during the variable effects, sound effects when an item appears, collides, or changes in conjunction with the preview effects, and sound effects that occur in conjunction with the movement of decorative patterns. Sounds related to errors are sounds that notify users that there is a problem with the gaming machine. For example, they are sounds that notify users that there are not enough game balls, that a door is open, or that magnetism has been detected.
[0215] When the call button is not pressed (FIG. 26(A)), (T1), the performance control microcomputer 91 causes the external speaker to emit all sounds generated by the gaming machine. The performance control microcomputer 91 causes the external speaker to emit (B) sounds related to background music, (C) sounds related to games, (D) sounds related to performances, and (E) sounds related to errors.
[0216] Next, when the call button is pressed, and while the call button is pressed (FIG. 26(A)), (T2), the effect control microcomputer 91 controls the external speaker to emit some of the sounds generated by the gaming machine and not emit the remaining sounds. As shown in FIG. 26, the effect control microcomputer 91 emits sounds (C) related to the game and sounds (E) related to errors from the external speaker, but does not emit sounds (B) related to background music and sounds (D) related to effects. This eliminates sounds that enhance the effect of the effects ((B) sounds related to background music and (D) sounds related to effects), allowing the player to smoothly converse with the attendant who has been called by pressing the call button. Furthermore, the sounds necessary for the game ((C) sounds related to the game and (E) sounds related to errors) can be heard even while conversing with the attendant.
[0217] In this embodiment, when the call button is pressed and the call button remains pressed, the presentation control microcomputer 91 generates sounds related to (C) games and (E) errors from the external speaker, but does not generate sounds related to (B) background music and (D) presentations. However, when the call button remains pressed, the presentation control microcomputer 91 may generate sounds related to (C) games from the external speaker, but not generate sounds related to (B) background music, (D) presentations, or (E) errors. Alternatively, the presentation control microcomputer 91 may generate sounds related to (E) errors, but not generate sounds related to (B) background music, (C) games, or (D) presentations. Alternatively, the presentation control microcomputer 91 may generate one type of sound from the sounds related to (B) background music, (C) games, (D) presentations, or (E) errors, but not generate the other types of sounds. In addition, it is also possible to not generate any of the following sounds: (B) sounds related to background music, (C) sounds related to games, (D) sounds related to effects, and (E) sounds related to errors. When the call button is pressed, the effect control microcomputer 91 may generate any type of sound from the external speaker, but not generate any other types of sound.
[0218] In addition, the pressed call button is released, and the call button is put into a non-pressed state (T3), and the performance control microcomputer 91 causes the external speaker to emit all sounds generated by the gaming machine. The performance control microcomputer 91 causes the external speaker to emit (B) sounds related to background music, (C) sounds related to games, (D) sounds related to performances, and (E) sounds related to errors.
[0219] In this embodiment, when the call button is pressed (Figure 26(A)) (T2), the presentation control microcomputer 91 controls the external speaker to emit some of the sounds generated from the gaming machine and not emit the remaining sounds, but when the call button is pressed, the presentation control microcomputer 91 may also control the external speaker to not emit any of the sounds generated from the gaming machine.
[0220] Furthermore, in this embodiment, when the call button is pressed (Figure 26(A)) (T2), the presentation control microcomputer 91 controls the external speaker so that no sound generated from the gaming machine is emitted; however, when the call button is pressed, instead of not emitting any sound generated from the gaming machine to the external speaker, the presentation control microcomputer 91 may cause the external speaker to emit a sound generated from the gaming machine at a volume lower than normal.
[0221] [Internal speaker sound generation time chart (when external speaker is connected)] Figure 27 is a time chart showing the sound generated from the internal speaker (speaker 67) when an external speaker (an external electro-acoustic transducer such as earphones or headphones connected to the gaming machine 1) is connected. Here, the external speaker is connected to the gaming machine 1, and the performance control microcomputer 91 causes the sound generated from the gaming machine to be generated from the external speaker. The performance control microcomputer 91 also controls the sound generated from the internal speaker depending on the state of the call button being pressed.
[0222] When the call button is not pressed (FIG. 27(A)) (T1), the performance control microcomputer 91 does not generate any sound from the internal speaker.
[0223] Next, when the call button is pressed, and while the call button is held down (FIG. 27(A)) (T2), the effect control microcomputer 91 controls the internal speaker to emit some of the sounds generated by the gaming machine and not emit the remaining sounds. As shown in FIG. 27, the effect control microcomputer 91 causes the internal speaker to emit (C) game-related sounds and (E) error-related sounds, but not (B) background music sounds or (D) effect-related sounds. As a result, even if you remove your earphones to talk to the attendant who has been called by pressing the call button, you will be able to hear the sounds necessary for playing ((C) game-related sounds and (E) error-related sounds), and the sounds that enhance the effect of the performance ((B) background music sounds and (D) effect sounds) will be eliminated, allowing you to have a smooth conversation with the attendant.
[0224] In this embodiment, when the call button is pressed and the call button remains pressed, the presentation control microcomputer 91 generates sounds related to (C) games and (E) errors from the internal speaker, but does not generate sounds related to (B) background music and (D) presentations. However, when the call button remains pressed, the presentation control microcomputer 91 may generate sounds related to (C) games from the internal speaker, but not generate sounds related to (B) background music, (D) presentations, or (E) errors. Alternatively, the presentation control microcomputer 91 may generate sounds related to (E) errors, but not generate sounds related to (B) background music, (C) games, or (D) presentations. Alternatively, the presentation control microcomputer 91 may generate one type of sound from the sounds related to (B) background music, (C) games, (D) presentations, or (E) errors, but not generate the other types of sounds. In addition, it is also possible to not generate any of the following sounds: (B) background music sounds, (C) game sounds, (D) effects sounds, and (E) errors sounds. When the call button is pressed, the effect control microcomputer 91 may generate any type of sound from the internal speaker, but not generate other types of sounds.
[0225] Also, the pressed call button is released, the call button is put into a state where it is not pressed (T3), and the performance control microcomputer 91 does not generate any sound from the internal speaker.
[0226] In this embodiment, when the call button is pressed (Figure 27(A)) (T2), the presentation control microcomputer 91 controls the internal speaker to emit some of the sounds generated from the gaming machine and not emit the remaining sounds. However, when the call button is pressed, the presentation control microcomputer 91 may also control the internal speaker to emit all of the sounds generated from the gaming machine ((B) sounds related to background music, (C) sounds related to games, (D) sounds related to presentations, and (E) sounds related to errors).
[0227] Furthermore, in this embodiment, when the call button is pressed (Figure 27(A)) (T2), the presentation control microcomputer 91 controls the internal speaker so that no sound generated from the gaming machine is emitted; however, when the call button is pressed, instead of not causing the internal speaker to emit sound generated from the gaming machine, the presentation control microcomputer 91 may cause the internal speaker to emit sound generated from the gaming machine at a volume lower than normal.
[0228] [Internal speaker sound generation time chart (external speaker disconnected)] Figure 28 is a time chart showing the sound emitted from the internal speaker (speaker 67) when an external speaker (an external electro-acoustic transducer such as earphones or headphones connected to the gaming machine 1) is not connected. Here, the sound emitted from the gaming machine is generated from the internal speaker by the performance control microcomputer 91. The performance control microcomputer 91 controls the sound emitted from the internal speaker depending on the state of the call button.
[0229] When the call button is not pressed (FIG. 28(A)), (T1), the performance control microcomputer 91 causes the internal speaker to emit all sounds generated by the gaming machine. The performance control microcomputer 91 causes the internal speaker to emit (B) sounds related to background music, (C) sounds related to games, (D) sounds related to performances, and (E) sounds related to errors.
[0230] Next, when the call button is pressed, and while the call button is pressed (FIG. 28(A)), (T2), the effect control microcomputer 91 controls the internal speaker to emit some of the sounds generated by the gaming machine and not emit the remaining sounds. As shown in FIG. 26, the effect control microcomputer 91 causes the internal speaker to emit (C) game-related sounds and (E) error-related sounds, but not (B) background music sounds or (D) effects-related sounds. This eliminates the sounds that enhance the effects of the effects ((B) background music sounds and (D) effects-related sounds), allowing the player to smoothly converse with the attendant who has been called by pressing the call button. Furthermore, the sounds necessary for the game ((C) game-related sounds and (E) error-related sounds) can be heard even while conversing with the attendant.
[0231] In this embodiment, when the call button is pressed and the call button remains pressed, the presentation control microcomputer 91 generates sounds related to (C) games and (E) errors from the internal speaker, but does not generate sounds related to (B) background music and (D) presentations. However, when the call button remains pressed, the presentation control microcomputer 91 may generate sounds related to (C) games from the internal speaker, but not generate sounds related to (B) background music, (D) presentations, or (E) errors. Alternatively, the presentation control microcomputer 91 may generate sounds related to (E) errors, but not generate sounds related to (B) background music, (C) games, or (D) presentations. Alternatively, the presentation control microcomputer 91 may generate one type of sound from the sounds related to (B) background music, (C) games, (D) presentations, or (E) errors, but not generate the other types of sounds. In addition, it is also possible to not generate any of the following sounds: (B) background music sounds, (C) game sounds, (D) effects sounds, and (E) errors sounds. When the call button is pressed, the effect control microcomputer 91 may generate any type of sound from the internal speaker, but not generate other types of sounds.
[0232] In addition, the pressed call button is released, and the call button is put into a non-pressed state (T3), and the performance control microcomputer 91 causes the internal speaker to emit all sounds generated by the gaming machine. The performance control microcomputer 91 causes the internal speaker to emit (B) sounds related to background music, (C) sounds related to games, (D) sounds related to performances, and (E) sounds related to errors.
[0233] In this embodiment, when the call button is pressed (Figure 28(A)) (T2), the presentation control microcomputer 91 controls the internal speaker to emit some of the sounds generated from the gaming machine and not emit the remaining sounds, but when the call button is pressed, the presentation control microcomputer 91 may also control the internal speaker to not emit any of the sounds generated from the gaming machine.
[0234] Furthermore, in this embodiment, when the call button is pressed (Figure 28(A)) (T2), the presentation control microcomputer 91 controls the internal speaker so that no sound generated from the gaming machine is emitted; however, when the call button is pressed, instead of not causing the internal speaker to emit sound generated from the gaming machine, the presentation control microcomputer 91 may cause the internal speaker to emit sound generated from the gaming machine at a volume lower than normal.
[0235] [Call button press example 1] Figure 29 shows an example of the effect that occurs when the call button is pressed during play. Here, we show an example of the effect that occurs when the call button is pressed while earphones or the like are connected as external speakers (external electro-acoustic transducers such as earphones or headphones connected to the gaming machine 1). The earphones or the like may be connected wirelessly or with a wire.
[0236] As shown in Figure 29 (A1), the display screen 7a displays the special decorative symbols 8L, 8C, and 8R in a variable manner. Because earphones are connected, a text image IHS of the characters "Earphones connected" indicating that the earphones are connected and an earphone image IHJ representing the earphones indicating that the earphones are connected are displayed.
[0237] As shown in Figure 29 (A2), when earphones are connected and the call button is not pressed, the presentation control microcomputer 91 does not cause the internal speaker (speaker 67 provided in the gaming machine 1) to emit any of the sounds related to (B) background music, (C) gameplay, (D) presentation, or (E) errors, but causes the earphone (external speaker) to emit any of the sounds related to (B) background music, (C) gameplay, (D) presentation, or (E) errors.
[0238] As shown in Figure 29 (B1), because earphones are connected, a text image IHS of "Earphones connected" indicating that the earphones are connected and an earphone image IHJ of the earphones indicating that the earphones are connected are displayed. Also, because the player has pressed the call button, a text image YBH of "Calling" indicating that the call button has been pressed and an attendant is being called is displayed.
[0239] As shown in Figure 29 (B2), when earphones are connected and the call button is pressed, the performance control microcomputer 91 does not cause the internal speaker to emit any of the sounds related to (B) background music, (C) gameplay, (D) performance, or (E) errors, but causes the earphone (external speaker) to emit sounds related to (C) gameplay and (E) errors, but does not emit sounds related to (B) background music or (D) performance.
[0240] Also, Fig. 29(C2) is another example of Fig. 29(B2), and like Fig. 29(B1), shows a state in which earphones are connected and the call button is pressed. As shown in Fig. 29(C2), the performance control microcomputer 91 may make the internal speaker generate sounds related to (C) games and (E) errors, but not generate sounds related to (B) background music and (D) performances, and may make the earphone (external speaker) generate sounds related to (C) games and (E) errors, but not generate sounds related to (B) background music and (D) performances.
[0241] Fig. 29(D2) is another example of Fig. 29(B2), and like Fig. 29(B1), shows a state in which earphones are connected and the call button is pressed. As shown in Fig. 29(D2), the performance control microcomputer 91 may cause the internal speaker to emit all of the sounds related to (B) background music, (C) games, (D) performance, and (E) errors, and may not emit all of the sounds related to (B) background music, (C) games, (D) performance, and (E) errors from the earphone (external speaker).
[0242] Fig. 29(E2) is another example of Fig. 29(B2), and like Fig. 29(B1), shows a state in which earphones are connected and the call button is pressed. As shown in Fig. 29(E2), the performance control microcomputer 91 may cause the internal speaker to generate sounds related to (C) games and (E) errors, but not to generate sounds related to (B) background music and (D) performances, and may cause the earphone (external speaker) to not generate any of sounds related to (B) background music, (C) games, (D) performances, and (E) errors.
[0243] In this embodiment, when the call button is pressed, the presentation control microcomputer 91 controls the internal speaker (speaker 67) and earphone (external speaker) so that no sound generated from the gaming machine is emitted; however, when the call button is pressed, the presentation control microcomputer 91 may control the internal speaker (speaker 67) and earphone (external speaker) so that no sound generated from the gaming machine is emitted, but may instead cause the internal speaker (speaker 67) and earphone (external speaker) to emit a sound generated from the gaming machine at a volume lower than normal.
[0244] [Call button press example 2] 30 shows an example of the effect when the call button is pressed during play. Here, an example of the effect when the call button is pressed while disconnecting earphones or other external speakers (external electro-acoustic transducers such as earphones or headphones connected to the gaming machine 1) is shown.
[0245] As shown in Figure 30 (A1), the display screen 7a displays the special decorative symbols 8L, 8C, and 8R in a variable manner. Because the earphones are not connected, a text image IHS of the characters "earphones not connected" indicating that the earphones are not connected and an earphone image IHJ with an "x" next to it indicating that the earphones are not connected are displayed.
[0246] As shown in Figure 30 (A2), when the earphones are not connected and the call button is not pressed, the effect control microcomputer 91 causes the internal speaker (speaker 67 provided in the gaming machine 1) to emit all of the following sounds: (B) sounds related to background music, (C) sounds related to games, (D) sounds related to effects, and (E) sounds related to errors. Note that the effect control microcomputer 91 does not cause the earphones (external speakers) to emit any of the following sounds: (B) sounds related to background music, (C) sounds related to games, (D) sounds related to effects, and (E) sounds related to errors.
[0247] As shown in Figure 29 (B1), because the earphones are not connected, a text image IHS with the text "No earphones connected" indicating that the earphones are not connected and an earphone image IHJ with an "x" attached to the earphone image indicating that the earphones are not connected are displayed. Also, because the player has pressed the call button, a text image YBH with the text "Calling" indicating that the call button has been pressed and an attendant is being called is displayed.
[0248] 29(B2), when the earphones are not connected and the call button is pressed, the performance control microcomputer 91 generates (C) game-related sounds and (E) error-related sounds from the internal speaker, but does not generate (B) background music sounds or (D) performance-related sounds. Note that the performance control microcomputer 91 does not generate any of the (B) background music sounds, (C) game-related sounds, (D) performance-related sounds or (E) error sounds from the earphones (external speakers).
[0249] Also, Figure 30(C2) is another example of Figure 30(B2), and like Figure 30(B1), it shows a state in which earphones are not connected and the call button is pressed. As shown in Figure 30(C2), the performance control microcomputer 91 does not cause the internal speaker to emit any of the sounds related to (B) background music, (C) gameplay, (D) performance, or (E) errors. Note that the performance control microcomputer 91 does not cause the earphone (external speaker) to emit any of the sounds related to (B) background music, (C) gameplay, (D) performance, or (E) errors.
[0250] In this embodiment, when the call button is pressed, the presentation control microcomputer 91 controls the internal speaker so that no sound generated from the gaming machine is emitted; however, when the call button is pressed, instead of not causing the internal speaker to emit sound generated from the gaming machine, the presentation control microcomputer 91 may cause the internal speaker to emit sound generated from the gaming machine at a volume lower than normal.
[0251] [Example of effect] Below, examples of the effects of controlling the sounds emitted from the speakers (the speaker 67 provided in the gaming machine 1 and earphones, headphones, etc. connected to the gaming machine 1) will be shown.
[0252] [Effect 1] As shown in the example of the "External Speaker Sound Generation Time Chart," the gaming machine 1 of the above embodiment is equipped with a sound control means (effect control microcomputer 91) that controls the sound output from the sound output means (external speaker (an external electro-acoustic transducer such as earphones or headphones connected to the gaming machine 1)). The sound control means can output multiple types of sound, including sounds related to background music, games, and effects, in parallel to the sound output means. When a preset specific state is reached (a state in which the call button is pressed), the volume of a specific type of sound (sounds related to background music, sounds related to effects) among the multiple types of sounds is reduced compared to before the specific state was reached. With this configuration, while the call button is pressed, a smooth conversation with an attendant can be made, and sounds necessary for playing can be heard even while talking to the attendant, thereby enhancing the game's enjoyment.
[0253] [Effect 2] In the gaming machine 1 of the above embodiment, as shown in the example of the "external speaker sound generation time chart," the specific state is a state in which it is detected that a specific operation (pressing the call button) has been performed by the player. With this configuration, while pressing the call button, the player can smoothly converse with the attendant, and sounds necessary for playing the game can be heard even while conversing with the attendant, thereby enhancing the enjoyment of the game.
[0254] [Effect 3] In the gaming machine 1 of the above embodiment, the specific type of sound is a sound related to background music, as shown in the example of the "external speaker sound generation time chart." With this configuration, when the call button is pressed, a smooth conversation with the attendant can be made, and the sounds necessary for playing the game can be heard even while talking to the attendant, which increases the enjoyment of the game.
[0255] [Effect 4] In the gaming machine 1 of the above embodiment, as shown in the example of the "external speaker sound generation time chart," the sound output means (earphones, headphones, etc.) is a device external to the gaming machine, and the gaming machine is provided with a connection means (wireless connection device 72 or wired connection device 73) for connecting to the sound output means. With this configuration, the sound of the gaming machine can be heard clearly, which can increase the enjoyment of the game.
[0256] [Effect 5] In the gaming machine 1 of the above embodiment, as shown in the example of the "external speaker sound generation time chart," when a specific state (a state in which the call button is pressed) is reached, the sound control means (effect control microcomputer 91) reduces all of the multiple types of sounds (sounds related to background music, sounds related to games, sounds related to effects, and sounds related to errors) to a level lower than before the specific state was reached. With this configuration, while the call button is pressed, it is possible to have a smooth conversation with an attendant, and sounds necessary for playing games can be heard even while talking to the attendant, thereby increasing interest.
[0257] [Variations] Below, modified examples of the control of the sound emitted from the speaker (the speaker 67 provided in the gaming machine 1 and earphones, headphones, etc. connected to the gaming machine 1) will be shown.
[0258] [Variation 1] In the above embodiment, the gaming machine 1 may or may not be provided with an external speaker (an external electro-acoustic transducer such as an earphone or a headphone connected to the gaming machine 1).
[0259] [Variation 2] In the above embodiment, the specific state (state in which the call button is pressed) is a state in which it is detected that a specific operation (pressing of the call button) has been performed by a player, but it may also be a specific operation by a pachinko parlor attendant rather than a player. Also, it may be a state that is transitioned to depending on the game state. Also, it may be a state that is transitioned to after a certain period of time has passed. Also, it may be a state that is transitioned to depending on the time of day.
[0260] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Aspect A2-1] A gaming machine having a sound control means for controlling a sound output from a sound output means, The sound control means The sound output means is capable of outputting a plurality of types of sounds in parallel, including sounds related to background music, sounds related to games, and sounds related to effects, When a predetermined specific state is reached, the volume of a specific type of sound among the plurality of types of sounds is reduced compared to before the specific state is reached. A gaming machine characterized by: ◇[Aspect A2-2] The gaming machine according to aspect A2-1, The specific state is a state in which it is detected that a specific operation has been performed by a player. A gaming machine characterized by: ◇[Aspect A2-3] The gaming machine according to aspect A2-1 or A2-2, The specific type of sound is a sound related to background music. A gaming machine characterized by: ◇[Aspect A2-4] The gaming machine according to aspect A2-3, the sound output means is a device external to the gaming machine, The gaming machine further comprises: a connecting means for connecting to the sound output means; A gaming machine characterized by: ◇[Aspect A2-5] The gaming machine according to aspect A2-4, When the specific state is reached, the sound control means reduces all of the types of sounds among the plurality of types of sounds compared to before the specific state is reached. A gaming machine characterized by:
[0261] Below, we will use Figure 31 to explain the seats installed in the amusement hall, use Figures 32 to 41 to explain the various programs for connecting and disconnecting various external speakers executed by the performance control microcomputer 91 of the sub-control board 90, and use Figures 42 to 49 to explain the performance of connecting and disconnecting various external speakers.
[0262] 5 is assumed to have a Near Field Communication (hereinafter simply referred to as "NFC") module and a Bluetooth (registered trademark) module built in. NFC is a short-distance wireless communication technology that enables device authentication and wireless communication with a single touch.
[0263] The NFC module can detect the approach or touch (contact) of a device equipped with another NFC module to the NFC antenna, and can wirelessly communicate between the gaming machine 1 (the performance control microcomputer 91 of the sub-control board 90) and the other device equipped with an NFC module via the NFC module of the wireless connection device 72.
[0264] Bluetooth (registered trademark) is a short-range wireless communication technology that allows wireless communication by authenticating devices within a short distance (for example, about 10 meters (m)). The Bluetooth (registered trademark) module can detect devices equipped with other Bluetooth (registered trademark) modules within a short distance of the Bluetooth (registered trademark) antenna (and can, of course, detect the approach or contact (contact) of devices equipped with other Bluetooth (registered trademark) modules within a short distance), and allows wireless communication between the gaming machine 1 (the performance control microcomputer 91 of the sub-control board 90) and other devices equipped with Bluetooth (registered trademark) modules via the Bluetooth (registered trademark) module of the wireless connection device 72.
[0265] Because multiple gaming machines are installed on a pachinko island in an amusement parlor, the gaming machine a player is playing on is surrounded by other gaming machines, including those located adjacent to it and behind it. When a player connects their earphones, headphones, smartphone, or other device to a gaming machine via Bluetooth®, they search for nearby Bluetooth® devices. The more gaming machines there are, the more difficult it becomes to select the gaming machine they want to recognize. Therefore, in this embodiment, an NFC module is provided (built-in) in the wireless connection device 72 installed in the gaming machine 1. The player can connect to the gaming machine 1 via Bluetooth® by bringing their earphones, headphones, or smartphone close to the front frame 53 on which the wireless connection device 72 is installed and touching (contacting) the area of the front frame 53 corresponding to the wireless connection device 72 (hereinafter, simply referred to as "approaching or touching (contacting) the wireless connection device 72 equipped with an NFC module"). Of course, the player's own Bluetooth (registered trademark)-enabled earphones, headphones, and smartphones are also equipped with NFC modules. In the case of earphones, if an NFC module is provided (built-in) in the case that houses the earphones, the earphones can be connected to the gaming machine 1 via Bluetooth (registered trademark) by bringing the case close to or touching (contacting) the wireless connection device 72 equipped with an NFC module. Each of the Bluetooth (registered trademark)-enabled earphones, headphones, and smartphones is equipped with a Bluetooth (registered trademark) module.
[0266] Furthermore, a smartphone can easily connect to the gaming machine 1 via Bluetooth® by approaching or touching (abutting) the wireless connection device 72 equipped with an NFC module and a Bluetooth® module. This allows various information (e.g., images related to effects, customized information related to effects, etc.) to be exchanged between the smartphone and the gaming machine using an app installed on the smartphone. Furthermore, when a connector at the end of the wiring of wired earphones or headphones owned by a player is inserted into a connector insertion portion of the smartphone, the voice, music, sound effects, etc. output from the speaker 67 of the gaming machine 1 are output from the earphones or headphones via the smartphone. Furthermore, if the player's Bluetooth®-enabled earphones or headphones have been wirelessly connected to the smartphone in the past, and the wireless connection information (e.g., Bluetooth® device name, address, passkey, etc.) of the player's Bluetooth®-enabled earphones or headphones has already been registered on the smartphone, by bringing the smartphone close to or touching (contacting) the wireless connection device 72 equipped with an NFC module and a Bluetooth® module, the player's Bluetooth®-enabled earphones or headphones and the gaming machine 1 are connected via Bluetooth® based on the wireless connection information registered on the smartphone, and audio, music, sound effects, etc. output from the speaker 67 of the gaming machine 1 are output from the earphones or headphones. Note that when the player's Bluetooth®-enabled earphones or headphones are connected to the smartphone via Bluetooth®, the audio, music, sound effects, etc. output from the speaker 67 of the gaming machine 1 may be output from the earphones or headphones via the smartphone.
[0267] The gaming machine 1 is equipped with a power supply device for supplying the necessary power to various control boards. The power supply device includes a power switch, a RAM clear switch, a backup power supply, and a power interruption monitoring circuit. The power switch is a toggle switch that remains in the ON state when turned ON and remains in the OFF state when turned OFF. The RAM clear switch is a tactile switch that remains in the ON state only when turned ON and remains in the OFF state otherwise. The backup power supply provides power for maintaining the contents of the main-side backup information storage area (not shown) in the main RAM 84 shown in FIG. 5 even when power to the gaming machine 1 is interrupted, and power for maintaining the contents of the sub-side backup information storage area (not shown) in the sub RAM 94 shown in FIG. 5. The power interruption monitoring circuit outputs a power interruption signal to the main control board 80 and the sub control board 90 when there is a sign that the power to the gaming machine 1 may be interrupted. When a power-off signal is input, the game control microcomputer 81 (FIG. 3) of the main control board 80 prohibits access to the main RAM 84 of the game control microcomputer 81 of the main control board 80. This results in the contents (backup information) of the main RAM 84 (FIG. 5) of the game control microcomputer 81 of the main control board 80 being retained. In addition, the game control microcomputer 81 of the sub-control board 90 prohibits access to the sub-RAM 94 of the presentation control microcomputer 91. This results in the contents (backup information) of the sub-RAM 94 of the presentation control microcomputer 91 of the sub-control board 90 being retained. The power-off monitoring circuit monitors for voltage drops in a specific power source (for example, a 24V DC power source) among the various power supply voltages generated by the power supply device, and if the voltage drops below a threshold, it indicates that there is a sign that the power to the gaming machine 1 may be shut off, and outputs a power-off signal.
[0268] An attendant such as a store clerk at the amusement hall can perform a RAM clear by inserting a key into the keyhole of the cylinder lock located on the front frame 53 above the handle 60 shown in Figure 1, opening the front frame 53 together with the inner frame from the outer frame, turning on the RAM clear switch and leaving it in the ON state, and then turning on the power switch to power on the gaming machine 1 by RAM clearing.The contents stored in the main side backup information storage area (not shown) located in the main RAM 84 shown in Figure 5 are cleared (lost), various other areas located in the main RAM 84 are initialized and set to their initial values, and the contents stored in the sub side backup information storage area (not shown) located in the sub RAM 94 are cleared (lost), and various other areas located in the sub RAM 94 are initialized and set to their initial values.
[0269] Fig. 31 shows (A) a front view of a pachinko game center in an amusement hall where seats equipped with seat-side speakers are installed, and (B) a side view of the pachinko game center. Fig. 32 is a flowchart showing pairing processing when power is turned on, Fig. 33 is a flowchart showing pairing processing using NFC, Fig. 34 is a flowchart showing a modified example of pairing processing using NFC, Fig. 35 is a flowchart showing wired connection processing, Fig. 36 is a flowchart showing seat-side speaker reconnection processing, Fig. 37 is a flowchart showing connection state release processing, Fig. 38 is a flowchart showing a modified example of connection state release processing, Fig. 39 is a flowchart showing connection state release processing using NFC, Fig. 40 is a flowchart showing a modified example of connection state release processing using NFC, and Fig. 41 is a flowchart showing wired connection state release confirmation processing.
[0270] Fig. 42 is a diagram illustrating a menu screen (A) and a seat-side speaker connection setting screen (B) that are displayed when the effect button is pressed within a predetermined time after power-on, and Fig. 43 is a diagram illustrating a menu screen (A) and a seat-side speaker vibration setting screen (B) that are displayed when the effect button is pressed while waiting for customers. Fig. 44 is a diagram illustrating the effect of connecting the seat-side speakers, Fig. 45 is a diagram illustrating effect 1 of connecting and disconnecting an external speaker owned by a player, Fig. 46 is a diagram illustrating effect 2 of connecting and disconnecting an external speaker owned by a player, Fig. 47 is a diagram illustrating effect 3 of connecting and disconnecting an external speaker owned by a player, Fig. 48 is a diagram illustrating effect 4 of connecting and disconnecting an external speaker owned by a player, and Fig. 49 is a diagram illustrating effect 5 of connecting and disconnecting an external speaker owned by a player.
[0271] First, we will explain the seat equipped with a seat-side speaker, then the armrest equipped with an armrest-side speaker, the various programs for connecting and disconnecting various external speakers executed by the performance control microcomputer 91 on the sub-control board 90, and the performance of connecting and disconnecting various external speakers.
[0272] [Seat with seat-side speakers] A seat equipped with a seat-side speaker will be described in detail with reference to FIG. 31. In an amusement hall, a plurality of gaming machines 1 are installed in a pachinko game area, and a seat 200 is installed in front of each gaming machine 1 (a seat 200 corresponding to the machine number of the gaming machine 1 is installed in front of the gaming machine 1). As shown in FIG. 31, the seat 200 has external speakers: full-range upper-seat speakers 201, 201 located on the upper left and right sides of the back of the seat; and a woofer 202, a vibrating device serving as a lower-seat speaker, located on a cylindrical leg connecting the seat surface to the floor of the amusement hall. In the following description, the upper-seat speakers 201, 201 and the woofer 202, a vibrating device serving as a lower-seat speaker, may be referred to as "seat-side speakers."
[0273] The woofer 202, which is a vibration device serving as a speaker below the seat, is equipped (built-in) with a Bluetooth (registered trademark) module and a power amplifier, and is provided with a connection request button 202a that can be pressed. The woofer 202, which is a vibration device, receives the necessary power from the gaming hall via a power cord and is electrically connected to the upper seat speakers 201, 201 via electrical wiring. The power cord is routed inside the cylindrical legs to prevent players from tampering with it. The electrical wiring is also routed along the inside of the frame of the seat 200 to prevent players from tampering with it. The upper seat speakers 201, 201 receive signals via electrical wiring that electrically connects them to the woofer 202, which is a vibration device serving as a speaker below the seat, and play voice, music, sound effects, etc.
[0274] When the Bluetooth (registered trademark) module mounted on (built-in) the woofer 202 detects that a staff member or other attendant at the gaming hall has pressed the connection request button 202a at a predetermined timing, it requests wireless communication with the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 from the gaming machine 1, and if the gaming machine 1 grants permission, the Bluetooth (registered trademark) module mounted on (built-in) the woofer 202 and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 are wirelessly connected (in other words, the gaming machine 1 and the seat-side speaker are wirelessly connected). A method for wirelessly connecting the gaming machine 1 and the seat-side speaker will be described later.
[0275] When the gaming machine 1 and the seat-side speakers are wirelessly connected, the Bluetooth (registered trademark) module mounted (built-in) in the woofer 202 plays voice, music, sound effects, etc. from the upper seat speakers 201, 201 in response to various signals from the gaming machine 1, and the deep bass from the woofer 202 vibrates the cylindrical legs connecting the seat surface to the floor of the gaming hall, causing the seat surface to vibrate. This makes it possible to vibrate the player's body and provide the player with a new gaming experience.
[0276] The full-range type upper seat speakers 201, 201 may be of a type that is built into the upper left and right sides of the back of the seat back, or may be of a type that is attached (post-installed) to the upper left and right sides of the seat back as external components. Also, the woofer 202, which is a vibration device, may be of a type that is originally attached (integrated with the leg) to a cylindrical leg that connects the seat surface to the floor of the game hall, or may be of a type that is attached (post-installed) to a cylindrical leg that connects the seat surface to the floor of the game hall as an external component.
[0277] [Arm rest with armrest speaker] The armrest equipped with an armrest-side speaker will be described in detail with reference to Fig. 31. In an amusement hall, a plurality of gaming machines 1 are installed on a pachinko game island, and an armrest 205 is installed below the handle 60 of each gaming machine 1 (the armrest 205 corresponding to the machine number of the gaming machine 1 is installed below the handle of the gaming machine 1). As shown in Fig. 31, the armrest 205 has a woofer 206, which is a vibration device that serves as an armrest-side speaker, located on the mounting arm of the armrest 205.
[0278] The woofer 206, which is a vibration device serving as a speaker on the armrest side, is equipped (built-in) with a Bluetooth (registered trademark) module and a power amplifier, and is also provided with a connection request button 206a that can be pressed. The woofer 206, which is a vibration device, receives the necessary power from the gaming hall via a power cord. The power cord is routed inside the mounting arm of the armrest 205 to prevent players from tampering with it. The electrical wiring is also routed along the inside of the mounting arm of the armrest 205 to prevent players from tampering with it.
[0279] When the Bluetooth (registered trademark) module mounted on (built-in) the woofer 206 detects that a staff member such as a gaming hall attendant has pressed the connection request button 206a at a predetermined timing, it requests wireless communication with the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 from the gaming machine 1, and if the gaming machine 1 grants permission, the Bluetooth (registered trademark) module mounted on (built-in) the woofer 206 and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 are wirelessly connected (in other words, the gaming machine 1 and the seat-side speaker are wirelessly connected). A method for wirelessly connecting the gaming machine 1 and the seat-side speaker will be described later.
[0280] When the gaming machine 1 and the seat-side speaker are wirelessly connected, the Bluetooth (registered trademark) module mounted (built-in) in the woofer 206 outputs deep bass sounds in response to various signals from the gaming machine 1, vibrating the mounting arm of the armrest 205 and vibrating the upper surface of the armrest 205. This makes it possible to vibrate the player's arm that is in contact with the armrest 205, providing the player with a new experience.
[0281] The woofer 206, which is a vibration device, may be of a type that is originally attached to the mounting arm of the armrest 205 (integral with the arm), or may be of a type that is attached to the mounting arm of the armrest 205 as an external part (added later).
[0282] In the following explanation, the above-mentioned seat-side speaker (consisting of upper seat-side speakers 201, 201 and woofer 202, which is a vibration device serving as a lower seat-side speaker) and woofer 206, which is a vibration device mounted on armrest 205 installed on the pachinko game island below handle 60 of gaming machine 1, may be referred to as "seat-side speaker, etc."
[0283] [Various programs for connecting and disconnecting various external speakers executed by the performance control microcomputer 91 of the sub-control board 90] Next, various programs for connecting and disconnecting various external speakers executed by the performance control microcomputer 91 of the sub-control board 90 will be described in detail with reference to Figs.
[0284] Here, we will first explain the pairing process when the power is turned on, and then explain in order the pairing process using NFC, the pairing process using NFC (variant), the wired connection process, the reconnection process for the seat-side speakers, etc., the connection state release process, the connection state release process (variant), the connection state release process using NFC, the connection state release process using NFC (variant), and the wired connection state release confirmation process.
[0285] The power-on pairing process is a process that allows setting up a wireless connection between the gaming machine 1 and a seat-side speaker, etc. when the menu screen is displayed within a predetermined time after the gaming machine 1 is powered on, and is a process that is executed as one process of the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0286] The pairing process using NFC and the pairing process (variant) using NFC are processes that place the gaming machine 1 and the external speaker held by the player in a wirelessly connected state when the external speaker held by the player and equipped with NFC and capable of connecting via Bluetooth (registered trademark) is brought close to the front frame 53 on which the wireless connection device 72 is placed, and approaches or touches (abuts) the area of the front frame 53 corresponding to the wireless connection device 72 (by approaching or touching (abutting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), and are processes that are executed as part of the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0287] The wired connection process is a process in which, when the external speakers held by the player are wired type rather than wireless, and wired communication is performed, the connector at the end of the wiring is connected to the wired connection device 73 shown in Figure 5, thereby establishing a wired connection between the gaming machine 1 and the external speakers held by the player.This process is executed as one of the processes in the connection device setting process of step S4101A in the sub-side timer interrupt processing shown in Figure 19.
[0288] The reconnection process for seat-side speakers, etc. is a process that re-establishes a wireless connection between the gaming machine 1 and the seat-side speakers, etc. when play is restarted, since the wireless connection between the gaming machine 1 and the seat-side speakers, etc. is released when a specified time has elapsed since the gaming machine 1 entered a customer waiting state.This process is executed as one of the processes in the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0289] The connection state cancellation process is a process that cancels the wireless connection state between the gaming machine 1 and the seat-side speakers, etc., immediately before the power to the gaming machine 1 is cut off, or when a specified time has passed since the gaming machine 1 entered a customer waiting state, or cancels the wireless or wired connection state between the gaming machine 1 and the external speakers carried by the player, or a process that cancels the wireless or wired connection state between the gaming machine 1 and the external speakers carried by the player when a ``disconnection'' is requested by a specified operation of the select button, and is a process that is executed as one process of the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0290] The connection state cancellation process (variant example) is a process of canceling the wireless connection state between the gaming machine 1 and the seat-side speaker, etc., immediately before the power to the gaming machine 1 is cut off, or canceling the wireless or wired connection state between the gaming machine 1 and the external speaker carried by the player, or a process of canceling the wireless or wired connection state between the gaming machine 1 and the external speaker carried by the player when a specified time has elapsed since the gaming machine 1 entered a customer waiting state and a "disconnection" is requested by a specified operation of the select button, and is a process executed as one process of the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0291] The connection state cancellation process using NFC includes a process of canceling the wireless connection state between the gaming machine 1 and a seat-side speaker or the like immediately before the power supply of the gaming machine 1 is cut off, or a process of canceling the wireless or wired connection state between the gaming machine 1 and an external speaker carried by a player when a specified time has passed since the gaming machine 1 entered a customer waiting state, or a process of canceling the wireless or wired connection state between the gaming machine 1 and an external speaker carried by a player, when an external speaker equipped with NFC and capable of Bluetooth (registered trademark) connection that is used by a player is brought close to the front frame 53 on which the wireless connection device 72 is arranged, and approaches or touches the area of the front frame 53 that corresponds to the wireless connection device 72. This is a process that terminates the wireless connection between the gaming machine 1 and the external speaker used by the player when the gaming machine 1 approaches or touches (contacts) the NFC module of the wireless connection device 72 mounted on the gaming machine 1, or terminates the wireless or wired connection between the gaming machine 1 and the external speaker carried by the player when a "disconnect" is requested by a specified operation of the select button, and is executed as one process of the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0292] The connection state cancellation process (variation) using NFC includes a process of canceling the wireless connection state between the gaming machine 1 and a seat-side speaker or the like immediately before the power supply of the gaming machine 1 is cut off, or a process of canceling the wireless connection state or the wired connection state between the gaming machine 1 and an external speaker carried by a player when a specified time has elapsed since the gaming machine 1 entered a customer waiting state, a process of canceling the wireless connection state or the wired connection state between the gaming machine 1 and an external speaker carried by a player, and a process of canceling the wireless connection state or the wired connection state between the gaming machine 1 and an external speaker carried by a player, the external speaker equipped with NFC and connectable via Bluetooth (registered trademark), when the external speaker is brought close to the front frame 53 on which the wireless connection device 72 is arranged, and the external speaker approaches or comes close to the area of the front frame 53 corresponding to the wireless connection device 72. is a process that terminates the wireless connection between the gaming machine 1 and the external speaker used by the player by touching (approaching or touching (approaching) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), or terminates the wireless or wired connection between the gaming machine 1 and the external speaker carried by the player when a "disconnection" is requested by a specified operation of the select button, and is executed as one process of the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0293] The wired connection status release confirmation process is a process that releases the wired connection status between the gaming machine 1 and the external speakers held by the player when the external speakers held by the player are wired type rather than wireless and perform wired communication, and the connector at the end of the wiring is removed from the wired connection device 73 shown in Figure 5.This process is executed as one process of the connection device setting process of step S4101A in the sub-side timer interrupt process shown in Figure 19.
[0294] [Pairing process when powered on] The power-on pairing process will be described in detail with reference to Fig. 32. As described above, the power-on pairing process is a process that can set up a wireless connection between the gaming machine 1 and a seat-side speaker or the like when a menu screen is displayed within a predetermined time after the gaming machine 1 is powered on, and is a process that is executed as part of the connection device setting process in step S4101A in the sub-side timer interrupt process shown in Fig. 19.
[0295] When the power-on pairing process is started, the effect control microcomputer 91 of the sub-control board 90 determines whether or not the menu screen is displayed within a predetermined time (here, within 30 seconds) after the gaming machine 1 is powered on (step S7000), as shown in Fig. 32. This menu screen is displayed on the display screen 7a of the image display device 7 when a staff member or other attendant at the gaming hall presses the effect button 63 within a predetermined time (here, within 30 seconds) after powering on the gaming machine 1.
[0296] When it is determined that the menu screen is displayed within a predetermined time (here, within 30 seconds) after the gaming machine 1 is powered on (step S7000: YES), the process proceeds to step S7010, whereas when it is determined that the menu screen is not displayed within a predetermined time (here, within 30 seconds) after the gaming machine 1 is powered on (step S7000: NO), the process proceeds to step S7090.
[0297] In step S7000, when the performance control microcomputer 91 determines that the menu screen has been displayed within a predetermined time (here, within 30 seconds) since the gaming machine 1 was powered on (step S7000: YES), it determines in step S7010 whether the item "Connection settings for seat-side speakers, etc." has been selected on the menu screen. If it determines that the item "Connection settings for seat-side speakers, etc." has been selected (step S7010: YES), the process proceeds to step S7020. On the other hand, if it determines that the item "Connection settings for seat-side speakers, etc." has not been selected (step S7010: NO), the process proceeds to step S7070.
[0298] "Seat-side speakers, etc." are external speakers consisting of full-range upper-seat speakers 201, 201 arranged on the upper left and right sides of the back of the seat 200 as shown in Figure 31, woofer 202, a vibration device acting as a lower-seat speaker, arranged on the cylindrical leg connecting the seat surface of seat 200 to the floor of the amusement hall, and woofer 206, a vibration device acting as an armrest speaker, arranged on the mounting arm of armrest 205.
[0299] In step S7010, when the performance control microcomputer 91 determines that the item "Connection settings for seat speakers, etc." has been selected on the menu screen (step S7010: YES), it determines in step S7020 whether a Bluetooth® connection request from the seat speakers, etc. has been received within a predetermined time (here, within 30 seconds). When it determines that a Bluetooth® connection request from the seat speakers, etc. has been received within the predetermined time (here, within 30 seconds) (step S7020: YES), it proceeds to step S7030. On the other hand, when it determines that a Bluetooth® connection request from the seat speakers, etc. has not been received within the predetermined time (here, within 30 seconds) (step S7020: NO), it proceeds to step S7090.
[0300] A "Bluetooth (registered trademark) connection request from a seat-side speaker, etc." refers to a request for wireless communication from the vibration devices woofers 202, 206 to the gaming machine 1 via the Bluetooth (registered trademark) modules mounted (built-in) on the woofers 202, 206 and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1, when the connection request button 202a provided on the woofer 202, which is a vibration device serving as a speaker on the lower side of the seat, and the connection request button 206a provided on the woofer 206, which is a vibration device serving as a speaker on the armrest side, are pressed.
[0301] In other words, an attendant such as a store clerk at the gaming hall displays the menu screen within a predetermined time after the gaming machine 1 is turned on (here, within 30 seconds after the gaming machine 1 is turned on), and then selects the item "Connection settings for seat-side speakers, etc." on the menu screen and presses the connection request button 202a provided on the woofer 202, which is a vibration device serving as the speaker on the underside of the seat, and the connection request button 206a provided on the woofer 206, which is a vibration device serving as the armrest speaker, within a predetermined time after the item is selected (here, within 30 seconds after the item is selected), thereby requesting wireless communication from the vibration devices woofers 202 and 206 to the gaming machine 1 via the Bluetooth (registered trademark) modules mounted (built-in) on the woofers 202 and 206 and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1.
[0302] In step S7020, when the performance control microcomputer 91 determines that a Bluetooth® connection request from the seat-side speaker or the like has been received within a predetermined time (here, within 30 seconds) (step S7020: YES), the performance control microcomputer 91 wirelessly connects the seat-side speaker or the like with the wireless connection device in step S7030. In other words, the performance control microcomputer 91 wirelessly connects the Bluetooth® modules mounted (built-in) on the woofers 202, 206 with the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1.
[0303] Following step S7030, the performance control microcomputer 91 stores and updates the wireless connection information for the seat-side speakers, etc. in a backup area for the seat-side speakers, etc. in a sub-side backup information storage area provided in a backup area (not shown) of the sub-RAM 94 of the sub-control board 90 (hereinafter simply referred to as the "backup area for the seat-side speakers, etc. in the sub-side backup information storage area of the sub-RAM 94") (step S7040). The wireless connection information stored in the backup area for the seat-side speakers, etc. in the sub-side backup information storage area of the sub-RAM 94 consists of, for example, a Bluetooth (registered trademark) device name, address, passkey, etc.
[0304] Following step S7040, the performance control microcomputer 91 sets the volume levels of the seat-side upper speakers 201, 201, the woofer 202 which is a vibrating device serving as a seat-side lower speaker of the seat-side speakers, and the vibration levels of the woofer 206 which is a vibrating device serving as an armrest-side speaker (step S7050). Specifically, the performance control microcomputer 91 sets the current volume level output from the speaker 67 mounted on the gaming machine 1 to the volume level output from the seat-side upper speakers 201, 201 of the seat-side speakers mounted on the seat 200 installed in the gaming hall, and sets the vibration levels (magnitude of vibration) of the woofer 202 which is a vibrating device serving as a seat-side lower speaker of the seat-side speakers mounted on the seat 200 installed in the gaming hall, and the woofer 206 which is a vibrating device serving as an armrest-side speaker installed on the mounting arm of the armrest 205 to the current vibration levels (magnitude of current vibration).
[0305] Following step S7050, the performance control microcomputer 91 sets a wireless connection completion command for the seat-side speakers, etc. (step S7060), and ends this processing. The wireless connection completion command for the seat-side speakers, etc. is set in the command memory area 94a of the sub-RAM 94, and is sent to the image control board 100 in the command sending processing of step S4104 in the sub-side timer interrupt processing shown in Figure 19, and the image control board 100 reads out a predetermined image and displays it on the display screen 7a of the image display device 7.
[0306] On the other hand, in step S7010, when the performance control microcomputer 91 determines that the item "Connection settings for seat-side speakers, etc." has not been selected on the menu screen (step S7010: NO), it determines in step S7070 whether the menu screen has ended. If it determines that the menu screen has ended (step S7070: YES), it proceeds to step S7080, but if it determines that the menu screen has not ended (step S7070: NO), it proceeds again to the determination of step S7010 described above.
[0307] In step S7070, when it is determined that the menu screen has ended (step S7070: YES), the performance control microcomputer 91 determines in step S7080 whether or not the seat-side speakers and the wireless connection device have been wirelessly connected. That is, the performance control microcomputer 91 determines whether or not the Bluetooth (registered trademark) modules mounted (built-in) on the woofers 202, 206 and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 have been wirelessly connected.
[0308] When it is determined that the seat-side speakers, etc. and the wireless connection device are in a wireless connection state (step S7080: YES), the Bluetooth (registered trademark) modules mounted (built-in) on the woofers 202, 206 and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 are in a wireless connection state, and this processing is terminated. On the other hand, when it is determined that the seat-side speakers, etc. and the wireless connection device are not in a wireless connection state (step S7080: NO), the processing proceeds to step S7090.
[0309] The performance control microcomputer 91 judges in step S7000 that the menu screen has not been displayed within a predetermined time (here, within 30 seconds) after the gaming machine 1 has been powered on (step S7000: NO), or judges in step S7020 that a Bluetooth (registered trademark) connection request has not been received from the seat-side speaker or the like within a predetermined time (here, within 30 seconds) (step S7020: NO), or judges in step S7080 that the seat-side speaker or the like and the wireless connection device are not in a wireless connection state (step S7080: NO), or in step S7090, that is, if a staff member such as a store clerk at the gaming hall has not caused the menu screen to be displayed within a predetermined time (here, within 30 seconds) after the gaming machine 1 has been powered on, or If an attendant such as a store clerk at the gaming hall displays the menu screen within a predetermined time after the gaming machine 1 is turned on (here, within 30 seconds after the gaming machine 1 is turned on), but does not select the item "Connection settings for seat-side speakers, etc." on the menu screen and then closes the menu screen, the seat-side speakers, etc. and the wireless connection device are wirelessly connected based on the wireless connection information (e.g., Bluetooth (registered trademark) device name, address, passkey, etc.) of the seat-side speakers, etc. stored in the backup area for seat-side speakers, etc. in the sub-side backup information storage area of the sub-RAM 94, and the Bluetooth (registered trademark) modules mounted (built-in) on the woofers 202, 206 and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 are wirelessly connected.
[0310] In step S7090, if the wireless connection information (e.g., Bluetooth (registered trademark) device name, address, passkey, etc.) for the seat-side speakers, etc. stored in the backup area for the seat-side speakers, etc. in the sub-side backup information storage area of the sub-RAM 94 is erased (cleared) as a result of the RAM clear, the performance control microcomputer 91 sets a reset command for the seat-side speakers, etc. by RAM clear, notifying that there is no wireless connection information for the seat-side speakers, etc. and that resetting is to be performed, and ends this process without proceeding to step S7050. The reset command for the seat-side speakers, etc. by RAM clear is set in the command storage area 94a of the sub-RAM 94 and is sent to the image control board 100 in the command sending process of step S4104 in the sub-side timer interrupt process shown in FIG. 19, and the image control board 100 reads out a predetermined image and displays it on the display screen 7a of the image display device 7. Upon seeing the specified image, an attendant such as a store clerk at the gaming hall must turn off the power switch of the power supply device to cut off the power to gaming machine 1, then turn on the power switch of the power supply device to power on gaming machine 1, and within a specified time (here, within 30 seconds) after gaming machine 1 is turned on, press effect button 63 to display the menu screen, select the item "Connection settings for seat-side speakers, etc.", and perform connection settings for seat-side speakers, etc.
[0311] Following step S7090, the performance control microcomputer 91 proceeds to step S7050, then proceeds to step S7060, sets a wireless connection completion command for the seat-side speakers, etc., and terminates this processing.
[0312] In step S7090, the performance control microcomputer 91 attempts to wirelessly connect the seat-side speakers, etc., to the wireless connection device based on the wireless connection information (e.g., Bluetooth (registered trademark) device name, address, passkey, etc.) for the seat-side speakers, etc., stored in the backup area for the seat-side speakers, etc., in the sub-side backup information storage area of the sub-RAM 94. However, if the wireless connection is not successful, the performance control microcomputer 91 may set a wireless connection failure command for the seat-side speakers, etc., and terminate this processing without proceeding to step S7050. As described above, the wireless connection failure command for the seat-side speakers, etc., is set in the command storage area 94a of the sub-RAM 94 and transmitted to the image control board 100 in the command transmission processing of step S4104 in the sub-side timer interrupt processing shown in FIG. 19. The image control board 100 then reads out a predetermined image and displays it on the display screen 7a of the image display device 7. This allows a staff member or other attendant at the gaming hall to be notified that a malfunction may be occurring in the seat-side speakers, etc.
[0313] [Pairing process using NFC] Next, the pairing process using NFC will be described in detail with reference to Fig. 33. As described above, the pairing process using NFC is a process in which the gaming machine 1 and the external speaker held by the player are wirelessly connected when an NFC-equipped external speaker connectable via Bluetooth (registered trademark) held by the player is brought close to the front frame 53 on which the wireless connection device 72 is disposed and comes close to or touches (abuts) the area of the front frame 53 corresponding to the wireless connection device 72 (when the external speaker comes close to or touches (abuts) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), and is a process executed as one process of the connection device setting process in step S4101A in the sub-side timer interrupt process shown in Fig. 19.
[0314] When the pairing process using NFC is started, the performance control microcomputer 91 of the sub-control board 90 determines whether or not the external speaker equipped with NFC has been touched, as shown in Fig. 33 (step 7200). In this determination, the performance control microcomputer 91 determines whether or not the external speaker equipped with NFC has been brought close to the front frame 53 on which the wireless connection device 72 is arranged, and has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (whether or not the external speaker has approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1). When it is determined (step S7200: YES) that an external speaker equipped with NFC has been brought close to the front frame 53 on which the wireless connection device 72 is placed and has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), the process proceeds to step S7210. On the other hand, when it is determined (step S7210: NO) that the external speaker equipped with NFC has not been brought close to the front frame 53 on which the wireless connection device 72 is placed and has not approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (not approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), the process terminates.
[0315] In this way, the performance control microcontroller 91 monitors, by the judgment of step S7210, whether or not an external speaker equipped with NFC has approached or touched (contacted) the NFC module of the wireless connection device 72 installed in the gaming machine 1.
[0316] In step S7200, when the performance control microcomputer 91 determines that an external speaker equipped with NFC has been brought close to the front frame 53 on which the wireless connection device 72 is disposed and has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7200: YES), the performance control microcomputer 91 determines in step S7210 whether the external speaker is already connected via Bluetooth (registered trademark). In this determination, the performance control microcomputer 91 determines whether a Bluetooth (registered trademark) module mounted (built-in) on an external speaker, which is different from a seat-side speaker or the like, is already wirelessly connected to the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1.
[0317] When it is determined that a Bluetooth (registered trademark) module that is already installed (built-in) in an external speaker other than a seat-side speaker, etc., and a Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 are in a wirelessly connected state (step S7210: YES), the process proceeds to step S7220. On the other hand, when it is determined that a Bluetooth (registered trademark) module that is already installed (built-in) in an external speaker other than a seat-side speaker, etc., and a Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 are not in a wirelessly connected state (step S7210: NO), the process proceeds to step S7230.
[0318] In step S7210, when the performance control microcomputer 91 determines that a Bluetooth (registered trademark) module already installed (built-in) in an external speaker different from a seat-side speaker, etc., is in a wirelessly connected state with the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 (step S7210: YES), in step S7220, it cancels the wireless connection state between the Bluetooth (registered trademark) module already installed (built-in) in the external speaker and the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1.
[0319] In step S7210, when the performance control microcomputer 91 determines that a Bluetooth® module already installed (built-in) in an external speaker other than a seat-side speaker or the like is not wirelessly connected to the Bluetooth® module of the wireless connection device 72 installed in the gaming machine 1 (step S7210: NO), or following step S7220, in step S7230, the performance control microcomputer 91 transmits wireless connection information to the NFC installed in the touched external speaker via the wireless connection device. Here, the performance control microcomputer 91 transmits wireless connection information to the NFC of the external speaker that has approached or touched (abutted) the NFC module of the wireless connection device 72 installed in the gaming machine 1 via the NFC module of the wireless connection device 72. The wireless connection information includes, for example, a Bluetooth® device name, address, passkey, etc.
[0320] Following step S7230, the performance control microcomputer 91 determines whether or not a Bluetooth (registered trademark) connection request has been received from the touched external speaker within a predetermined time period (here, within 30 seconds) (step S7240). A "Bluetooth (registered trademark) connection request from a speaker, seat-side speaker, etc." refers to an external speaker that is brought close to the front frame 53 in which the wireless connection device 72 is placed and that approaches or touches (abuts) the area of the front frame 53 corresponding to the wireless connection device 72 (approaches or touches (abuts) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), and uses the wireless connection information (e.g., Bluetooth (registered trademark) device name, address, passkey, etc.) transmitted from the gaming machine 1 in the processing of step S7230 to request wireless communication between the Bluetooth (registered trademark) module mounted on the external speaker and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1, from the external speaker that has approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1 to the gaming machine 1.
[0321] In this determination, when it is determined that a Bluetooth (registered trademark) connection request has been received from an external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is placed and that has come close to or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (that has come close to or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) within a predetermined time (here, within 30 seconds after the speaker has come close to or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7240: YES), the process proceeds to step S7250. On the other hand, when it is determined that a Bluetooth (registered trademark) connection request has not been made within a predetermined time (here, within 30 seconds after approaching or touching (abutting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) from an external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is placed and that has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approaching or touching (abutting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7240: NO), this processing is terminated.
[0322] In step S7240, when the performance control microcomputer 91 determines that a Bluetooth (registered trademark) connection request has been received from an external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is placed and that has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) within a predetermined time (here, within 30 seconds of approaching or touching (abutting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7240: YES), in step S7250, the touched external speaker and the wireless connection device are placed in a wirelessly connected state. In other words, the effect control microcomputer 91 brings the Bluetooth® module mounted on (built-in) the external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is disposed and that has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approaching or touching (abutting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) into a wireless connection state with the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1. This places the gaming machine 1 and the external speaker held by the player in a wireless connection state. In step S7250, the effect control microcomputer 91 stores wireless connection information of the external speaker held by the player in a player-side external speaker information storage area (not shown) of the sub-RAM 94 of the sub-control board 90. The player-side external speaker information storage area is an area that is not subject to backup, unlike the backup area for seat-side speakers, etc. in the sub-side backup information storage area of the sub-RAM 94. When the power to the gaming machine 1 is turned off, the area is cleared (erased), and when the power to the gaming machine 1 is turned on, the area is initialized and no wireless connection information for the external speakers owned by the player is stored.
[0323] Following step S7250, the performance control microcomputer 91 sets the volume level of the touched external speaker and adjusts the volume level of the speaker mounted on the gaming machine to be lower (step S7260). Specifically, the performance control microcomputer 91 sets the current volume level output from the speaker 67 mounted on the gaming machine 1 to the volume level of the external speaker that has been brought close to the front frame 53 in which the wireless connection device 72 is disposed and that has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), and then adjusts the current volume level output from the speaker 67 mounted on the gaming machine 1 to be lowered from the current volume level to the minimum volume level. At this time, warning sounds to alert when the upper tray 61 and the lower tray 62 are full of game balls, when balls are jammed, when the front frame 53 is opened, when fraudulent activity caused by abnormal magnetism (magnetic gobblers) is occurring, or when abnormal vibrations (striking) are occurring (even during a big win, the presence or absence of striking is determined, and if it is determined to be striking, a warning sound is sounded. Also, in gaming machines with small wins, the presence or absence of striking is determined even during a small win, and if it is determined to be striking, a warning sound is sounded.) are maintained at the maximum volume (one or two levels louder than the volume level 5 selectable by the player). In step S7260, the performance control microcomputer 91 also adjusts the current volume level output from the upper seat speakers 201, 201 of the seat speakers mounted on the seat 200 installed in the amusement hall to lower it from the current volume level to the minimum volume level, while maintaining the vibration level (magnitude of vibration) of the woofer 202, which is a vibration device serving as the lower seat speaker of the seat speakers mounted on the seat 200 installed in the amusement hall, and the woofer 206, which is a vibration device serving as the armrest speaker mounted on the armrest 205, at the current vibration level (magnitude of current vibration).
[0324] Following step S7260, the performance control microcomputer 91 sets a wireless connection completion command for the player's speaker (step S7270), and ends this processing. The wireless connection completion command for the player's speaker is set in the command memory area 94a of the sub-RAM 94, and is sent to the image control board 100 in the command sending processing of step S4104 in the sub-side timer interrupt processing shown in Figure 19, and the image control board 100 reads out a specified image and displays it on the display screen 7a of the image display device 7.
[0325] In the pairing process using NFC, even if a player inadvertently does not release the wireless connection between the gaming machine 1 and the external speaker possessed by the player after finishing a game, when a new player starts playing on the original gaming machine 1 before moving, the wireless connection between the gaming machine 1 and the external speaker possessed by the previous player is released before the new player establishes a wireless connection between the gaming machine 1 and the external speaker possessed by the new player (at the start of pairing). As a result, even if a player inadvertently does not release the wireless connection between the gaming machine 1 and the external speaker possessed by the player after finishing a game and moves to, for example, an adjacent gaming machine and starts playing there, audio, music, sound effects, etc. from the original gaming machine 1 before moving will not be output from the earphones possessed by the player. Furthermore, once the gaming machine 1 is wirelessly connected to the external speakers carried by the player, the player can concentrate on playing the game without worrying about disconnecting the wireless connection, allowing the player to experience the immersive feeling provided by the external speakers carried by the player.
[0326] [Pairing process using NFC (variation)] Next, a pairing process (variant) using NFC will be described with reference to Fig. 34. As described above, the pairing process (variant) using NFC is similar to the pairing process using NFC in that the external speaker that is connected via Bluetooth (registered trademark) and that is equipped with NFC and that is carried by the player is brought close to the front frame 53 on which the wireless connection device 72 is disposed, and comes close to or touches (abuts) the area of the front frame 53 that corresponds to the wireless connection device 72 (by coming close to or touching (abutting) the NFC module of the wireless connection device 72 carried on the gaming machine 1), thereby establishing a wireless connection between the gaming machine 1 and the external speaker that is carried by the player, and is a process that is executed as one process of the connection device setting process in step S4101A in the sub-side timer interrupt process shown in Fig. 19.
[0327] The main difference between the pairing process using NFC in FIG. 33 and the pairing process (variant) using NFC in FIG. 34 is that in the pairing process using NFC in FIG. 33, the process of canceling the wireless connection state that has already been paired (the process of step S7220 in the pairing process using NFC in FIG. 33) is performed when a new pairing process is started (i.e., before the determination of step S7240 in the pairing process using NFC in FIG. 33 is made), whereas in the pairing process (variant) using NFC in FIG. 34, the process of canceling the wireless connection state that has already been paired is performed when a new pairing process is completed (i.e., after the process of step S7250 in the pairing process (variant) using NFC in FIG. 34).
[0328] The pairing process (variant) using NFC will be described below. The pairing process (variant) using NFC is the same as the pairing process using NFC in Fig. 33, except for the differences described above, and will therefore only be briefly described.
[0329] When the pairing process (variant example) using NFC is started, the performance control microcomputer 91 of the sub-control board 90 determines whether an external speaker equipped with NFC has been touched, as shown in Figure 34 (step 7200). When it is determined (step S7200: YES) that an external speaker equipped with NFC has been brought close to the front frame 53 on which the wireless connection device 72 is placed and has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), the process proceeds to step S7210. On the other hand, when it is determined (step S7210: NO) that the external speaker equipped with NFC has not been brought close to the front frame 53 on which the wireless connection device 72 is placed and has not approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (not approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), the process terminates.
[0330] In this way, the performance control microcontroller 91 monitors, by the judgment of step S7210, whether or not an external speaker equipped with NFC has approached or touched (contacted) the NFC module of the wireless connection device 72 installed in the gaming machine 1.
[0331] In step S7200, when the performance control microcomputer 91 determines that an external speaker equipped with NFC has been brought close to the front frame 53 in which the wireless connection device 72 is placed and has approached or touched (contacted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (contacted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7200: YES), in step S7210 it determines whether the external speaker is already connected via Bluetooth (registered trademark).
[0332] When it is determined that a Bluetooth (registered trademark) module that is already installed (built-in) in an external speaker other than a seat-side speaker, etc., and a Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 are in a wirelessly connected state (step S7210: YES), the process proceeds to step S7215. On the other hand, when it is determined that a Bluetooth (registered trademark) module that is already installed (built-in) in an external speaker other than a seat-side speaker, etc., and a Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 are not in a wirelessly connected state (step S7210: NO), the process proceeds to step S7230.
[0333] In step S7210, when the performance control microcomputer 91 determines that the Bluetooth (registered trademark) module already installed (built-in) in the external speaker, which is different from the seat-side speaker, etc., is in a wirelessly connected state with the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 (step S7210: YES), in step S7215, it sets the value of the previous wireless connection existence flag BDFLG to 1 and proceeds to step S7230. The wireless connection existence flag BDFLG is a flag that is set to a value of 1 when a Bluetooth (registered trademark) module that is already installed (built-in) in an external speaker different from a seat-side speaker, etc., is in a wirelessly connected state with the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1, and is a flag that is set to a value of 0 (zero) when a Bluetooth (registered trademark) module that is already installed (built-in) in an external speaker different from a seat-side speaker, etc., is not in a wirelessly connected state with the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1, or when the wireless connection state between the Bluetooth (registered trademark) module that is already installed (built-in) in an external speaker and the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 is released.
[0334] In step S7210, when the performance control microcomputer 91 determines that the Bluetooth (registered trademark) module already installed (built-in) in the external speaker, which is different from the seat-side speaker, etc., is not in a wireless connection state with the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 (step S7210: NO), or following step S7215, in step S7230, it transmits wireless connection information via the wireless connection device to the NFC installed in the touched external speaker.
[0335] Following step S7230, the performance control microcomputer 91 determines whether or not a Bluetooth (registered trademark) connection request has been received from the touched external speaker within a predetermined time period (here, within 30 seconds) (step S7240).
[0336] When it is determined that a Bluetooth (registered trademark) connection request has been received from an external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is placed and that has come close to or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (that has come close to or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) within a predetermined time (here, within 30 seconds after the speaker has come close to or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7240: YES), the process proceeds to step S7250. On the other hand, when it is determined that a Bluetooth (registered trademark) connection request has not been made within a predetermined time (here, within 30 seconds after approaching or touching (contacting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) from an external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is placed and that has approached or touched (contacted) the area of the front frame 53 corresponding to the wireless connection device 72 (approaching or touching (contacting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7240: NO), this processing is terminated.
[0337] In step S7240, when the performance control microcomputer 91 determines that a Bluetooth (registered trademark) connection request has been received from an external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is placed and that has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) within a predetermined time (here, within 30 seconds of approaching or touching (abutting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) (step S7240: YES), in step S7250, the touched external speaker and the wireless connection device are placed in a wirelessly connected state. In other words, the effect control microcomputer 91 brings the Bluetooth® module mounted on (built-in) the external speaker that has been brought close to the front frame 53 on which the wireless connection device 72 is disposed and that has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approaching or touching (abutting) the NFC module of the wireless connection device 72 mounted on the gaming machine 1) into a wireless connection state with the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1. This places the gaming machine 1 and the external speaker held by the player in a wireless connection state. In step S7250, the effect control microcomputer 91 stores wireless connection information of the external speaker held by the player in a player-side external speaker information storage area (not shown) of the sub-RAM 94 of the sub-control board 90. The player-side external speaker information storage area is an area that is not subject to backup, unlike the backup area for seat-side speakers, etc. in the sub-side backup information storage area of the sub-RAM 94. When the power to the gaming machine 1 is turned off, the area is cleared (erased), and when the power to the gaming machine 1 is turned on, the area is initialized and no wireless connection information for the external speakers owned by the player is stored.
[0338] Following step S7250, the performance control microcomputer 91 determines whether the previous wireless connection existence flag BDFLG has a value of 1 (step S7252). In this determination, if it is determined that the previous wireless connection existence flag BDFLG has a value of 1 (step S7252: YES), the process proceeds to step S7255, whereas if the previous wireless connection existence flag BDFLG has a value of 0 (zero) (step S7252: NO), the process proceeds to step S7260.
[0339] In step S7252, when the performance control microcomputer 91 determines that the previous wireless connection existence flag BDFLG is equal to the value 1, that is, if the Bluetooth (registered trademark) module mounted (built-in) on the previous external speaker is an external speaker other than a seat-side speaker, etc., and is in a wireless connection state with the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 (step S7252: YES), in step S7255, it cancels the wireless connection state between the Bluetooth (registered trademark) module mounted (built-in) on the previous external speaker and the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1.
[0340] Following step S7255, the performance control microcontroller 91 sets the wireless connection existence flag BDFLG to its initial value of 0 (zero) (step S7257), as the wireless connection state between the Bluetooth (registered trademark) module installed (built-in) in the external speaker and the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 has been released.
[0341] When the performance control microcomputer 91 determines in step S7252 that the previous wireless connection existence flag BDFLG is not 1 (is 0 (zero)), that is, if the external speaker is different from the seat-side speaker, etc. and the Bluetooth (registered trademark) module mounted (built-in) on the previous external speaker is not in a wireless connection state with the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1 (step S7252: NO), or following step S7257, it sets the volume level of the touched external speaker and adjusts to lower the volume level of the speaker mounted on the gaming machine (step S7260). Specifically, the performance control microcomputer 91 sets the current volume level output from the speaker 67 mounted on the gaming machine 1 to the volume level of an external speaker that has been brought close to the front frame 53 in which the wireless connection device 72 is placed and that has approached or touched (abutted) the area of the front frame 53 corresponding to the wireless connection device 72 (approached or touched (abutted) the NFC module of the wireless connection device 72 mounted on the gaming machine 1), and then adjusts the current volume level output from the speaker 67 mounted on the gaming machine 1 to lower it from the current volume level to the minimum volume level. At this time, warning sounds to alert when the upper tray 61 and the lower tray 62 are full of game balls, when balls are jammed, when the front frame 53 is opened, when fraudulent activity caused by abnormal magnetism (magnetic gobblers) is occurring, or when abnormal vibrations (striking) are occurring (even during a big win, the presence or absence of striking is determined, and if it is determined to be striking, a warning sound is sounded. Also, in gaming machines with small wins, the presence or absence of striking is determined even during a small win, and if it is determined to be striking, a warning sound is sounded.) are maintained at the maximum volume (one or two levels louder than the volume level 5 selectable by the player).In step S7260, the performance control microcomputer 91 also adjusts the current volume level output from the upper seat speakers 201, 201 of the seat speakers mounted on the seat 200 installed in the amusement hall to lower it from the current volume level to the minimum volume level, while maintaining the vibration level (magnitude of vibration) of the woofer 202, which is a vibration device serving as the lower seat speaker of the seat speakers mounted on the seat 200 installed in the amusement hall, and the woofer 206, which is a vibration device serving as the armrest speaker mounted on the armrest 205, at the current vibration level (magnitude of current vibration).
[0342] Following step S7260, the performance control microcomputer 91 sets a wireless connection completion command for the player's speaker (step S7270), and ends this processing. The wireless connection completion command for the player's speaker is set in the command memory area 94a of the sub-RAM 94, and is sent to the image control board 100 in the command sending processing of step S4104 in the sub-side timer interrupt processing shown in Figure 19, and the image control board 100 reads out a specified image and displays it on the display screen 7a of the image display device 7.
[0343] In the pairing process (variant) using NFC, even if a player inadvertently does not release the wireless connection between the gaming machine 1 and the external speaker possessed by the player after finishing a game, a new player starts playing on the original gaming machine 1 before the move, and after the new player has established a wireless connection between the gaming machine 1 and the external speaker possessed by the new player (when pairing is completed), the wireless connection between the gaming machine 1 and the external speaker possessed by the previous player is released. As a result, even if a player inadvertently does not release the wireless connection between the gaming machine 1 and the external speaker possessed by the player after finishing a game and then moves to, for example, an adjacent gaming machine and starts playing there, audio, music, sound effects, etc. from the original gaming machine 1 before the move will not be output from the earphones possessed by the player. Furthermore, once the gaming machine 1 is wirelessly connected to the external speakers carried by the player, the player can concentrate on playing the game without worrying about disconnecting the wireless connection, allowing the player to experience the immersive feeling provided by the external speakers carried by the player.
[0344] [Wired connection processing] Next, the wired connection processing will be described in detail with reference to Fig. 35. As described above, the wired connection processing is a processing for establishing a wired connection between the gaming machine 1 and the external speaker held by the player when the external speaker held by the player is a wired type as opposed to a wireless communication type and performs wired communication, by connecting the connector provided at the end of the wiring to the wired connection device 73 shown in Fig. 5, and is a processing executed as part of the connection device setting processing of step S4101A in the sub-side timer interrupt processing shown in Fig. 19.
[0345] When the wired connection process is started, the performance control microcomputer 91 of the sub-control board 90 determines whether or not the connector of the speaker wiring has been inserted, as shown in Fig. 35 (step S7400). In this determination, the performance control microcomputer 91 determines whether or not the connector provided at the end of the wiring of the wired external speaker has been inserted and connected to the wired connection device 73 mounted on the gaming machine 1. When it is determined that the connector provided at the end of the wiring of the wired external speaker has been inserted and connected to the wired connection device 73 mounted on the gaming machine 1 (step S7400: YES), the process proceeds to step S7410. On the other hand, when it is determined that the connector provided at the end of the wiring of the wired external speaker has not been inserted and connected to the wired connection device 73 mounted on the gaming machine 1 (step S7400: NO), the process ends.
[0346] In this way, the performance control microcomputer 91 monitors, by the judgment of step S7400, whether or not the connector provided at the end of the wiring of the wired external speaker has been inserted into and connected to the wired connection device 73 installed in the gaming machine 1.
[0347] In step S7400, when the performance control microcomputer 91 determines that the connector provided at the end of the wiring of the wired external speaker has been inserted into and connected to the wired connection device 73 mounted on the gaming machine 1 (step S7400: YES), in step S7410, the performance control microcomputer 91 places the speaker and the wired connection device in a wired connection state. In other words, the performance control microcomputer 91 places the wired external speaker and the wired connection device 73 mounted on the gaming machine 1 in a wired connection state. This places the gaming machine 1 and the external speaker held by the player in a wired connection state.
[0348] In this embodiment, unless the wired connection device 73 is controlled to a wired connection state by the performance control microcomputer 91, the gaming machine 1 and the external speaker carried by the player will not be in a wired connection state even if a connector provided at the end of the wiring of a wired external speaker is simply inserted into and connected to the wired connection device 73 mounted on the gaming machine 1. In other words, the performance control microcomputer 91 determines that the connector provided at the end of the wiring of a wired external speaker has been inserted into and connected to the wired connection device 73 mounted on the gaming machine 1, and puts the gaming machine 1 and the external speaker carried by the player in a wired connection state.
[0349] Following step S7410, the performance control microcomputer 91 sets the volume level of the speaker and adjusts the volume level of the speaker mounted on the gaming machine to be lower (step S7420). Specifically, the performance control microcomputer 91 sets the current volume level output from the speaker 67 mounted on the gaming machine 1 to the volume level of the wired external speaker inserted into and connected to the wired connection device 73 mounted on the gaming machine 1, and then adjusts the current volume level output from the speaker 67 mounted on the gaming machine 1 to be lowered from the current volume level to the minimum volume level. At this time, warning sounds to alert when the upper tray 61 and the lower tray 62 are full of game balls, when balls are jammed, when the front frame 53 is opened, when fraudulent activity caused by abnormal magnetism (magnetic gobblers) is occurring, or when abnormal vibrations (striking) are occurring (even during a big win, the presence or absence of striking is determined, and if it is determined to be striking, a warning sound is sounded. Also, in gaming machines with small wins, the presence or absence of striking is determined even during a small win, and if it is determined to be striking, a warning sound is sounded.) are maintained at the maximum volume (one or two levels louder than the volume level 5 selectable by the player). In step S7420, the performance control microcomputer 91 also adjusts the current volume level output from the upper seat speakers 201, 201 of the seat speakers mounted on the seat 200 installed in the amusement hall to lower it from the current volume level to the minimum volume level, while maintaining the vibration level (magnitude of vibration) of the woofer 202, which is a vibration device serving as the lower seat speaker of the seat speakers mounted on the seat 200 installed in the amusement hall, and the woofer 206, which is a vibration device serving as the armrest speaker mounted on the armrest 205, at the current vibration level (magnitude of current vibration).
[0350] Following step S7420, the performance control microcomputer 91 sets a wired connection completion command for the player's speaker (step S7430), and ends this processing. The wired connection completion command for the player's speaker is set in the command memory area 94a of the sub-RAM 94, and is sent to the image control board 100 in the command sending processing of step S4104 in the sub-side timer interrupt processing shown in Figure 19, and the image control board 100 reads out a specified image and displays it on the display screen 7a of the image display device 7.
[0351] [Seat speaker reconnection process] Next, the seat-side speaker etc. reconnection processing will be described in detail with reference to Fig. 36. As described above, the seat-side speaker etc. reconnection processing is a processing for re-establishing a wireless connection between the gaming machine 1 and the seat-side speaker etc. when a game is restarted, since the wireless connection between the gaming machine 1 and the seat-side speaker etc. is released when a specified time has elapsed since the gaming machine 1 entered a customer waiting state, and is a processing executed as one process of the connection device setting processing of step S4101A in the sub-side timer interrupt processing shown in Fig. 19.
[0352] When the reconnection process for the seat-side speakers, etc. is started, the performance control microcomputer 91 of the sub-control board 90 determines whether it is time to start fluctuations or not (step S7500), as shown in Fig. 36. In this determination, the performance control microcomputer 91 determines whether it is time to start fluctuations or not by setting the fluctuation time according to the fluctuation pattern included in the fluctuation start command in the fluctuation performance start process of Fig. 21. If it is determined that it is time to start fluctuations (step S7500: YES), the process proceeds to step S7510, whereas if it is determined that it is not time to start fluctuations (step S7510: YES), the process ends as is.
[0353] When it is determined in step S7500 that the fluctuation has started (step S7500: YES), performance control microcomputer 91 determines in step S7510 whether the wireless connection between the seat-side speakers and the wireless connection device has been released. The "seat-side speakers" refer to external speakers shown in FIG. 31, which are comprised of full-range upper-seat speakers 201, 201 located on the upper left and right sides of the back of seat 200, woofer 202, a vibrating device serving as a lower-seat speaker, located on a cylindrical leg connecting the seat surface of seat 200 to the floor of the amusement hall, and woofer 206, a vibrating device serving as an armrest speaker, located on the mounting arm of armrest 205. Woofer 202, 206 are equipped with (built-in) Bluetooth (registered trademark) modules.
[0354] In step S7510, the performance control microcomputer 91 makes a determination to check the wireless connection status between the Bluetooth® modules mounted (built-in) on the woofers 202, 206 and the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1. In this determination, if it is determined that the wireless connection status has been released (step S7510: YES), the process proceeds to step S7520, whereas if it is determined that the wireless connection status has not been released and is maintained (step S7510: NO), the process ends.
[0355] In step S7510, when the performance control microcomputer 91 determines that the wireless connection state has been released (step S7510: YES), in step S7520, assuming that the player has started playing again, it places the seat-side speakers, etc. and the wireless connection device in a wireless connection state based on the wireless connection information (e.g., Bluetooth (registered trademark) device name, address, passkey, etc.) of the seat-side speakers, etc. stored in the backup area for seat-side speakers, etc. in the sub-side backup information storage area of the sub-RAM 94, and places the Bluetooth (registered trademark) modules mounted (built-in) on the woofers 202, 206 in a wireless connection state with the Bluetooth (registered trademark) module of the wireless connection device 72 mounted on the gaming machine 1.
[0356] Following step S7520, the performance control microcomputer 91 sets the volume level of the seat upper speakers 201, 201 such as seat speakers, the vibration level of the woofer 202 which is a vibration device serving as a seat lower speaker such as a seat speaker, and the vibration level of the woofer 206 which is a vibration device serving as an armrest speaker (step S7530). Specifically, the performance control microcomputer 91 sets the current volume level output from the speaker 67 mounted on the gaming machine 1 to the volume level output from the seat upper speakers 201, 201 of the seat speakers mounted on the seat 200 installed in the gaming hall, and sets the vibration levels (vibration magnitude) of the woofer 202 which is a vibration device serving as a seat lower speaker of the seat speakers mounted on the seat 200 installed in the gaming hall and the woofer 206 which is a vibration device serving as an armrest speaker mounted on the armrest 205 to the current vibration level (current vibration magnitude).
[0357] Following step S7530, the performance control microcomputer 91 sets a wireless connection completion command for the seat-side speakers, etc. (step S7540), and ends this processing. As described above, the wireless connection completion command for the seat-side speakers, etc. is set in the command memory area 94a of the sub-RAM 94, and is sent to the image control board 100 in the command sending processing of step S4104 in the sub-side timer interrupt processing shown in Figure 19, and the image control board 100 reads out a predetermined image and displays it on the display screen 7a of the image display device 7.
[0358] [Connection status release process] Next, the connection state release processing will be described in detail with reference to Fig. 37. As described above, the connection state release processing is processing for releasing the wireless connection state between the gaming machine 1 and the seat-side speakers, etc., immediately before the power supply of the gaming machine 1 is cut off, or when a specified time has elapsed since the gaming machine 1 entered a customer waiting state, or for releasing the wireless or wired connection state between the gaming machine 1 and the external speakers carried by the player, or for releasing the wireless or wired connection state between the gaming machine 1 and the external speakers carried by the player when "disconnection" is requested by a specified operation of the select button, and is processing executed as part of the connection device setting processing of step S4101A in the sub-side timer interrupt processing shown in Fig. 19.
[0359] When the connection state release process is initiated, the performance control microcomputer 91 of the sub-control board 90 determines whether a power-off signal has been input, as shown in Fig. 37 (step S7600). In this determination, the performance control microcomputer 91 determines whether a power-off signal has been input, which is output from a power-off monitoring circuit of the power supply device when there are signs that the power of the gaming machine 1 is about to be cut off. If it is determined that a power-off signal has been input (step S7600: YES), the process proceeds to step S7610. However, if it is determined that a power-off signal has not been input (step S7600: NO), the process proceeds to step S7640.
[0360] When it is determined in step S7600 that a power-off signal has been input (step S7600: YES), the performance control microcomputer 91 determines in step S7610 whether the seat-side speakers and the like are connected via Bluetooth (registered trademark). The "seat-side speakers and the like" refer to external speakers that include full-range upper-seat speakers 201, 201 located on the upper left and right sides of the back of the seat 200, woofer 202, a vibrating device serving as a lower-seat speaker, located on a cylindrical leg connecting the seat surface of seat 200 to the floor of the amusement hall, and woofer 206, a vibrating device serving as an armrest speaker, located on the mounting arm of armrest 205. These woofers 202 and 206 are equipped with (built-in) Bluetooth (registered trademark) modules.
[0361] In step S7610, the performance control microcomputer 91 makes a determination to check the wireless connection status between the Bluetooth® modules mounted (built-in) in the woofers 202, 206 and the Bluetooth® module of the wireless connection device 72 mounted in the gaming machine 1. In this determination, if it is determined that the Bluetooth® modules mounted (built-in) in the woofers 202, 206 and the Bluetooth® module of the wireless connection device 72 mounted in the gaming machine 1 are wirelessly connected (step S7610: YES), the processing proceeds to step S7620, whereas if it is determined that the Bluetooth® modules mounted (built-in) in the woofers 202, 206 and the Bluetooth® module of the wireless connection device 72 mounted in the gaming machine 1 are not wirelessly connected (step S7610: NO), the processing proceeds to step S7660.
[0362] In step S7610, when the performance control microcomputer 91 determines that the Bluetooth® modules mounted on (built-in) the woofers 202, 206 and the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1 are in a wireless connection state (step S7610: YES), the performance control microcomputer 91 cancels the wireless connection state between the seat-side speakers etc. and the wireless connection device in step S7620. In other words, in step S7610, the performance control microcomputer 91 cancels the wireless connection state between the Bluetooth® modules mounted on (built-in) the woofers 202, 206 and the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1.
[0363] Following step S7620, the performance control microcomputer 91 sets a wireless connection release completion command for the seat-side speakers, etc. (step S7630), and proceeds to step S7660. The wireless connection release completion command for the seat-side speakers, etc. is set in the command memory area 94a of the sub-RAM 94, and is sent to the image control board 100 in the command sending process of step S4104 in the sub-side timer interrupt process shown in Figure 19, and the image control board 100 reads out a specified image and displays it on the display screen 7a of the image display device 7.
[0364] On the other hand, when it is determined in step S7600 that a power-off signal has not been input (step S7600: NO), the performance control microcomputer 91 determines in step S7640 whether or not a "disconnection" has been requested by a predetermined operation using the select button 68. In this embodiment, selection items are displayed on the display screen 7a of the image display device 7 by pressing the select button 68, and the selection item selected by pressing the select button 68 is confirmed. In this determination, the performance control microcomputer 91 determines whether or not the "disconnection" item has been selected and confirmed by pressing the select button 68. When it is determined that the "Disconnect" item has been selected and confirmed by pressing the select button 68 (step S7640: YES), the process proceeds to step S7660. On the other hand, when it is determined that the "Disconnect" item has not been selected by pressing the select button 68 and that a different option than "Disconnect" has been selected and confirmed, or when it is determined that the select button 68 and the effect button 63 have not been pressed (step S7640: NO), the process proceeds to step S7650.
[0365] When the performance control microcomputer 91 determines in step S7640 that the "Disconnect" option has been selected and confirmed by pressing the select button 68 (step S7640: YES), or when the performance control microcomputer 91 determines in step S7610 that the Bluetooth® modules mounted (built-in) on the woofers 202, 206 and the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1 are not in a wireless connection state (step S7610: NO), or following step S7630, the performance control microcomputer 91 determines in step S7660 whether or not the external speaker carried by the player is connected via Bluetooth®. In this determination, the performance control microcomputer 91 determines whether or not the Bluetooth® module mounted (built-in) on the external speaker carried by the player and the Bluetooth® module of the wireless connection device 72 mounted on the gaming machine 1 are in a wireless connection state. When it is determined that the Bluetooth (registered trademark) module installed (built-in) in the external speaker held by the player and the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 are in a wireless connection state (step S7660: YES), the process proceeds to step S7670, whereas when it is determined that the Bluetooth (registered trademark) module installed (built-in) in the external speaker held by the player and the Bluetooth (registered trademark) module of the wireless connection device 72 installed in the gaming machine 1 are not in a wireless connection state (step S7660: NO), the process proceeds to step S7690.
[0366] In step S7660, when the effect control microcomputer 91 determines that the Bluetooth® module installed in (built-in) the external speaker carried by the player and the Bluetooth® module of the wireless connection device 72 installed in the gaming machine 1 are in a wireless connection state (step S7660: YES), the effect control microcomputer 91 cancels the wireless connection state between the external speaker carried by the player and the wireless connection device in step S7670. That is, in step S7660, the effect control microcomputer 91 cancels the wireless connection state between the Bluetooth® module installed in (built-in) the external speaker carried by the player and the Bluetooth® module of the wireless connection device 72 installed in the gaming machine 1. In addition, in step S7670, the effect control microcomputer 91 clears (deletes) the wireless connection information of the external speaker carried by the player from a player-side ...
Claims
[Claim 1] A gaming machine, A signal can be output from the gaming machine to an external speaker of the gaming machine, Disconnecting the gaming machine from the external speaker; A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2012040144A