Game machine

The gaming machine enhances enjoyment by using specific sound waveforms to create a spatial sound effect that spreads to the sides of the player, addressing the need for increased engagement.

JP2025137158APending Publication Date: 2025-09-19HEIWA CORP
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Patent Information

Application Number
JP2024036207
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-08
Publication Date
2025-09-19

AI Technical Summary

Technical Problem

There is a demand for gaming machines to enhance the enjoyment of the game.

Method used

A gaming machine that utilizes performance control means to execute specific sounds with waveforms displayed in a reverse phase region of a vectorscope, where the maximum value in the out-of-phase area is -20 or more and the in-phase area is -60 or less, creating a sound effect that spreads widely to the sides of the player, enhancing the gaming experience.

Benefits of technology

The implementation increases the enjoyment of the game by providing a unique sound effect that gives the player the sensation of the sound coming from the sides, thereby increasing interest and engagement.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025137158000001_ABST
    Figure 2025137158000001_ABST
Patent Text Reader

Abstract

To provide a game machine that can increase game enjoyment.SOLUTION: A game machine includes performance control means for controlling the execution of performances and sound output means capable of outputting sound. The performance control means is capable of executing a performance that causes a specific sound to be output from the sound output means at a predetermined trigger. The specific sound is a sound whose waveform is displayed in the out-of-phase region of a vector scope of a predetermined analyzer capable of visually displaying sound. When the maximum value of the waveform displayed on the vector scope is 0, the specific sound is played from the start to the end. When the waveform is displayed on the vector scope, the maximum value of the waveform displayed in the out-of-phase region is -20 or greater, and the maximum value of the waveform displayed in the in-phase region of the vector scope is -60 or less.SELECTED DRAWING: Figure 13
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Description

[Technical Field]

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

[0002] A slot machine is a well-known gaming machine equipped with multiple reels with multiple symbols arranged on the outer periphery, a start lever, a stop button, etc. In a slot machine, the reels begin to spin based on a game start operation, and an internal lottery is held using a lottery table. When each reel stops, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed. If the winning combination results in a prize, a process corresponding to the winning combination is carried out, such as a payout process that awards game value or a replay process that allows the player to play again without consuming any more game value.

[0003] Also known as gaming machines are pachinko gaming machines that include a gaming area in which gaming balls (gaming value) move and a launching device that launches gaming balls into the gaming area. Pachinko gaming machines include a starting port provided in the gaming area, and when a gaming ball is detected entering the starting port, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a large prize opening provided in the gaming area opens, and gaming balls are paid out based on the entry of the gaming ball into the large prize opening.

[0004] Furthermore, some gaming machines of this type are capable of outputting sounds that emphasize the sense of distance in space (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2019-208893 Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, there is a demand for gaming machines to enhance the enjoyment of the game.

[0007] The present invention has been made in consideration of the above circumstances, and has as its object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0008] In order to achieve the above object, the gaming machine of the present invention comprises: A performance control means (for example, the performance control means 100) for controlling the execution of the performance; a sound output means (for example, a speaker 14) capable of outputting sound; the effect control means is capable of executing an effect in which a specific sound is output from the sound output means at a predetermined opportunity; the specific sound is a sound whose waveform is displayed in the reverse phase region of a vectorscope in a predetermined analyzer capable of visually displaying sound, If the maximum value of the waveform displayed on the vectorscope is 0, When the specific sound is played from start to finish and the waveform is displayed on the vectorscope, the maximum value of the waveform displayed in the out-of-phase area is -20 or more, and the maximum value of the waveform displayed in the in-phase area of ​​the vectorscope is -60 or less.

[0009] The magnitude of the waveform of the specific sound displayed in the in-phase area of ​​the vectorscope is much smaller than the magnitude of the waveform displayed in the out-of-phase area of ​​the vectorscope. Therefore, the sound in the in-phase area is barely audible to the player, and the sound in the out-of-phase area is emphasized. The specific sound has few in-phase components and cannot be heard from directly in front of the player, but has many out-of-phase components (the sound spreads widely to the left and right), so it sounds as if it is coming from directly to the side (or behind) of the player. This gives the player the sensation that the specific sound is coming from right next to their ear, which can increase the player's interest in the game. [Effects of the Invention]

[0010] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] 10 is a diagram showing the arrangement of symbols on the reels. [Figure 3] FIG. 10 is a front view of the gaming machine and dedicated unit. [Figure 4] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 5] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 6] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 7] FIG. 10 is a state transition diagram of the game state. [Figure 8] This is a state transition diagram of the game area and presentation state. [Figure 9] FIG. 2 is a block diagram showing a schematic configuration of a sub-control means of the first embodiment. [Figure 10] 10A and 10B are diagrams illustrating a vectorscope. [Figure 11] The same figures explain the vectorscope, where (a) shows the case where the positioning is centered, (b) shows the case where the positioning is shifted 100% to the left, and (c) shows the case where the positioning is shifted approximately 50% to the left. [Figure 12] 10A and 10B are diagrams illustrating a vectorscope. [Figure 13] 1, (a) is a diagram showing the vectorscope when the first sound data is played, (b) is a diagram showing the vectorscope when the second sound data is played, and (c) is a diagram showing the vectorscope when specific sound data is played. [Figure 14]10 is a diagram illustrating a specific effect sound that can be output in an expectation indication effect executed in a gaming machine according to a second embodiment of the present invention. FIG. [Figure 15] 10 is a diagram illustrating the echo level of a specific effect sound. FIG. [Figure 16] In the same figure, (a) is a diagram showing the vectorscope when the first specific sound effect data is played, (b) is a diagram showing the vectorscope when the second specific sound effect data is played, and (c) is a diagram showing the vectorscope when the third specific sound effect data is played. [Figure 17] 10A and 10B are diagrams illustrating music that can be output in a music effect executed in a gaming machine according to a third embodiment of the present invention. [Figure 18] 10 is a diagram illustrating the creation of special music piece data. [Figure 19] FIG. 10 is a perspective view showing an example of a gaming machine according to a fourth embodiment of the present invention. [Figure 20] This is a view of the game board from the front. DETAILED DESCRIPTION OF THE INVENTION

[0012] (First embodiment) A first embodiment of the present invention will be described below with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 in which games are played using gaming value as electronic information, without using gaming medals as gaming media, and the gaming value is consumed or awarded. The gaming machine 10 (FIG. 1) is a so-called Smart Pachi Slot (registered trademark). Unlike conventional slot machines in which physical medals are inserted to play a game and physical medals are paid out when winning combinations are achieved, the gaming machine 10 is a gaming machine (medalless gaming machine) in which gaming value as electronic information is used, without using physical medals, and the gaming value is consumed or awarded through play. Note that the gaming value in a medalless gaming machine corresponds to medals, which are the gaming value in conventional slot machines, and the gaming value in a medalless gaming machine can be considered to be virtual medals (digitized medals), so the gaming value in this embodiment may also be referred to as medals (game medals). In the following description, the number of gaming values ​​may be regarded as the number of virtual medals, and the number of gaming values ​​may be expressed as "~ medals" or "~ pieces." The invention according to this embodiment is not limited to the gaming machine 10, but can also be applied to conventional slot machines (where physical medals are inserted when playing a game, and physical medals are paid out when winning combinations are achieved).

[0013] In the following description, "front and rear" basically means that when a player is in front of the gaming machine 10, the player side is "front" and the gaming machine side is "rear," "up and down" means the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means the left hand side of the player playing on the gaming machine is "left" and the right hand side is "right." Note that the present invention allows for free combinations of each component, or any modification of each component, or omission of each component, within the scope of the invention.

[0014] FIG. 1 is a perspective view of a gaming machine 10 as seen from the front side. As shown in FIG. 1, the gaming machine 10 of this embodiment includes a box-shaped cabinet 11 with an open front side facing the player, and a front door (front door) 12 for opening and closing the front opening of the cabinet 11. The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed freely relative to the cabinet 11. Note that the front door 12 may have an integrated structure without being divided into the upper door 12a and the lower door 12b. The cabinet 11 is provided with a power supply unit and other components that incorporate a power supply device (power supply means) for supplying power to each component. The power supply unit includes a power switch, and when the power switch is turned on (on state), power is supplied from the power supply unit to each component. Note that power may be supplied to some components even when the power supply unit is turned off (disconnected state). Also provided within the casing 11 are a reel unit in which the rotatable first reel 20a, second reel 20b, and third reel 20c are unitized, a main control means 31 (described later), a sub-control means 32 (described later), and the like.

[0015] The reel unit has stepping motors 19a to 19c provided corresponding to each of the reels 20a to 20c, and index sensors 21a to 21c provided corresponding to each of the reels 20a to 20c (see FIG. 4). Each of the stepping motors 19a to 19c rotates each of the reels 20a to 20c. Each of the stepping motors 19a to 19c is a four-phase stepping motor. Each of the stepping motors 19a to 19c includes a rotor and a stator having first-phase coils, second-phase coils, third-phase coils, and fourth-phase coils. Each stepping motor 19a-19c uses 1-2-phase excitation, which alternates between supplying a 1-phase excitation pulse that turns on one coil and supplying a 2-phase excitation pulse that turns on one coil and an adjacent coil. Each excitation pulse is displaced by a half-step angle (one step angle for every two-step update), and each reel 20a-20c rotates once every 504 steps (252-step angle displacement). The stepping motors 19a-19c have a step angle of approximately 1.43° and an interrupt time t of 1.49 ms for each excitation pulse update. Each index sensor 21a-21c detects the edge of a semicircular index attached to the inside of each reel 20a-20c. Based on the detection information from the index sensors 21a-21c, control over the rotation and stopping of the reels 20a-20c is performed.

[0016] As shown in FIG. 1, a liquid crystal display 13 (display means) serving as a presentation device is provided in approximately the center of the upper door 12a. The liquid crystal display 13 displays various images (presentation images) to assist and enhance the game. The lower door 12b is provided with a speaker 14 (sound output means) serving as a presentation device. The speaker 14 outputs various presentation sounds (music, sound effects, voice, etc.) to assist and enhance the game. The front door 12 is also provided with lamps 38 (lighting device, lighting means, peripheral lamps) for providing notifications, presentations, etc. Note that a movable accessory that can be operated by an actuator, etc., may also be provided as a presentation device.

[0017] The upper door 12a is also provided with a display window 16. Behind the display window 16 (first display area 13a, which will be described later), a reel unit is arranged so that a portion of the reel unit can be seen through the display window 16. The outer periphery of each of the reels 20a to 20c is divided into 20 frames (20 areas) at regular intervals, and one of a plurality of types of symbols is arranged in each frame. In other words, a plurality of types of symbols are arranged in a line on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols (top, middle, and bottom symbols) are displayed per reel through the display window 16. The display window 16 is also provided with upper, middle, and lower display positions for viewing the symbols on each of the reels 20a to 20c, and a winning line is set by combining the display positions of each of the reels 20a to 20c. In this embodiment, an active line is formed by the top row of the first reel 20a, the middle row of the second reel 20b, and the bottom row of the third reel 20c.

[0018] In this embodiment, the number of game values ​​required for one game (prescribed number, prescribed number of coins) is set to three, and when the prescribed number of game values ​​is inserted, the active line is activated. When the game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a miss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on the active line, this winning combination will be a win, and a process (winning process) corresponding to the winning combination will be executed. In other words, when the reels 20a to 20c stop, the symbol combination displayed through the display window 16 indicates whether or not the winning combination has been selected. The active line can be said to be a line for determining whether or not a winning combination has been selected.

[0019] The liquid crystal display 13 is disposed in front of the reel unit including the reels 20a to 20c. The liquid crystal display 13 can execute effects by displaying predetermined displays (display objects) on its display surface. Display objects (objects) refer to, for example, people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) displayed on the liquid crystal display 13. The liquid crystal display 13 has, as its display areas, an off-reel display area (second display area 13b) that does not overlap with the reels 20a to 20c when viewed from the front (front), and a pre-reel display area (first display area 13a) that overlaps with the reels 20a to 20c when viewed from the front (front). The second display area 13b is formed to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is configured to allow components behind the first display area 13a (transmissive area) to be visible. The first display area 13a has multiple states, including a transparent state and a state in which display objects (effect images) are displayed. When the first display area 13a is in a transparent state, the symbols on the reels 20a to 20c are visible. When the first display area 13a is in a state in which display objects (effect images) are displayed, effect images are displayed in front of the reels 20a to 20c. When the first display area 13a is in a state in which display objects are displayed, the symbols on the reels 20a to 20c may be visible (easy to see) or invisible (difficult to see). In this way, the first display area 13a is an area in which the symbols on the reels 20a to 20c are visible and effect images can be displayed. In FIG. 1, first display area 13a is made up of three separated areas, but is not limited to this and may be a single horizontally long rectangular area.

[0020] The second display area 13b is the display area of ​​the liquid crystal display 13 excluding the first display area 13a. The second display area 13b is capable of displaying images for presentation purposes. It is also possible to display a single unified image across the second display area 13b and the first display area 13a. The second display area 13b is not transparent, and is not capable of allowing the components behind it to be seen through it. The liquid crystal display 13 does not have to be a transmissive liquid crystal display, and the reels 20a to 20c do not have to be visible through the liquid crystal display 13 (first display area 13a). The display window 16 may be provided in a transparent panel (which cannot display objects), and the reels 20a to 20c may be visible through the display window 16.

[0021] As shown in Fig. 2, the following symbols are arranged on the outer periphery of each of the reels 20a to 20c: a cherry symbol "CH", a watermelon symbol "WM", a bell symbol A "BLA", a bell symbol B "BLB", a replay symbol "RP", a blue bar symbol "blue BAR", a red bar symbol "red BAR", a red 7 symbol "red 7", a special symbol A "SPA", and a special symbol B "SPB". Each symbol on each of the reels 20a to 20c is assigned a symbol number 0 to 19.

[0022] Although not shown in FIG. 1, a game information display unit is provided below the display window 16. The game information display unit is composed of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of game values ​​paid out or won in one game, error information, etc. The game information display unit is equipped with a first main display, a second main display, and a sub-display. The game information display unit may also be equipped with a favorable zone indicator.

[0023] The lower door 12b (the operation unit installation stand) is provided with a bet button 23 that is operated when betting (inserting) game value, a start lever 24 (game start operation means) that is operated when starting a game, a stop button 26 (stop operation means) (stop buttons 26a, 26b, 26c) that is operated when stopping the spinning reels, an effect button 25 (effect operation means) that is operated when progressing an effect, etc. Note that the bet buttons 23 may be provided as a MAX bet button (first bet button) that is operated when betting three coins (prescribed number) of game value, and a 1 bet button (second bet button) that is operated when betting one coin of game value.

[0024] The effect button 25 is operated when progressing an effect (changing the mode of the effect), etc. The effect button 25 is configured to be pressable, and when pressed, the mode of an effect image displayed on the liquid crystal display 13, for example, changes. By providing the effect button 25 and enabling its operation at a predetermined timing, it is possible to heighten the player's sense of participation in the game and increase the enjoyment of the game. For example, the effect button 25 becomes operable during the execution of an effect that gives the player hope of transitioning to an advantageous state, and an image instructing the operation is displayed on the liquid crystal display 13 (PUSH effect). Then, when the effect button 25 is operated, the result of the game (for example, whether or not a transition to an advantageous state will occur) is notified. Note that the effect button 25 is not limited to a button-shaped button, but may be a lever-shaped button or the like, as long as it is configured to be able to detect the player's operation.

[0025] In addition, a door key cylinder 69 is provided on the lower door 12b. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Note that an error may be cleared by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.

[0026] Furthermore, the lower door 12b is provided with a lower panel 91. A light source (LED) for illumination is provided on the rear side of the lower panel 91, and the lower panel 91 is illuminated from behind by light emitted from this light source.

[0027] As shown in FIG. 3, a dedicated unit 200 (game value lending device, game medal lending device) is provided on the side (right side) of the gaming machine 10 as a device for lending game value. The front of the dedicated unit 200 is provided with a bill insertion slot 201 into which bills can be inserted, a card insertion / ejection slot 202 into which a card (game value management medium) can be inserted / ejected, a lending button 203 (lending operation means), a replay button 204 (lending operation means), and a card return button 205. The card is used to manage the number of game values ​​owned by the player. In other words, the number of game values ​​owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. In addition, the management of the number of play values ​​by card may be performed by storing the number of play values ​​on the card itself, or by storing the number of play values ​​in a designated management device installed in an amusement facility, etc., and linking the number of play values ​​stored in the management device, etc. with identification information stored on the card (such as the player's ID or an identification number unique to each card).

[0028] In the dedicated unit 200, an operation (pressing operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 10. When the lending button 203 is pressed, a predetermined number (for example, 50 coins) of game value is credited to the gaming machine 10 by consuming a stored value stored as a prepaid balance on a bill or card inserted into the bill insertion slot 201. In addition, in the dedicated unit 200, an operation (pressing operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 10. When the replay button 204 is pressed, a predetermined number (for example, 50 coins) of game value is credited to the gaming machine 10 by consuming game value owned by the player and managed by a card (game value linked to the card). In other words, in this embodiment, an operation on the lending button 203 or the replay button 204 as a lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined amount of game value is transferred (lent) from the dedicated unit 200 to the gaming machine 10.

[0029] As shown in FIG. 1, the lower door 12b is provided with a game medal number display device 211 (game value number display device, game value number indicator), a count button 212, and a settlement button 218. The game medal number display device 211 and the count button 212 are provided on the side (right side) of the lower door 12b. Based on the lending operation at the dedicated unit 200, in the gaming machine 10, a value equivalent to a predetermined number of game values ​​is set as credits (a value stored in the game value number storage area 66 (credit storage area) in the storage means 60). The value stored in the game value number storage area 66 can also be referred to as the number of credits (a saved number, a possessed number). The number of credits (a number of game medals available for play) is displayed on the game medal number display device 211. The game medal number display device 211 has a 5-digit (or 6-digit) 7-segment display, and the number of credits is displayed by this 7-segment display. In the gaming machine 10, the upper limit of the number of credits may be set, for example, within the range of values ​​that can be displayed on the gaming medal count display device 211. In the gaming machine 10, when the bet button 23 is operated in a state where gaming value is stored as credits, the gaming value stored as credits is set to an inserted state up to a specified number.

[0030] The game value number control means 55 (FIG. 4), which will be described later, controls the number of game values ​​stored in the game value number memory area 66. The game value number memory area 66 may be provided in the memory means (memory 58) of the game value number control means 55, rather than in the memory means 60 of the main control means 31. The game value number control means 55 increases the number of credits by a predetermined number when a predetermined combination (minor combination) is won and a predetermined number of game values ​​is awarded. Furthermore, when an operation to insert game values ​​(operation of the bet button 23) is performed at the start of a game, the game value number control means 55 decreases the number of credits by the number of game values ​​inserted. The game medal number display device 211 displays a value obtained by subtracting the number of bets from the number of possessed medals (number of credits).

[0031] Furthermore, the game value number control means 55 performs control to receive game value transferred from the dedicated unit 200 to the gaming machine 10. When game value is transferred from the dedicated unit 200 to the gaming machine 10, the game value number control means 55 increases the number of credits by the amount of game value to be transferred. Furthermore, the game value number control means 55 performs control to transfer game value from the gaming machine 10 to the dedicated unit 200. When game value is transferred from the gaming machine 10 to the dedicated unit 200, the game value number control means 55 decreases the number of credits by the amount of game value to be transferred. Furthermore, the game value number control means 55 displays the number of game value (number of credits) stored in credits on the game medal number display device 211, and changes the display content of the game medal number display device 211 according to the increase or decrease in the number of credits.

[0032] The counting button 212 is a button that is operated when transmitting (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200. The counting button 212 has a pressing portion (operation portion) that is formed to be pressable. When the player ends a game, for example, the credited game value can be transferred from the gaming machine 10 to the dedicated unit 200 based on an operation (pressing operation) on the counting button 212 as a counting operation (returning operation). Then, when an operation (pressing operation) is performed on the card return button 205 (FIG. 3) after the game value has been transferred to the dedicated unit 200, a card that enables the number of game value owned by the player to be known is ejected from the dedicated unit 200 (card insertion / ejection slot 202).

[0033] As described above, a predetermined number of gaming values ​​(game medals) is provided to the gaming machine 10 (the number of credits is added) based on the lending operation at the dedicated unit 200. Next, when the bet button 23 is operated, the gaming values ​​are set to an inserted state up to a specified number, and a value equivalent to the number of gaming values ​​(number of gaming medals) set to the inserted state is subtracted from the number of credits. In other words, the number of gaming values ​​displayed on the gaming medal number display device 211 decreases.

[0034] When a predetermined number of game values ​​are set to the inserted state, operation of the start lever 24 becomes valid, i.e., a state in which a game can be started. Next, when a game start operation is performed on the activated start lever 24, the rotation of each of the reels 20a-20c begins. Next, when the rotation speed of the reels increases to a predetermined speed and reaches a steady rotation state, operation of the stop buttons 26a-26c becomes valid. Next, when an activated stop button 26a-26c is operated, the rotation of the corresponding reel stops. Next, when the rotation of all the reels 20a-20c stops, a process is performed in which a predetermined number of game values ​​are awarded (added to credits) depending on the game result, or a process (replay process) is performed in which a game can be started again without newly consuming game values, and one game (one game) is ended. Furthermore, when the counting button 212 is operated, a predetermined number of credits (game medals) are transmitted (returned) to the dedicated unit 200. When a card return operation is performed in the dedicated unit 200, the card on which the predetermined information is stored is ejected from the dedicated unit 200.

[0035] When the settlement button 218 is operated (pressed) in a state in which game value is set to a deposited state (bet) in the gaming machine 10, the deposited game value is returned to credits. The settlement button 218 is a button that is operated when returning game value that has been deposited (set to a deposited state) by operating the bet button 23 to credits (the game value number storage area 66). In other words, a process (deposit return process) is executed in which the game value that has been set to a deposited state is returned to credits based on the operation of the settlement button 218. The deposit return process is a process in which the setting of the deposited state of the game value is canceled and a value equivalent to the number of game value that was set to the deposited state is added to the number of credits (the value stored in the game value number storage area 66). When the settlement button 218 is operated in a state in which game value that has been set to a deposited state exists, the game value is returned (returned) to credits based on this operation, and the number of game medals displayed on the game medal number display device 211 increases.

[0036] As shown in FIG. 4, the gaming machine 10 and the dedicated unit 200 are connected via a gaming ball etc. dispensing device connection terminal board 90. The gaming ball etc. dispensing device connection terminal board 90 is a connection terminal board for connecting the gaming machine 10 and the dedicated unit 200. The gaming machine 10 is equipped with a main control means 31 (main control board) that controls the progress of the game, a sub-control means 32 (sub-control board) that controls the presentation according to the progress of the game, a gaming value number control means 55 (gaming value number control board) that controls the number of gaming values, etc. In this embodiment, the gaming value number control means 55 is provided separately from the main control means 31, but the gaming value number control means 55 may be formed integrally with the main control means 31.

[0037] The main control means 31 is provided with a setting change key cylinder, a setting change button, etc. The setting change key cylinder and the setting change button may be provided in other parts, such as a power supply unit. The setting change key cylinder (setting key switch) has two states: an OFF state and an ON state. In other words, it is switchable between the OFF state and the ON state. The setting change key cylinder is formed so that a setting key can be inserted. The setting change key cylinder is initially in the OFF state. When the inserted setting key is rotated 90 degrees clockwise from the initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is rotated 90 degrees counterclockwise from the position where the state of the setting change key cylinder is in the ON state to the initial position, the state switches from the ON state to the OFF state. The setting change button can also be pressed.

[0038] The main control means 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, performs various calculations to execute a game, and controls output means such as the reel unit based on the calculation results. The sub-control means 32 receives signals sent from the main control means 31 and input signals from input means such as the effect button 25, performs various calculations to execute effects, and controls effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0039] Furthermore, the main control means 31 and the sub-control means 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control means 31 to the sub-control means 32, but information cannot be transmitted from the sub-control means 32 to the main control means 31. Furthermore, the functions of each board such as the main control means 31 and the sub-control means 32 are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0040] The main control means 31 includes a deposit acceptance means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 that controls the rotation of the reels, a winning determination means 44 that determines whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game status control means 49, an instruction function control means 51, a main effect control means 52, and a storage means 60 (main storage means, main memory). The storage means 60 includes a ROM and a RAM. The sub-control means 32 includes a sub-effect control means 70 and a sub-side storage means 72 (sub-memory). The sub-side storage means 72 includes a ROM and a RAM.

[0041] The main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 issues instructions to the sub-effect control means 70 based on the game status, the effect status, etc. Furthermore, the sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the information on the game status, the effect status, or information on whether or not to perform an instruction effect transmitted from the main effect control means 52. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52. Note that the control performed by the effect control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the effect control means 100.

[0042] The deposit acceptance means 40 accepts the deposit of gaming value for each game, and performs processing to validate a game start operation on the start lever 24 based on the deposit of a specified number of gaming values. When the bet button 23 is pressed with gaming value credited, the deposit acceptance means 40 sets the credited gaming value to a deposited state up to a specified number. In this embodiment, the first depression of the activated start lever 24 is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.

[0043] Furthermore, the deposit acceptance means 40 controls so that the game value owned by the player is not newly set to a deposited state in the next game after the game in which the replay has won. Specifically, while the deposit of game value is being accepted, the deposit acceptance means 40 does not accept any operation on the bet button 23, so that the credited game value is not set to a deposited state even if the bet button 23 is pressed.

[0044] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.

[0045] The internal lottery means 42 performs an internal lottery using an internal lottery table when the activated start lever 24 is operated (i.e., when a game starts). The internal lottery table associates various winning combinations, including small winning combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and a plurality of internal lottery tables are stored in an internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as will be described later, a normal in-game state, an RBB in-game state, and an RBB operating state can be set as the game state, and six setting values, from Setting 1 to Setting 6, can be set as the setting value, and the internal lottery means 42 selects an internal lottery table according to the game state and the setting value to perform an internal lottery. A small win is a win that allows a player to receive a predetermined number of game values ​​according to the small win. A replay is a win (activation) that allows a player to play again without consuming new game values. When a replay is won, operation of the start lever 24 is enabled without consuming game values, and the player can start playing by operating the start lever 24.

[0046] In the internal lottery, a random number value for the lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number value is determined as a winning combination. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 5, and each random number value obtained from the random number generating means 41 is corresponding to one of the winning areas. The winning areas include winning areas that contain one or more winning combinations (associated with winning combinations), and winning areas that do not contain any winning combinations (associated with losing combinations). Each winning area contains a different combination of winning combinations. All winning combinations that belong to the winning areas associated with the random number value obtained from the random number generating means 41 are determined as winning combinations in the internal lottery. Hereinafter, when a combination that belongs to a winning area is achieved in the internal lottery, this will also be referred to as "the winning area is winning." When no combination is achieved, this will also be referred to as "the winning area 'non-winning' is winning."

[0047] As shown in FIG. 5, in this embodiment, small wins include small wins 1 to 45. The winning areas that include small wins include "small win ALL," "medium payout ALL," "1 coin ALL," "batting order bell A1" to "batting order bell A8," "batting order bell C1" to "batting order bell C8," "batting order bell D1" to "batting order bell D4," "weak watermelon," "strong che," "weak che," "common 1 coin A," "common 1 coin B," and "1 coin 1" to "1 coin 4." Small wins 1 to 8 and 13 to 16 are 15-coin wins that award 15 coins of play value upon winning. Small wins 9 to 12 and 39 are 3-coin wins that award 3 coins of play value upon winning. Small wins 17 to 20 are 10-coin wins that award 10 coins of play value upon winning. In addition, small prizes 21 to 38, 40, 41, 43, and 45 are 1-piece prizes that will grant 1 coin of game value when won. In addition, small prizes 42 and 44 are 8-piece prizes that will grant 8 coins of game value when won. In the following, the winning areas "Batting Order Bell A1" to "Batting Order Bell A8", "Batting Order Bell C1" to "Batting Order Bell C8", and "Batting Order Bell D1" to "Batting Order Bell D4" may be collectively referred to as "Batting Order Bells". Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A8" may be collectively referred to as "Batting Order Bell A" (press-to-spot batting order bell, 12-choice bell), the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" may be collectively referred to as "Batting Order Bell C", and the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" may be collectively referred to as "Batting Order Bell D".

[0048] The winning area "Small Winning Area ALL" is a winning area where all small winning combinations (small winning combinations 1 to 45) are won in duplicate. Also, the winning area "Medium Payout ALL" is a winning area where small winning combinations 9 to 12 and small winning combinations 39 are won in duplicate. Also, the winning area "1 Piece ALL" is a winning area where small winning combinations 21 to 38, small winning combinations 40, small winning combinations 41, small winning combinations 43 and small winning combinations 45 are won in duplicate. Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A8" are winning areas where one type of 15-piece combination, one type of 3-piece combination, and multiple types of 1-piece combinations are won in duplicate. Also, the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" are winning areas where one type of 10-piece combination and multiple types of 1-piece combinations are won in duplicate. In addition, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are winning areas where one type of 15-piece role and multiple types of 1-piece roles overlap. In addition, the winning area "Weak Watermelon" is a winning area where multiple types of 8-piece roles overlap. In addition, the winning area "Strong Che" is a winning area where a 1-piece role (small role 40) is won alone. In addition, the winning area "Weak Che" is a winning area where a 3-piece role (small role 39) is won alone. In addition, the winning areas "1-piece 1" to "1-piece 4" are winning areas where multiple types of 1-piece roles overlap.

[0049] In this embodiment, replays are provided as Replay 1 to Replay 12. Also, the winning areas that include replays are "Selective Replay 1" to "Selective Replay 8," "Selective Replay 11" to "Selective Replay 14," "Selective Replay 21" to "Selective Replay 22," "Matching Replay," "Normal Replay 1," "Chance Eye," "Strong Watermelon," and "Normal Replay 2."

[0050] The winning areas "Choice Reply 1" to "Choice Reply 8", "Choice Reply 11" to "Choice Reply 14", "Choice Reply 21" to "Choice Reply 22", "Matching Reply", "Normal Reply 1", "Chance Eye", "Strong Watermelon" and "Normal Reply 2" are winning areas where multiple types of replays overlap and can be won.

[0051] In this embodiment, a big bonus (RBB: special role) is provided as a bonus. As a winning area associated with the bonus, a winning area "RBB" in which a big bonus is won alone is provided, and the winning areas "Common 1 coin A", "Common 1 coin B", and "1 coin 1" to "1 coin 4" are set so that the big bonus is won multiple times. In addition, when the gaming state is in the normal state, the big bonus is won multiple times in the winning areas "Common 1 coin A", "Common 1 coin B", and "1 coin 1" to "1 coin 4", but when the gaming state is in the RBB internal state, the big bonus is not won multiple times. In this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special bonus, but other bonuses may also be used. Other bonuses may also be installed. The installed bonuses may be set to be won independently, or may be set to be won in combination with a replay or small bonus.

[0052] In addition, a "no win" area is provided as a winning area associated with a losing win.

[0053] Each winning area is set to be winable or non-winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table depending on the game state and performs an internal lottery, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery targets. In Figure 5, a circle indicates whether each winning area can be won in each game state. Specifically, the winning areas "No Win," "Small Win," "Medium Payout All," and "1 Coin All" are winable when the game state is in the RBB active state, but not when the game state is in the normal or RBB internal state. The winning areas "Batting Order Bell A1" to "Batting Order Bell A8," "Batting Order Bell C1" to "Batting Order Bell C8," "Batting Order Bell D1" to "Batting Order Bell D4," "Weak Watermelon," "Selective Replies 1" to "Selective Replies 8," "Selective Replies 11" to "Selective Replies 14," "Selective Replies 21" to "Selective Replies 22," "Matching Replies," "Normal Replies 1," "Chance Eye," "Strong Watermelon," "Normal Replies 2," "Strong Chess," "Weak Chess," "Common 1 Coin A," "Common 1 Coin B," and "1 Coin 1" to "1 Coin 4" are winable when the game state is in the normal or RBB internal state, but not when the RBB is active. In addition, the winning area "RBB" is won when the game state is in the normal state, and cannot be won when the RBB is inside or the RBB is operating.

[0054] In addition, in this embodiment, the probability of winning a small win is the same in the normal state and the RBB internal state. Also, in the RBB operating state, it is not possible to win a replay. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.

[0055] The internal lottery means 42 sets the winning flag corresponding to the winning combination as a result of the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.

[0056] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.

[0057] Furthermore, the gaming machine 10 is configured so that the winning probabilities of winning combinations differ depending on the setting values ​​for the six setting values ​​from setting 1 to setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of multiple internal lottery tables selected according to the game state is changed to an internal lottery table group associated with each setting, and the winning probabilities of small combinations, replays, and bonuses change to a different internal lottery table group depending on the setting.

[0058] The setting change means 47 controls changing of the setting values ​​stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the gaming machine 10 and the power of the gaming machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from the initial position, the setting change means 47 starts the gaming machine 10 in setting change mode. The setting value can be selected from six setting values, from Setting 1 to Setting 6. In this embodiment, the winning probability of the internal lottery is changed so that the expected value of the payout rate increases sequentially from Setting 1 to Setting 6. In the setting change mode, the setting change means 47 changes the setting value in the following order each time the setting change button provided inside the gaming machine 10 is pressed: Setting 1 → Setting 2 → Setting 3 →... Setting 6 → Setting 1 →... Each time the start lever 24 is pressed, the setting value is confirmed and stored in the setting value storage area 63. In addition, the setting change mode can be switched to the game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the setting value currently selected in the setting change mode is displayed on the first main display. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0059] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the gaming machine 10 is started in the gaming mode. In this embodiment, in the gaming mode, a game can be played but the setting values ​​cannot be changed, while in the setting change mode, the setting values ​​can be changed but the game cannot be played. The main control means 31 may also include a setting confirmation means. In the gaming mode with the power turned on, when a setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from the initial position, the setting confirmation means transitions the gaming machine (gaming machine 10) from the gaming mode to the setting confirmation mode and performs a process (setting notification process) to notify the current setting value via the LCD display 13, the game information display unit, etc. In the setting confirmation mode, an image (e.g., the words "setting reference in progress") indicating that the setting confirmation mode is active is displayed on the LCD display 13. In the setting confirmation mode, the currently set setting value is displayed on the first main indicator of the game information display unit. In the setting confirmation mode, the current setting value can be viewed (announced), but it is not possible to play the game. Also, in the setting confirmation mode, the setting value can be viewed, but it is not possible to change the setting value.

[0060] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game zone, and presentation state, described below, to their initial states. That is, when the setting value is changed, the game state becomes a normal state, the game zone becomes a non-advantageous zone, and the presentation state becomes a non-advantageous zone presentation state, and these states become the same as when the power was first turned on after shipping from the factory. In addition, during the initialization process, the initialization means 48 also initializes information related to presentation stored in the RAM of the storage means 60. The sub-control means 32 also has initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control means 31, the initialization means of the sub-control means 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. In addition, even if the setting value is changed, the game state, game section, and presentation state may not return to their initial state.

[0061] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of a game) under the control of the main control means 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.

[0062] That is, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel among the first reel 20a to the third reel 20c corresponding to the operated button, and controls the reel to stop at the determined stop position. In the gaming machine 10, when the stop button 26a is operated, the rotation of the first reel 20a is stopped, when the stop button 26b is operated, the rotation of the second reel 20b is stopped, and when the stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (play order) of the stop buttons 26a to 26c.

[0063] In the following, regarding the order of stop operations (operation order of stop buttons 26a to 26c), the order of a group of stop operations in which all stop buttons 26a to 26c are operated will be referred to as the "batting order." Furthermore, of the stop operations that make up the batting order, the first stop operation performed will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."

[0064] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." " Batting order 4 is the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a. Batting order 5 is the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b. Batting order 6 is the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a. In addition, "batting order 1" and "batting order 2" are sometimes collectively referred to as "left push," "batting order 3" and "batting order 4" are sometimes collectively referred to as "center push," and "batting order 5" and "batting order 6" are sometimes collectively referred to as "right push." ​​In addition, "center push" and "right push" are sometimes collectively referred to as "irregular push."

[0065] In this embodiment, the first reel 20a to the third reel 20c are stopped within 190 ms of the moment the stop button 26a to 26c is pressed. The reels can rotate a maximum of four frames (four symbols) from the moment the stop button 26a to 26c is pressed until the reels 20a to 20c stop. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c whose stop operation is performed to stop so that the symbols corresponding to the winning combination whose win flag is set to a winning state are displayed on the winning line when the symbols on the outer periphery of the reel 20a to 20c whose stop button 26a to 26c whose stop operation is performed are located within a range of 0 to 4 frames (a predetermined pull-in range) from the display position on the winning line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop button 26a to 26c for which the stop operation has been performed so that any one of the symbols from the symbol currently positioned on the pay line at the time the stop operation was performed to the symbol four symbols adjacent thereto is displayed on the pay line.

[0066] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped according to the priority order set for each winning combination so that a predetermined winning combination will be awarded. In this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that the symbols constituting the symbol combination representing the winning mode of a winning combination with a higher priority are displayed on the pay line in priority to the symbols constituting the symbol combination representing the winning mode of a winning combination with a lower priority.

[0067] Furthermore, when multiple types of minor winning combinations are won in the internal lottery, there are two methods for determining the priority of the candidate stop positions: a method for determining the priority according to the number of symbol combinations that can be displayed on an active line (number priority control), and a method for determining the priority according to the amount of payout of game value (number priority control). When executing number priority control, which determines the priority of the candidate stop positions according to the number of symbol combinations that can be displayed on an active line, the priority of each candidate stop position is determined so that the priority is higher for the stop position (symbol) that has a larger number of symbol combinations that show winning forms that can be displayed on an active line. When executing number priority control, which determines the priority of the candidate stop positions according to the amount of payout of game value, the priority is determined so that the priority is higher for the stop position that has a larger payout amount of game value based on the payout of the minor winning combination corresponding to the symbol displayed at the display position on the active line (a stop position that can win a minor winning combination with a larger payout). In addition, when determining the priority of candidate stop positions according to the amount of payout of game value, if multiple minor winning combinations with the same payout are won, the priority of candidate stop positions that can win each minor winning combination will be treated as being the same.

[0068] Figure 6 shows the relationship between the stop operation mode and the winning combination when the batting order bell is won in the RBB internal state. The batting order bell has a correct batting order and an incorrect batting order set.

[0069] Each winning area of ​​"Batting Order Bell A1" to "Batting Order Bell A8" (Batting Order Bell A, Eye-Clicking Batting Order Bell) has one correct first batting order, one correct second batting order, and four incorrect batting orders. The first correct batting order and the second correct batting order have the same reel that should be stopped first (the stop button that should be operated first).

[0070] When each winning area of ​​"Batting Order Bell A1" to "Batting Order Bell A8" is won in the RBB internal state, if the operation is performed in a correct operation mode (specific operation mode), a correct small role (15-piece role or 3-piece role) can be won, and if the operation is performed in an operation mode different from the correct operation mode (incorrect operation mode), the correct small role (15-piece role or 3-piece role) will not be won, and a 1-piece role can be won. The correct small role is a small role that can win a game value equal to or greater than the game value bet for one game. In addition, the failed small role (described later) is a small role that can win a game value less than the game value bet for one game. In this embodiment, the correct operation mode when Batting Order Bell A is won includes a first correct operation mode that can win a 15-piece role, and a second correct operation mode that can win a 3-piece role.

[0071] When one of the winning areas "Batting Order Bell A1" to "Batting Order Bell A8" is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the first correct operation mode, the priority is determined so that the candidate stop position that can win a 15-coin role has the highest priority (priority order), if the stop buttons 26a to 26c are pressed in the second correct operation mode, the priority is determined so that the candidate stop position that can win a 3-coin role has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can win a 1-coin role has the highest priority.

[0072] Of the batting order bells A, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are designed to win a 15-coin combination when a stop operation is performed in the first correct operation mode, i.e., when the operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a specific timing (correct press timing), in other words, when the operation is performed in the first correct batting order and the first stop operation is performed when a pattern within a predetermined range (for example, any of the pattern numbers 0 to 9 shown as "blue" in Figure 2) that includes a specific pattern (first specific pattern: blue BAR pattern "blue BAR") on the reel that is stopped first is located at a specific display position (for example, on an effective line) (reels 20a to 20c are designed to stop in a stop mode in which a pattern combination that shows a winning form of a 15-coin combination is displayed on the effective line). In other words, by operating in the first correct batting order and performing the first stopping operation aiming at the first specific symbol, it is possible to win a 15-piece role.

[0073] Among the batting order bells A, the winning areas "batting order bell A1" to "batting order bell A4" are configured to win a three-coin prize when a stop operation is performed in the second correct operation mode, i.e., (1) when the operation is performed in the first correct batting order and the predetermined stop operation (first stop operation) is performed at a timing different from the specific timing (incorrect press timing), i.e., when the operation is performed in the first correct batting order and the first stop operation is performed when a specific symbol (first specific symbol) on the reel that is to be stopped first is within a predetermined range (for example, any symbol among symbol numbers 10 to 19 shown as "red" in FIG. 2) and is located in a predetermined display position (for example, on an active line), or (2) when the operation is performed in the second correct batting order. In this embodiment, the "second correct operation mode" includes a mode in which the operation is performed in the first correct batting order but the timing of the first stop operation is inappropriate (failure to press the button at the correct time), and a mode in which the operation is performed in the second correct batting order.

[0074] Of the batting order bells A, the winning areas "batting order bell A5" to "batting order bell A8" are configured to win a 15-piece combination when a stop operation is performed in the first correct operation mode, that is, when the operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a specific timing (correct press timing), in other words, when the operation is performed in the first correct batting order and a specific symbol (second specific symbol: red BAR symbol "RED BAR") on the reel that stops first is located in a specific display position (for example, on an active line) and a pattern within a predetermined range (for example, any of the symbol numbers 10 to 19 shown as "red" in FIG. 2) is performed, the 15-piece combination is won. In other words, by operating in the first correct batting order and performing the first stop operation aiming at the second specific symbol, it is possible to win a 15-piece combination.

[0075] Of the batting order bells A, the winning areas "Batting Order Bell A5" to "Batting Order Bell A8" are designed to win a three-coin role when a stop operation is performed in the second correct operation mode, that is, (1) when the operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a timing (incorrect press timing) different from the specific timing, that is, when the operation is performed in the first correct batting order and the first stop operation is performed when a pattern within a predetermined range (for example, any of the pattern numbers 0 to 9 shown as "blue" in Figure 2) that does not include a specific pattern (second specific pattern) on the reel that is to be stopped first is located at a predetermined display position (for example, on an effective line), or (2) when the operation is performed in the second correct batting order.

[0076] In the winning areas "Batting Order Bell A1" to "Batting Order Bell A8," if the stop operation is performed in an incorrect operation mode, i.e., if the operation is performed in an incorrect batting order, either a 1-piece role will be awarded or no role will be awarded.

[0077] The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" have different correct batting orders (first correct batting order and second correct batting order). Also, the winning areas "Batting Order Bell A5" to "Batting Order Bell A8" have different correct batting orders (first correct batting order and second correct batting order). Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" and the winning areas "Batting Order Bell A5" to "Batting Order Bell A8" have different timings for the stop operation (first stop operation) that allows for the winning of a 15-piece role when operating in the first correct batting order.

[0078] In addition, for the winning areas "Batting Order Bell A1" to "Batting Order Bell A8," any of batting orders 3 to 6 are set as the correct batting order (first correct batting order and second correct batting order), and batting orders 1 and 2 are not set as the correct batting order. Note that the parenthesized content in Figure 6 indicates the winning rate of a 1-piece role when the stop operation is performed in that batting order. For example, the notation "1 piece (1 / 4)" indicates that there is a 1 / 4 probability that a 1-piece role will win, and a 3 / 4 probability that the 1-piece role will not win (the 1-piece role will not win).

[0079] For each winning area of ​​"Batting Order Bell C1" to "Batting Order Bell C8" (Batting Order Bell C), there is one correct batting order, and the other five batting orders are incorrect batting orders. For each winning area of ​​"Batting Order Bell C1" to "Batting Order Bell C8", if the operation is performed in the correct batting order (correct operation mode), a 10-coin role (correct small role) will be awarded, and if the operation is performed in an operation mode (incorrect operation mode, incorrect batting order) different from the correct operation mode, the correct small role (10-coin role) will not be awarded, and a 1-coin role may be awarded. In other words, when any of the winning areas is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can win a 10-coin combination has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can win a 1-coin combination has the highest priority.

[0080] When the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" are operated in the correct operation mode, a 10-coin role will be awarded. Also, when the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" are operated in the incorrect operation mode, a 1-coin role will be awarded or no role will be awarded.

[0081] As described above, when the batting order bell A is operated in the first correct operation mode, that is, when it is operated in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a specific timing (correct press timing), a 15-coin combination is won. On the other hand, when the batting order bell C is stopped in the correct operation mode (correct batting order), a 10-coin combination is won. The correct operation mode when the batting order bell C is won is different from the first correct operation mode when the batting order bell A is won, and it is possible to win a correct minor combination regardless of the timing of pressing the stop button 26.

[0082] The winning areas "Batting Order Bell C1" to "Batting Order Bell C4" have different correct batting orders set to them. Also, the winning areas "Batting Order Bell C5" to "Batting Order Bell C8" have different correct batting orders set to them. Also, the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" have the correct batting orders set to one of batting orders 3 to 6, and batting orders 1 and 2 are not set to the correct batting order.

[0083] In addition, when each winning area of ​​"Batting Order Bell C1" to "Batting Order Bell C4" is won in the general medium state, even if the stopping operation is performed in a batting order (correct batting order) in which a 10-coin role would be awarded if the RBB internal medium state, the 10-coin role will not be awarded, and a 1-coin role will be awarded.

[0084] For each winning area of ​​"Batting Order Bell D1" to "Batting Order Bell D4" (Batting Order Bell D), there are two correct batting orders, and the other four are incorrect batting orders. Specifically, batting orders 1 and 2 are correct batting orders, and batting orders 3 to 6 are incorrect batting orders. For each winning area of ​​"Batting Order Bell D1" to "Batting Order Bell D4," if the operation is performed in the correct batting order (correct operation mode), a 15-coin role (correct small role) will be awarded, and if the operation is performed in an operation mode other than the correct operation mode (incorrect operation mode, incorrect batting order), the correct small role (15-coin role) will not be awarded, and a 1-coin role may be awarded. In other words, when any winning area is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can win a 15-coin combination has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can win a 1-coin combination has the highest priority.

[0085] When the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are operated in the correct operation mode, a 15-piece role will be awarded. Also, when the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are operated in the incorrect operation mode, a 1-piece role will be awarded or no role will be awarded.

[0086] In the winning areas "Batting Order Bell D1" to "Batting Order Bell D4," the same batting orders (batting order 1 and batting order 2) are set as the correct batting orders, and the same batting orders (batting order 3 to batting order 6) are set as the incorrect batting orders.

[0087] The winning determination means 44 is activated when the rotation of the reels 20a to 20c is stopped, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the reels 20a to 20c are stopped is compared with a winning determination table stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved.

[0088] When a winning combination is achieved, the main control means 31 executes a winning process corresponding to the winning combination that has been achieved. Specifically, the winning process involves a payout process (game value provision process) when a small combination is achieved, a replay process (replay process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).

[0089] Here, the payout process (game value awarding process) is a process of awarding a number of game values ​​determined based on a payout determined for each role when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of game values ​​to be awarded based on a payout determined for each role, and awards the determined number of game values ​​to be awarded. Specifically, the payout control means 45 transmits information indicating the determined number of game values ​​to be awarded to the game value number control means 55, and causes the game value number control means 55 to execute a credit addition process. The game value number control means 55 performs a process (credit addition process) of adding the awarded number to the stored value (number of credits) in the game value number storage area 66.

[0090] In this embodiment, when small wins 1 to 8 and small wins 13 to 16 are won, 15 coins of game value are awarded; when small wins 9 to 12 and small wins 39 are won, 3 coins of game value are awarded; when small wins 17 to 20 are won, 10 coins of game value are awarded; when small wins 21 to 38, 40, 41, 43 and 45 are won, 1 coin of game value is awarded; and when small wins 42 and 44 are won, 8 coins of game value are awarded. The 15-coin combination has a higher payout than the 10-coin combination, the 8-coin combination, the 3-coin combination and the 1-coin combination. The 1-coin combination has a lower payout than the 15-coin combination, the 10-coin combination, the 8-coin combination and the 3-coin combination. The 15-coin, 10-coin, and 8-coin combinations can be said to be combinations that, if won, will allow a player to acquire more game value than the game value bet for one game (combinations in which the number of game values ​​awarded when won is greater than the number of game values ​​inserted required to start a game). The 15-coin, 10-coin, 8-coin, and 3-coin combinations can be said to be combinations that, if won, will allow a player to acquire more game value than the game value bet for one game. The 1-coin combination can be said to be a combination that, if won, will allow a player to acquire less (or equal to) the game value bet for one game.

[0091] Furthermore, the replay process is a process in which, when a replay wins, the next game is set to the same game start standby state as the previous game without the need to insert game value, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of game values ​​as those set to the insertion state in the previous game (the game in which the replay won) are automatically inserted, and the system waits for the next game start operation on the start lever 24 with an active line set corresponding to the number of game values ​​inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional game value.

[0092] As shown in Fig. 7, the gaming state control means 49 performs a gaming state transition control process that transitions the gaming state between the normal state, the RBB internal state (bonus established state), and the RBB operating state (bonus state). The gaming state transition condition may be a single condition or multiple conditions. When multiple conditions are established, the gaming state may be transitioned based on the establishment of one of the multiple predetermined conditions, or based on the establishment of multiple or all of the multiple predetermined conditions.

[0093] As described above, the internal lottery means 42 selects an internal lottery table according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is set as a lottery target. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets. In the RBB operation state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets.

[0094] The gaming state is initially in the normal state. In the normal state, an internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "All Small Wins," "All Medium Payouts," and "All One Coin" are set as the lottery targets. In addition, it is possible to transition from the normal state to the RBB internal state. When a big bonus is won in the normal state, the gaming state control means 49 transitions the gaming state to the RBB internal state.

[0095] The RBB internal state (first gaming state) is a gaming state to which the game state transitions when a big bonus (special combination) is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "All Small Wins," "All Medium Payouts," "All Ones," and "RBB" are set as the lottery targets. Also, in the RBB internal state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the RBB internal state to the RBB operating state.

[0096] The RBB operating state (second gaming state) is a gaming state to which the game state transitions when a symbol combination indicating a big bonus winning form is displayed on an active pay line. In the RBB operating state, an internal lottery is performed by referring to an internal lottery table in which the winning areas "No Win," "All Small Wins," "All Medium Payouts," and "All One Coin" are set as the lottery targets. In addition, in the RBB operating state, the game state control means 49 determines whether the termination condition is met based on the total number of game values ​​awarded in the RBB operating state. If the number of game values ​​awarded exceeds a predetermined number, the game state control means 49 terminates the RBB operating state and transitions the gaming state to the normal state. In this embodiment, the termination condition of the RBB operating state is determined by the total number of awarded game values, but the termination condition may be determined by the number of games played in the RBB operating state, the number of wins of small winning combinations, etc. Also, the termination condition of the RBB operating state may be determined so that it ends after one game.

[0097] As shown in FIG. 4 , the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the activation of an instruction function that assists the winning of a specific winning combination in a favorable zone. Specifically, when a predetermined winning combination is achieved, the instruction function control means 51 determines whether to perform an instruction presentation that assists the winning of this winning combination. More specifically, when the batting order bell is achieved, for example, the instruction function control means 51 determines whether to perform an instruction presentation that notifies the player of the correct batting order (correct operation mode) and assists the player in winning a predetermined winning combination (correct minor winning combination). When the instruction function control means 51 determines to perform an instruction presentation, the presentation control means 100 causes presentation devices such as the liquid crystal display 13 and the speaker 14 to execute the instruction presentation. Note that when an instruction presentation is performed, a display (information) corresponding to the operation mode notified by the instruction presentation is also displayed on the 7-segment display of the game information display unit.

[0098] As shown in FIG. 8, the gaming zone control means 80 performs a gaming zone transition control process that transitions the gaming zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a gaming zone that corresponds to the initial state among multiple types of gaming zones. In the non-advantageous zone, the bonus granting means 82 conducts a lottery for transition to an advantageous zone, and if the advantageous zone transition lottery is won, the gaming zone control means 80 transitions the gaming zone to an advantageous zone. When the gaming zone is set to a non-advantageous zone, instruction effects cannot be performed, and instruction effects can only be performed when the gaming zone is set to an advantageous zone. When the termination condition for the advantageous zone is met, the gaming zone control means 80 terminates the advantageous zone and transitions the gaming zone to a non-advantageous zone.

[0099] In the non-advantageous zone, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone at a predetermined opportunity. Specifically, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.

[0100] Furthermore, the gaming zone control means 80 performs an increment process, triggered by a game start operation on the start lever 24, to add "1" to the stored value of the advantageous zone game number counter 65 stored in the RAM of the storage means 60 as a value corresponding to one game each time a game is played in the advantageous zone. The gaming zone control means 80 does not increment the advantageous zone game number counter 65 in the non-advantageous zone. Furthermore, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone game number counter 65 is "0." When the stored value of the advantageous zone game number counter 65 reaches a threshold value (upper limit) of "4000," the gaming zone control means 80 may transition the gaming zone from the advantageous zone to the non-advantageous zone, assuming that the end condition of the advantageous zone is met. That is, the upper limit of the number of games in the advantageous zone may be set to 4000, so that games exceeding 4000 consecutive times in the advantageous zone are not performed. In this embodiment, the conditions for ending the advantageous zone are not met when the number of times the game is played in the advantageous zone reaches a predetermined number (for example, 4000 times).

[0101] The gaming interval control means 80 performs an update process in which, in a favorable interval, the stored value of the difference number counter 64 provided in the RAM of the storage means 60 is updated by the difference number of gaming values, subtracts a value corresponding to the number of gaming values ​​inserted in the game (for example, "3" if three gaming values ​​are inserted) from a value corresponding to the number of gaming values ​​awarded (for example, "15" if 15 gaming values ​​are awarded, and "0" if no winning combination is won and no gaming value is awarded), to obtain a calculation result of the difference number of gaming values ​​in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the gaming interval control means 80 does not add to the difference number counter 64 in a non-favorable interval. Also, at the time of transition from a non-favorable interval to a favorable interval, the stored value of the difference number counter 64 is "0". Then, when the stored value of the difference number counter 64 exceeds a threshold value (for example, "2400"), the gaming area control means 80 determines that the condition for ending the advantageous area is met, and transitions the gaming area from the advantageous area to the non-advantageous area. In this embodiment, the stored value of the difference number counter 64 is controlled so that it may fall below the initial value "0" at the time of transition to the advantageous zone (at the start of the advantageous zone). For example, if the stored value of the difference number counter 64 at the start of a game is "2" and, as a result of playing a game, no winning combination is achieved and no game value is paid out, the calculation result of the difference number in that game becomes "-3", and adding the calculation result of the difference number to the stored value of the difference number counter 64 makes it fall below the initial value "0". In this embodiment, an upper limit is set for the number of game values ​​that can be acquired in the advantageous zone, and the advantageous zone ends (the condition for ending the advantageous zone is met) when the increase in game value from the reference value at the time of transition to the advantageous zone (at the start of the advantageous zone) exceeds 2,400. In addition, if a replay is won in a game, the game in which the replay was won may be treated as having had a payout of game value equivalent to the specified number of inputs for that game, and the difference in the number of coins may be calculated by treating the next game, which is provided free of charge due to the replay being won, as having had game value equivalent to the specified number of inputs for that game, even if no actual game value has been input, and the difference in the number of coins may be calculated by treating the next game, which is provided free of charge due to the replay being won, as having had game value equivalent to the specified number of inputs for that game,

[0102] The advantageous zone indicator is turned off in non-advantageous zones and turned on in advantageous zones. Note that the advantageous zone indicator does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first instruction performance is performed. Also, once it is turned on, it will not be turned off until the advantageous zone ends.

[0103] As shown in Fig. 8, the presentation state control means 81 performs a presentation state transition control process that transitions the presentation state between multiple types of presentation states, including a non-advantageous zone presentation state, a normal presentation state, a CZ presentation state, and an AT presentation state. The presentation state transition condition may be a single condition or multiple conditions. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is met, or when multiple or all of the multiple predetermined conditions are met.

[0104] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among multiple types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state (non-advantageous zone), as described above, the benefit granting means 82 performs a lottery for transition to an advantageous zone, and when a transition to an advantageous zone is determined in the lottery for transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to the normal presentation state.

[0105] The normal presentation state is a presentation state that is basically transitioned to when the advantageous zone starts, and at the start of the advantageous zone, the probability of transitioning to the normal presentation state is set higher than the probability of transitioning to other presentation states. Also, in the normal presentation state, instruction presentations are executed less frequently than in the CZ presentation state or the AT presentation state, and instruction presentations are almost never executed or are not executed at all (the expected value for acquiring game value is low).

[0106] In the normal presentation state, the bonus granting means 82 conducts a lottery (CZ lottery) to determine whether or not to transition to the CZ presentation state based on the result of an internal lottery (for example, winning a predetermined role (winning area)). If the CZ lottery is won in the normal presentation state, the presentation state control means 81 transitions the presentation state to the CZ presentation state. Note that, for example, an upper limit (so-called ceiling) may be set for the number of plays in the normal presentation state, and when a predetermined number of plays (for example, 500 plays) have been played in the normal presentation state, the presentation state control means 81 may transition the presentation state to the CZ presentation state.

[0107] When a predetermined condition is met in the CZ presentation state (chance presentation state), the bonus granting means 82 grants the player the right to transition to the AT presentation state as a bonus advantageous to the player. Then, based on the granting of the right to transition to the AT presentation state, the presentation state control means 81 transitions the presentation state to the AT presentation state. That is, in the CZ presentation state, the presentation state control means 81 can transition the presentation state to the AT presentation state at a predetermined trigger. For example, in the CZ presentation state, the bonus granting means 82 may conduct a lottery (AT lottery) to determine whether or not to transition to the AT presentation state based on the results of an internal lottery (for example, based on winning a predetermined role (winning area)), and if the AT lottery is won, it may be deemed that the predetermined condition is met, and the right to transition to the AT presentation state may be granted.

[0108] The presentation state control means 81 ends the CZ presentation state when the termination condition for the CZ presentation state is met (for example, when a predetermined number of plays have been played in the CZ presentation state). The presentation state control means 81 determines whether or not the right to transition to the AT presentation state has been granted at the end of the CZ presentation state, and if the right has been granted, transitions the presentation state to the AT presentation state. On the other hand, if the right has not been granted, transitions the presentation state to a non-advantageous zone presentation state. At this time, the game zone control means 80 transitions the game zone from an advantageous zone to a non-advantageous zone. Note that at the end of the CZ presentation state, there may be cases where the presentation state transitions to a normal presentation state, and the advantageous zone continues (without transitioning to a non-advantageous zone).

[0109] In this embodiment, the instruction effect may be executed in the CZ effect state, but the frequency with which the instruction effect is executed is lower than in the AT effect state. Note that the low frequency with which the instruction effect is executed may include the case where the instruction effect is not executed at all.

[0110] In the AT performance state, the instruction function control means 51 determines the execution of an instruction performance that notifies the player of a correct operation mode based on the winning of a predetermined winning area (batting order bell). When the execution of the instruction performance is determined, the performance control means 100 executes the instruction performance. The performance control means 100 notifies the player of the correct operation mode and causes the performance devices such as the liquid crystal display 13 and the speaker 14 to execute an instruction performance that assists in the winning of a predetermined role (correct minor role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation mode notified by the instruction performance, the predetermined role (correct minor role) can be won.

[0111] The continuation of the AT presentation state is managed based on the stored value of an AT end determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to be set in the AT end determination counter 67 when the presentation state transitions to the AT presentation state. In other words, the instruction function control means 51 increases the stored value of the AT end determination counter 67 when the presentation state transitions to the AT presentation state. In yet other words, the instruction function control means 51 sets a value related to the duration of the AT presentation state in the AT end determination counter 67 when the presentation state transitions to the AT presentation state.

[0112] The instruction function control means 51 decreases the stored value of the AT end determination counter 67 in accordance with the progress of the game in the AT presentation state. Then, when the stored value of the AT end determination counter 67 reaches the threshold value "0" in the AT presentation state, the presentation state control means 81 determines that the end condition of the AT presentation state is met and ends the AT presentation state.

[0113] In this embodiment, when transitioning to the AT presentation state, the instruction function control means 51 sets a value (for example, 50) corresponding to the number of games that can be played in the AT presentation state in the AT end determination counter 67. Each time one game is played in the AT presentation state, the instruction function control means 51 performs processing to subtract a value "1" corresponding to one game from the stored value of the AT end determination counter 67. When the stored value of the AT end determination counter 67 reaches a threshold value "0" in the AT presentation state, the presentation state control means 81 determines that the condition for ending the AT presentation state is met, and ends the AT presentation state.

[0114] The stored value of the AT end determination counter 67 may represent, for example, the number of awarded game values ​​that can be acquired in the AT presentation state, the number of sets of executable AT presentation states (number of AT sets), or the number of instruction presentations that can be executed in the AT presentation state (number of navigations). In other words, when the AT presentation state starts, the number of awarded game values ​​that can be acquired, the number of AT sets, the number of navigations, etc. are set in the AT end determination counter 67, and the stored value of the AT end determination counter 67 is updated at a predetermined opportunity, such as each time game value is awarded, each time one set of AT presentation states is executed, or each time an instruction presentation is executed, in the AT presentation state, and the AT presentation state may be terminated based on the stored value of the AT end determination counter 67 reaching a threshold value.

[0115] The bonus granting means 82 may conduct a lottery (additional lottery) at a predetermined trigger in the AT presentation state to decide whether or not to increase the stored value of the AT end determination counter 67 (to decide whether or not to increase the duration of the AT presentation state), and may increase the stored value of the AT end determination counter 67 based on the result of the lottery.

[0116] The presentation state control means 81 transitions the presentation state to a non-advantageous zone presentation state based on the end of the AT presentation state. Also, the game zone control means 80 transitions the game zone from an advantageous zone to a non-advantageous zone. Note that, at the end of the AT presentation state, the presentation state may transition to a normal presentation state, and the advantageous zone may continue (without transitioning to a non-advantageous zone).

[0117] In this embodiment, the CZ presentation state has a higher expectation of transitioning to the AT presentation state than the normal presentation state, and is a state (presentation state) that is more advantageous to the player than the normal presentation state. Also, the AT presentation state has a higher frequency of instruction presentations being executed than the normal presentation state and the CZ presentation state, and is a state (presentation state) that is more advantageous to the player than the normal presentation state and the CZ presentation state.

[0118] In this embodiment, a direct transition from the normal presentation state to the AT presentation state may occur. For example, in a CZ lottery in a normal presentation state, rather than simply determining whether or not to transition to the CZ presentation state, a lottery may be held to determine whether the presentation state will transition to the AT presentation state, the CZ presentation state, or whether or not to transition to the normal presentation state. In other words, an AT lottery or a CZ lottery may be held in a normal presentation state.

[0119] Furthermore, in this embodiment, a direct transition from a non-advantageous zone presentation state to a CZ presentation state or an AT presentation state may occur. For example, in the advantageous zone transition lottery, rather than simply determining whether or not to transition to an advantageous zone (normal presentation state), a lottery may be held to determine whether the presentation state will transition to an AT presentation state, a CZ presentation state, a normal presentation state, or whether or not to remain in the non-advantageous zone presentation state. In other words, a CZ lottery or an AT lottery may be held in a non-advantageous zone presentation state.

[0120] Furthermore, the AT presentation state may be set according to the gaming state to which the transition is made based on the winning of a bonus or winning a prize. For example, when the gaming state is in the RBB internal state, transition to the AT presentation state may be possible, and transition to the AT presentation state may be impossible in the general state or the RBB operating state. In other words, in the general state or the RBB operating state, for example, transition to the AT presentation state may not be made even if the AT lottery is won, and the AT lottery may not be held.

[0121] Also, if a bonus is won when the presentation state is the AT presentation state and the game state is in the RBB internal state, the AT presentation state may be suspended until the game transitions back to the RBB internal state via the general internal state after the RBB operating state, which is transitioned to by winning this bonus. In other words, the instruction presentation may be stopped when a bonus is won, and resumed when the game transitions back to the RBB internal state.

[0122] When the advantageous zone ends and the game zone transitions to a non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone play count counter 65, the stored value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, the stored value of the AT end determination counter 67, etc. In other words, information related to the instruction function is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the instruction function (instruction performance) shown here is also initialized.

[0123] In this embodiment, when the gaming state is in the RBB internal state (bonus internal state), the instruction function control means 51 (presentation control means 100) performs lottery related to the instruction function (for example, lottery related to transition to the AT presentation state), granting of benefits related to the instruction presentation (for example, benefits that increase the probability of transition to the AT presentation state), and processing related to the instruction function such as instruction presentation, but when the gaming state is in the general state or the RBB operating state (bonus operating state), it does not perform lottery related to the instruction function, granting of benefits related to the instruction presentation, or processing related to the instruction function such as instruction presentation.

[0124] In this embodiment, in the internal bonus state, regardless of the result of the internal lottery (and regardless of the type of stop operation), the reels 20a to 20c are stopped so that the symbol combination indicating the big bonus (RBB) winning form does not appear on the pay line. That is, in this embodiment, once the gaming state is set to the internal bonus state, the game continues in the internal bonus state. Therefore, in this embodiment, the game is basically played in the internal bonus state. The following explanation assumes that the gaming state is basically the internal bonus state. In this embodiment, in the general state and the internal bonus state, the winning area "Battalion Bell" is set so that 15-coin combinations (Battalion Bell C is set so that 10-coin combinations) do not overlap, while in the bonus activation state, the winning area "Small Coin ALL" is set so that 15-coin combinations (10-coin combinations) overlap. The winning probability of the "Small Coin ALL" winning area in the bonus activation state is set higher than the winning probability of the "Battalion Bell" winning area in other gaming states. In addition, the probability of winning the "Small Win ALL" winning area during the bonus activation state is set lower than the probability of winning any of the "Batting Order Bell" winning areas during other game states. This reduces the chances of winning a 15-coin (10-coin) winning combination during the bonus activation state compared to other game states, lowering the expected payout rate when the bonus is activated.

[0125] As shown in FIG. 4, the sub-control means 32 includes a performance sub-control means 70 and a sub-memory 72 (sub-storage means). The performance sub-control means 70 controls performances using the LCD display 13, the speaker 14, and the lighting device 38 based on performance data stored in the sub-memory 72. For example, the sub-control means 70 controls the execution of performances to liven up or assist the game according to the progress of the game, by lighting or blinking the lighting device 38, changing the display content of the LCD display 13, or outputting sound from the speaker 14 in response to the insertion of game value, the operation of the bet button 23, the start lever 24, or the stop buttons 26a-26c, or the occurrence of game events such as changes in the game state. The sub-control means 32 mainly controls performances during game play, standby, etc.

[0126] The content of the effects to be executed in a game is determined using an effect lottery table stored in the sub-memory 72 in response to commands (information) sent from the main control means 31 in response to the game status, the effect status, the result of the internal lottery, etc. In this embodiment, image data stored in the ROM of the sub-memory 72 is read into an image buffer provided in the sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of the sub-memory 72 is read into a sound buffer provided in the sub-memory 72, and sound based on the sound data read into the sound buffer is output from the speaker 14.

[0127] As shown in Fig. 3, the gaming machine of this embodiment has a left speaker 14a and a right speaker 14b as speakers 14 (stereo speakers). The left speaker 14a and the right speaker 14b are arranged at approximately the same position (height) in the vertical direction and spaced apart in the horizontal direction. Note that "approximately the same" (approximately the same) includes "identical" (coincident). The left speaker 14a is located on the left side when viewed from the front (player). The right speaker 14b is located on the right side when viewed from the front (player). The speakers 14a and 14b are full-range speakers capable of outputting sounds in a relatively wide range from low to high frequencies, and their reproduction frequency band is, for example, 50 Hz to 18 kHz.

[0128] As shown in FIG. 9, the sub-control means 32 includes a performance sub-control means 70, a sub-memory 72, a performance sound control section 76, and an amplifier 113.

[0129] The effect sound control unit 76 is capable of controlling the speakers 14a and 14b via the amplifier 113. The amplifier 113 converts the signal output from the effect sound control unit 76 from a digital signal to an analog signal, and amplifies the analog signal to drive the speakers 14a and 14b. In other words, the amplifier 113 functions as a DAC (digital-to-analog converter) and also functions as an amplifier (e.g., a class-D amplifier). The amplifier 113 is configured as a single circuit (e.g., in a single package or on a single chip). For this reason, the amplifier 113 and the effect sound control unit 76 are configured from different components (broadly speaking, electronic components such as integrated circuits, or narrowly, chip components provided on an integrated circuit). Specifically, in the gaming machine of this embodiment, the presentation sub-control means 70 and the presentation sound control unit 76 are configured by the main IC (presentation control IC) of the sub-control means 32, while the amplifier 113 is configured by an amplifier IC separate from the presentation control IC, and the amplifier 113 and the presentation sound control unit 76 are different ICs.

[0130] The effect sound control unit 76 is configured to include a decoder unit (not shown) and an audio output unit (not shown). The effect sound control unit 76 also has a plurality of tracks (for example, a total of 40 tracks, from track 1 to track 40) and a plurality of channels (including channel CH1 and channel CH2). Here, a track is an execution unit for playing back each effect sound (phrase data) stored in the effect sound storage unit 160 (ROM) of the sub-memory 72, and a channel is an output unit for the effect sound data of the effect sound control unit 76. The effect sound control unit 76 synthesizes the effect sounds played back on each track (output of each track) on each channel and outputs them. The effect sound storage unit 160 stores effect sounds such as a series of background music (BGM, music), warning sounds, sound effects, voices, and character dialogue.

[0131] The decoder section is capable of performing independent decoding processing for each track, which allows the effect sound control section 76 to simultaneously play back up to 40 effect sounds (effect sounds read from the effect sound storage section 160).

[0132] The sounds reproduced on each track are synthesized (overlapped) in each channel. That is, each channel handles a synthesized sound (synthesized sound) obtained by synthesizing the sound effects of each track.

[0133] The audio output unit is configured to be able to output a bit clock signal BCLK, a word clock signal LRCLK, and a serial data signal SDATA that comply with the I2S (Inter-IC Sound) standard, for example. The audio output unit outputs the composite sound for each channel in a format that complies with the I2S standard. The serial data signal SDATA contains data for the composite sound for channels CH1 and CH2.

[0134] The bit clock signal BCLK, word clock signal LRCLK, and serial data signal SDATA output from the audio output unit are input to an amplifier 113 .

[0135] The amplifier 113 drives the left speaker 14a and the right speaker 14b to output sound based on the serial data signal SDATA sent from the sound effect control unit 76. As a result, the sound (composite sound effect) of channel CH1 (assumed to be the left channel) is output from the left speaker 14a, and the sound (composite sound effect) of channel CH2 (assumed to be the right channel) is output from the right speaker 14b. The amplifier 113 has a first output unit OUT1 that can output the sound of channel CH1 (the left channel) and a second output unit OUT2 that can output the sound of channel CH2 (the right channel), with the first output unit OUT1 connected to the left speaker 14a and the second output unit OUT2 connected to the right speaker 14b.

[0136] Next, using Figure 10, we will explain the vectorscope A obtained when using a specific tool (analyzer). A vectorscope is a diagram (display) that can visually display information about sound. Vectorscope A displays an L axis corresponding to the L channel and an R axis corresponding to the R channel. The RL Cartesian coordinate system is an XY Cartesian coordinate system on a plane, with the X axis as the R axis and the Y axis as the L axis, rotated 45 degrees counterclockwise around the origin O. The L axis is positive at the top left and negative at the bottom right. The R axis is positive at the top right and negative at the bottom left. In Figure 10, the top and bottom regions are in-phase regions S, and the left and right regions are anti-phase regions T (out-of-phase regions). In-phase refers to the sign (+ or -) being the same for L and R, and out-of-phase refers to the sign being opposite for L and R.

[0137] When a specific stereo signal is played, the left and right channel sounds are displayed as dots on the RL Cartesian coordinate system of vectorscope A (the amplitude is displayed as a dot every certain time (for example, 10 ms)). For example, if the amplitude at a given moment is L=+1 and R=+1, a dot will be displayed at the top vertex. If the set of dots extends vertically, it means that the correlation between the left and right channel sounds is high (there is a lot of in-phase components) and the sound is closer to monaural (the stereo width is narrow). If the set of dots appears as a line extending vertically through the origin O, it means that the left and right channel sounds are identical, and that the sound is essentially monaural (monaural sound) even though it is stereo data. If the set of dots extends horizontally or horizontally, it means that there is a relatively large amount of out-of-phase components and the stereo width is wide (the stereo feeling is strong). In vectorscope A, if the set of points extends vertically, the difference in sound between the left and right channels is small (the similarity between the left and right sounds is high), and if the set of points extends horizontally, the difference in sound between the left and right channels is large.

[0138] Figures 11(a), 11(b), and 11(c) show vectorscopes obtained when using a specified analyzer, and show Vectorscope B, which has a different display mode from Figure 10. Vectorscope B displays lines (waveforms) instead of dots. The length of the lines (waveforms) represents the amplitude (loudness of the sound). The angle (orientation) of the lines represents the direction (position, sound localization). Vectorscope B displays a sound image (waveform).

[0139] Vectorscope B displays the L axis (labeled Left), which extends diagonally upward to the left (45 degrees) from the origin (the intersection of the L and R axes) in the center of the bottom, and the R axis (labeled Right), which extends diagonally upward to the right (45 degrees) from the origin. If a straight line that passes through the origin and extends straight upward is taken as the reference line, the angle between the reference line and the L axis is 45 degrees. The angle between the reference line and the R axis is also 45 degrees. If the position of the reference line is taken as an angle of 0 degrees and the clockwise direction is taken as a positive angle, the range from -45 degrees to +45 degrees is the in-phase region S. The ranges from -90 degrees to -45 degrees and +45 degrees to +90 degrees are the anti-phase region T.

[0140] In vectorscope B, the position of the origin (the intersection of the L axis and R axis) can be assumed (assumed) to be the position of the player. It can be assumed that the player faces the gaming machine placed at the top of the paper, with the left speaker 14a placed at the top left of the paper and the right speaker 14b placed at the top right of the paper.

[0141] 11(a), 11(b) and 11(c) show vectorscope B when sample stereo data is played back and paused at a predetermined timing during the playback.

[0142] FIG. 11(a) shows a case where the sound from the L channel and the sound from the R channel are the same. Making the sounds the same means that not only are the same sounds output from the L and R channels, but also that the output volume and output timing (sound generation timing) of both are the same. Vectorscope B shows a linear sound image extending straight upward (toward the front). In this case, stereo data is being played back, but essentially monaural sound (without sound spread) is being output. The speakers 14 (left speaker 14a and right speaker 14b) are positioned on the left and right sides of the player, and although there are no speakers directly in front of the player, the player hears the sound as if it is being output from the front (center of the left and right). Because the same sound reaches the player's ears at the same time, the player hears the sound as if it is being output from the front. FIG. 11(a) can be said to be a case where the sound image localization is set to "center."

[0143] FIG. 11(b) shows the case where the output volume of the R channel sound (volume of the right speaker 14b) is set to "0." In other words, it shows the case where only the L channel sound (sound from the left speaker 14a) is output. Because only the L channel sound is output, a linear sound image extending along the L axis (overlapping with the L axis) appears on vectorscope B. The player hears the sound as if it is being output from the left front side (left speaker 14a). FIG. 11(b) can be said to be the case where the sound image localization is set to "left front." This can also be said to be a state where the localization (pan) is shifted 100% to the left.

[0144] Figure 11(c) shows the case where the output volume of the R channel sound is set lower than the output volume of the L channel sound (for example, about 3 / 4). Based on the fact that the volume of the L channel sound is louder than the R channel sound, the sound image displayed on vectorscope B is shifted to the left of the front (center) (about halfway between "center" and "left front") The player hears the sound as if it is being output from a position shifted to the left of the front. Figure 11(c) can also be said to be a state where the localization (pan) has been shifted approximately 50% to the left.

[0145] In the above, we have shown a case where the localization is set (adjusted) by differentiating the volume of the L channel sound and the R channel sound, but the localization may also be set by, for example, changing the output timing of the L channel sound and the R channel sound (shifting the phase). For example, if the L channel sound is output earlier than the R channel sound (if the output timing of the R channel sound is delayed), the player will recognize the sound source as being in the direction where the sound arrived earlier, and the localization can be set to a position shifted to the left of the front.

[0146] By adjusting the volume and phase difference and making the L channel sound different from the R channel sound, it is possible to create a sense of stereo (widen the stereo width). Another method for creating a sense of stereo is, for example, adding a reverberation effect to the sound. Reverberation effects include echo, delay, and reverb. Echo (delay) and reverb have the following differences, but in this embodiment they are collectively referred to as the "reverberation effect."

[0147] Echo and delay are effects that simulate reflection (the phenomenon in which sound waves hit a barrier, reflect, and are heard again). Reflection allows you to distinguish between direct sound and reflected sound, and you can count the number of repeated sounds. In contrast, reverb is an effect that simulates reverberation (the phenomenon in which sound continues to be heard even after the sound source has stopped vibrating, as it is repeatedly reflected from the ceiling, walls, etc.). Reverberation makes it impossible to distinguish between direct sound and reflected sound, and you cannot count the number of repeated sounds.

[0148] Fig. 12 shows a vectorscope B when sample data (stereo data) created to output sound with a predetermined stereo feeling (left and right spread) is played back. As the sample data is played back, the sound image (waveform) displayed on the vectorscope B changes from moment to moment. Fig. 12 shows a case where the playback of the sample data is paused at a predetermined timing. At that predetermined timing, it is possible to grasp at a glance how far the sound is spread.

[0149] In Figure 12, the thin waveform line indicates the sound image of the sound currently being played (at the moment of pause), while the thick waveform line indicates the loudest volume value (peak value) of the portion of the sample data that has been played so far.

[0150] Vectorscope B displays multiple semicircular scale lines. From the outside (outer periphery) to the inside, the scale is 0[dB], -20[dB], -40[dB], -60[dB], and -80[dB]. If the maximum volume of the output sound is 0[dB] (reference), you can see at a glance how quiet the currently playing sound is relative to that reference. The maximum value of the waveform displayed in Vectorscope B is "0".

[0151] In FIG. 12, the sound image is contained within (the range of) the in-phase region S, but this in-phase region S may also be called a region of normal stereo width.

[0152] The effect control means 100 can execute a specific effect upon a predetermined trigger, and can output a specific sound (specific stereo sound) associated with the specific effect from the speaker 14. Examples of the predetermined trigger include obtaining a predetermined result in an internal lottery (winning a predetermined combination), displaying a predetermined symbol combination on an active line (winning a predetermined combination), pressing the effect button 25 that has been activated in accordance with an effect (PUSH effect) that prompts the player to press the effect button 25, or receiving a special benefit that is advantageous to the player (e.g., the right to transition to an AT effect state). The specific effect is, for example, an effect that notifies (indicates) the result of a game, and the specific sound is, for example, a character's line of speech (e.g., a voice saying, "Congratulations!"). The effect control means 100 executes a specific effect and outputs a specific sound (e.g., "Congratulations!") upon receiving a special benefit, for example.

[0153] The effect sound storage unit 160 of the sub-memory 72 stores specific sound data relating to specific sounds. The specific sound data is data that has been specially adjusted in advance using a sound processing device (for example, a personal computer). The special adjustment is an adjustment (i.e., pseudo-surround processing) that realizes pseudo-surrounding of stereo sound (addition of a three-dimensional sound effect). A specific description will be given below.

[0154] First, first sound data (e.g., wav data) that is the material sound (original sound) related to the specific sound is prepared. Fig. 13(a) shows a vectorscope B when the first sound data is played and paused at a predetermined timing during playback. The thick line in the figure indicates the peak value when the first sound data is played from start to finish. Fig. 13(a) shows a linear sound image that extends straight upward (toward the front). The first sound data is essentially monaural sound.

[0155] Next, using a sound processing device (e.g., a personal computer), an effect (a reverberation effect such as reverb or short delay) is applied to the first sound data to output a sound (a sound with a widened stereo width), and this sound is recorded to create second sound data (e.g., wav data). The second sound data is stereo data. Note that, although the stereo width is widened by applying an effect to the first sound data, the widening of the stereo width may be achieved by appropriately adjusting parameters that can achieve this.

[0156] FIG. 13(b) shows a vectorscope B when the second sound data is played and paused at a predetermined timing during playback. The thick line in the figure indicates the peak value when the second sound data is played from start to finish. In FIG. 13(b), a sound image is displayed that extends upward (to the front) and has a stereo width that spreads to the left and right (having a predetermined stereo width). In this example, a sound image is displayed in which reverberation sounds spread to the left and right due to the addition of a reverberation effect. The predetermined stereo width is a width that falls within the in-phase region S (a region of normal stereo width). In other words, the stereo width is not so wide that it extends into the anti-phase region T.

[0157] Next, using a sound processing device, the second sound data and the third sound data described below are synthesized (both are played back simultaneously and the output sound is recorded) to create specific sound data (for example, wav data). The specific sound data is stereo data. The third sound data is created from the first sound data (or the second sound data).

[0158] The third sound data has a phase shift of 180 degrees (opposite phase) with respect to the second sound data. The third sound data also has a different stereo width (size of sound spread) from the second sound data. The difference in stereo width between the second sound data and the third sound data is realized, for example, by making the effect amount (strength of the effect) different. The third sound data can be obtained, for example, by first generating sound data with a stereo width different from that of the second sound data, and then inverting the phase of that sound data.

[0159] When the second sound data and the third sound data are played back, the in-phase components are canceled out, and the anti-phase components remain uncancelled. Note that "the in-phase components are canceled out" means that a relatively large amount of the in-phase components are canceled out, and it is not necessary that all of the in-phase components are canceled out. Also, "the anti-phase components remain uncancelled" means that a relatively large amount of the anti-phase components remain, and it is also acceptable for a small amount of the anti-phase components to be canceled out.

[0160] Furthermore, the third sound data may have a phase shift other than 180 degrees relative to the second sound data, may have the same stereo width as the second sound data, or may have no stereo width (i.e., be mono), as long as it results in a sound image related to the specific sound shown in the following Figure 13(c) (as long as it is possible to cancel out the in-phase component and leave the out-of-phase component).

[0161] FIG. 13(c) shows a vectorscope B when specific sound data is played and paused at a predetermined timing during playback. The bold line in the figure indicates the peak value when the third sound data is played from start to finish. In FIG. 13(c), sound images (waveforms) extending upward (front) are hardly visible, and sound images (waveforms) extending to the left and right (directly to the side) are visible. Because the central component (in-phase region S) (in-phase component) is canceled out, almost no sound image appears in the in-phase region S. On the other hand, based on the component (anti-phase component) that was not canceled out, sound images extending significantly to the left and right appear in the anti-phase region T.

[0162] If we consider the appearance of a sound image (waveform) in the antiphase region T as the sound image protruding from the in-phase region S, then the protruding sound image can be said to be the component (out-of-phase component) that remains without being cancelled out. The sound image that protrudes into the antiphase region T has a much larger spread to the left and right compared to a sound image (for example, Figure 12) that fits within the in-phase region S (the region of normal stereo width).

[0163] In this embodiment, the sound image (waveform) relating to the specific sound appears in the antiphase region T and hardly appears in the in-phase region S. The sound image (waveform) relating to the specific sound may appear in the antiphase region T and slightly in the in-phase region S, or may appear only in the antiphase region T.

[0164] It can be said that the specific sound is mainly composed of the anti-phase components of the anti-phase area T, and is a sound in which the anti-phase components are emphasized. The anti-phase area T is also an area where a sound image (waveform) is displayed when the sound sounds unnatural. The sound displayed in the anti-phase area T is more difficult to identify (the position of the sound output source) than the sound displayed in the in-phase area S (the localization is blurred).

[0165] In this embodiment, when a specific sound is played from start to finish and the waveform is displayed on vectorscope B, if the maximum loudness of the sound displayed in the antiphase region T (opposite phase region) is 0 [dB], the maximum loudness of the sound displayed in the in-phase region S is -60 [dB] or less. In this embodiment, when a specific sound is played from start to finish and the waveform is displayed on vectorscope B, the maximum value of the waveform displayed in the antiphase region T (opposite phase region) is -20 or more, and the maximum value of the waveform displayed in the in-phase region S is -60 or less. The volume of the sound displayed in the in-phase area S is much smaller than the volume of the sound displayed in the anti-phase area T (reverse phase area). Therefore, the player can barely hear the sound in the in-phase area S, and can only hear the sound in the anti-phase area T.

[0166] The specific sound has few in-phase components ("few" can mean zero), so it cannot be heard from directly in front of the player, but has many out-of-phase components (the sound spreads widely to the left and right), so it sounds as if it is coming from directly to the side (or behind) of the player. This gives the player the sensation that the specific sound is coming from right next to their ear. In other words, it is possible to achieve pseudo-surround sound from stereo sound.

[0167] In addition, in Figure 13(c), it is preferable that the sound image that appears in the anti-phase region T has a larger width (spread) in the vertical direction of the paper. In other words, it is more preferable that the relationship between the second sound data and the third sound data is adjusted so that a sound image with a larger width appears. By increasing the width, it is possible to make the specific sound easier for the player to hear.

[0168] In this embodiment, the specific sound is the character's line sound (Congratulations!), but the specific sound is not limited to line sound, and can be any sound (performance sound) that can be output in response to the execution of a performance, such as music (BGM) or sound effects.

[0169] The gaming machine of this embodiment is A performance control means (for example, the performance control means 100) for controlling the execution of the performance; a sound output means (for example, a speaker 14) capable of outputting sound; the effect control means is capable of executing an effect in which a specific sound is output from the sound output means at a predetermined opportunity; the specific sound is a sound whose waveform is displayed in the reverse phase region of a vectorscope in a predetermined analyzer capable of visually displaying sound, If the maximum value of the waveform displayed on the vectorscope is 0, When the specific sound is played from start to finish and the waveform is displayed on the vectorscope, the maximum value of the waveform displayed in the out-of-phase area is -20 or more, and the maximum value of the waveform displayed in the in-phase area of ​​the vectorscope is -60 or less.

[0170] The magnitude of the waveform of the specific sound displayed in the in-phase area of ​​the vectorscope is much smaller than the magnitude of the waveform displayed in the out-of-phase area of ​​the vectorscope. Therefore, the sound in the in-phase area is barely audible to the player, and the sound in the out-of-phase area is emphasized. The specific sound has few in-phase components and cannot be heard from directly in front of the player, but has many out-of-phase components (the sound spreads widely to the left and right), so it sounds as if it is coming from directly to the side (or behind) of the player. This gives the player the sensation that the specific sound is coming from right next to their ear, which can increase the player's interest in the game.

[0171] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the similar configuration will be omitted or simplified.

[0172] The effect control means 100 can execute an expectation suggestion effect at a predetermined opportunity, and can output a specific effect sound related to the expectation suggestion effect from the speaker 14. As will be described in detail later, the specific effect sound is an effect sound that can suggest the expectation of receiving a special benefit. The specific effect sound is, for example, the sound of a character's lines (for example, a voice saying "Seize this chance"). In addition, the expectation level indication effect may not only be the output of a specific sound effect, but may also be executed in conjunction with (in conjunction with) effects on other effect devices (liquid crystal display 13 or lighting device 38), and for example, may display on the liquid crystal display 13 characters corresponding to the dialogue sound (seize this chance).

[0173] The presentation control means 100, for example, triggers the operation of a predetermined start lever 24 (game start operation) (based on the fact that a predetermined result has been obtained in the internal lottery) to conduct a lottery to determine whether or not to execute an expectation suggestion presentation, and executes an expectation suggestion presentation (outputs a specific presentation sound) based on the result of the lottery. The trigger for the expectation indication effect is not limited to the operation of the start lever 24, but may also be, for example, the stopping of all stop buttons 26a to 26c (the display of a predetermined symbol combination on an active line) or the pressing of the effect button 25.

[0174] Examples of the "expectation of being granted a benefit" related to a specific sound effect include the expectation of being granted the right to transition to a favorable effect state (such as an AT effect state), and the expectation of determining an increase in the duration of a favorable effect state (such as an AT effect state) (a so-called "addition").

[0175] In this embodiment, as shown in Fig. 14, a plurality of types (three types) of specific effect sounds are prepared as specific effect sounds that can be selected when execution of an expectation level suggestion effect is determined. Data relating to each specific effect sound is stored in the effect sound storage unit 160 of the sub-memory 72.

[0176] The first specific sound effect is a sound effect that can suggest that the expectation of receiving a special benefit is low (weak). Note that "the expectation of receiving a special benefit is low" includes the case where the expectation of receiving a special benefit is 0%.

[0177] The third specific sound effect is a sound effect that can suggest that there is a high (strong) expectation that a special benefit will be awarded. Note that "the expectation that there is a high (strong) expectation that a special benefit will be awarded" includes a case where there is a 100% expectation that a special benefit will be awarded.

[0178] The second specific sound effect is a sound effect that can suggest that the expectation of receiving the benefit is medium (the expectation is between "low" and "high").

[0179] The effect control means 100 determines which specific effect sound to output, for example, depending on the result (winning role) of an internal lottery for the game (game for which execution of the expectation suggestion effect has been decided). The expectation of a bonus being awarded may be different depending on the winning role, and a specific effect sound may be selected depending on the winning role (expectation level). Furthermore, when it has been decided to execute the expectation suggestion effect, the effect control means 100 may hold a lottery to determine which specific effect sound to output, and output the specific effect sound that has been won in the lottery.

[0180] Each specific effect sound is heard (sounded) differently by the player. In other words, each specific effect sound has a different sound effect added to the sound. In the following, in this embodiment, a case where the sound effects are different is described in which both the echo level (degree of echo) and the stereo width (degree of sound spread) are different. However, this is not a limitation, and it is sufficient that at least one of the echo level or the stereo width is different.

[0181] The data relating to each specific effect sound (first to third specific effect sound data) stored in the effect sound storage unit 160 of the sub-memory 72 is data that has been subjected to sound processing (processing to add sound effects) in advance by a sound processing device (for example, a personal computer) so that each specific effect sound has the following sound effects. Note that all of the first to third specific sound data are stereo data (stereo signals).

[0182] The first specific sound effect has a "small" added sound effect (relatively small). Specifically, as shown in Fig. 14, the echo level is "small" and the stereo width is "0" (effectively monaural sound).

[0183] The second specific sound effect is a "medium" sound effect between "small" and "large." Specifically, as shown in Fig. 14, the echo level is "medium" and the stereo width is "small" (stereo sound).

[0184] The third specific sound effect has a "large" added sound effect (relatively large). Specifically, as shown in Fig. 14, the echo level is "large" and the stereo width is "maximum" (fully open) (stereo sound).

[0185] (echo level) An echo is realized by outputting an original sound and a delayed sound that is output after the original sound. In this embodiment, the first delayed sound after the original sound is referred to as the first delayed sound, the second delayed sound after the first delayed sound is referred to as the second delayed sound, and so on, with the nth delayed sound after the (n-1)th delayed sound being referred to as the nth delayed sound (n is an integer). The interval between each sound related to the echo (the interval between the original sound and the first delayed sound, and the interval between the delayed sounds) is referred to as the delay time. The number of times (the number of repetitions) that a delayed sound is output after the original sound is referred to as the feedback (number of times).

[0186] (delay time) 15, the delay time increases (lengthens) in the order of echo level "small," echo level "medium," and echo level "large." In other words, the interval between sounds (delay time) is longer at the echo level "large" than at the echo level "medium," and the interval between sounds (delay time) is longer at the echo level "medium" than at the echo level "small."

[0187] (feedback) 15, the feedback increases (increases) in the order of echo level "small," echo level "medium," and echo level "large." In other words, the echo level "large" has more feedback than the echo level "medium," and the echo level "medium" has more feedback than the echo level "small."

[0188] (Delay sound volume) As shown in Fig. 15, the volume of the delay sound (SEND amount) increases in the order of echo level "small," echo level "medium," and echo level "large." In other words, the volume of the delay sound is louder at echo level "large" than at echo level "medium," and the volume of the delay sound is louder at echo level "medium" than at echo level "small." Note that in this embodiment, regardless of the echo level, the volume of the delay sound decreases as the number of repetitions of the delay sound increases (in the order of the first delay sound, second delay sound, ..., nth delay sound).

[0189] Although not shown in the figure, a duration may be provided as a parameter related to the echo level. The duration is, for example, the time required from when the first sound related to the specific effect sound is output until the last sound (last delay sound) becomes inaudible. The duration may increase (be longer) in the order of echo level "small," echo level "medium," and echo level "large." In other words, the duration of the echo level "large" may be longer than the echo level "medium," and the duration of the echo level "medium" may be longer than the echo level "small."

[0190] (stereo width) The stereo width (sound spread) can be set by adjusting parameters such as "Width" in a tool capable of processing sound data. For example, by changing the parameter "Width," the stereo width can be set to a desired value between 0 and maximum (fully open). When the stereo width is set to "0," "Width" is set to "0." When the stereo width is set to "small," "Width" is set to, for example, approximately "20." When the stereo width is set to "maximum," "Width" is set to "100." Note that in this embodiment, the stereo width related to the third specific effect sound is set to "maximum" (100), but the stereo width is not limited to "maximum" and may be "large" (for example, "Width" is approximately 80 to 90).

[0191] The stereo width setting is not limited to the "width" parameter, and may be achieved by adjusting other parameters. For example, one method for widening the stereo width is to shift the output timing of the left and right (L and R) delay sounds, and a parameter called "ping-pong delay" related to the amount of shift may be adjusted.

[0192] 16(a) shows a vectorscope B when the first specific sound data is played and paused at a predetermined timing during playback. The thick line in the figure indicates the peak value when the first specific sound data is played from start to finish. In Figure 16(a), a linear sound image extending straight up (toward the front) is displayed. The first specific sound effect is essentially a monaural sound. Furthermore, the first specific sound effect is a sound that is heard from the front (sound localized in the center). The first specific sound effect does not have a sound spread (sense of distance in space), and is a sound that can be perceived as having a slight echo (monaural echo). The first specific sound effect has less echo (reverberation, reverberation) than the second and third specific sound effect. The first specific sound effect has a weaker sound effect than the second and third specific sound effect, and leaves a weaker impression (impact) on the player.

[0193] 16(b) shows a vectorscope B when the second specific sound effect data is played back and paused at a predetermined timing during playback. The thick line in the figure indicates the peak value when the second specific sound effect data is played back from start to finish. In FIG. 16(b), a substantially band-shaped sound image appears that extends upward (toward the front) and has a predetermined width (slight width) in the left-right direction. The sound image of the second specific effect sound is displayed in the in-phase region S but not in the anti-phase region T. In other words, the second specific effect sound is a sound whose sound image appears only in the in-phase region S (a sound that fits within the in-phase region S). The second specific effect sound is a sound that is heard from the front (localized approximately in the center), and the three-dimensional sound effect (the feeling of being enveloped in sound, the surround feeling) is relatively low. The second specific effect sound has a slight sound spread (a sense of distance in space) and is a sound that can be recognized as having an echo. The second specific effect sound has a larger echo (reverberation, reverberation) than the first specific effect sound, but a smaller echo than the next, third specific effect sound. The second specific sound effect has a greater sound effect than the first specific sound effect but a lesser sound effect than the third specific sound effect, and the second specific sound effect has a stronger impression (impact) on the player than the first specific sound effect but a weaker impression than the next third specific sound effect.

[0194] 16(c) shows a vectorscope B when the third specific sound effect data is played and paused at a predetermined timing during playback. The thick line in the figure indicates the peak value when the third specific sound effect data is played from start to finish. FIG. 16(c) shows a sound image extending upward (toward the front) and spreading (rounded) to the left and right, a sound image extending to the left, and a sound image extending to the right. The sound image of the third specific effect sound is displayed in an in-phase region S and an anti-phase region T. In other words, the third specific effect sound is a sound in which the sound image appears in the in-phase region S and the anti-phase region T. Because the third specific effect sound can be heard from the left and right (horizontal directions) in addition to the front, it has a relatively high three-dimensional sound effect (providing a feeling of being enveloped in sound, a surround feeling). The third specific effect sound has a large sound spread (sense of distance in space) and is a sound that can be perceived as having a strong echo. The third specific effect sound has a larger echo (reverberation, reverberation) than the first and second specific effect sounds. The third specific effect sound has a larger sound effect than the first and second specific effect sounds, and leaves a stronger impression (impact) on the player.

[0195] In this embodiment, the first to third specific effect sounds are a common dialogue sound (seize this chance), but the first to third specific effect sounds may be different dialogue sounds. In other words, the first to third specific effect sounds may be different dialogue sounds and may have different sound effects (intensity). Furthermore, the specific effect sounds are not limited to dialogue sounds, and may be sounds (effect sounds) that can be output in response to the execution of a performance, such as sound effects or music (BGM).

[0196] In this embodiment (FIG. 15), the higher the echo level (the larger it becomes), the larger all three parameters (delay time, feedback, and volume of the delay sound). In other words, the set value of each parameter is proportional to the echo level. However, it is not necessary for the set values ​​of all parameters to be proportional to the echo level. It is sufficient that at least one parameter is configured to be larger for a larger echo level than for a smaller echo level (lower level).

[0197] In addition, although three types of specific effect sounds are prepared in this embodiment, it is not necessary to prepare three types, and it is sufficient if at least two types of specific effect sounds are prepared. When two types of specific effect sounds are prepared, the effect control means 100 can select and output one of the two types of specific effect sounds.

[0198] (Variation 1) For example, the two types of specific sound effects may be the first specific sound effect (echo level "small", stereo width "0") and the second specific sound effect (echo level "medium", stereo width "small"). In this case, the first specific sound effect may be a sound effect that can suggest that the expectation of receiving a special benefit is relatively low, and the second specific sound effect may be a sound effect that can suggest that the expectation of receiving a special benefit is relatively high. The second specific sound effect has a stronger sound effect than the first specific sound effect. The first specific sound effect has a smaller echo level than the second specific sound effect. Note that "a small echo level is set" may also mean that the echo level is "0".

[0199] (Variation 2) For example, the two types of specific effect sounds may be the second specific effect sound (echo level "medium," stereo width "small") and the third specific effect sound (echo level "large," stereo width "maximum") described above. In this case, since the first specific effect sound is not provided, the second specific effect sound (echo level "medium," stereo width "small") is referred to as the "first specific effect sound," and the third specific effect sound (echo level "large," stereo width "maximum") is referred to as the "second specific effect sound." In this case, the first specific effect sound is referred to as an effect sound that can suggest that the expectation of receiving a special benefit is relatively low, and the second specific effect sound is referred to as an effect sound that can suggest that the expectation of receiving a special benefit is relatively high. The second specific effect sound has a stronger sound effect than the first specific effect sound. The first specific effect sound has a smaller echo level set than the second specific effect sound. Note that the "small echo level set" may also mean that the echo level is "0."

[0200] (Variation 3) For example, the above-mentioned first specific effect sound (echo level "small", stereo width "0") and third specific effect sound (echo level "large", stereo width "maximum") may be provided as two types of specific effect sounds. In this case, since the second specific effect sound is not provided, the third specific effect sound (echo level "large", stereo width "maximum") is called the "second specific effect sound." In addition, in this case, the first specific effect sound is a sound that can suggest that the expectation of receiving a special benefit is relatively low, and the second specific effect sound is a sound that can suggest that the expectation of receiving a special benefit is relatively high. The second specific effect sound has a stronger sound effect added than the first specific effect sound. The first specific effect sound has a smaller echo level set than the second specific effect sound. Note that "a small set echo level" may also mean that the echo level is "0."

[0201] The gaming machine of this embodiment is A reward granting means (e.g., a reward granting means 82) that controls the granting of rewards; A performance control means (for example, the performance control means 100) for controlling the execution of the performance; a sound output means (for example, a speaker 14) capable of outputting sound; The effect control means may, at a predetermined trigger, cause the sound output means to output a specific effect sound that can suggest the degree of expectation that the benefit will be awarded, The effect control means can output, as the specific effect sound, either a first specific effect sound suggesting that the degree of expectation is low or a second specific effect sound suggesting that the degree of expectation is high, The first specific effect sound and the second specific effect sound have different echo levels, and the first specific effect sound has an echo level set lower than that of the second specific effect sound.

[0202] The second specific sound effect, which indicates a high expectation of receiving a bonus, has a louder echo level than the first specific sound effect and makes a greater impression (impact) on the player than the first specific sound effect. Therefore, the second specific sound effect can give the player a sense of specialness (exhilaration), which can increase the player's interest in the game.

[0203] In addition, in the gaming machine of this embodiment, The first specific effect sound has a smaller feedback related to an echo level than the second specific effect sound.

[0204] In addition, in the gaming machine of this embodiment, The first specific effect sound has a smaller delay time related to an echo level than the second specific effect sound.

[0205] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the similar configuration will be omitted or simplified.

[0206] The performance control means 100 can execute a music performance that outputs a song (song) from the speaker 14 at a predetermined trigger. As will be described later, the output of the song (music performance) may be executed together with performance on other performance devices (liquid crystal display 13 and lighting device 38). The song includes vocals (singing) and accompaniment (musical instrument performance). The accompaniment (backing band performance) includes, for example, guitar sounds and drum sounds. Note that the accompaniment may also be referred to as the part other than the vocals.

[0207] Specific triggers for the execution of a musical effect include, for example, the start of an effect state advantageous to the player (e.g., an AT effect state), the stored value of the difference number counter 64 that manages the advantageous zone in the AT effect state reaching a specific value (e.g., 2000), or the number of times (number of sets) the AT effect state has been repeatedly executed reaching a specific number.

[0208] The effect control means 100 can execute normal music effect and special music effect as music effect. A normal music effect is an effect in which a normal music piece is output, and a special music effect is an effect in which a special music piece is output. Although the music (sound source) used for normal music and special music is the same (a common predetermined music piece), the sound effects added to them are different, and therefore the way they sound to the player is different. In this embodiment, normal music does not have sound effects added, and special music has sound effects added.

[0209] Special music has a reverberation effect added as an acoustic effect, specifically reverb. Note that the reverberation effect is not limited to reverb, but can be anything that simulates reverberation (reflection), such as echo or delay. The reverberation effect is an effect that can give sound a sense of spaciousness (a sense of distance in space). Hereinafter, the process of adding a reverberation effect to music will be referred to as reverberation processing (reverberation processing).

[0210] The effect control means 100 can determine whether to execute a normal music effect or a special music effect at the predetermined trigger, and output the music (normal music or special music) corresponding to the determined effect. Note that the special music effect may be executed at the predetermined trigger, and the normal music effect may be executed at another trigger different from the predetermined trigger. In other words, the normal music effect and the special music effect may be executed in different situations.

[0211] Although it has been stated that a reverberation effect is added to the special music pieces, specifically, as shown in FIG. 17, the special music pieces have reverberation processing applied to the vocals but not to the accompaniment. Meanwhile, the regular music pieces have no reverberation processing applied to either the vocals or the accompaniment. Special music piece data (e.g., wav data) for the special music pieces and regular music piece data (e.g., wav data) for the regular music pieces are stored in the effect sound storage unit 160 of the sub-memory 72. Here, the creation of the special music piece data will be described.

[0212] As shown in FIG. 18, vocal data D1 (e.g., wav data) and accompaniment data D2 (e.g., wav data) of a song to be used in song performance are prepared. This can also be said to divide (separate) a normal song into vocal data D1 and accompaniment data D2. Vocal data D1 is data consisting only of vocals and does not include accompaniment. Accompaniment data D2 is data consisting only of accompaniment and does not include vocals. Note that accompaniment data D2 may also be referred to as karaoke data. Vocal data D1 and accompaniment data D2 are paradata (audio data in which each part is independent and can be played on separate tracks).

[0213] Next, the parameters (reverb amount) of the vocal data D1 are adjusted using a tool, and reverberation processing is performed (a reverberation effect is added). Although not shown, the data obtained by performing reverberation processing on the vocal data D1 is referred to as vocal data D1'. Note that reverberation processing is not performed on the accompaniment data D2.

[0214] Next, the vocal data D1' and the accompaniment data D2 are mixed (both are played back simultaneously and the output sound is recorded) to create one special music piece data D3 (stereo data).

[0215] The special music is designed so that the vocals sound live (for example, as if the singing is being performed in a large space such as a dome) and the accompaniment is clear and not blurred (the clarity of the accompaniment is maintained). By adding a reverberation effect to the vocals, the player can be given the sensation of listening to music being performed live (a sense of realism). Furthermore, by not adding a reverberation effect to the accompaniment, the special music is prevented from becoming blurred and difficult to hear, which can prevent the player from feeling uncomfortable.

[0216] The effect control means 100 executes the special music effect, and while the special music is being output (in time with the output of the special music), displays on the LCD display 13 a video (live video) of an artist singing (a band playing). It is more preferable that the live video is of a live performance taking place in a space where reverberation occurs, such as a dome. This allows the player to feel, both visually and aurally, as if they were listening to music being performed at a live concert (a sense of realism).

[0217] The performance control means 100 executes the normal music performance and while normal music (without reverberation effect) is being output, it does not display live video on the liquid crystal display 13, but instead displays video (such as an image including a character) according to the performance state the player is in. For example, the performance control means 100 may execute the normal music performance and output normal music and display a predetermined character image based on winning a predetermined role in an internal lottery in the normal performance state or CZ performance state.

[0218] Furthermore, for example, when a configuration is made such that either a special music effect or a normal music effect can be executed at a predetermined opportunity (in the same scene), the special music effect may be executed when it suggests that the expectation of a special benefit is relatively high, and the normal music effect may be executed when it suggests that the expectation of a special benefit is relatively low. In other words, when a special music effect is executed at a predetermined opportunity, it may be configured to be more advantageous to the player than when a normal music effect is executed, and to give the player a sense of exhilaration.

[0219] The gaming machine of this embodiment can output a pattern with a reverberation effect (i.e., special music) and a pattern without a reverberation effect (i.e., normal music) for the same common (same) music. By providing normal music in addition to special music, the player can experience the difference between the two. The presence of normal music can make the impression (impact) given to the player when special music is output greater (the special music can be made to stand out).

[0220] In FIG. 18, if reverberation processing is applied to both vocal data D1 and accompaniment data D2 to generate data and then mixed, the sound (the entire sound image) becomes blurred, making the music difficult to hear. The same problem occurs when reverberation processing is applied to the entire music piece (the data before it is separated into paradata). The special music piece according to this embodiment is one in which reverberation processing is applied only to vocal data D1, not to both vocal data D1 and accompaniment data D2. This prevents the sound (accompaniment) from becoming blurred, making the special music piece easier to hear. In other words, the music piece is easier for the listener to hear than when reverberation processing is applied to the entire music piece.

[0221] Furthermore, vocals leave a stronger impression on listeners than accompaniment. Furthermore, amusement halls are noisy environments, so vocals are more easily heard by players than accompaniment. For this reason, by creating special music by adding a reverberation effect to the vocals rather than the accompaniment, a live feel can be more effectively achieved. Furthermore, because amusement halls are noisy, players are less likely to notice that a reverberation effect has not been added to the accompaniment of special music, and the players are less likely to feel uncomfortable.

[0222] In FIG. 18, if reverberation processing is not performed on vocal data D1, but on accompaniment data D2, and then these are mixed, the output music will sound as if the vocalist is singing in a small room and the backing band is playing in a large space. This results in a relatively low impression of the vocals (the vocals are buried in the backing band). In other words, it will be difficult for the listener to hear them. In this embodiment, as described above, reverberation processing is performed on vocal data D1, but not on accompaniment data D2. This makes it easier for the listener to hear them.

[0223] The gaming machine of this embodiment is A performance control means (for example, the performance control means 100) for controlling the execution of the performance; a sound output means (for example, a speaker 14) capable of outputting sound; the performance control means is capable of causing the sound output means to output a special piece of music at a predetermined timing; In the special music piece, reverberation processing is applied to the vocals, but not to the accompaniment.

[0224] The special music has reverberation processing applied to the vocals, making them sound like they are being sung in a live setting (for example, as if they are being sung in a large space such as a dome). Furthermore, the accompaniment to the special music is not reverberated, making it possible to hear the accompaniment clearly without blurring. Therefore, by outputting the special music, it is possible to give the player the sensation of listening to music being performed live (a sense of realism). Furthermore, it is possible to prevent the special music from becoming difficult to hear, thereby minimizing discomfort to the player. This can increase the enjoyment of the game.

[0225] In addition, in the gaming machine of this embodiment, the performance control means may, upon a predetermined trigger, cause the sound output means to output a normal piece of music that is common to the special piece of music but sounds different from the special piece of music; In the normal music piece, no reverberation processing is applied to the vocals or accompaniment.

[0226] By outputting normal music without reverberation processing on the vocals or accompaniment, the special music can have a greater impact on the player when it is output, thereby increasing the interest in the game.

[0227] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. Figure 19 is a perspective view showing the external configuration of a pachinko gaming machine according to this embodiment. The pachinko gaming machine is used to play games using game balls (game media) loaned from an arcade, and includes an outer frame 1002 that forms the outer surface of the pachinko gaming machine, a game board 1006 that is provided inside the pachinko gaming machine and forms a game area 1004 in which the game balls move, a glass unit 1008 that makes the game board 1006 visible but inaccessible to the player, and a front frame 1010 to which the glass unit 1008 is attached.

[0228] The portion of the front frame 1010 surrounding the glass unit 1008 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a plurality of front frame lamps 1012 that output special lights to enhance the game.

[0229] Additionally, speakers 14 for outputting sound effects to enhance the game are provided on the left and right sides of the lower part of the front frame 1010. The speakers 14 include a left speaker 14a and a right speaker 14b.

[0230] An upper tray 1016 for storing game balls is provided in the center of the lower part of the front frame 1010, and a payout opening 1018 for paying out game balls from the pachinko game machine to a player is provided on the left side of the inner side of the upper tray 1016. A grip unit 1020 is provided on the right side of the lower part of the front frame 1010, and when a player rotates the grip unit 1020 clockwise toward the pachinko game machine, a launcher (not shown) provided inside the pachinko game machine is activated, and game balls are launched into the game area 1004. The launcher of this embodiment can launch 99 game balls per minute (1.65 balls per second).

[0231] A supply port 1022 is provided on the right side of the inner side of the upper tray 1016 to supply game balls from the upper tray 1016 to the launching device. In addition, a lower tray 1024 is provided below the upper tray 1016 to store surplus game balls when the upper tray 1016 cannot store all the game balls.

[0232] A performance operation device 1026 (performance button) is provided on the front side of the edge of the upper tray 1016, and when a player operates the performance operation device 1026, the performance performed in the pachinko gaming machine changes. The performance operation device 1026 may be equipped with a push button and a rotary switch (jog dial) and configured to allow input of a push operation and a rotation operation.

[0233] Figure 20 is a front view showing the external configuration of the game board 1006 shown in Figure 19. A circular outer rail 1028 is provided on the game board 1006, and the area surrounded by the outer rail 1028 is the game area 1004 in which game balls move. An arc-shaped inner rail 1030 is provided at the left end of the game area 1004 so as to follow the outer rail 1028, and the outer rail 1028 and the inner rail 1030 guide game balls launched from a launcher (not shown) provided below the game board 1006 into the game area 1004.

[0234] In the center of the game board 1006, there is provided a display device 1032 (liquid crystal display) that displays effect images and the like to liven up the game, and an effect unit 1036 that includes a display frame 1034 formed to surround the display device 1032.

[0235] In this embodiment, the game ball cannot pass through the front side of the display device 1032, and the game ball launched from the launching device falls in the game area 1004 on the left or right side of the display device 1032. In the game area 1004, a large number of game nails (not shown) are nailed to the surface of the game board 1006 so as to intersect with each other, and the moving direction of the game ball moving through the game area 1004 changes randomly.

[0236] An opening 1040 is formed on the left side of the display frame 1034, through which game balls falling in the game area 1004 on the left side of the display device 1032 can pass, and game balls that pass through this opening 1040 pass through a passage 1042 provided in the display frame 1034 and fall onto a stage 1044 provided below the display device 1032. The top surface of this stage 1044 is smoothly curved, and a gap is formed between the stage 1044 and the glass unit 1008 that allows game balls to fall downward from the stage 1044, so that game balls that fall from the passage 1042 onto the stage 1044 move back and forth on the stage 1044 before falling downward from near the center of the stage 1044.

[0237] A first start winning opening 1046 is provided below the center of the stage 1044. A passing gate 1048 is provided in the game area 1004 to the right of the display device 1032. A second start winning opening 1050 is provided below the passing gate 1048. This second start winning opening 1050 is provided with a normal device 1052 that includes an assisting member that can move between a reduced state (a state in which entry is not assisted, a non-assisted state) in which it is difficult for the game ball to enter the second start winning opening 1050, and an expanded state (a state in which entry is assisted, a assisted state) in which it is easy for the game ball to enter.

[0238] In the game area 1004 on the right side of the display device 1032, a large prize opening 1054 is provided below the second start prize opening 1050. This large prize opening 1054 is provided with a special device 1056 having a movable member that closes the large prize opening 1054. The special device 1056 is configured to be operable between a closed state in which game balls cannot enter the large prize opening 1054, and an open state in which game balls can enter the large prize opening 1054 (FIG. 20 shows the closed state). The special device 1056 is controlled to be in an open state under predetermined conditions in a special game state that starts when a large prize is won.

[0239] Below the large prize opening 1054, a large prize passage 1058 is provided facing downward. A normal entrance 1062 is provided at the lower end of the large prize passage 1058. In addition, a specific passage 1065 is provided below the large prize passage 1058, branching downward from the middle of the large prize passage 1058. This specific passage 1065 is provided with a specific role 1066 having a movable member that blocks the specific passage 1065. The specific role 1066 is configured to be operable between a closed state in which game balls cannot enter the specific passage 1065 and an open state in which game balls can enter the specific passage 1065 (FIG. 20 shows the closed state). The specific role 1066 is controlled to be in an open state under predetermined conditions in the special game state. A specific entrance 1068 is provided at the lower end of the specific passage 1065. In addition, at the bottom of the game area 1004, an outlet 1069 is provided to collect game balls that fall through the game area 1004 without entering any of the winning holes into the inside of the game machine.

[0240] The game ball launching device is configured so that the launch force of the game ball can be changed by adjusting the amount of rotation of the grip unit 1020 shown in Figure 19, and when the amount of rotation of the grip unit 1020 is small, the game ball is launched so that it falls in the game area 1004 (left-hitting area) on the left side of the display device 1032, and when the amount of rotation of the grip unit 1020 is large, the game ball is launched so that it falls in the game area 1004 (right-hitting area) on the right side of the display device 1032.

[0241] The player adjusts the amount of rotation of the grip unit 1020 depending on the game situation, and launches the game ball so that it falls down the left-hand game area 1004 or passes through the opening 1040, passage 1042 and stage 1044 and enters the first start winning port 1046 (left hit), or so that it falls down the right-hand game area 1004 and passes through the passing gate 1048 or enters the second start winning port 1050 or enters the big winning port 1054 (right hit).

[0242] A status display unit 1070 is provided in the lower right corner of the gaming board 1006, outside the gaming area 1004, which indicates various states of the gaming machine by turning on and off lamps and the like. The gaming machine's gaming states include a normal state, a special gaming state, and a time-saving state. For example, if a jackpot is won in the first special symbol lottery, which is executed based on a gaming ball entering the first start winning slot 1046 in the normal state, the special gaming state begins, and the time-saving state may be entered based on the end of the special gaming state. Also, if a jackpot (or a small jackpot) is won in the second special symbol lottery, which is executed based on a gaming ball entering the second start winning slot 1050 in the time-saving state, the special gaming state may be entered.

[0243] The gaming machine of this embodiment is controlled by control boards including a main control board and a sub-control board. The functions of each board, such as the main control board and the sub-control board, are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROMs (an example of information storage media), or RAMs, or by software consisting of a given program pre-stored in ROMs, etc.

[0244] The main control board receives input signals from the input means (first start winning port sensor, passing gate sensor, second start winning port sensor, large winning port sensor, normal entrance sensor, specific passage sensor, payout sensor, etc.), performs various calculations to execute the game, and based on the calculation results, controls the operation of the output means (status display drive device, normal role drive device, special role drive device, specific role drive device, payout device, etc.).

[0245] The sub-control board receives signals (commands) sent from the main control board and input signals from input means such as the presentation operation device 1026, performs various calculations to execute presentations that match the progress of the game, and controls the presentation devices (liquid crystal display 1032, speaker 100, etc.) based on the results of the calculations.

[0246] The gaming machine according to this embodiment is equipped with a left speaker 14a and a right speaker 14b, similar to the gaming machines shown in the first to third embodiments. Also, the effect operation device 1026 according to this embodiment has a configuration equivalent to the effect button 25 shown in the first embodiment.

[0247] Furthermore, the main control board and the sub-control board according to this embodiment are capable of performing the same control as that executed by the main control means 31 and the sub-control means 32 shown in the first to third embodiments. In other words, the gaming machine according to this embodiment is equipped with a performance control means equivalent to the performance control means 100 shown in the first to third embodiments, and is capable of executing the same performances as those shown in the first to third embodiments via the left speaker 14a and the right speaker 14b, thereby achieving the same effects as those of the gaming machines shown in the first to third embodiments.

[0248] (Similar control to the first embodiment) The effect control means can execute a specific effect at a predetermined trigger and can output a specific sound (e.g., dialogue sound) related to the specific effect from the speakers 14 (left speaker 14a and right speaker 14b). As shown in FIG. 13(c), the specific sound is a sound whose sound image (waveform) is displayed in the anti-phase region T of a vectorscope B, which can visually display the sound. When the specific sound is played from start to finish and the sound image is displayed on the vectorscope B, if the maximum loudness of the sound displayed in the anti-phase region is 0 dB, the maximum loudness of the sound displayed in the in-phase region S of the vectorscope B is −60 dB or less. When the specific sound is played from start to finish and the waveform is displayed on the vectorscope B, the maximum value of the waveform displayed in the anti-phase region T (anti-phase region) is −20 or more, and the maximum value of the waveform displayed in the in-phase region S is −60 or less. The predetermined triggers for the execution of a specific effect include the start of the special pattern changing based on the entry of a game ball into the starting winning hole, the effect operation device 1026 being pressed while the special pattern is changing, or the change of the special pattern stopping.

[0249] (Similar control to the second embodiment) The effect control means can execute the expectation indication effect upon a predetermined trigger, and can output a specific effect sound associated with the expectation indication effect from the speakers 14 (left speaker 14a and right speaker 14b). At least two types of specific effect sounds are provided: a first specific effect sound that indicates a relatively low expectation of a special bonus being awarded, and a second specific effect sound that indicates a relatively high expectation of a special bonus being awarded. As shown in FIG. 14 , the second specific effect sound has a stronger acoustic effect than the first specific effect sound. The first specific effect sound has a lower echo level than the second specific effect sound. Examples of the predetermined trigger for executing the expectation indication effect include the start of a special symbol variation based on the entry of a game ball into the start winning slot, or the depression of the effect operation device 1026 while the special symbol is varying. The bonus can also be a transition to a special game state, and the expectation of a bonus being awarded can be the expectation of a winning special symbol lottery result.

[0250] (Control equivalent to that of the third embodiment) The effect control means is capable of executing a music effect that outputs music from the speakers 14 (left speaker 14a and right speaker 14b) at a predetermined trigger. There are normal music effects and special music effects. The normal music effect is an effect in which normal music is output, and the special music effect is an effect in which special music is output. As shown in FIG. 17, in the special music, reverberation processing is applied to the vocals, but not to the accompaniment. On the other hand, in the normal music, reverberation processing is applied to neither the vocals nor the accompaniment. The predetermined trigger for executing the music effect includes the start of the variation of the special pattern based on the entry of the game ball into the starting winning slot, the start of a predetermined effect state (for example, a time-saving state), etc.

[0251] In this embodiment, the pachinko gaming machine is configured so that the player can physically touch the gaming balls and the gaming balls are paid out to a tray when the gaming balls enter a predetermined winning opening, but the present invention is not limited to this, and the gaming machine may be configured so that the player can play without touching the gaming balls. In other words, the gaming machine may be configured so that the gaming value is used as electronic information, and the gaming value is consumed by playing or paid out electronically.

[0252] The present invention is not limited to the above-described embodiments and can be modified in various ways without departing from the spirit of the invention. Furthermore, within the scope of the invention, the embodiments can be freely combined, or any component of each embodiment can be modified, or any component of each embodiment can be omitted. For example, the control mode and configuration of the gaming machine are not limited to those of the above-described embodiments. Furthermore, the above-described configuration can also be applied to other gaming machines. [Explanation of symbols]

[0253] 14 Speaker (sound output means) 100 Production control means

Claims

[Claim 1] a performance control means for controlling the execution of the performance; a sound output means capable of outputting sound; the effect control means is capable of executing an effect in which a specific sound is output from the sound output means at a predetermined opportunity; the specific sound is a sound whose waveform is displayed in the reverse phase region of a vectorscope in a predetermined analyzer capable of visually displaying sound, If the maximum value of the waveform displayed on the vectorscope is 0, When the specific sound is played back from start to finish and a waveform is displayed on the vectorscope, the maximum value of the waveform displayed in the out-of-phase area is -20 or more, and the maximum value of the waveform displayed in the in-phase area of ​​the vectorscope is -60 or less.

Citation Information

Patent Citations

  • Game machine

    JP2019208893A